mod LAG impact comparison [closed]

User avatar
runs
Member
Posts: 3225
Joined: Sat Oct 27, 2018 08:32

Re: mod impact comparison

by runs » Post

Festus1965 wrote:
Mon Apr 11, 2022 02:03
runs wrote:
Sun Apr 10, 2022 11:11
Also I would like you to test for other mod mobs.

I created Petz to be the fastest, otherwise I would be disappointed myself.
which ones ?

here data from my server:

Code: Select all

technic:                                      |         2 |    277795 |       648 |   0.0 |  99.8 |  34.8
pipeworks:                                    |         2 |    103448 |       790 |   0.0 |  99.2 |  31.4
wielded_light:        (new)                   |         0 |    141247 |       276 |   0.0 |  97.4 |   7.8
default:                                      |         0 |    138372 |       212 |   0.0 |  96.9 |   4.9
unified_inventory:                            |         0 |     60376 |        61 |   0.0 |  97.5 |   4.1
player_api:                                   |         0 |     31702 |        52 |   0.0 |  97.4 |   3.3
poshud:                                       |         2 |     29724 |        40 |   0.0 |  96.1 |   2.7
mobs_monster:                                 |         0 |    233285 |        52 |   0.0 |  99.4 |   2.4
spacesuit:                                    |         0 |    556143 |        20 |   0.0 |  97.3 |   0.8
mobs_fish:                                    |         0 |     42027 |        10 |   0.0 |  97.2 |   0.7
fire:                                         |         0 |     24492 |        19 |   0.0 |  91.9 |   0.7
areas:                                        |         0 |     43861 |        10 |   0.0 |  97.7 |   0.7
mobs_animal:                                  |         0 |     30514 |         9 |   0.0 |  97.5 |   0.5
xp_redo:                                      |         0 |     82661 |         8 |   0.0 |  96.5 |   0.5
protector:                                    |         0 |     28472 |        13 |   0.0 |  90.9 |   0.5
postool:                                      |         1 |      3119 |         5 |   0.0 |  69.7 |   0.5
...
mobs:                                         |         0 |       122 |         0 |   0.0 |   9.0 |   0.0
so mobs together = 3.6 %
that is less then default, and a bit more then player_api
and those both you know from other results ... so the impact of mobs is very low, fast guess, rise basic mtg by about 80% load, or maybe not double to original mtg lag.

Result : you fail your mission ... petz is far higher impact then the mobs_redo even on my server with gamer and allowed, existing mobs
but I may test it some day also on empty world, no gamer ... could be shocking at all.


looking inside the mods:
* if I false radiation damage in technic = save 33% of technic impact ?
* if false vacuum tubes in pipeworks = save 13 % of pipeworks impact ?
* wielded_light and default have most impact at on_step[1]
* unified_inventory on join_player_receive_fields
it is quit easy to see inside mod what part is most working and check it out ... (later: did that ! on my server now)
It does not work, you have to test under the same environment, time and conditions. It is called scientific method.

In fact other tests done in the past back me up:

viewtopic.php?t=19289

User avatar
runs
Member
Posts: 3225
Joined: Sat Oct 27, 2018 08:32

Re: mod impact comparison

by runs » Post

I was referring to Animalia. It is the other animal mod that Petz can be compared to.

Mobs-redo is an undemanding mod that does not interact with its environment. Animals go head over heels with nodes. You can't compare pears with bananas.

User avatar
Festus1965
Member
Posts: 4181
Joined: Sun Jan 03, 2016 11:58
GitHub: Festus1965
In-game: Festus1965 Thomas Thailand Explorer
Location: Thailand ChiangMai
Contact:

Re: mod impact comparison

by Festus1965 » Post

runs wrote:
Mon Apr 11, 2022 07:49
I was referring to Animalia. It is the other animal mod that Petz can be compared to.

Mobs-redo is an undemanding mod that does not interact with its environment. Animals go head over heels with nodes. You can't compare pears with bananas.
But that is the mobs mod I use, and so I will test it also under the same conditions,
but with my experiance in /profiler and the knowledge about your petz impact on empty server, petz on my server must have then similar % of all then pipeworks sure. And mods_redo don't. This the /profiler show clear. Maybe tomorrow to silence you then ...
* https://github.com/minetest-mirrors/mobs_redo - fb42be6 / 28 days ago
or from original : https://notabug.org/TenPlus1/mobs_redo.git
* plus https://notabug.org/TenPlus1/mobs_animal
* ... what else ?
and I saw no really difference between this and seen petz on your-land.de looking reactions, attacks etc.
And even, if there where, knowing the impact difference so far still : avoid petz ! better take another ... later open shown, with less impact ...
so later : https://github.com/ElCeejo/animalia - 93c5127 / 5 days ago
but I know some other thing you will argue later. "I have much more animals created and using ... ."

But you also didn't response to my first Idea, about asking, ...
* HOW is petz detecting an area, to spawn a petz ?
* and also what is the value dtime doing in call of globalstep parameter ?

Look, I used that found new knowledge today morning to reduce my servers lag by about 20-25% again, with still all mods running, but took out just two annoying to really important parts (radiation, vacuum tube) and changes in mobs_redo the interval/chance settings also to chance always 1, but multiply interval with old chance setting. Mean avoid useless ABM run,without an action.

