| Time |
Nick |
Message |
| 00:17 |
|
est31 joined #minetest |
| 00:23 |
bleak_fire_ |
hey what food do you give a cat to tame it |
| 00:25 |
rubenwardy |
which mod? |
| 00:25 |
bleak_fire_ |
mobs |
| 00:27 |
swift110-phone |
Gooby |
| 00:31 |
Inocudom |
bye. |
| 00:32 |
bleak_fire_ |
bye |
| 00:37 |
zat |
http://pastebin.com/PHAWxTN7 lol |
| 00:40 |
rubenwardy |
bleak_fire_, simple mobs? Or a fork? |
| 00:50 |
bleak_fire_ |
i think it's the normal one |
| 00:50 |
bleak_fire_ |
let me see |
| 00:50 |
bleak_fire_ |
-= MOBS-MOD for MINETEST =- |
| 00:51 |
bleak_fire_ |
52] <bleak_fire_> -= MOBS-MOD for MINETEST =- |
| 00:51 |
bleak_fire_ |
by PilzAdam, KrupnovPavel, Zeg9 and TenPlus1 |
| 00:51 |
bleak_fire_ |
https://forum.minetest.net/viewtopic.php?f=9&t=9917 |
| 00:51 |
bleak_fire_ |
v1.17 |
| 00:51 |
bleak_fire_ |
"Mobs Redo" i guess then |
| 00:59 |
rubenwardy |
a rat |
| 00:59 |
rubenwardy |
https://github.com/tenplus1/mobs/blob/master/kitten.lua#L39 |
| 01:02 |
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| 01:06 |
bleak_fire_ |
ok |
| 01:08 |
bleak_fire_ |
ok i see the code, the bunnies will with the carrot |
| 01:13 |
rubenwardy |
why do kittens drop string |
| 01:13 |
rubenwardy |
O_o |
| 01:15 |
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| 01:20 |
bleak_fire_ |
yeah and with one left click :( |
| 01:21 |
rubenwardy |
kittens are delicate |
| 01:30 |
rubenwardy |
Minetest just segfaulted, but wasn't running in gdb :'( |
| 01:41 |
rubenwardy |
!title https://youtu.be/-zCvhgXe95w |
| 01:41 |
MinetestBot |
rubenwardy: Minetest - Red Tint on Dawn and Dusk - YouTube |
| 01:46 |
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| 04:14 |
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| 04:14 |
blaise |
hey, is anyone on? |
| 04:18 |
blaise |
hrmm |
| 04:21 |
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| 04:30 |
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| 04:40 |
blaise |
wow, I can't belive such little progress has been made with carts |
| 04:40 |
blaise |
hicarts is nice but there is no github |
| 04:41 |
blaise |
:(((( |
| 04:52 |
blaise |
I can't believe no one is on |
| 04:52 |
blaise |
seriously? |
| 04:52 |
* blaise |
jumps up and down in a panic |
| 05:00 |
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| 05:01 |
blaise |
I'm losing my mind over here |
| 05:02 |
blaise |
I really want locomotive carts and hoppers and stuff |
| 05:02 |
blaise |
or atleast hoppers |
| 05:02 |
blaise |
yamein? |
| 05:20 |
blaise |
I'm so upset |
| 05:20 |
blaise |
I think I'm going to die |
| 05:28 |
blaise |
alright |
| 05:28 |
blaise |
so.. there is a hopper mod |
| 05:28 |
blaise |
and then monorail by sapier has cargo carts |
| 05:28 |
blaise |
so I think I'm not going to die anymore but lets see |
| 05:28 |
blaise |
:D |
| 05:42 |
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| 05:50 |
blaise |
alright |
| 05:50 |
blaise |
so I have the hopper mod |
| 05:51 |
blaise |
and I snagged sapier's monorail mod since it has the cargo carts |
| 05:51 |
blaise |
it would seem that I cannot get the hopper to load the cargo cart as it passes under it |
| 05:52 |
blaise |
nore can I get the hopper to pull from a chest |
| 05:52 |
blaise |
so, that kinda blows big ole chunks of whale poopie |
| 05:52 |
blaise |
XD |
| 05:52 |
blaise |
maybe I can modify the lua to make it work |
| 05:53 |
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| 05:55 |
blaise |
ah, crap |
| 05:56 |
blaise |
the first section in the hopper init.lua is how it's able to pull from a chest |
| 05:56 |
blaise |
so if that doesn't work, it's just plain b0rked |
| 05:56 |
blaise |
:( |
| 05:56 |
blaise |
maybe it's the type of chest I'm using? |
| 05:56 |
blaise |
I'll try a default chest instead of a gold one |
| 06:00 |
blaise |
