| Time |
Nick |
Message |
| 00:05 |
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| 00:10 |
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| 00:22 |
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| 00:23 |
Fixer |
just one more year and then you will be happy |
| 00:24 |
Fixer |
rubenwardy: nice view, little bit of snow here |
| 00:25 |
red-001 |
xerox123, how many times has Fixer said "just one more year and then you will be happy" |
| 00:25 |
Fixer |
countless |
| 00:25 |
red-001 |
well if the stats don't have that what use are they? |
| 00:27 |
Fixer |
what stats? |
| 00:28 |
shivajiva |
didn't think the quantity mattered only repetition of the mantra till it manifests |
| 00:29 |
* Fixer |
shrugs and goes back to creative thinking in block game |
| 00:33 |
Fixer |
nothing unusual, just mt motto https://www.youtube.com/watch?v=b1ylnLVB-Rg |
| 01:11 |
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| 12:41 |
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| 13:42 |
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| 14:09 |
Fixer |
https://www.youtube.com/watch?v=ltncQ0t8I6A |
| 14:48 |
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| 15:14 |
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Megaf joined #minetest-hub |
| 15:14 |
MinetestBot |
Megaf: Mar-02 11:16 UTC <paramat> calm down, your crash is your own fault, not Minetest's =) you're using a very recent MTG that is not in sync with the backport 0.4 engine. just ask and we'll help you out |
| 15:19 |
Megaf |
Hi folks. |
| 15:19 |
Megaf |
Help pleae? http://paste.debian.net/plain/1012921 |
| 15:19 |
Megaf |
paramat: something went wrong before with my git pull and it got master instad of backport-0.4. That was the problem. Perhaps backport-0.4 should be made the default branch for MT and MTG? |
| 15:19 |
Megaf |
This error happened with current backport-0.4 for engine and subgame. http://paste.debian.net/plain/1012921 |
| 15:19 |
Megaf |
emerge.cpp:293: virtual void* EmergeThread::run(): A fatal error occured: std::bad_alloc |
| 15:37 |
paramat |
ah i see |
| 15:38 |
paramat |
looking |
| 15:40 |
paramat |
your server is on backport 0.4? |
| 15:40 |
Megaf |
By the way, my reaction would be less severe if I had been asked if I were using master instead of blaming me for using master, in a moment I was sure I was using MTG backport-0.4 |
| 15:40 |
Megaf |
not saying the way I reacted was right... |
| 15:40 |
Megaf |
paramat: no, it should be all backport-0.4 |
| 15:40 |
Megaf |
MTG was in master for some minutes until it crashed |
| 15:41 |
Megaf |
I've seen the emerge crash before in 0.4, it seems to be random |
| 15:42 |
paramat |
so the crash was in master ok |
| 15:42 |
Megaf |
paramat: the one from yesterday yes, this one from now is backport-0.4 |
| 15:43 |
paramat |
ok |
| 15:44 |
paramat |
can you paste line 293 of your emerge.cpp? in backport 0.4 line 293 is a blank line |
| 15:49 |
Megaf |
blank as well |
| 15:50 |
Megaf |
I added a new option in my minetest.conf, about log, set it to 0 |
| 15:50 |
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| 15:51 |
paramat |
ah weird |
| 15:51 |
Megaf |
added this show_debug = 0 |
| 15:51 |
Megaf |
if you search, EmergeThread::run, circa line 400, there's stuff about log |
| 15:52 |
Megaf |
could be just plain coincidence tho |
| 15:52 |
Megaf |
and I also reduce my log from info to action, debug_log_level = action |
| 15:52 |
paramat |