When I will be able to tune this dtime calls similar ... wow
Human has no future (climate change)
If urgend, you find me in Roblox (as CNXThomas)

User avatar
runs
Member
Posts: 3225
Joined: Sat Oct 27, 2018 08:32

Re: mod impact comparison

by runs » Post

Festus1965 wrote:
Mon Apr 11, 2022 08:36
runs wrote:
Mon Apr 11, 2022 07:49
I was referring to Animalia. It is the other animal mod that Petz can be compared to.

Mobs-redo is an undemanding mod that does not interact with its environment. Animals go head over heels with nodes. You can't compare pears with bananas.
But that is the mobs mod I use, and so I will test it also under the same conditions,
but with my experiance in /profiler and the knowledge about your petz impact on empty server, petz on my server must have then similar % of all then pipeworks sure. And mods_redo don't. This the /profiler show clear. Maybe tomorrow to silence you then ...
* https://github.com/minetest-mirrors/mobs_redo - fb42be6 / 28 days ago
or from original : https://notabug.org/TenPlus1/mobs_redo.git
* plus https://notabug.org/TenPlus1/mobs_animal
* ... what else ?
and I saw no really difference between this and seen petz on your-land.de looking reactions, attacks etc.
And even, if there where, knowing the impact difference so far still : avoid petz ! better take another ... later open shown, with less impact ...
so later : https://github.com/ElCeejo/animalia - 93c5127 / 5 days ago
but I know some other thing you will argue later. "I have much more animals created and using ... ."

But you also didn't response to my first Idea, about asking, ...
* HOW is petz detecting an area, to spawn a petz ?
* and also what is the value dtime doing in call of globalstep parameter ?

Look, I used that found new knowledge today morning to reduce my servers lag by about 20-25% again, with still all mods running, but took out just two annoying to really important parts (radiation, vacuum tube) and changes in mobs_redo the interval/chance settings also to chance always 1, but multiply interval with old chance setting. Mean avoid useless ABM run,without an action.

When I will be able to tune this dtime calls similar ... wow
No more talk, mobs_redo is not a rival to my level. I always aim high. So at this point of the match, I want a definitive confrontation with "animalia".

With the same rules and conditions (default config of course).

Only then I will shut up for good.

Petz optimizations will come later if they need to be made. What's more, if I don't win, Petz will die and re-emerge as something else.

PD: I hope you are fair

User avatar
Festus1965
Member
Posts: 4181
Joined: Sun Jan 03, 2016 11:58
GitHub: Festus1965
In-game: Festus1965 Thomas Thailand Explorer
Location: Thailand ChiangMai
Contact:

Re: mod impact comparison

by Festus1965 » Post

runs wrote:
Mon Apr 11, 2022 09:28
PD: I hope you are fair
lol, just take a PC and do the same tests ...
I have no intention to betray, there is no payment for me ...
I just wanna make sure, that servers have lower lag ... avoiding then mods I classify as laggy.

As I am fair, I offer all my tuning tips, so every server could follow the optimizations in
* hardware (RAM, disc)
* OS tuning with CACHE
* mt tuning in conf
* and even tuning on my own in mods as did today and lost another 20% lag for sure.
Human has no future (climate change)
If urgend, you find me in Roblox (as CNXThomas)

User avatar
Festus1965
Member
Posts: 4181
Joined: Sun Jan 03, 2016 11:58
GitHub: Festus1965
In-game: Festus1965 Thomas Thailand Explorer
Location: Thailand ChiangMai
Contact:

mod impact comparison : mobs_redo with ...

by Festus1965 » Post

next test preparing

mobs_redo (this mod is running on my server since years ... and nobody complain it)
* from original : https://notabug.org/TenPlus1/mobs_redo - fb42be6b28 nil checks - 4 weeks ago
* plus https://notabug.org/TenPlus1/mobs_animal - fe4010f217 add spanish translation (thanks mckaygerhard) - 2 months ago
* ...
+ https://notabug.org/TenPlus1/mobs_monster ? ae0e50bb69 2 month ago
+ https://notabug.org/TenPlus1/mob_horse ? 4022ae9a02 1 month ago
+ https://notabug.org/TenPlus1/mobs_sky ? aa3e7a99ce 1 year ago
+ https://notabug.org/TenPlus1/mobs_water ? 580bd43672 1 year ago

as always, all settings kept, as most admins even don't know haha

world.mt ready, testing

Code: Select all

[MOD] Mobs Redo loaded
[MOD] Mobs Redo Monsters loaded
[MOD] Mobs Redo Animals loaded
[MOD] Mob Horse loaded

         __.               __.                 __.  
  _____ |__| ____   _____ /  |_  _____  _____ /  |_ 
 /     \|  |/    \ /  __ \    _\/  __ \/   __>    _\
|  Y Y  \  |   |  \   ___/|  | |   ___/\___  \|  |  
|__|_|  /  |___|  /\______>  |  \______>_____/|  |  
      \/ \/     \/         \/                  \/   
2022-04-11 20:13:37: ACTION[Main]: World at [.minetest/worlds/engine550]
this only includes:

Code: Select all

-- Animals
dofile(path .. "chicken.lua") -- JKmurray
dofile(path .. "cow.lua") -- KrupnoPavel
dofile(path .. "rat.lua") -- PilzAdam
dofile(path .. "sheep.lua") -- PilzAdam
dofile(path .. "warthog.lua") -- KrupnoPavel
dofile(path .. "bee.lua") -- KrupnoPavel
dofile(path .. "bunny.lua") -- ExeterDad
dofile(path .. "kitten.lua") -- Jordach/BFD
dofile(path .. "penguin.lua") -- D00Med
dofile(path .. "panda.lua") -- AspireMint
should I add also ? mobs_moinster I still have ? but false yet, with

