| Time |
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Message |
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| 16:20 |
SAMIAMNOT |
Hi |
| 16:22 |
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| 16:38 |
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| 16:44 |
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| 16:52 |
Ingar |
does the minetest client run on raspberry Pi 4 ? |
| 16:53 |
Krock |
yes |
| 16:54 |
Krock |
it runs wherever Linux runs |
| 16:55 |
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| 16:55 |
Ingar |
Krock: I assumed it builds, mostly curious about performance |
| 16:55 |
Ingar |
but, I guess we'll find out ;) |
| 16:55 |
Krock |
well yeah.. 10 FPS maybe? |
| 16:56 |
Krock |
but RPI 6 will likely beat my current PC's specs, so maybe in a few years |
| 17:00 |
Ingar |
in a few years mt should be raytraced ;) |
| 17:01 |
Krock |
yeah sure, I also dream of unicorns on rainbows |
| 17:06 |
Wuzzy |
how much do i have to worry about performance if I lower the setting "liquid_update"? |
| 17:06 |
Wuzzy |
to a value like 0.1, for example (default=1.0) |
| 17:07 |
Krock |
10x more time spent in updating liquids (spreading) |
| 17:07 |
Wuzzy |
and if liquids don't spread atm? |
| 17:07 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Fix some reference counters (memleak) (#8981) 26b39f1 https://git.io/JeGfj (2019-09-24T17:05:28Z) |
| 17:08 |
Krock |
the workload is the same, but lowering that will also increase the search interval for possible spreading |
| 17:08 |
Wuzzy |
is this a problem? |
| 17:08 |
Wuzzy |
would it be realistic to enable a low value as game-wide default? |
| 17:10 |
Krock |
it'll only be causing more sort-time load on modified mapblocks and flowing liquids |
| 17:10 |
Krock |
dunno. try it |
| 17:11 |
Krock |
the update queue is also size-limited, so it doesn't spend too much time on it |
| 17:12 |
Wuzzy |
ah. so if there's too many liquids that want to flow at once, some liquids are just ignored? |
| 17:12 |
Krock |
delayed |
| 17:13 |
Wuzzy |
ok |
| 17:13 |
Wuzzy |
this sounds like it shouldt destroy performance then. cool |
| 17:15 |
Krock |
it could cause real hard client and server lags until the liquids are spread (no changes) |
| 17:16 |
Wuzzy |
bummer |
| 17:18 |
Krock |
just try it |
| 17:18 |
Krock |
and then using worldedit to spawn a bunch of water sources mid-air |
| 17:30 |
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| 17:56 |
codic |
Wuzzy: i found the bug |
| 17:56 |
codic |
with mcl2 in beta |
| 17:56 |
Wuzzy |
alpha* |
| 17:56 |
Wuzzy |
? |
| 17:56 |
codic |
it works like survial and creative and youre at world boundaries... |
| 17:57 |
codic |
its really weir |
| 17:57 |
codic |
weird |
| 17:57 |
Wuzzy |
??? |
| 17:57 |
codic |
the bug |
| 17:57 |
Krock |
i found another bug ni mcl2 gamma |
| 17:57 |
codic |
In 5.1.0 |
| 17:57 |
codic |
with alpha v? |
| 17:57 |
Wuzzy |
5.1.0 does not exist |
| 17:57 |
Krock |
(yet) |
| 17:57 |
codic |
It does |
| 17:57 |
codic |
5.1.0-dev |
| 17:57 |
Wuzzy |
huuuge difference!! |
| 17:57 |
codic |
Download here: https://github.com/minetest/minetest |
| 17:57 |
codic |
:P |
| 17:58 |
Wuzzy |
5.1.0-dev does exist, but i dont care |
| 17:58 |
Krock |
difference of two weeks if it's recent |
| 17:58 |
Wuzzy |
MCL2 only supports latest stable. end of story. |
| 17:58 |
codic |
released in october right |
| 17:58 |
Wuzzy |
nobody knows |
| 17:58 |
Krock |
codic: yeah that's the plan |
| 17:58 |
Wuzzy |
except the Minetest Gods |
| 17:58 |
Krock |
early october if everything goes well |
| 17:58 |
codic |
ok good lol |
| 17:58 |
Wuzzy |
IF!!! |
| 17:59 |
Krock |
great to see you testing it |
| 17:59 |
codic |
https://www.youtube.com/channel/UC3v84wpTKXNqpx9oScqlMcw |
| 17:59 |
Wuzzy |
Linuxdirk predicts the release will be in Q1 2020 ? |
| 17:59 |
codic |
please sub lol |
| 17:59 |
Wuzzy |
never sub to subwhores |
| 18:00 |
Wuzzy |
i dont have a google accunt anyway, sooo ? |
| 18:00 |
Krock |
codic: the screen recorder should really grab the opengl framebuffer/stream, rather than the entire screen |
| 18:01 |
Wuzzy |
codic: btw ihave no idea what bug ur talking bout |
| 18:02 |
Krock |
