| Time |
Nick |
Message |
| 00:00 |
|
sys4 joined #minetest-hub |
| 01:49 |
|
ChimneySwift joined #minetest-hub |
| 01:54 |
|
BakerPrime joined #minetest-hub |
| 02:06 |
|
BakerPrime_ joined #minetest-hub |
| 02:06 |
|
BakerPrime__ joined #minetest-hub |
| 03:12 |
|
ANAND joined #minetest-hub |
| 03:12 |
|
garywhite joined #minetest-hub |
| 05:43 |
|
twoelk|2 joined #minetest-hub |
| 05:54 |
|
timdorohin joined #minetest-hub |
| 07:47 |
|
Mr_Pardison joined #minetest-hub |
| 08:07 |
|
ssieb joined #minetest-hub |
| 08:36 |
|
jluc joined #minetest-hub |
| 09:36 |
|
Gael-de-Sailly joined #minetest-hub |
| 09:50 |
|
Fixer joined #minetest-hub |
| 09:53 |
|
aerozoic joined #minetest-hub |
| 10:36 |
|
sys4 joined #minetest-hub |
| 11:14 |
|
longerstaff13-m joined #minetest-hub |
| 11:23 |
|
longerstaff13-m joined #minetest-hub |
| 11:33 |
|
IhrFussel joined #minetest-hub |
| 11:43 |
clavi |
Hey, is there any kind of automated benchmark for Minetest to test server performance? |
| 11:45 |
IhrFussel |
clavi, no benchmark but builtin mod profiler (add to minetest.conf profiler.load = true) |
| 11:46 |
IhrFussel |
Then after restart you can send /profiler save which will generate a .txt file in your world folder |
| 11:47 |
IhrFussel |
There you can see min/avg/max execution time for (almost) every callback of a mod |
| 11:47 |
rubenwardy |
The creation of a benchmark would be very wcome |
| 11:48 |
rubenwardy |
Maybe something that could be nicked from freeminer |
| 11:53 |
|
CBugDCoder joined #minetest-hub |
| 11:57 |
|
tenplus1 joined #minetest-hub |
| 11:57 |
tenplus1 |
hi folks |
| 11:57 |
tenplus1 |
Xanadu has been updated with a 500gb SSD, Xubuntu 18.04 and Minetest 0.4.17-1 and so far it's all running smoooooooth |
| 12:08 |
ChimneySwift |
oooh nice |
| 12:09 |
tenplus1 |
hi chimney |
| 12:14 |
longerstaff13-m |
Heooer |
| 12:14 |
longerstaff13-m |
Helleor* |
| 12:15 |
longerstaff13-m |
That failed miserably :P |
| 12:15 |
tenplus1 |
hi longer :P |
| 12:15 |
longerstaff13-m |
Hi 10 plus 1 |
| 12:32 |
CBugDCoder |
hi ten |
| 12:33 |
tenplus1 |
hi CBugDCoder :P |
| 12:34 |
CBugDCoder |
ten I am working on finishing my mob_ai mod and am trying to decide how to do spawning. should I use ABM's or an on_globalstep function? |
| 12:35 |
tenplus1 |
I've tested both with mobs redo api and found abm faster |
| 12:36 |
tenplus1 |
if you check latest redo you'll see api_testspawn.lua file to see how it works with globalstepo :) |
| 12:40 |
tenplus1 |
minetest needs a local pos, levels = minetest.find_light_levels_in_area(pos1, pos2, min, max) that returns a table |
| 12:40 |
CBugDCoder |
ok thx |
| 13:29 |
|
CWz joined #minetest-hub |
| 13:29 |
tenplus1 |
hi CWz |
| 13:41 |
CWz |
yoy |
| 13:51 |
rdococ |
yay |
| 13:54 |
tenplus1 |
hi rdococ |
| 15:07 |
tenplus1 |
hi mister :P |
| 15:09 |
A-Hamilton |
hi |
| 15:14 |
rdococ |
tenplus2 + tenplus3 = twentyplus5 |
| 15:14 |
tenplus1 |
use ALL the numbers :))) |
| 15:15 |
A-Hamilton |
7 |
| 15:15 |
rdococ |
(tenplus2 + tenplus4) / 2 = tenplus3 and half-life 3 confirmed |
| 15:16 |
tenplus1 |
w00t |
| 15:18 |
* rubenwardy |
is getting sick of Atom |
| 15:18 |
tenplus1 |
that's cause atom sucks... |
| 15:18 |