"std::bad_alloc is the type of the object thrown as exceptions by the allocation functions to report failure to allocate storage. " maybe memory stuff |
| 15:52 |
Megaf |
reduced* |
| 15:52 |
Megaf |
Maybe a memory leak happened |
| 15:54 |
Megaf |
well, nothing on dmesg |
| 15:55 |
paramat |
do you know how to compile a debug version and/or run minetest in 'gdb'? that would give you more info |
| 15:55 |
paramat |
apart from that there's not much to go on, sorry i can't help much |
| 15:57 |
Megaf |
wildo if it crashes again |
| 15:57 |
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Tenplus1 joined #minetest-hub |
| 15:57 |
Tenplus1 |
hi folks |
| 16:02 |
paramat |
maybe you ran out of server RAM .. just a guess |
| 16:02 |
Tenplus1 |
o/ paramat, how's things ? |
| 16:07 |
paramat |
hi, erm, ok but just lost the last small bit of income i had :} |
| 16:07 |
Tenplus1 |
erk, did you splurge on a pizza ? |
| 16:08 |
paramat |
anyway 'bad alloc' looks like it can be caused by a memory leak |
| 16:08 |
lisac |
hey Tenplus1 |
| 16:08 |
Tenplus1 |
hi lisac |
| 16:08 |
Tenplus1 |
if it helps check out www.minds.com and get some articles/points gathered, you can convert to coinage |
| 16:09 |
Megaf |
Hi Tenplus1 |
| 16:09 |
Tenplus1 |
hey Megaf |
| 16:11 |
Tenplus1 |
converted a few ppl at work to Minetest :) said they love it |
| 16:11 |
Megaf |
heh |
| 16:11 |
Tenplus1 |
they are usy rumaging through forums for mods to play with :P |
| 16:13 |
Tenplus1 |
meanwhile am playing with minds.com and checking out an open-source free speech platform for everything from articles, pics, forums, videos etc. which lets you convert points gained to cash |
| 16:22 |
Wayward_One |
hi all :) |
| 16:23 |
Tenplus1 |
hi wayward |
| 16:32 |
|
Fixer joined #minetest-hub |
| 16:33 |
Tenplus1 |
wb |
| 16:39 |
|
Krock joined #minetest-hub |
| 16:39 |
Tenplus1 |
hi Krock |
| 16:39 |
Krock |
hi Tenplus1 |
| 16:39 |
Krock |
ugh |
| 16:39 |
Tenplus1 |
o/ |
| 16:39 |
Krock |
o/ \o O// |
| 16:39 |
Tenplus1 |
eheh. how's you ? |
| 16:41 |
Krock |
oh I'm fine :) checking what's new |
| 16:41 |
rubenwardy |
ooo, capital Tenplus1 today |
| 16:41 |
Tenplus1 |
hi ruben :) |
| 16:42 |
rubenwardy |
hey |
| 16:42 |
Krock |
Tenplus1 is capitalistic now |
| 16:42 |
Tenplus1 |
I found a video that shows multiple ports of the same game to systems back in the old days :) quite funny |
| 16:43 |
Fixer |
hi |
| 16:44 |
Tenplus1 |
o/ |
| 16:53 |
rubenwardy |
https://twitter.com/ultek85/status/969897699490312193 |
| 16:53 |
rubenwardy |
pretty cool physics |
| 16:54 |
xerox123 |
the bananas that fall out top it all right off |
| 16:54 |
xerox123 |
out of* |
| 16:55 |
Tenplus1 |
lol, hi xerox |
| 16:55 |
Megaf |
that was unexpected |
| 16:57 |
Fixer |
checking out proposed ambience, nice ingame |
| 16:57 |
Tenplus1 |
ambience? |
| 16:58 |
Fixer |
paramat: lava source and flowing sound should be added as well |
| 16:58 |
Tenplus1 |
ooh |
| 16:58 |
|
Sokomine joined #minetest-hub |
| 16:58 |
Tenplus1 |
hi Sokomine |
| 16:59 |
Fixer |
finally checked that hdd for badblocks, 1 bad block in total, wasted almost a day |
| 17:00 |
Tenplus1 |
didnt S.M.A.R.T let you know the issue before checking ? |
| 17:04 |
Fixer |
Tenplus1: i've seen 1 proposed sector relocation, but had to check fs integrity |
| 17:04 |
Fixer |
just to be sure |
| 17:04 |
Tenplus1 |
good point, better safe than sorry |
| 17:04 |
Fixer |
and indeed it had few places where it is getting slow |
| 17:04 |
Fixer |