Wuzzy: you didn't write it yet since they're apparently coming from the future using the beta version |
| 18:02 |
Wuzzy |
does the bug work in 5.0.1? |
| 18:02 |
Wuzzy |
oh |
| 18:02 |
Wuzzy |
now everything makes sense!!! |
| 18:03 |
Wuzzy |
i must have been so blind all the time |
| 18:03 |
Wuzzy |
codic is ... The Doctor! that's the truth |
| 18:03 |
Krock |
doctor.. who? |
| 18:04 |
kurtzmusch |
how complete is this ? https://github.com/minetest/minetest/blob/master/doc/client_lua_api.txt |
| 18:05 |
Krock |
unstable, and only usable for chat stuff |
| 18:06 |
kurtzmusch |
but i mean, the documentation itslef |
| 18:06 |
kurtzmusch |
does it cover like 90% of the client api? |
| 18:11 |
sfan5 |
it's the reference for the client api, it covers everything that exists |
| 18:11 |
Krock |
for certain objects and structures you'll need lua_api.txt |
| 18:11 |
kurtzmusch |
oh, ok |
| 18:12 |
kurtzmusch |
yes, i use lua_api a lot |
| 18:12 |
kurtzmusch |
thought about taking a look at the client-side of things |
| 18:14 |
kurtzmusch |
i was hoping i could manipulate player and entity stuff = (... at least we get particles... imo those shoul be done clientside in most cases |
| 18:18 |
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| 19:20 |
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| 19:22 |
kurtzmusch |
!mod moretrees |
| 19:22 |
MinetestBot |
kurtzmusch: More Trees! [moretrees] by VanessaE - https://forum.minetest.net/viewtopic.php?t=4394 |
| 19:24 |
kurtzmusch |
!mod plantlife |
| 19:24 |
MinetestBot |
kurtzmusch: PlantLifeHack[plant_edit] by uind_w - https://forum.minetest.net/viewtopic.php?t=13450 |
| 19:29 |
Wuzzy |
ohhhh i did not know about !mod |
| 19:29 |
Wuzzy |
!help |
| 19:29 |
MinetestBot |
https://github.com/sfan5/minetestbot-modules/blob/master/COMMANDS.md |
| 19:29 |
Wuzzy |
yay |
| 19:30 |
Wuzzy |
!server Jungle |
| 19:30 |
MinetestBot |
Wuzzy: Jungle | 78.47.93.144:39155 | Clients: 0/16, 0/1 | Version: 5.1.0-dev / minetest | Ping: 13ms |
| 19:31 |
Wuzzy |
!btc Minegeld |
| 19:31 |
MinetestBot |
Wuzzy: Unknown currency. Supported currencies: USD, AUD, BRL, CAD, CHF, CLP, CNY, DKK, EUR, GBP, HKD, INR, ISK, JPY, KRW, NZD, PLN, RUB, SEK, SGD, THB, TWD |
| 19:31 |
Wuzzy |
awww. why is minegeld not supported? ;D |
| 19:44 |
blaise |
lol |
| 19:44 |
blaise |
!btc DRK |
| 19:44 |
MinetestBot |
blaise: Unknown currency. Supported currencies: USD, AUD, BRL, CAD, CHF, CLP, CNY, DKK, EUR, GBP, HKD, INR, ISK, JPY, KRW, NZD, PLN, RUB, SEK, SGD, THB, TWD |
| 19:44 |
blaise |
poop |
| 19:45 |
blaise |
!btc USD |
| 19:45 |
MinetestBot |
1 BTC = 8176.8000 $ |
| 19:52 |
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| 19:53 |
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| 19:54 |
hisforever |
Hi I would like to build a Boat. How do I stop the water from being in boat below the water line? |
| 19:56 |
calcul0n_ |
fill a big cube with dirt then remove it and only keep the walls |
| 19:56 |
calcul0n_ |
this way you can build it on a dry floor and remove the walls when it's done |
| 19:58 |
hisforever |
calculon: thanks |
| 20:05 |
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| 20:08 |
BluedelaOof[m] |
uh |
| 20:08 |
BluedelaOof[m] |
is there a way to generate trees using an L-system definition thing? |
| 20:09 |
sfan5 |
!api |
| 20:09 |
MinetestBot |
Someone thinks you should read the API docs, please go to: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt |
| 20:13 |
kurtzmusch |
yes |
| 20:13 |
kurtzmusch |
the true question is: is it faster than placing schematics? |
| 20:34 |
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| 20:36 |
tacotexmex |
Can’t be, right? |
| 20:37 |
BluedelaOof[m] |
it would probably be a decoration type, yes? |
| 20:38 |
BluedelaOof[m] |
and for clarification I meant during world generation |
| 20:41 |
kurtzmusch |
you would probably need to call it withing minetest.register_on_generated() |
| 20:41 |
tacotexmex |
It’s not a deco type as it’s spawned with minetest.spawn_tree. If only decorations could contain functions… |
| 20:42 |
kurtzmusch |
then, using noise or just math.random combined with biome data decide to call spawn_tree |
| 20:42 |
tacotexmex |
I recently realized I need to learn voxelmanip anyway however. |