k, so it works for default:chest |
| 06:00 |
blaise |
I just need to add technic:gold_chest |
| 06:00 |
blaise |
lmao |
| 06:03 |
blaise |
mmm, so it's not the hopper code that I need to change to make a cargo cart pull from a hopper apparently? |
| 06:03 |
blaise |
maybe the cargo cart can already pull from a chest? |
| 06:03 |
blaise |
without the hopper? |
| 06:03 |
blaise |
that would be weird but okay |
| 06:08 |
blaise |
wow, monorail is very stale |
| 06:08 |
blaise |
I can't believe there was never any transport carts for the carts variants |
| 06:08 |
blaise |
:\ |
| 06:22 |
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| 06:27 |
swift110-phone |
Hey guys |
| 07:37 |
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| 10:00 |
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| 10:00 |
JamesTait |
Good morning all; happy Thursday, and happy Internet Day! 😃 |
| 10:00 |
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| 12:51 |
init |
anyone has spotify? |
| 12:51 |
Calinou |
no thanks. https://libre.fm :) |
| 12:53 |
|
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| 12:54 |
init |
I can my phone line and spotify together |
| 12:55 |
Calinou |
there's LibreDroid for listening to Libre.fm on your phone |
| 12:55 |
Calinou |
it sucks, but it works |
| 12:55 |
Calinou |
you can also sync your music using ownCloud or such |
| 12:58 |
init |
pay* |
| 12:58 |
Calinou |
all music on libre.fm is gratis and libre, how is it paid? :) |
| 12:58 |
init |
I have no problem paying for a quality service |
| 12:59 |
|
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| 13:02 |
Calinou |
but Spotify distributes DRM'd proprietary software... |
| 13:03 |
Calinou |
it also discourages sharing |
| 13:03 |
init |
it is shit, yes |
| 13:03 |
init |
but it is decent |
| 13:03 |
init |
I also hate DRM but there aren |
| 13:03 |
init |
't that many ways to listen to the music I like |
| 13:04 |
Calinou |
you should listen to libre.fm music for a bit, you may end up liking it. |
| 13:04 |
Calinou |
I used to think it was all shit, but really there are gems |
| 13:05 |
init |
I do listen to free music |
| 13:06 |
init |
whie driving, some jamendo users are amazing |
| 13:07 |
init |
they make music perfect for that nice background |
| 13:08 |
init |
anyway, I am already using Android, Gmail, google calendar, google keep |
| 13:08 |
init |
google maps too |
| 13:10 |
Calinou |
use http://openmailbox.org/ or https://tutanota.com/ for email |
| 13:11 |
Obani |
openstreetmap |
| 13:12 |
init |
Calinou: nit gonna change my email, have had it for 6/7+ years |
| 13:12 |
Obani |
cyanogen is a good fork of android |
| 13:13 |
init |
I am using cyanogen with gapps :) |
| 13:14 |
init |
spotify seems to have high priority on my phone line |
| 13:18 |
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| 13:25 |
Out`Of`Control |
init: did you try fdroid? |
| 13:25 |
init |
I am using it |
| 13:33 |
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| 13:37 |
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| 13:37 |
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| 13:43 |
twoelk |
Libre.fm looks quite interesting - I wonder wether such a service could be streamed within Minetest |
| 13:43 |
|
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| 13:44 |
twoelk |
Imagine defining Libre.fm as vandom background music provider for the main menu (or any other service as such) |
| 13:45 |
twoelk |
or having a jukebox --------- |
| 13:46 |
Calinou |
requires Internet access :( |
| 13:46 |
Calinou |
not good for metered connections and such |
| 13:47 |
* twoelk |
imgines wandering in some minetest world and coming to a disco that plays some free station to a limited distance |
| 13:47 |
twoelk |
ok - if-not-internet-than-fall-back-to |
| 13:48 |