few fs errors fixed as well |
| 17:05 |
Tenplus1 |
easy enough to mark the bad area and block it from use |
| 17:07 |
Fixer |
it does it automatically iirc |
| 17:07 |
Fixer |
drive itself |
| 17:07 |
Tenplus1 |
yeh, they are quite smart :) heh... |
| 17:09 |
paramat |
hmm forgot about lava |
| 17:11 |
rubenwardy |
seems to work well |
| 17:11 |
rubenwardy |
apart from a delay when adding / removing flowing |
| 17:12 |
Fixer |
i've tested in on really big cave flows, felt nice |
| 17:12 |
Fixer |
and in dungeons near water |
| 17:12 |
rubenwardy |
calling the mod ambience is probably a bad idea though |
| 17:12 |
Fixer |
you can locate water and stuff most of the time |
| 17:12 |
Fixer |
it is basic functionality tbh :) |
| 17:13 |
Fixer |
Tenplus1: during whole chkdsk check windows gave me 271 warning about bad block |
| 17:13 |
Fixer |
warnings* |
| 17:13 |
rubenwardy |
maybe envsounds |
| 17:14 |
Tenplus1 |
personally I'd keep ambience as a mod instead of including with default |
| 17:15 |
Tenplus1 |
unless you develop an API that handles sounds better in area that can be added to |
| 17:15 |
Tenplus1 |
hi atorian |
| 17:17 |
Fixer |
server owners can use other or disable it anyway |
| 17:17 |
Tenplus1 |
true |
| 17:18 |
Fixer |
not including lava/water flow sound is silly |
| 17:18 |
Tenplus1 |
paramat: does the sound actually come from the middle of the running water ? or does it just play for the player ? |
| 17:24 |
rubenwardy |
Tenplus1: it comes from the middle of the water |
| 17:24 |
rubenwardy |
game#2064 |
| 17:24 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2064 -- Add initial ambience mod with flowing water sounds by paramat |
| 17:24 |
rubenwardy |
"A volume around a player (currently radius 8, so the volume is 1 mapblock) is searched for the relevant nodes. |
| 17:24 |
rubenwardy |
The box containing all the relevant nodes is calculated and the midpoint of the box found. |
| 17:24 |
rubenwardy |
The sound is played at this point with gain determined by node count." |
| 17:25 |
Tenplus1 |
sweet |
| 17:25 |
Tenplus1 |
gotta check code and maybe tweak ambiance mod to use similar method :D |
| 17:25 |
rubenwardy |
some k-means grouping would probably find a better result, but more obv intensive |
| 17:25 |
Fixer |
torch placing sound has very tiny noise sound |
| 17:25 |
rubenwardy |
for example, the wrong location will be selected if you have two separate pools of running water |
| 17:26 |
rubenwardy |
the middle of both would be selected |
| 17:26 |
Tenplus1 |
that would be more interesting, |
| 17:26 |
rubenwardy |
k-means requires knowledge of how many groups, so flood fill would probably be better |
| 17:27 |
rubenwardy |
but worth leaving that for an engine feature or client-side scripting |
| 17:27 |
Tenplus1 |
would it really be that slow ? |
| 17:28 |
rubenwardy |
depends on how often you run it |
| 17:28 |
Tenplus1 |
if watrer sound runs 4 seconds long it would prolly only be ever 4 seconds |
| 17:29 |
Tenplus1 |
and if water = do k-means calc and play at pos from there |
| 17:30 |
Tenplus1 |
was gonna redo ambience lite at one point and add api, just time... as always :P but k-means would be a nice addition:https://github.com/tenplus1/ambience/blob/master/init.lua |
| 17:32 |
rubenwardy |
running water sounds is the perfect use case of a client-side script or feature |
| 17:32 |
Tenplus1 |
yeah, server loaded csm would have been perfect for this... add your own sounds :P |
| 17:36 |