Code: Select all

-- Monsters
dofile(path .. "dirt_monster.lua") -- PilzAdam
dofile(path .. "dungeon_master.lua")
dofile(path .. "oerkki.lua")
dofile(path .. "sand_monster.lua")
dofile(path .. "stone_monster.lua")
dofile(path .. "tree_monster.lua")
dofile(path .. "lava_flan.lua") -- Zeg9
dofile(path .. "mese_monster.lua")
dofile(path .. "spider.lua") -- AspireMint
dofile(path .. "land_guard.lua")
dofile(path .. "fire_spirit.lua")
even I have also mobs_sky, mobs_water also - would have to compare with petz included animals

petz show 42 animals in folder petz
mobs_animals = 10, monster = 11, water = 5, sky 3, 1 horse = sum would be 30 then, should add them ...

world.mt for tomorrow:

Code: Select all

load_mod_mobs = true
load_mod_mobs_animal = true
load_mod_mobs_monster = true
load_mod_mobs_turtles = true
load_mod_mobs_sharks = true
load_mod_mobs_crocs = true
load_mod_mobs_birds = true
load_mod_mobs_bat = true
load_mod_mobs_jellyfish = true
load_mod_mobs_butterfly = true
load_mod_mobs_fish = true
load_mod_mob_horse = true
hope fine so far ... running a short test during a movie
movie finished and sneak peak ... but I am confused - /profiler fail, bug ?
* player_api : 83.8
* mobs_monster : 23.6 ... here we are already over 100% ????
* mobs_bird : 20.7 %
* fire : 16.1
* default : 1.9
* mobs_animal : 0.6
... all 147.1 %, with mobs_* use 44.9 % points, mean from 100 is 30.5 % so far

and I see clear 4 monster ABM run, 1 bird, 2 animal = more than that one petz rat.

mhh, good night ... maybe I have some idea until tomorrow ...

as to be sure the other mobs load, I added a last line report the load and get this now:

Code: Select all

[MOD] Mobs Redo loaded
[MOD] Mobs Redo Monsters loaded
[MOD] Mobs Redo Animals loaded
[MOD] Mob Horse loaded
[MOD] Mobs Turtle loaded
[MOD] Mobs Shark loaded
[MOD] Mobs Jellyfish loaded
[MOD] Mobs Fish loaded
[MOD] Mobs Croc loaded
[MOD] Mobs Butterfly loaded
[MOD] Mobs Bird loaded
[MOD] Mobs Bat loaded
test server running since 06:50 ... until 20:08 ... working out
/status 0.09 max_lag
/profiler:
* player_api : 82.2 %
* fire : 17.8 %
* default : 2.6 %
* mobs_monster : 2.4 %
* mobs_birds : 0.8 %
... sum 106.8 % ... hmm
but anyway : monsters together just 3.2% of 106.8 or then 3% of other load base 100% = very low impact, rising all just by 3.3 % to base before.

compare with others ...

Code: Select all

(T@__builtin)A total of F522510E sample(s) were taken.E

 instrumentation                               |    min µs |    max µs |    avg µs | min % | max % | avg %
---------------------------------------------- | --------- | --------- | --------- | ----- | ----- | ------
 player_api:                                   |         0 |       126 |         2 |   0.0 | 100.0 |  82.2
  - globalstep[1] ...........................  |         1 |       126 |         2 |   0.4 | 100.0 |  82.3
  - on_joinplayer[2] ........................  |        21 |        21 |        21 |   3.9 |   3.9 |   3.9
  - on_joinplayer[1] ........................  |         3 |         3 |         3 |   0.6 |   0.6 |   0.6

 fire:                                         |         0 |       103 |         0 |   0.0 | 100.0 |  17.8
  - globalstep[1] ...........................  |         1 |       103 |         1 |   0.2 | 100.0 |  34.6

 default:                                      |         0 |       255 |         4 |   0.0 |  92.4 |   2.6
  - ABM 'Grass spread' ......................  |        34 |        86 |        60 |  64.2 |  83.5 |  73.8
  - on_joinplayer[1] ........................  |        13 |        13 |        13 |   2.4 |   2.4 |   2.4
  - ABM 'Grass covered' .....................  |       255 |       255 |       255 |  92.4 |  92.4 |  92.4

 mobs_monster:                                 |         0 |        70 |         2 |   0.0 |  80.5 |   2.4
  - get_staticdata[9] .......................  |        15 |        15 |        15 |  10.9 |  10.9 |  10.9
  - ABM 'mobs_monster:spider spawning' ......  |        70 |        70 |        70 |  80.5 |  80.5 |  80.5
  - on_activate[10] .........................  |        37 |        37 |        37 |  27.0 |  27.0 |  27.0
  - ABM 'mobs_monster:dungeon_master spawning' |        10 |        10 |        10 |  35.7 |  35.7 |  35.7

 mobs_birds:                                   |         0 |        66 |         1 |   0.0 |  48.2 |   0.8
  - on_activate[3] ..........................  |        49 |        49 |        49 |  35.8 |  35.8 |  35.8
  - get_staticdata[3] .......................  |        17 |        17 |        17 |  12.4 |  12.4 |  12.4

 sfinv:                                                  |         0 |       167 |         1 |   0.0 |  30.7 |   0.3
  - on_joinplayer[1] ..................................  |       167 |       167 |       167 |  30.7 |  30.7 |  30.7

 env_sounds:                                             |         0 |       112 |         1 |   0.0 |  20.6 |   0.2
  - on_joinplayer[1] ..................................  |       112 |       112 |       112 |  20.6 |  20.6 |  20.6

