| Time |
Nick |
Message |
| 00:21 |
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| 00:22 |
perrier |
Can I telnet or ssh in to my server? |
| 00:22 |
perrier |
Or is there a remote admin tool? |
| 00:25 |
perrier |
I saw some things involving irc commands but havn't tried it yet. |
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| 07:16 |
Derek88 |
hi |
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| 13:13 |
tango_ |
I was wondering: how good is the UI code separation in the client? as in: if someone wanted to write a different “frontend” for (a subset of features of) the client, using e.g. a different toolkit or even a completely different way to represent data (rogue-style 2D overhead or whatever) |
| 13:13 |
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| 13:13 |
tango_ |
how much code could they share? is there a clear separation, some kind of MVC or similar pattern, or is it more of a mishmash? |
| 13:14 |
tango_ |
or maybe I should ask the question in the forum |
| 13:32 |
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| 15:15 |
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| 15:40 |
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| 15:55 |
heavygale |
in which case is player:get_velocity() = nil? my server is running 5.3.0 and bed kills the server https://github.com/minetest/minetest_game/blob/master/mods/beds/functions.lua#L94 |
| 16:02 |
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| 16:14 |
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| 16:17 |
specing |
tango_: it's formspecs all the way down |
| 16:17 |
specing |
Any tips on how to implement movement in CSMs? I guess setPlayerControl would be overriden fast through input processing, perhaps I should fake key presses? (and trap relevant ones while CSM is doing its thing?) |
| 16:17 |
tango_ |
specing: even the 3D scene rendering? 8-D |
| 16:18 |
tango_ |
I should really read up on formspecs, see if they can be made mobile-friendly |
| 16:25 |
specing |
tango_: doc/lua_api.txt has a lengthy description |
| 16:25 |
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| 16:32 |
Krock |
heavygale: when the player left |
| 16:33 |
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| 16:33 |
pallsld |
Good morning |
| 16:33 |
pallsld |
I have been playing for awhile and complie the most recent version as I play |
| 16:34 |
Krock |
good evening |
| 16:34 |
pallsld |
I just upgraded my computer and was wondering if there are optimized flags I should know about to take advantage of my hardware |
| 16:34 |
heavygale |
Krock: i left because server crashed^^ |
| 16:34 |
heavygale |
in laying down |
| 16:34 |
pallsld |
Im reading trhrough the documentation but though somebody here might have some tips |
| 16:34 |
Krock |
heavygale: update minetest_game, perhaps? |
| 16:34 |
heavygale |
is latest git version |
| 16:34 |
Krock |
pallsld: the compiler should do the necessary optimizations |
| 16:35 |
Krock |
heavygale: if it's MTG, please report it to the git repo |
| 16:35 |
Krock |
otherwise to the affected mod |
| 16:35 |
pallsld |
Bummer |
| 16:35 |
heavygale |
ok, i'll keep an eye on it |
| 16:35 |
pallsld |
I was hoping to get an increase on render distance |
| 16:35 |
Krock |
pallsld: well sure, you can tweak the compiler options but that won't make much of a difference |
| 16:36 |
pallsld |
I see |
| 16:36 |
pallsld |
thanks |
| 16:36 |
Krock |
!next |
| 16:36 |
MinetestBot |
Another satisfied customer. Next! |
| 16:36 |
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| 16:37 |
tango_ |
are there profiler runs of the minetest client to see where the bottleneck for the rendering is? |
| 16:37 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: Fix falling image of torchlike if paramtype2="none" (#10612) ee1853e https://git.io/JkZcz (2020-11-15T16:37:09Z) |
| 16:37 |
tango_ |
or is it somewhere deep inside irrlicht? |
| 16:39 |
MinetestBot |
[git] Lejo1 -> minetest/minetest: Auto build client appimage (#10561) a16e412 https://git.io/JkZcA (2020-11-15T16:38:04Z) |
| 16:41 |
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| 16:41 |
Krock |
F5 and F6 |
| 16:42 |
pallsld |
oh nice |
| 16:43 |
Krock |
the rendering bottleneck are batch-drawn images (e.g. fonts) and how Minetest feeds the GPU with data. Minetest does too much work on PU |
| 16:43 |
Krock |
*CPU |
| 16:43 |
pallsld |