Fixer |
js-like cancer officially in windows https://i.imgur.com/BSjDdtu.png |
| 17:37 |
Tenplus1 |
*shudder* |
| 17:37 |
Fixer |
they actually admit their ----AV is so slow, they do it like that |
| 17:37 |
Fixer |
to mimic itty js sites |
| 17:38 |
Fixer |
it needs at least 2 seconds to bring their window to desktop, on SSD, on core i3 cpu, maybe it is time to rise the bar |
| 17:42 |
paramat |
yeah i'm fine with a different mod name |
| 17:45 |
rubenwardy |
well, I'm not completely decided |
| 17:45 |
rubenwardy |
does it make sense to use mod ambience alongside your ambience? |
| 17:45 |
paramat |
only if you can disable water sounds in the optional mod |
| 17:46 |
rubenwardy |
disabling the mod is the same as not using it |
| 17:46 |
Tenplus1 |
an API would be a better idea, then players could download sound sets to run clientside |
| 17:46 |
Tenplus1 |
that's how I handle music on ambience_lite... if it'#s thjere it playd |
| 18:17 |
Tenplus1 |
paramat: how fast would a pathfinding check be to see if water is fully audible or partially muted through a wall ? |
| 18:18 |
rubenwardy |
line of sight would probably be enough |
| 18:18 |
rubenwardy |
that's pretty fast |
| 18:18 |
rubenwardy |
just half if there's a node in the way |
| 18:18 |
Tenplus1 |
would add to the realism |
| 18:18 |
Tenplus1 |
that way you'd know if water is actually around the corner vs through a wall |
| 18:20 |
rubenwardy |
with line of sight you'd need to check all 4 corners |
| 18:20 |
rubenwardy |
err, 8 |
| 18:20 |
rubenwardy |
and that's assuming that it's a single blob |
| 18:20 |
rubenwardy |
heh |
| 18:21 |
rubenwardy |
sounds like asking for glitches |
| 18:21 |
Tenplus1 |
that's why I mentioned pathfinding |
| 18:21 |
Tenplus1 |
would find centre of water and see if it's audible or not |
| 18:22 |
paramat |
found a lava sound, will experiment, want to try multiple sounds anyway |
| 18:30 |
Tenplus1 |
an API wouild be a really complicated affair considering all the checks that go into sound location |
| 18:46 |
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lumberJ joined #minetest-hub |
| 18:47 |
Tenplus1 |
hi lumberJ |
| 18:51 |
lumberJ |
hey Tenplus1 |
| 18:51 |
Tenplus1 |
:P |
| 18:58 |
Tenplus1 |
the find_nodes_in_area splits positions and node count into separate tables... pah! trying to compare them together is a pain |
| 19:06 |
lumberJ |
are they not at the same index in their respective table? |
| 19:07 |
Tenplus1 |
you gotta do: local aa, bb = minetest.find_nodes_in_area(pos1, pos2, node_list) |
| 19:07 |
Tenplus1 |
aa contains ALL of the positions |
| 19:07 |
Tenplus1 |
while local num = bb["actual_node"] to get total |
| 19:08 |
Tenplus1 |
soooo, to have water sounds AND lava sounds you would have to do 2x find_nodes_in_area which slows things down |
| 19:09 |
lumberJ |
i see |
| 19:11 |
Tenplus1 |
paramats water works well cause it only checks water and uses positions knowing it's ALL water :) |
| 19:11 |
Tenplus1 |
adding other checks and sounds would have to be done seperately which would slow things down sadly |
| 19:16 |
Fixer |
it is not like you are running a server on Celeron 366Mhz or smth |
| 19:17 |
Tenplus1 |
it checks per player, so a full server of say 30 players can either have 1 check for all ambience nodes or a bunch of separate one's for positional info and really slow things down |
| 19:17 |
Fixer |
you have ambience on your server, i don't remember it laggy |
| 19:18 |
Tenplus1 |