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| 13:49 |
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| 13:50 |
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| 13:52 |
twoelk |
ok, so streaming some conent may not work on Taoki's current mobile connection ;-D |
| 13:52 |
Ingar |
as long as you can turn it off |
| 13:52 |
twoelk |
*content |
| 13:52 |
Ingar |
I dislike "random soundtrack" |
| 13:53 |
Ingar |
and, oth, I could make my own ;) |
| 13:53 |
twoelk |
as in -you never know what you might hear- I guess |
| 13:54 |
Ingar |
yeah, that's what I mean |
| 13:55 |
twoelk |
Minetest could make use of a set of own jingles for certain things |
| 13:55 |
Ingar |
I do miss a decent soundtrack though :) |
| 13:58 |
twoelk |
I du use main_menu.ogg but it gets boring when looped |
| 13:59 |
twoelk |
I had stuff such as varios tracks from the old settler game, eric Satie or currently from the Sintel film, oh and Conan |
| 13:59 |
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| 14:00 |
twoelk |
It would be nice to be able to define a folder though from wich a random tune is played |
| 14:04 |
twoelk |
actually "the Ziggurat" or "Expedition" from Sintel work quite well |
| 14:05 |
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| 14:06 |
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| 14:07 |
twoelk |
https://durian.blender.org/news/complete-score-available-for-download/ |
| 14:18 |
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| 14:23 |
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| 14:48 |
swift110-phone |
Good morning |
| 14:51 |
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| 15:03 |
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| 17:25 |
Ingar |
went shopping, bought stuff that can hopefuly help me create a grass sound :) |
| 17:27 |
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| 17:49 |
Krock |
meow |
| 17:49 |
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| 18:04 |
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| 18:04 |
Jordach |
hai der Krock |
| 18:07 |
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| 18:09 |
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| 18:10 |
Krock2 |
rubenwardy, your build is done. |
| 18:10 |
rubenwardy |
thank you |
| 18:10 |
Krock2 |
Works nice :) |
| 18:10 |
rubenwardy |
does help -> forum etc work? |
| 18:11 |
Krock |
It executes dome cmd window but nothing happened |
| 18:11 |
Krock |
*some |
| 18:13 |
rubenwardy |
hmmmm |
| 18:13 |
rubenwardy |
oops |
| 18:13 |
rubenwardy |
sorry |
| 18:13 |
Krock |
sohuld be start IIRC |
| 18:13 |
Krock |
the command "open" does not exist |
| 18:14 |
rubenwardy |
start "" http://www.stackoverflow.com |
| 18:14 |
rubenwardy |
awesome |
| 18:15 |
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| 18:15 |
rubenwardy |
may you try now? |
| 18:15 |
rubenwardy |
* please |
| 18:15 |
Krock |
code is compiling! |
| 18:16 |
Krock |
*fights with swords* |
| 18:16 |
Calinou |
https://imgs.xkcd.com/comics/compiling.png |
| 18:16 |
Calinou |
yeah |
| 18:16 |
Calinou |
you ninja'd me |
| 18:16 |
Krock |
:P |
| 18:16 |
|
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| 18:16 |
Krock |
hmm did something wrong |
| 18:18 |
Krock |
*tries with %comspec% /k start "" URL* |
| 18:19 |
Krock |
aagh why ain't it working? |
| 18:20 |
rubenwardy |
I'll research ShellExecute |
| 18:22 |
rubenwardy |
try #include <windows.h> \n ShellExecute(0, 0, narrow_to_wide(std::string(url)).c_str(), 0, 0 , SW_SHOW ); |
| 18:22 |
rubenwardy |
so |
| 18:22 |
rubenwardy |
try #include <windows.h> \n #define OPEN_URL(url) ShellExecute(0, 0, narrow_to_wide(std::string(url)).c_str(), 0, 0 , SW_SHOW ); |
| 18:24 |
|
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| 18:28 |
rubenwardy |
I also have a cool new NBE icon |
| 18:28 |
rubenwardy |