 ??:                                                     |         0 |        98 |         1 |   0.0 |  18.0 |   0.2
  - on_joinplayer[1] ..................................  |        98 |        98 |        98 |  18.0 |  18.0 |  18.0

 weather:                                                |         0 |        26 |         0 |   0.0 |   4.8 |   0.1
  - on_joinplayer[1] ..................................  |        26 |        26 |        26 |   4.8 |   4.8 |   4.8

 binoculars:                                             |         0 |        54 |         0 |   0.0 |   9.9 |   0.1
  - on_joinplayer[1] ..................................  |        54 |        54 |        54 |   9.9 |   9.9 |   9.9

 map:                                                    |         0 |        39 |         0 |   0.0 |   7.2 |   0.1
  - on_joinplayer[1] ..................................  |        39 |        39 |        39 |   7.2 |   7.2 |   7.2

 mtg_craftguide:                                         |         0 |         8 |         0 |   0.0 |   1.5 |   0.0
  - on_joinplayer[1] ..................................  |         8 |         8 |         8 |   1.5 |   1.5 |   1.5
-------------------------------------------------------- | --------- | --------- | --------- | ----- | ----- | ------
 total:                                                  |         1 |       544 |         2 | 100.0 | 100.0 | 100.0
Last edited by Festus1965 on Tue Apr 12, 2022 13:27, edited 3 times in total.
Human has no future (climate change)
If urgend, you find me in Roblox (as CNXThomas)

User avatar
runs
Member
Posts: 3225
Joined: Sat Oct 27, 2018 08:32

Re: mod impact comparison : mobs_redo with ...

by runs » Post

Festus1965 wrote:
Mon Apr 11, 2022 13:06
next test preparing

mobs_redo (this mod is running on my server since years ... and nobody complain it)
* from original : https://notabug.org/TenPlus1/mobs_redo - fb42be6b28 nil checks - 4 weeks ago
* plus https://notabug.org/TenPlus1/mobs_animal - fe4010f217 add spanish translation (thanks mckaygerhard) - 2 months ago
* ...
+ https://notabug.org/TenPlus1/mobs_monster ? ae0e50bb69 2 month ago
+ https://notabug.org/TenPlus1/mob_horse ? 4022ae9a02 1 month ago
+ https://notabug.org/TenPlus1/mobs_sky ? aa3e7a99ce 1 year ago
+ https://notabug.org/TenPlus1/mobs_water ? 580bd43672 1 year ago

as always, all settings kept, as most admins even don't know haha

world.mt ready, testing

Code: Select all

[MOD] Mobs Redo loaded
[MOD] Mobs Redo Monsters loaded
[MOD] Mobs Redo Animals loaded
[MOD] Mob Horse loaded

         __.               __.                 __.  
  _____ |__| ____   _____ /  |_  _____  _____ /  |_ 
 /     \|  |/    \ /  __ \    _\/  __ \/   __>    _\
|  Y Y  \  |   |  \   ___/|  | |   ___/\___  \|  |  
|__|_|  /  |___|  /\______>  |  \______>_____/|  |  
      \/ \/     \/         \/                  \/   
2022-04-11 20:13:37: ACTION[Main]: World at [.minetest/worlds/engine550]
this only includes:

Code: Select all

-- Animals
dofile(path .. "chicken.lua") -- JKmurray
dofile(path .. "cow.lua") -- KrupnoPavel
dofile(path .. "rat.lua") -- PilzAdam
dofile(path .. "sheep.lua") -- PilzAdam
dofile(path .. "warthog.lua") -- KrupnoPavel
dofile(path .. "bee.lua") -- KrupnoPavel
dofile(path .. "bunny.lua") -- ExeterDad
dofile(path .. "kitten.lua") -- Jordach/BFD
dofile(path .. "penguin.lua") -- D00Med
dofile(path .. "panda.lua") -- AspireMint
should I add also ? mobs_moinster I still have ? but false yet, with

Code: Select all

-- Monsters
dofile(path .. "dirt_monster.lua") -- PilzAdam
dofile(path .. "dungeon_master.lua")
dofile(path .. "oerkki.lua")
dofile(path .. "sand_monster.lua")
dofile(path .. "stone_monster.lua")
dofile(path .. "tree_monster.lua")
dofile(path .. "lava_flan.lua") -- Zeg9
dofile(path .. "mese_monster.lua")
dofile(path .. "spider.lua") -- AspireMint
dofile(path .. "land_guard.lua")
dofile(path .. "fire_spirit.lua")
even I have also mobs_sky, mobs_water also - would have to compare with petz included animals

petz show 42 animals in folder petz
mobs_animals = 10, monster = 11, water = 5, sky 3, 1 horse = sum would be 30 then, should add them ...

world.mt for tomorrow:

Code: Select all

load_mod_mobs = true
load_mod_mobs_animal = true
load_mod_mobs_monster = true
load_mod_mobs_turtles = true
load_mod_mobs_sharks = true
load_mod_mobs_crocs = true
load_mod_mobs_birds = true
load_mod_mobs_bat = true
load_mod_mobs_jellyfish = true
load_mod_mobs_butterfly = true
load_mod_mobs_fish = true
load_mod_mob_horse = true
hope fine so far ... running a short test during a movie
movie finished and sneak peak ... but I am confused - /profiler fail, bug ?
* player_api : 83.8
* mobs_monster : 23.6 ... here we are already over 100% ????
* mobs_bird : 20.7 %
* fire : 16.1
* default : 1.9
* mobs_animal : 0.6
... all 147.1 %, with mobs_* use 44.9 % points, mean from 100 is 30.5 % so far

and I see clear 4 monster ABM run, 1 bird, 2 animal = more than that one petz rat.

mhh, good night ... maybe I have some idea until tomorrow ...
I told you, the profiler you use is not very reliable. That percentage is not absolute, but relative to something, ask the developers.

User avatar
runs
Member
Posts: 3225
Joined: Sat Oct 27, 2018 08:32

Re: mod impact comparison

by runs » Post

Anyway I am not going to stand still, I have reviewed my Petz code and I can make 3 major performance optimizations. With it I will be able to reduce 30%-40% of the load according to my estimations.

I'm going to get to work.

User avatar
runs
Member
Posts: 3225
Joined: Sat Oct 27, 2018 08:32

Re: mod impact comparison

by runs » Post

I also announce that I just started a new Mob Engine for The Samz, called KitZ. It will be super fast and simple. There will be no aggression because it's for kids.

User avatar
Festus1965
Member
Posts: 4181
Joined: Sun Jan 03, 2016 11:58
GitHub: Festus1965
In-game: Festus1965 Thomas Thailand Explorer
Location: Thailand ChiangMai
Contact:

Re: mod impact comparison : mobs_redo with ...

by Festus1965 » Post

runs wrote:
Mon Apr 11, 2022 18:07
Festus1965 wrote:
Mon Apr 11, 2022 13:06
movie finished and sneak peak ... but I am confused - /profiler fail, bug ?
* player_api : 83.8
* mobs_monster : 23.6 ... here we are already over 100% ????
* mobs_bird : 20.7 %
* fire : 16.1
* default : 1.9
* mobs_animal : 0.6
... all 147.1 %, with mobs_* use 44.9 % points, mean from 100 is 30.5 % so far

and I see clear 4 monster ABM run, 1 bird, 2 animal = more than that one petz rat.
I told you, the profiler you use is not very reliable. That percentage is not absolute, but relative to something, ask the developers.
I don't remember where you told this,
I don't remember that I ever got a result with sum > 100.
I don't see another measure system available so easy with this result offer.
And even you might have told, you didn't also point out another measure system also.

The only options might be to include poshud, or use monitoring from Pandorabox admin.

But as of using /profiler now for years and my success in using the results to point exact on issues before I still trust it.
Human has no future (climate change)
If urgend, you find me in Roblox (as CNXThomas)

User avatar
runs
Member
Posts: 3225
Joined: Sat Oct 27, 2018 08:32

Re: mod impact comparison : mobs_redo with ...

by runs » Post

Festus1965 wrote:
Mon Apr 11, 2022 23:55
runs wrote:
Mon Apr 11, 2022 18:07
Festus1965 wrote:
Mon Apr 11, 2022 13:06
movie finished and sneak peak ... but I am confused - /profiler fail, bug ?
* player_api : 83.8
* mobs_monster : 23.6 ... here we are already over 100% ????
* mobs_bird : 20.7 %
* fire : 16.1
* default : 1.9
* mobs_animal : 0.6
... all 147.1 %, with mobs_* use 44.9 % points, mean from 100 is 30.5 % so far

and I see clear 4 monster ABM run, 1 bird, 2 animal = more than that one petz rat.
I told you, the profiler you use is not very reliable. That percentage is not absolute, but relative to something, ask the developers.
I don't remember where you told this,
I don't remember that I ever got a result with sum > 100.
I don't see another measure system available so easy with this result offer.
And even you might have told, you didn't also point out another measure system also.

The only options might be to include poshud, or use monitoring from Pandorabox admin.

But as of using /profiler now for years and my success in using the results to point exact on issues before I still trust it.
Oh, OK. Don't worry. Keep up the good work, it's very interesting.

User avatar
Festus1965
Member
Posts: 4181
Joined: Sun Jan 03, 2016 11:58
GitHub: Festus1965
In-game: Festus1965 Thomas Thailand Explorer
Location: Thailand ChiangMai
Contact:

mod impact comparison : animalia / 93c5127 / 6 days ago

by Festus1965 » Post

mod : animalia

source : https://github.com/ElCeejo/animalia : 93c5127 / 6 days ago

depends = creatura
source : https://github.com/ElCeejo/creatura : e7da1f1 / 3 days ago


was wrong
source = https://github.com/MirceaKitsune/minete ... _creatures

Code: Select all

[MOD] Creatura loaded
2022-04-12 21:13:48: ACTION[Main]: [MOD] Animalia [0.3] loaded
[MOD] Animalia loaded
Test started at 6:30 ... finished 19:15 = 10:45 ?
/status 0.09
/profiler:
* player_api : 41.5 %
* creatura : 34.9 %
* animalia : 13.8 %
* fire : 9.8 %
* default : 1.0 %
= animalia with needed creatura take together 48.7 %, so that mean animalia (+creature most !) double the lag from empty mtg