I do, yes... but it took a lot of tweaking to remove lag... it does a single check per player every second which handles ALL nodes/sounds... |
| 19:18 |
Fixer |
if you can't add this trivia into a game, minetest looses legitimacy |
| 19:18 |
Tenplus1 |
if I had to add positional information to have proper sound positions it would be crazy laggy |
| 19:19 |
Fixer |
that code can be profiled easily |
| 19:19 |
Fixer |
i guess better option is just remove minetest game repo and have a beer and move on with your life or smth |
| 19:20 |
Fixer |
if you can't add this trivia, don't want to repeat myself, it is not a rocket science, not nuclear reactor simulator per each player |
| 19:20 |
Tenplus1 |
trivia ? |
| 19:20 |
Fixer |
slow server can just disable it and don't bother |
| 19:21 |
Fixer |
yeah, sounds is trivia |
| 19:21 |
Tenplus1 |
trivial ? |
| 19:21 |
Fixer |
i'm player, If I play in lifeless world without sounds with some strange excuses, yeah |
| 19:21 |
Fixer |
and I wonder why people disable sound in MTG |
| 19:21 |
Fixer |
entirely |
| 19:22 |
Tenplus1 |
that's why ambiance_lite works well on servers, cause it has the ability to add sounds and bring life to a world that doesnt tax the server |
| 19:22 |
Fixer |
server work is too work, code can be optimised, if slow server - disable x/y/z |
| 19:22 |
Fixer |
it is 2018, people have standards these days |
| 19:22 |
Tenplus1 |
lol |
| 19:23 |
Fixer |
you can just give lifeless game with strate face and tell "oh sounds are slow on server, we disabled it" |
| 19:23 |
Fixer |
you can't* |
| 19:23 |
Fixer |
straight* |
| 19:24 |
Tenplus1 |
o.O am not talking about disabling, only not using positional sounds |
| 19:24 |
Fixer |
in the age on multicore CPUs (4 cpu = budget today), you can't just give "please no sounds, it is slow" |
| 19:25 |
Tenplus1 |
if mt engine used all teh cores it would be valid :D |
| 19:25 |
Fixer |
it uses them |
| 19:25 |
Fixer |
iirc |
| 19:25 |
Fixer |
different threads |
| 19:26 |
Tenplus1 |
I thought only mapgen used all the cores, not actual lua |
| 19:26 |
Fixer |
it is not like I push that exact code paramat wants, it can be tested and profiled, maybe rejected or reworked, I say, please no silly excuses |
| 19:26 |
sofar |
go play on ITB and listen to the positional sounds for leaves/water/fire |
| 19:26 |
Fixer |
telling positional sounds are slow is silly in 2018 |
| 19:26 |
Fixer |
in 1998 i will maybe think a little bit |
| 19:26 |
Tenplus1 |
which mod does that use sofar ? |
| 19:26 |
Fixer |
1n 1988 i will be fine |
| 19:26 |
sofar |
my own code, unpublished |
| 19:27 |
Tenplus1 |
ahh |
| 19:27 |
sofar |
but you can listen to it and tell me if you think it's severely impacting the game performance, or not |
| 19:27 |
Fixer |
server performance you mean |
| 19:28 |
Fixer |
if it impacts game performance i will loose faith in humanity and computing |
| 19:28 |
sofar |
you can't ascertain that really as a player |
| 19:28 |
sofar |
it's not, of course |
| 19:28 |
sofar |
interestingly enough it is the heaviest thing that the server is doing |
| 19:28 |
sofar |
percentage wise |
| 19:29 |
Tenplus1 |
how do you check for nodes/position info for sounds if ya dont mind me asking ? |
| 19:29 |
sofar |
the server barely gets a few % cpu total |
| 19:29 |
Fixer |
aka it is idling pretty much |
| 19:29 |
rubenwardy |
it also has barely any players |
| 19:30 |
sofar |