* tenplus1 |
uses Mousepad :PPPP |
| 15:18 |
rubenwardy |
:'( |
| 15:18 |
tenplus1 |
o/ |
| 15:19 |
rubenwardy |
lol |
| 15:19 |
rubenwardy |
nooooo |
| 15:19 |
rubenwardy |
I would try code, but my Node version is too knew |
| 15:19 |
rubenwardy |
*new |
| 15:19 |
tenplus1 |
try mousepad, worth a shot |
| 15:19 |
rubenwardy |
haven't found a PKGBUILD that uses n yet |
| 15:19 |
rubenwardy |
no |
| 15:19 |
tenplus1 |
lol |
| 15:20 |
tenplus1 |
brb |
| 15:20 |
tenplus1 |
btw, we need a minetest.get_node_light_in_area(pos1,pos2,min_light,max_light) feature |
| 15:23 |
|
BillyS joined #minetest-hub |
| 15:29 |
tenplus1 |
o/ billy |
| 15:30 |
A-Hamilton |
out of coffee? |
| 15:30 |
tenplus1 |
(_)P |
| 16:14 |
BillyS |
o/ |
| 16:14 |
BillyS |
Sorry, I've got bad reflexes™ |
| 16:14 |
tenplus1 |
ehe, no worries :) |
| 16:15 |
BillyS |
Hmm |
| 16:15 |
BillyS |
I edited the mtg door mod so that one can register protected doors too |
| 16:15 |
BillyS |
Should I send a PR for that? |
| 16:15 |
BillyS |
or just keep it local? |
| 16:15 |
tenplus1 |
Doors Redo already does that :D |
| 16:15 |
tenplus1 |
has the key tool to switch doors between open, locked and protected |
| 16:16 |
tenplus1 |
we use it on Xanadu if you wanna checkit out :D |
| 16:16 |
BillyS |
Ah |
| 16:16 |
BillyS |
Hmmm |
| 16:17 |
rdococ |
HillyS™ |
| 16:20 |
IhrFussel |
tenplus1, melons giving 9 slices is way too much and each time I update the farming version I have to adjust that ... think about it: With 1 single melon block you can make NINE new ones |
| 16:20 |
IhrFussel |
It is by FAR the cheapest crop of all |
| 16:20 |
tenplus1 |
with each melon irl you get 100's of seeds which can easily make 100's of melons |
| 16:20 |
tenplus1 |
how about I make it random, 3-7 slices per drop |
| 16:23 |
IhrFussel |
I appreciate that you try to make the crop "simulation" as realistic as possible but giving that many "crops" out of 1 full grown one makes growing any other crop obsolete |
| 16:23 |
Mr_Pardison |
more reasonable. |
| 16:25 |
tenplus1 |
currently you dig melon and use cutting board in crafting to return 9 slices, how about I revert that change and make it drop 3 to 7 slices only and need 9x slices to make block again ? |
| 16:26 |
tenplus1 |
or... each block gives 4 slices only and a 2x2 slice recipe returns block... easier |
| 16:27 |
Mr_Pardison |
the later seems better. |
| 16:27 |
tenplus1 |
that way it gives a normal amount and still works with cutting board |
| 16:32 |
|
Gael-de-Sailly joined #minetest-hub |
| 16:41 |
|
Krock joined #minetest-hub |
| 16:41 |
Krock |
o/ tenplus1 |
| 16:42 |
VanessaE |
sofar: thanks for the merges. |
| 16:43 |
tenplus1 |
hi Krock |
| 16:44 |
|
Jordach joined #minetest-hub |
| 16:45 |
tenplus1 |
Farming Redo updated with new melon/pumpkin crafts |
| 16:46 |
rdococ |
tasty |
| 16:47 |
tenplus1 |
:P |
| 16:50 |
Krock |
nom, |
| 16:50 |
* Mr_Pardison |
munches on some melon and pumpkin slices |
| 16:54 |
tenplus1 |
the recipes are a bit more fair giving 4x slices per melon/pumpkin and a 2x2 recipe makes them back into block |
| 16:54 |
tenplus1 |
no more Op crops |
| 16:55 |
IhrFussel |
tenplus1, also any special reason why the mobs "remove if lifetimer up" code runs each step? Wouldn't once per second be enough? |