both mod main cause is globalstep

Code: Select all

(T@__builtin)A total of F508560E sample(s) were taken.E
 instrumentation                               |    min µs |    max µs |    avg µs | min % | max % | avg %
---------------------------------------------- | --------- | --------- | --------- | ----- | ----- | ------
 player_api:                                   |         0 |       151 |         1 |   0.0 | 100.0 |  41.5
  - globalstep[1] ...........................  |         1 |       151 |         1 |   0.3 | 100.0 |  42.9
  - on_joinplayer[2] ........................  |        21 |        21 |        21 |   3.5 |   3.5 |   3.5
  - on_joinplayer[1] ........................  |         3 |         3 |         3 |   0.5 |   0.5 |   0.5

 creatura:                                     |         0 |       150 |         1 |   0.0 | 100.0 |  34.9
  - globalstep[1] ...........................  |         1 |       150 |         1 |   0.2 | 100.0 |  25.9
  - globalstep[2] ...........................  |         1 |       121 |         1 |   0.2 | 100.0 |  22.4

 animalia:                                     |         0 |       129 |         0 |   0.0 | 100.0 |  13.8
  - globalstep[1] ...........................  |         1 |       129 |         1 |   0.2 | 100.0 |  22.5
  - on_joinplayer[1] ........................  |         1 |         1 |         1 |   0.2 |   0.2 |   0.2

 fire:                                         |         0 |       177 |         0 |   0.0 | 100.0 |   9.8
  - globalstep[1] ...........................  |         1 |       177 |         1 |   0.6 | 100.0 |  21.3

 default:                                      |         0 |       387 |         3 |   0.0 |  95.8 |   1.0
  - ABM 'Grass spread' ......................  |        79 |        79 |        79 |  28.6 |  28.6 |  28.6
  - on_joinplayer[1] ........................  |         9 |         9 |         9 |   1.5 |   1.5 |   1.5
  - ABM 'Grass covered' .....................  |       387 |       387 |       387 |  95.8 |  95.8 |  95.8

 sfinv:                                        |         0 |       179 |         1 |   0.0 |  30.0 |   0.2
  - on_joinplayer[1] ........................  |       179 |       179 |       179 |  30.0 |  30.0 |  30.0

 env_sounds:                                   |         0 |       144 |         1 |   0.0 |  24.2 |   0.2
  - on_joinplayer[1] ........................  |       144 |       144 |       144 |  24.2 |  24.2 |  24.2

 binoculars:                                             |         0 |        59 |         0 |   0.0 |   9.9 |   0.1
  - on_joinplayer[1] ..................................  |        59 |        59 |        59 |   9.9 |   9.9 |   9.9

 map:                                                    |         0 |        41 |         0 |   0.0 |   6.9 |   0.1
  - on_joinplayer[1] ..................................  |        41 |        41 |        41 |   6.9 |   6.9 |   6.9

 ??:                                                     |         0 |       105 |         0 |   0.0 |  17.6 |   0.1
  - on_joinplayer[1] ..................................  |       105 |       105 |       105 |  17.6 |  17.6 |  17.6

 mtg_craftguide:                                         |         0 |         8 |         0 |   0.0 |   1.3 |   0.0
  - on_joinplayer[1] ..................................  |         8 |         8 |         8 |   1.3 |   1.3 |   1.3

 weather:                                                |         0 |        22 |         0 |   0.0 |   3.7 |   0.0
  - on_joinplayer[1] ..................................  |        22 |        22 |        22 |   3.7 |   3.7 |   3.7

-------------------------------------------------------- | --------- | --------- | --------- | ----- | ----- | ------
 total:                                                  |         1 |       596 |         4 | 100.0 | 100.0 | 100.0
Last edited by Festus1965 on Wed Apr 13, 2022 12:36, edited 5 times in total.
Human has no future (climate change)
If urgend, you find me in Roblox (as CNXThomas)

User avatar
runs
Member
Posts: 3225
Joined: Sat Oct 27, 2018 08:32

Re: mod impact comparison : animalia / 93c5127 / 6 days ago

by runs » Post

Festus1965 wrote:
Tue Apr 12, 2022 13:48
preparing

mod : animalia

source : https://github.com/ElCeejo/animalia : 93c5127 / 6 days ago

depends = creatura
source : https://github.com/ElCeejo/creatura : e7da1f1 / 3 days ago


was wrong
source = https://github.com/MirceaKitsune/minete ... _creatures

Code: Select all

[MOD] Creatura loaded
2022-04-12 21:13:48: ACTION[Main]: [MOD] Animalia [0.3] loaded
[MOD] Animalia loaded
ok, ready for tomorrow
Me and Samantha are anxious.