it's using ABM's currently - my idea is to change it to CSM using whatever method we can get in CSM, having a CSM ABM would actually be nice |
| 19:30 |
Tenplus1 |
yeah, server loaded CSM would be great for ambiance style mods |
| 19:30 |
sofar |
ABM range on ITB is tuned low, but it's still 50+ nodes I think |
| 19:30 |
Tenplus1 |
offload everything |
| 19:31 |
sofar |
yes |
| 19:31 |
sofar |
anyway, you can't really understand how great it sounds until you hear it in person I think |
| 19:32 |
sofar |
positional sounds, that is |
| 19:32 |
Tenplus1 |
:) I bet it does... ambi_lite still sounbds good for what it does |
| 19:32 |
sofar |
I've written up an algorithm that makes it work reasonably well and the effect is very nice |
| 19:32 |
Tenplus1 |
but I would like positional sounds in there |
| 19:32 |
sofar |
even things like buttons make sounds in ITB so you can hear them when they're nearby |
| 19:34 |
Fixer |
need to visit few cubes |
| 19:34 |
Tenplus1 |
heh |
| 19:34 |
sofar |
hopefully MicrosoftXP's box is done now, too |
| 19:35 |
Tenplus1 |
eek, windows specific box |
| 19:36 |
sofar |
that's just a players' name |
| 19:36 |
Tenplus1 |
ohh, hahahaha |
| 19:36 |
Tenplus1 |
gotta chck it out |
| 19:38 |
paramat |
Fixer we already intend to add new engine sound features more suited to ambient sounds, i wrote that in the thread, my PR is just a simple experiment. if you want new sound features code them |
| 19:41 |
sofar |
he doesn't code |
| 19:44 |
Tenplus1 |
paramat: anyway to get the 2nd table in find_nodes_in_area to return positions also ? |
| 19:44 |
Fixer |
sad part |
| 19:44 |
Fixer |
people who can't code always want smth, and ones who code often don't want to |
| 19:46 |
Fixer |
boxes are very nice |
| 19:47 |
sofar |
afk |
| 19:53 |
paramat |
erm, we could add a new find nodes API or alter the current |
| 19:54 |
paramat |
i hadn't realised it was limited, makes my PR even more unsure :] |
| 19:55 |
Tenplus1 |
so local LIST = minetest.find_nodes_in_area_with_table(pos1, pos2, node_list) (new command for eg.) |
| 19:56 |
Tenplus1 |
could give node list with numbers and positions included for each... |
| 20:13 |
rubenwardy |
return type could be list of lists |
| 20:13 |
rubenwardy |
where the each list is for a thing in node_list |
| 20:14 |
Tenplus1 |
{node, total_number, position} |
| 20:28 |
Tenplus1 |
nite folks o/ |
| 20:28 |
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| 21:11 |
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| 21:14 |
* Megaf |
is breaking on through to the other side |
| 21:14 |
Megaf |
only the best people will get the reference |
| 21:34 |
Calinou |
someone made a reference, but I didn't listen. |
| 21:34 |
Calinou |
only the best people will get the reference |
| 21:43 |
Megaf |
gimme shelter... |
| 22:01 |
Megaf |
meh, 99% of people who join my server are on mobile clients |
| 22:02 |
Megaf |
I know because of playernameYYY |
| 22:02 |
Megaf |
Not giving interact to them :P |
| 22:26 |
Shara |
Needs work, but my first attempt at adding trees to the map: http://gingercat.tk/dg/hw_pine_trees.png :) |
| 22:32 |
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| 22:36 |
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paramat |
Shara you inspired me https://github.com/minetest/minetest_game/issues/2026#issuecomment-370189022 |
| 23:47 |
Shara |
Hah! |
| 23:48 |
Shara |
Feel free to use the schemetic from mine if you want to, and just replace with default nodes |
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