http://rubenwardy.com/static/portfollio/nodeboxeditor-logo.png |
| 18:29 |
Krock |
troutslap 4 me please |
| 18:29 |
Calinou |
does it scale down well to 24×24, rubenwardy? |
| 18:29 |
Calinou |
is it available in SVG form? |
| 18:30 |
Krock |
rubenwardy, system((std::string("start \"\" ") + std::string(url)).c_str()) works fine - always forget to copy the compiled exe to my testing directory <.< |
| 18:30 |
Krock |
you may also remove the #include <string> line from the same file |
| 18:30 |
rubenwardy |
awesome |
| 18:31 |
rubenwardy |
oh |
| 18:31 |
rubenwardy |
util/string |
| 18:31 |
Krock |
uploading new build |
| 18:32 |
Krock |
Heh. Amazing tutorial site you got there. Nice! |
| 18:33 |
rubenwardy |
Calinou, the old one was a PNG as well, it took about 20 secs to do it |
| 18:33 |
rubenwardy |
who? Me? |
| 18:33 |
Krock |
No, you, rubenwardy. |
| 18:33 |
rubenwardy |
Krock, don't worry about including the new commit, it's file based - I can do it when releasing |
| 18:33 |
rubenwardy |
thanks |
| 18:33 |
Krock |
np |
| 18:34 |
Calinou |
rubenwardy, it should be available in SVG... :/ |
| 18:34 |
rubenwardy |
ideally, but inkscape makes me scream |
| 18:35 |
rubenwardy |
I've become immune to GIMP's scream inducing effect, but not so yet for IS |
| 18:35 |
rubenwardy |
*InkScape |
| 18:35 |
Krock |
Islamists.. |
| 18:35 |
Calinou |
fun fact: there used to be a fork of Inkscape called Ponyscape |
| 18:36 |
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| 18:36 |
rubenwardy |
only gradients allowed, no solid colors? |
| 18:37 |
Calinou |
where? |
| 18:37 |
rubenwardy |
in Ponyscape |
| 18:37 |
Calinou |
heh |
| 18:37 |
Calinou |
nah, it had additional features |
| 18:37 |
Calinou |
even if you weren't drawing ponies it had an use, but don't remember what it did more exactly |
| 18:38 |
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| 18:40 |
rubenwardy |
Krock, did you upload the build to the same dropbox? |
| 18:40 |
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| 18:40 |
Krock |
rubenwardy, yes. Dropbox seems to give the same download hash again when a file is called the same way |
| 18:45 |
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| 18:53 |
rubenwardy |
NBE 0.9.0 released! https://forum.minetest.net/viewtopic.php?p=196692#p196692 |
| 18:54 |
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| 19:02 |
Krock |
Where are the party hats? |
| 19:03 |
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| 19:24 |
Leoneof |
uh, what sentence i have to say here everytime |
| 19:27 |
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| 19:29 |
Krock |
Leoneof, how about a "hello"? |
| 19:33 |
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| 19:33 |
Leoneof |
no, when i come here, i say this: |
| 19:33 |
Leoneof |
why i'm here? :) |
| 19:33 |
Calinou |
HELO |
| 19:35 |
CraigyDavi |
Any tools out there to debug sudden high minetest server CPU usage? |
| 19:35 |
CraigyDavi |
Suddenly went from 20% to 99.7% |
| 19:35 |
Krock |
log level = 4 |
| 19:36 |
CraigyDavi |
Good idea, I'll try that |
| 19:36 |
Krock |
will _slightly_ increase the HDD usage |
| 19:37 |
Krock |
force loaded blocks or a high node changing activity could be a reason too |
| 19:48 |
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| 20:08 |
MinetestBot |
[git] paramat -> minetest/minetest: findSpawnPos: Add setting for max height above water level c0a7c67 http://git.io/vWjmA (2015-10-29T20:03:15Z) |
| 20:08 |
MinetestBot |
[git] paramat -> minetest/minetest: Mgfractal: Add filler depth noise 182b3fd http://git.io/vWjmx (2015-10-29T20:02:57Z) |
| 20:12 |
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| 20:33 |
Ingar |
lol I found the source of the weird sound in the stone footstep |
| 20:33 |
Ingar |