User avatar
Festus1965
Member
Posts: 4181
Joined: Sun Jan 03, 2016 11:58
GitHub: Festus1965
In-game: Festus1965 Thomas Thailand Explorer
Location: Thailand ChiangMai
Contact:

Re: mod impact comparison : animalia / 93c5127 / 6 days ago

by Festus1965 » Post

runs wrote:
Tue Apr 12, 2022 21:44
Me and Samantha are anxious.
mhh, that is more then clear:
** 69.1 % / + 223 % load : petz via github.com/runsy/petz 4688047 / 10.03.2022 - tested
** 48.7 % / + 95 % : animalia with needed Creatura
** 3 % / + 3.3 % load : mobs_redo plus ... animals, monster, sky water, horse (30 diff - as petz 48?)

mobs_redo ist FAR less impact,
animalia (+creatura) doubles lag,
petz tripples it

if wanna get better petz might have an advantage as all under one hud / programmer,

animalia have to work with or over creatura, as there is most impact coming in
Human has no future (climate change)
If urgend, you find me in Roblox (as CNXThomas)

User avatar
runs
Member
Posts: 3225
Joined: Sat Oct 27, 2018 08:32

Re: mod impact comparison

by runs » Post

...

User avatar
runs
Member
Posts: 3225
Joined: Sat Oct 27, 2018 08:32

Re: mod impact comparison : animalia / 93c5127 / 6 days ago

by runs » Post

Festus1965 wrote:
Wed Apr 13, 2022 12:46
runs wrote:
Tue Apr 12, 2022 21:44
Me and Samantha are anxious.
mhh, that is more then clear:
** 69.1 % / + 223 % load : petz via github.com/runsy/petz 4688047 / 10.03.2022 - tested
** 48.7 % / + 95 % : animalia with needed Creatura
** 3 % / + 3.3 % load : mobs_redo plus ... animals, monster, sky water, horse (30 diff - as petz 48?)

mobs_redo ist FAR less impact,
animalia (+creatura) doubles lag,
petz tripples it

if wanna get better petz might have an advantage as all under one hud / programmer,

animalia have to work with or over creatura, as there is most impact coming in
I accept the results.

Just a few points:

- Your statement that Petz "triples lag" is tricky and twisted. It could be the case of using only mobs_redo and having lag and another using only Petz and having no lag. It depends very much on the server you have. Obviously Petz requires more power but it doesn't triple the lag per se.

- You are comparing different things again. Pacman vs Skyrim, really? LOL. The mobs in mobs_redo headbutt into walls over and over again, in water they jump absurdly and aren't able to reach the shore, they rush down cliffs like lemmings.... Petz has a certain AI, it's flawless, you'll never see strange behaviors, it has a brain to interact with the environment.

- Animalia clearly copies many things from Petz and was also inspired by the code. Animalia is, let's say, Petz's spiritual successor. Petz is its putative father. But Petz does many more things and is much more stable.

To finish, and I use an analogy, you can use your old utility car, or you can buy a Ferrari, yes, it is more expensive, it consumes more, but it is more powerful. Enjoy your Ferrari.

By the way, Samantha has already ordered her best engineers (i.e. me) to work on an entirely new mobs mod. The key name of the project is KitZ, it will work over The Samz, and it will be able to run on a Rasperry Pi 4 without a fuss.

User avatar
Festus1965
Member
Posts: 4181
Joined: Sun Jan 03, 2016 11:58
GitHub: Festus1965
In-game: Festus1965 Thomas Thailand Explorer
Location: Thailand ChiangMai
Contact:

Re: mod impact comparison : animalia / 93c5127 / 6 days ago

by Festus1965 » Post

runs wrote:
Wed Apr 13, 2022 14:02
- Your statement that Petz "triples lag" is tricky and twisted. It could be the case of using only mobs_redo and having lag and another using only Petz and having no lag. It depends very much on the server you have. Obviously Petz requires more power but it doesn't triple the lag per se.
You should accept it, as you did NOT, NOW my hard answer:

You are WRONG , the measurement is shown clear on empty server with a base of mtg.

you are wright, that maybe tripple lag is also not clear or sure, and I already told I know from your-land.de that petz is 33% there. IF you can calculate 33% mean raise that servers lag by 50% BUT THIS 50% mean from that higher base with all other mods he also uses.

And again WRONG, even a double strong server like my one, more powerful M.2 or more RAM. As long the lag only mtg is just 25% it will tripple it, when it is 50% it can't tripple as then mod petz makes real lag as of CPU is not able to handle it, at 100$ is finish.

And also the ugly truth is, YOUR mod petz is using unbelievable much CPU time for just existing on a server without gamer or petz.

Similar is also just inside MTG the player_api used 85% of just MTG without a gamer,
and more advtrans.

Work on your mod.
Every mod shown here with similar results should work on it. Even player_api need to be looked over.

Even I may have the most strong server existing, I will avoid advtrains and petz for sure, even animalia as I know my mobs_redo do what I want, without pushing my server in no fun lag.

I also give pipeworks with technic 6 months to reduce the impact. After no reaction or improvement I wall change to techage ... as I want to be able to host 50 gamer - that is what many gamer expect to have fun.

Open your eyes and look multicraft - some less but strong server and NO lag mods. They are filled ... ours ? upps

WE are no company, we can't use high performance PCs ... we in fact have most slow PC ... so I hope you will also see this facts.
Human has no future (climate change)
If urgend, you find me in Roblox (as CNXThomas)

User avatar
runs
Member
Posts: 3225
Joined: Sat Oct 27, 2018 08:32

Re: mod impact comparison

by runs » Post

Code: Select all

Open your eyes and look multicraft - some less but strong server and NO lag mods. They are filled ... ours ? upps
The Samz is intended to run in a Rasp4, in fact it is already working on one right now. And with the new mobs mod, Kitz, I intend to keep it that way.