| 16:57 |
tenplus1 |
it's a simple counter, doesnt really affect performance |
| 16:57 |
tenplus1 |
I could move it to the per second section of the loop tho |
| 16:57 |
IhrFussel |
I mean if there are 20+ mobs loaded and each mob runs the check multiples times per second then I suspect there might be a slight performance hit |
| 16:57 |
tenplus1 |
not really, a simple counter... self.timer = self.timer + dtime |
| 16:58 |
IhrFussel |
Did you try it with lots of mobs at once? |
| 16:58 |
tenplus1 |
yup |
| 16:58 |
tenplus1 |
I've spawned 110 mobs and my wee pc handled it well |
| 16:58 |
tenplus1 |
1.8ghz dual core |
| 16:58 |
IhrFussel |
Depending on the server step setting this means up to 10 runs per mob per second...so 200-300 is possible |
| 17:00 |
IhrFussel |
OKay then...but I'm all for "give the CPU some rest where possible" |
| 17:01 |
IhrFussel |
You most likely just tested the mobs mod alone correct? Maybe there could be performance hits when mashed together with 100 other mods |
| 17:01 |
tenplus1 |
tested on singleplayer xanadu clone with all the other mods active :) |
| 17:01 |
tenplus1 |
checking api now |
| 17:02 |
IhrFussel |
Hm...your choice then but I don't see why the timer needs to be updated multiple times per second |
| 17:09 |
|
Jordach_ joined #minetest-hub |
| 17:22 |
tenplus1 |
fussel, lifetimer check every 0.25 seconds... updated... |
| 17:51 |
VanessaE |
folks, assuming I haven't left any major bugs, can I get some help with my minislots mod? |
| 17:51 |
tenplus1 |
o/ Vanessa |
| 17:51 |
VanessaE |
I need contributions - new machine defs/graphics :) |
| 17:51 |
VanessaE |
hi |
| 17:53 |
Krock |
"I need contributions" oh nice, what's to do? "graphics" not me this time :3 |
| 17:54 |
VanessaE |
heh |
| 17:54 |
VanessaE |
well, take a look at, https://gitlab.com/VanessaE/minislots |
| 17:56 |
VanessaE |
still WIP but it's good enough for basic usage (more than 3 reels is untested, still need to work up a "wild does not match {list}" feature, and the demo machine's bonus round just pays out a fixed amount, without any fanfare, and there's no sound) |
| 18:06 |
Mr_Pardison |
no confetti? |
| 18:06 |
Mr_Pardison |
or maybe butterflies. |
| 18:13 |
VanessaE |
heh |
| 18:14 |
VanessaE |
I was lazy and just wanted to make sure the feature could trigger :) |
| 18:18 |
xerox123 |
is it this protector mod that turns players 180 degrees when they try to dig/place in protected areas? https://github.com/Zeg9/minetest-protect |
| 18:18 |
VanessaE |
doubt it. |
| 18:19 |
xerox123 |
trying to implement that functionality into the areas mod for a server |
| 18:19 |
Mr_Pardison |
xerox123: the protection mod tenplus1 is running on Xanadu does that. |
| 18:20 |
xerox123 |
I've seen it on LoS too, so I assume it's open somewhere |
| 18:21 |
xerox123 |
ah, got it: https://notabug.org/TenPlus1/protector |
| 18:21 |
tenplus1 |
you have to enable it though |
| 18:22 |
xerox123 |
protector.flip I imagine? |
| 18:22 |
tenplus1 |
:P |
| 18:32 |
rdococ |
protector.yay |
| 18:42 |
longerstaff13-m |
protector.yeah |
| 18:42 |
tenplus1 |
protector.hurt is a good deterant also :) just make it low |