Ive noticed taht. I run it with top open sometimes and have seen mintest hit 200% |
| 16:43 |
Krock |
perhaps also an Irrlicht limitation because OpenGL 1.4 is already enough to play the game. I don't think it makes use of newer features |
| 16:44 |
pallsld |
thats when Im speeding through the air though loading the map as fast as i can |
| 16:44 |
Krock |
luckily for you, map loading and generating is a separate thread, hence not influencing rendering a lot |
| 16:45 |
pallsld |
interesting |
| 16:46 |
Krock |
tango_: if you want to check whether the GPU is your bottleneck, place a few of homedecor's bathtubs in your world. those contain a few hundred vertices |
| 16:47 |
pallsld |
I will def do taht. I am doinga pull and recompile right now. I just realized I was using the binary from my last PC |
| 16:47 |
pallsld |
just moved the drive yesterday |
| 16:47 |
pallsld |
its much faster but I want to see how far i can push it |
| 16:48 |
tango_ |
Krock: the problem I'm seeing is very odd. I'm getting periodic lag spikes that make the game momentarily unplayable (single-digit FPS if not even SPF) and then drops back to normal |
| 16:48 |
Krock |
pallsld: are you a low-spec gamer or just trying to maximise it due to genral interest? |
| 16:49 |
tango_ |
I've been trying to understand better when/where it happens, without much luck |
| 16:49 |
pallsld |
no the opposite. I overbuilt a PC bc it was time for an upgrade and I do them scarcely so I want to see how far it can go |
| 16:49 |
Krock |
for former I could provide you some links to trim Minetest for gaining a few extra fps on 2008 integrated graphics |
| 16:49 |
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| 16:49 |
pallsld |
but it is due to interest and like of the game |
| 16:49 |
pallsld |
been playing mineteest since 4.15 |
| 16:50 |
tango_ |
Krock: so now I'm actually pondering about trying to go through some callgrind to find where these spikes are happening |
| 16:50 |
tango_ |
but maybe callgrind would be too much |
| 16:51 |
tango_ |
Krock: f5 and f6 do show me when this happens (as if the LAaaaaaaaaaaaAAAG wasn't enough), but not WHY |
| 16:51 |
tango_ |
i.e. where time is being lost |
| 16:51 |
tango_ |
ultimately it might even just be a driver issue |
| 16:52 |
tango_ |
but I'm not even sure how to determine that |
| 16:52 |
tango_ |
(not looking forward at a rollback of the kernel, drm and mesa) |
| 16:53 |
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| 17:24 |
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| 17:39 |
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| 17:40 |
Splyncryth |
Hello |
| 17:40 |
Splyncryth |
I installed minetest through Ubuntu repo. What is the file structure of minetest and what folder do I install mod packs? |
| 17:40 |
Splyncryth |
ALso the mod packs downloaded from the repo, where are they located? |
| 17:50 |
sfan5 |
from the repo probably in /usr/share/minetest |
| 17:50 |
sfan5 |
the local data folder is ~/.minetest |
| 17:52 |
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| 18:01 |
Splyncryth |
so if I need to modify the minetest.conf for a local game it would be in ~/.minetest ? |
| 18:01 |
Splyncryth |
if I need to turn on mods in a local game i would modify the ~/.minetest minetest.conf file? |
| 18:02 |
sfan5 |
better do that from the menu |
| 18:21 |
FrostRanger[m] |
Splyncryth: you are better off installing mods either manually or from the content db |
| 18:32 |
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| 19:16 |
Sires |
Hello |
| 19:17 |
Sires |
I'm trying to make a decent biome |
| 19:17 |
Sires |
but for some reason grass spawns underwater |
| 19:17 |
Sires |
https://imgur.com/a/3y36sIl |
| 19:17 |
Sires |
The code is: |
| 19:18 |
Sires |
one sec.. |
| 19:18 |
Sires |
https://termbin.com/c9xe |
| 19:18 |
Sires |
Thats the code |
| 19:21 |
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| 19:24 |
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| 19:30 |
Sires |
btw I'm using v7 mapgen |
| 19:33 |
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| 19:46 |
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| 19:47 |
tango_ |
there we go. standard drawtim <30ms, spike to 240ms |
| 19:47 |
tango_ |
wth |
| 19:47 |
tango_ |
without anything special going on, that I could see |
| 19:47 |
tango_ |
home server, I'm the only client |
| 19:48 |
tango_ |