there's a hole in the bottom of my shoe and a small pebble was rattling inside |
| 20:50 |
MinetestBot |
[git] duane-r -> minetest/minetest: WoW-style Autorun b6dfae0 http://git.io/vWjrT (2015-10-29T21:48:57+01:00) |
| 21:03 |
twoelk |
keep that as signiture sound :-P |
| 21:05 |
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Out`Of`Control |
Ingar: haha |
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| 21:29 |
swift110 |
hey all |
| 21:35 |
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| 21:39 |
anholt |
anyone that works on the rendering support around to talk about performance issues? (I'm working on the Raspberry Pi graphics driver, and minetest does some things that suck for us) |
| 21:43 |
PilzAdam |
is there a way to tell minetestmapper to scan from -50 downward? |
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| 21:48 |
twoelk |
PilzAdam: use the Mintestmapper GUI :-P |
| 21:50 |
PilzAdam |
"fatal error: QtWidgets: No such file or directory" |
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| 21:53 |
twoelk |
--max-y <y> : Specify the maximum height of nodes to be included in Rogier-5 version |
| 21:53 |
twoelk |
https://github.com/Rogier-5/minetest-mapper-cpp/blob/master/doc/manual.rst |
| 21:53 |
PilzAdam |
--max-y 0 works, but --max-y -1 doesn't |
| 21:59 |
PilzAdam |
sfan5, https://github.com/minetest/minetestmapper/issues/23 |
| 21:59 |
PilzAdam |
now --max-y uses node positions consistently |
| 22:04 |
twoelk |
using the GUI it seems to work for me |
| 22:06 |
CraigyDavi |
Are these errors normal? VERBOSE[ConnectionReceive]: con(5/1)WARNING: ACKed packet not in outgoing queue and VERBOSE[ConnectionSend]: con(5/1)RE-SENDING timed-out RELIABLE to 31.54.237.218(t/o=0.1): from_peer_id=1, channel=0, seqnum=231 |
| 22:06 |
CraigyDavi |
*warnings |
| 22:07 |
CraigyDavi |
These are the two messages spamming the logs when I'm trying to sort out the high CPU/lag issue |
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| 22:15 |
MinetestBot |
[git] sfan5 -> minetest/minetestmapper: Fix --{min,max}-y, thanks to @PilzAdam ce759d7 http://git.io/vleTx (2015-10-29T23:13:41+01:00) |
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| 22:39 |
PilzAdam |
CraigyDavi, is this on a server or singleplayer? |
| 22:39 |
CraigyDavi |
server |
| 22:40 |
CraigyDavi |
Here's the log: https://gist.githubusercontent.com/CraigyDavi/795be5d035676f9f8752/raw/e3e0a909bcc647bde871d61be3013c046bb7e71a/gistfile1.txt |
| 22:41 |
PilzAdam |
it may as well be a client or connection problem |
| 22:41 |
PilzAdam |
it basically means that the client is not answering the server's packets |
| 22:41 |
VanessaE |
that looks like the sort of errors OldCoder has been reportingh |
| 22:42 |
PilzAdam |
CraigyDavi, do you know which client is behind that IP? |
| 22:42 |
PilzAdam |
maybe you can contact him and ask how is network setup is |
| 22:42 |
CraigyDavi |
Sorry, I didn't mention - during the time shown in the logs server was unresponsive to chat messages - they showed up 1 minute later |
| 22:43 |
CraigyDavi |
If it was a client / connection issue it wouldn't lockup the server |
| 22:44 |
PilzAdam |
nrzkt, any ideas? |
| 22:45 |
nrzkt |
PilzAdam, sorry didn't see that on my running servers, i didn't run my server in verbse thread, but i also noticed MT generate some lag when someone is in a timeout |
| 22:45 |
VanessaE |
minetest lags on timeouts, and it also lags when someone is receiving media as well |
| 22:45 |
PilzAdam |
it seems that the server re-send quite a lot of packets |
| 22:45 |
VanessaE |
(even if that media is going over cURL) |
| 22:45 |
Fixer |
hi |
| 22:46 |
Fixer |
anyone noticed that trees got root in sand? in git version o_0 |
| 22:46 |
PilzAdam |
maybe the re-sending of packets blocks up the whole usable bandwidth |
| 22:47 |
Fixer |
wood block in dirt |
| 22:48 |