| 18:44 |
Krock |
protector.dont |
| 18:44 |
Krock |
^ new feature. disables protection |
| 18:44 |
tenplus1 |
protector.stop |
| 18:44 |
tenplus1 |
protector.thinking |
| 18:44 |
tenplus1 |
protector.about |
| 18:44 |
tenplus1 |
protector.tomorrow |
| 18:46 |
Krock |
Why tomorrow? Don't think about monday |
| 18:47 |
tenplus1 |
heh |
| 18:56 |
rdococ |
Krock: wow, you're in the future? |
| 18:58 |
Krock |
rdococ: no, you're in the past. |
| 18:59 |
rdococ |
Krock: do you have jetpacks yet? |
| 19:00 |
Krock |
rdococ: those already exist in your past |
| 19:22 |
|
sys4 joined #minetest-hub |
| 19:36 |
IhrFussel |
Question: What happens if a sound starts playing at a certain position and a new player later reaches that position 1. The client will not hear the sound 2. The client will hear the sound ? |
| 19:37 |
tenplus1 |
client has to be there when sound starts playing |
| 19:37 |
tenplus1 |
otherwise nothing is heard |
| 19:43 |
Jordach_ |
bwahahaha |
| 19:43 |
tenplus1 |
? |
| 19:44 |
Jordach_ |
i has success |
| 19:44 |
tenplus1 |
what did you do ? |
| 19:46 |
Jordach_ |
http://game.jordach.net/screenshot_20180908_203855.png |
| 19:46 |
Jordach_ |
that XCOM prototype is coming along smoothly |
| 19:46 |
tenplus1 |
what's that ? |
| 19:46 |
Jordach_ |
something that'll replace the joke that is PvP and PvE |
| 19:46 |
tenplus1 |
ahhh |
| 19:54 |
tenplus1 |
nite folks |
| 19:54 |
rubenwardy |
> not https |
| 19:54 |
|
tenplus1 left #minetest-hub |
| 19:54 |
rubenwardy |
:'( |
| 19:54 |
Jordach_ |
>literally a picture server |
| 20:06 |
Krock |
needs at least TLS 1.3 |
| 20:06 |
|
garywhite joined #minetest-hub |
| 20:06 |
|
garywhite joined #minetest-hub |
| 20:12 |
|
Gael-de-Sailly joined #minetest-hub |
| 20:23 |
BillyS |
Do bones work with entities as well as players? |
| 20:23 |
Jordach_ |
yes |
| 20:23 |
Krock |
depends whether you mean the "bones" mod or "bones" of models |
| 20:24 |
BillyS |
bones of models |
| 20:24 |
BillyS |
And I'm trying to figure out how the heck I would use them |
| 20:24 |
BillyS |
Do I need to define the bones in the .x file, I guess? |
| 20:25 |
Jordach_ |
yes |
| 20:25 |
BillyS |
And then I use the same name I set there to reference them in the .lua file? |
| 20:26 |
BillyS |
Hmmm |
| 20:26 |
BillyS |
this sounds compilcated |
| 20:27 |
BillyS |
Meh, I'll start messing with it |
| 20:27 |
BillyS |
I wonder if the armature name matters |
| 20:30 |
BillyS |
And how would I define what each bone influences (using blender)? |
| 20:30 |
BillyS |
vertex groups, I guess |
| 21:00 |
BillyS |
yep, seems to be so |
| 21:20 |
BillyS |
Well |
| 21:20 |
BillyS |
Its broken |
| 21:20 |
BillyS |
But still kinda working ... I guess |
| 21:21 |
BillyS |
It just flips the model up-side down regardless of what I do to the bones |
| 21:27 |
BillyS |
Gah, I don't get what's going on here ... |
| 21:45 |
BillyS |
If I call get_bone_position I can see the values are changing |
| 21:46 |
BillyS |
But they aren't changing the model like they should |
| 21:50 |
BillyS |
Someone kill me |
| 21:50 |
BillyS |
Before I kill everyone else >.< |
| 21:51 |
|
BillyS left #minetest-hub |
| 22:03 |
|
Mr_Pardison joined #minetest-hub |