| 20:43 |
kurtzmusch |
you would probably need to get a voxelmanip object to read a big area for eficiency |
| 20:43 |
kurtzmusch |
yeah, its quite simple actually |
| 20:44 |
kurtzmusch |
just an object with methods to write back to the map or to fetch from the map |
| 20:45 |
kurtzmusch |
but i think spawn_tree writes directly to the map |
| 20:45 |
kurtzmusch |
so you only need the voxelmanip to check for height and type of node i guess |
| 20:46 |
kurtzmusch |
im learning this stuff too. this week iv been working on a mapgen |
| 20:46 |
tacotexmex |
Speaking of voxelmanip I wanted to mix stone with two other nodes evenly the other day. Since stone is such a common node this routine will be performed constantly. How to optimize it in terms of area size etc? |
| 20:54 |
kurtzmusch |
id say to get whatever size the mapgen gives to you as this will give you an already filled voxelmanip |
| 20:55 |
kurtzmusch |
the defualt size if you didnt change in options is (80+32)^3 |
| 20:55 |
tacotexmex |
So default is good then |
| 20:56 |
tacotexmex |
I’m currently using the stratum ore type for this purpose so any performance increase is welcome lol |
| 20:57 |
kurtzmusch |
yeah, its a cube with side 112 nodes |
| 20:57 |
kurtzmusch |
oh making it an ore might be even faster lol im not sure |
| 20:58 |
kurtzmusch |
this way you dont even need to bother with voxelmanip |
| 20:59 |
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| 22:10 |
Wuzzy |
can scrollbars be themed? |
| 22:12 |
tacotexmex |
kurtzmusch: I’ve always thought that voxelmanip is the blazing fast but complex approach. I hope I’m right :/ |
| 22:13 |
kurtzmusch |
tacomex, iv never done ores, but since its something you register and the engine will place itself later im assuming its the fastest |
| 22:14 |
kurtzmusch |
using vmanip takes at least 200ms just to load a mapchunk and then write it back without changing anything or generating anything, at least on my computer |
| 22:16 |
kurtzmusch |
same thing with registering decorations x placing schematics yourself with vmanip.... again, never really compared those but i think that the most the engine does by itslef the better/faster |
| 22:17 |
kurtzmusch |
if you are going to try to use vmanip remember to recycle your buffers, otherwise you may run into lua crash out of memory |
| 22:18 |
kurtzmusch |
it also helps with speed a tiny bit |
| 22:19 |
tacotexmex |
Sounds plausible. What’s with this recycling thing? |
| 22:21 |
kurtzmusch |
you just use the same array to store the data instead of alocating again and again |
| 22:22 |
Wuzzy |
tacotexmex: just use the buffer parameter. lua_api.txt explains it |
| 22:23 |
Wuzzy |
voxelmanip is indeed fast, but it only makes sense for changing large amoutns of nodes |
| 22:23 |
sfan5 |
Lua will clean up after you anyway, unless you leave the buffers in a global variable somewhere |
| 22:23 |
sfan5 |
recycling buffers is mostly for performance |
| 22:23 |
Wuzzy |
global variables should be avoided like the pest, normally |
| 22:24 |
Wuzzy |
its super easy to pollulte global lua namespace ? |
| 22:24 |
kurtzmusch |
sfan5 its possible to alocate faster than the garbage collector does its thing and then lua crashes saying you exeeded 1gib = ( |
| 22:25 |
sfan5 |
you must be using a lot of vmanips at once then |
| 22:25 |
Wuzzy |
I'm not a racist, but calling voxelmanip does not make sense if you only want to change one node. Use set_node. it's probably even faster in this case. |
| 22:25 |
kurtzmusch |
only one in the on_generated |
| 22:25 |
kurtzmusch |
i was calling a lot of noise too |
| 22:26 |
Wuzzy |
when in doubt, compare different approaches and measure time |
| 22:40 |
kurtzmusch |
tacotexmex, if you want examples, here is somthing ive been toying with this week https://notabug.org/Kurtzmusch/ether_lands/src/master/init.lua#L112-L135 it highlights where i recycle the buffers |
| 22:48 |
tacotexmex |
Interesting. Aether inspired huh? :) |
| 22:49 |
kurtzmusch |
ye |
| 22:52 |
kurtzmusch |
also gona have some inspiration from etheral crystal biome |
| 22:52 |
kurtzmusch |
i like the purple leaves on the blue ground |
| 23:01 |
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