CraigyDavi |
and also massively increases CPU usage? It shot up from 5% to 99.7% |
| 22:48 |
Fixer |
I also seen lots of those errors on Minetest Extreme Survival |
| 22:49 |
PilzAdam |
CraigyDavi, can you create an issue on github? |
| 22:50 |
CraigyDavi |
Sure, I'll include a reference to OldCoder's problem too as that issue hasn't been documented |
| 22:53 |
CraigyDavi |
PilzAdam, seems it is happening on clients too. Someone created this issue a few months ago https://github.com/minetest/minetest/issues/2477 |
| 22:54 |
PilzAdam |
client and server have the same network code |
| 22:54 |
CraigyDavi |
ok |
| 22:57 |
Fixer |
hmm, looks like fog in caves is bad thing, it lights them up far on a horizon |
| 22:57 |
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| 23:08 |
MinetestBot |
[git] mrrst0914 gmail.com -> minetest/minetest_game: Boats: Check player attached object a88576a http://git.io/vlecF (2015-10-29T23:06:01Z) |
| 23:11 |
Fixer |
thumbs up if you support this -> https://forum.minetest.net/viewtopic.php?f=6&t=13511 |
| 23:14 |
Obani |
Fixer, +1 |
| 23:14 |
Obani |
But don't you need to set fog to 0 0 0 depending on the zone light ? |
| 23:15 |
VanessaE |
it happens in above-ground deep caves as well |
| 23:15 |
VanessaE |
turning off fog is wrong |
| 23:15 |
Obani |
0 0 0 = color |
| 23:15 |
VanessaE |
rather, its brightness should reflect whatever's behind it |
| 23:16 |
VanessaE |
something like Obani's idea. |
| 23:16 |
VanessaE |
I guess fog is additive - perhaps it should multiply instead |
| 23:16 |
Obani |
But I think it would be very buggy/contraignant/hard to do :) |
| 23:17 |
Fixer |
so if it is dark -> make dark fog %) |
| 23:17 |
VanessaE |
it wouldn't be hard |
| 23:17 |
Obani |
yes, something like that |
| 23:18 |
Fixer |
can you post a reply so developers can see your idea? |
| 23:18 |
Obani |
15 different lights |
| 23:18 |
Fixer |
on my thread |
| 23:18 |
Obani |
6,66 % per light stage |
| 23:18 |
VanessaE |
devs can see it here, too |
| 23:20 |
Fixer |
or not |
| 23:20 |
VanessaE |
Taoki: *poke* |
| 23:20 |
Taoki |
hi |
| 23:20 |
VanessaE |
^^^^ fog expert |
| 23:20 |
VanessaE |
:) |
| 23:21 |
Taoki |
Not quite. I helped with support for tonemaps however, initially added by RBA |
| 23:21 |
VanessaE |
well the closest thing we have to one :) |
| 23:22 |
PilzAdam |
fog already turns dark when you pitch the camera down |
| 23:22 |
VanessaE |
PilzAdam: which is noted as being a poor solution |
| 23:22 |
PilzAdam |
VanessaE, what if nothing is "behind it"? |
| 23:23 |
VanessaE |
as in sky? |
| 23:23 |
PilzAdam |
as in content_ignore |
| 23:23 |
VanessaE |
ergo, sky |
| 23:23 |
VanessaE |
color it accordingly. |
| 23:23 |
VanessaE |
that sky-switches-colors-on-camera-pitch is stupid, honestly. |
| 23:23 |
VanessaE |
it's clearly a hack |
| 23:23 |
Fixer |
and I've seen it above ground too! |
| 23:24 |
VanessaE |
as have I |
| 23:24 |
Fixer |
which is strange |
| 23:24 |
PilzAdam |
VanessaE, also what if stuff with different light levels is "behind" the fog? |
| 23:24 |
PilzAdam |
what color should it get? |
| 23:24 |
Fixer |
rude "solution" that adds new bugs |
| 23:25 |
VanessaE |
it should get whatever the color is of the stuff "behind" the fog then. like I said, multiply it (according to depth and the color/lighting of the background) |
| 23:25 |
VanessaE |
PilzAdam: the point is that fog alone is lighting up the distant-most parts of otherwise pitch-black caves |
| 23:25 |
PilzAdam |
multiply the color of stuff with fog color? |
| 23:26 |
PilzAdam |
I am aware of the problem |
| 23:26 |
PilzAdam |
my point is that there is no easy solution to this |
| 23:26 |
VanessaE |
basically yeah. I have not looked at the code, but whatever it's doing now behaves as if it's additive. |
| 23:26 |
VanessaE |