that aside, I just found out that rails need to lie on something, they can't be freestanding |
| 19:48 |
tango_ |
anybody wants to comment on their preferred support, when buiding bridges or something? |
| 19:51 |
tango_ |
I mean, conceptually you'd want gravel for the ballast, wouldn't you? |
| 19:55 |
Hawk777 |
That would be realistic on land. I don’t think gravel ballast is usually used on bridges though; aren’t the ties/sleepers usually mounted directly to the concrete bridge structure? |
| 19:57 |
Hawk777 |
(or metal bridge structure, depending on the bridge) |
| 19:57 |
tango_ |
Hawk777: good point |
| 19:58 |
tango_ |
so for the bridge a slap of wood or cobblestone would be conceptually better |
| 19:58 |
tango_ |
a slab, even |
| 19:58 |
Hawk777 |
Yeah… of course rails have to be in their own node, so the best look might come from an upper-half slab, if you’ve got something that provides those. |
| 19:59 |
Hawk777 |
I suppose for a higher-tech look, again if you have the items available (and resources to burn), something like the upper half of an iron storage block. |
| 19:59 |
tango_ |
I'd rather not waste iron, but I'm drowning in cobblestone, so |
| 20:00 |
Hawk777 |
Might want to compare the look of cobble versus stone. Cobblestone for a railway bridge sounds a bit weird to me, but smooth stone would look quite like concrete. |
| 20:00 |
Hawk777 |
Might be OK though. |
| 20:06 |
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| 20:33 |
cheapie |
tango_: I don't really play MT any more but was usually on more heavily-modded servers when I did, and it was pretty much universally concrete for bridges there. |
| 20:33 |
cheapie |
(both road and rail) |
| 20:41 |
Splyncryth |
Is there a way to enable mini map in single player mode without crafting a map? |
| 20:44 |
specing |
give yourself the minimap priv |
| 20:44 |
specing |
or recompile minetest |
| 20:45 |
Splyncryth |
hwo do I give myself the minimap priv? |
| 20:47 |
sfan5 |
I don't think minetest_game has a minimap privilege |
| 20:47 |
sfan5 |
either way the only solution I can think of is to remove the "map" mod from games/minetest_game/mods/ |
| 20:47 |
sfan5 |
only easy solution* |
| 20:49 |
Splyncryth |
That worked! |
| 20:49 |
Splyncryth |
is there a way to get a bigger map? |
| 20:49 |
Splyncryth |
like a map of everything ive discovered? |
| 20:51 |
specing |
Splyncryth: there's a tool called minetestmapper, that generates an image |
| 20:52 |
Splyncryth |
yeah, I was thinking of a map that I can mark |
| 20:52 |
Splyncryth |
place marks showing unique points |
| 20:54 |
Splyncryth |
so I can mark a dungeon in game, then go back to it latter |
| 20:54 |
Splyncryth |
etc... |
| 20:55 |
specing |
it's not a map, but there's a CSM that lets you place marks |
| 20:58 |
Splyncryth |
know whats it called? |
| 20:59 |
specing |
advmarker or something |
| 21:04 |
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| 21:10 |
tango_ |
now this is curious, when the drawtime peaks, the CPU usages goes DOWN |
| 21:10 |
tango_ |
so I'm guessing that the issue isn't minetest-side |
| 21:13 |
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| 21:51 |
tango_ |
another interesting thing, although potentially not relevant: trying to run minetest under apitrace gives warnings about gl{Color,Normal,TexCoord,Vertex}Pointer needing to be faked due to them pointing to user memory |
| 21:52 |
tango_ |
I'm guessing this might be an irrlicht limitation |
| 21:52 |
tango_ |
(I mean that fact that it doesn't use BOs) |
| 21:58 |
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| 22:03 |
specing |
tango_: gpu bottleneck? |
| 22:05 |
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| 22:10 |
tango_ |
specing: no frigging idea yet |
| 22:11 |
tango_ |
I only know that I get spikes where the drawtime is an order of magnitude higher than usual |
| 22:11 |
tango_ |
then it drops back to normal |
| 22:11 |
tango_ |
then after a few seconds again goes crazy high |
| 22:12 |
tango_ |
it might just be some driver shit, but even with apitrace I can't reasonably see where the problem is |
| 22:12 |
tango_ |
the fact that irrlicht uses old opengl doesn't help |
| 22:23 |
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| 23:08 |
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| 23:26 |
specing |
NetherEran: do you still use Notabug? |
| 23:31 |
NetherEran |
yes why? |