that would easily explain how you can get light blue "fog light" in a pitch black cave anyway |
| 23:26 |
Obani |
I agree that there are many points more important than it |
| 23:27 |
PilzAdam |
it's a transition |
| 23:27 |
PilzAdam |
actual_color * factor_based_on_distance + fog_color * (1- factor_based_on_distance) |
| 23:27 |
VanessaE |
and that + is the failure point |
| 23:28 |
VanessaE |
change it to a multiplier (with a suitable scale adjustment to keep the general appearance the same), and clamp the colors. |
| 23:29 |
PilzAdam |
don't you get a scalar if you multiply vectors? |
| 23:29 |
VanessaE |
scale as in an extra figure multiplied in. not the C++ definition of the wor |
| 23:29 |
VanessaE |
d |
| 23:30 |
PilzAdam |
that doesn't work the way you think it does |
| 23:31 |
PilzAdam |
what you could try is multiply fog_color by the brightness before doing that calculation |
| 23:31 |
VanessaE |
why not? |
| 23:31 |
PilzAdam |
the purpose of this is to get a linear transition from one color to another |
| 23:32 |
VanessaE |
light doesn't behave in a linear fashion, last time I checked. :) |
| 23:32 |
PilzAdam |
the brightness is defined by the two colors, not by the way you combine them |
| 23:32 |
PilzAdam |
this is before gamma adjustment, so light is linear |
| 23:32 |
Obani |
bb people |
| 23:33 |
* VanessaE |
shrugs |
| 23:33 |
VanessaE |
however you want to argue it, adding the colors is the wrong way to do it. |
| 23:34 |
PilzAdam |
you don't just add the color |
| 23:34 |
PilzAdam |
thats what factor_based_on_distance is for |
| 23:34 |
VanessaE |
ok I'll rephrase |
| 23:34 |
PilzAdam |
you make a transition to it |
| 23:34 |
VanessaE |
however you want to argue it, adding ANYTHING is the wrong way to do it. |
| 23:34 |
PilzAdam |
if the two colors have the same brightness, then the brightness stays the same |
| 23:35 |
PilzAdam |
what you want is to modify the target color |
| 23:35 |
VanessaE |
doesn't matter what you multiply the fog color with, it matters how you combine that result with the scene colors |
| 23:35 |
PilzAdam |
(i.e. fog_color here) |
| 23:35 |
PilzAdam |
but you need to do that before that line |
| 23:42 |
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| 23:43 |
Fixer |
VanessaE: I was on your survival and creative servers, they are nice but fps is super low :) wonder when RBA comes back |
| 23:43 |
VanessaE |
it's a known issue |
| 23:43 |
VanessaE |
I don't know when or if it'll be fixed. |
| 23:44 |
PilzAdam |
VanessaE, just tested a bit, and what you doesn't really work |
| 23:44 |
VanessaE |
what goes wrong? |
| 23:45 |
PilzAdam |
it causes e.g. obsidian to not be affected by fog, since it's black |
| 23:45 |
PilzAdam |
also you still get blue holes in your caves, since unloaded areas just get sky color |
| 23:45 |
VanessaE |
mmh |
| 23:45 |
PilzAdam |
and it looks really weird that each pixel gets a different amount of fog based on it's brightness |
| 23:46 |
PilzAdam |
also it's 1 am |
| 23:46 |
PilzAdam |
good night |
| 23:46 |
VanessaE |
I'm sure it can be corrected, notwithstanding unloaded areas |
| 23:46 |
Fixer |
haha |
| 23:46 |
Fixer |
:} |
| 23:47 |
Fixer |
looks like i need to become a developer to fix it myself in this century |
| 23:48 |
Fixer |
not loaded blocks could be rarely seen |
| 23:48 |
VanessaE |
seems to be handled in this section: https://github.com/minetest/minetest/blob/ffe291cb78fc7135034fe6456b2d7dfc3761dc52/src/sky.cpp#L186 |
| 23:48 |
Fixer |
oh well, at least I have my clay and gravel back and I'm finally happy |
| 23:50 |
Fixer |
any news on threading? git version in singleplayer has stutters for me |
| 23:50 |
VanessaE |
nothing much yet |
| 23:51 |
Fixer |
depressing |
| 23:52 |
VanessaE |
I'd play a bit with it and try to find a better way but frankly, I don't understand the code well enough |