User avatar
runs
Member
Posts: 3225
Joined: Sat Oct 27, 2018 08:32

Re: mod impact comparison

by runs » Post

In any case, it is also everyone's fault. We ask Minetets for new things and we forget to optimize the existing ones and fix bugs. I mean the game engine.

User avatar
Festus1965
Member
Posts: 4181
Joined: Sun Jan 03, 2016 11:58
GitHub: Festus1965
In-game: Festus1965 Thomas Thailand Explorer
Location: Thailand ChiangMai
Contact:

Re: mod impact comparison

by Festus1965 » Post

runs wrote:
Wed Apr 13, 2022 15:05
In any case, it is also everyone's fault. We ask Minetets for new things and we forget to optimize the existing ones and fix bugs. I mean the game engine.
Yes, some ask a lot of new feature and devs also go for some
We have still a lot of open issues, but wanna do new things

But you tell that they should tune over the engine, but just start at your own issues, showed up quit clear.

So as I know only the Top 20 server admins might think about tuning their system,
and I know most of Top servers problems

and the other near 300 admins don't care = no sent any request or /profiler extract

I also see how most are taking care about mt, server, and all code

I can stop testing ... no mods reported, no own mods that need this ...
and no programmer take the results as an hint to work - but point on others.
Human has no future (climate change)
If urgend, you find me in Roblox (as CNXThomas)

User avatar
runs
Member
Posts: 3225
Joined: Sat Oct 27, 2018 08:32

Re: mod impact comparison

by runs » Post

Festus1965 wrote:
Thu Apr 14, 2022 01:19
runs wrote:
Wed Apr 13, 2022 15:05
In any case, it is also everyone's fault. We ask Minetets for new things and we forget to optimize the existing ones and fix bugs. I mean the game engine.
Yes, some ask a lot of new feature and devs also go for some
We have still a lot of open issues, but wanna do new things

But you tell that they should tune over the engine, but just start at your own issues, showed up quit clear.

So as I know only the Top 20 server admins might think about tuning their system,
and I know most of Top servers problems

and the other near 300 admins don't care = no sent any request or /profiler extract

I also see how most are taking care about mt, server, and all code

I can stop testing ... no mods reported, no own mods that need this ...
and no programmer take the results as an hint to work - but point on others.
I will check Petz to improve. But I have little margin since the engine is not mine. What I can do is make the features more optional, for fine-tuning.

User avatar
Festus1965
Member
Posts: 4181
Joined: Sun Jan 03, 2016 11:58
GitHub: Festus1965
In-game: Festus1965 Thomas Thailand Explorer
Location: Thailand ChiangMai
Contact:

Re: mod impact comparison

by Festus1965 » Post

runs wrote:
Thu Apr 14, 2022 08:55
I will check Petz to improve. But I have little margin since the engine is not mine. What I can do is make the features more optional, for fine-tuning.
What the hell are you telling now :
Mobs_redo and animalia was all running one same machine also, but look like others are better with managing the environment given?
And I am wondering, as you programmed it and used repeating ? work via globalstep you should also know what and how it uses time, as CPU usage depends on repeating and intensive of a 'work'.

globalstep

a nice discussion

hints


similar to other tuning I did before, I had one basic idea about how often something should be updated after discussing with Vanessa about pipeworks:

Most client play with 60Hz, there is no need tu update a 'moving' item/entity under or faster then 1/60s or 16.67ms.
So every faster update it useless, as a gamer don't see 2 changed inside this 16.67ms.

so as
<source> local timer = 0 minetest.register_globalstep(function(dtime) timer = timer + dtime; if timer >= 5 then -- Send "Minetest" to all players every 5 seconds minetest.chat_send_all("Minetest") timer = 0 end end) </source>
or standard :

Code: Select all

# dedicated_server_step = 0.09
dedicated_server_step = 0.0165
server_step = 0.05
And then: is is needed to repeat some moves, spawn so often ?
during a mobs fight maybe ... but a picking food chicken, a eating horses ?

and think about default settings can be overridden by admin ... and what does this mean to a globalstep using mods ?
Human has no future (climate change)
If urgend, you find me in Roblox (as CNXThomas)

User avatar
runs
Member
Posts: 3225
Joined: Sat Oct 27, 2018 08:32

Re: mod impact comparison

by runs » Post

Festus1965 wrote:
Thu Apr 14, 2022 09:34
runs wrote:
Thu Apr 14, 2022 08:55
I will check Petz to improve. But I have little margin since the engine is not mine. What I can do is make the features more optional, for fine-tuning.
What the hell are you telling now :
Mobs_redo and animalia was all running one same machine also, but look like others are better with managing the environment given?
And I am wondering, as you programmed it and used repeating ? work via globalstep you should also know what and how it uses time, as CPU usage depends on repeating and intensive of a 'work'.

globalstep

a nice discussion

hints


similar to other tuning I did before, I had one basic idea about how often something should be updated after discussing with Vanessa about pipeworks:

Most client play with 60Hz, there is no need tu update a 'moving' item/entity under or faster then 1/60s or 16.67ms.
So every faster update it useless, as a gamer don't see 2 changed inside this 16.67ms.

so as
<source> local timer = 0 minetest.register_globalstep(function(dtime) timer = timer + dtime; if timer >= 5 then -- Send "Minetest" to all players every 5 seconds minetest.chat_send_all("Minetest") timer = 0 end end) </source>
or standard :

Code: Select all

# dedicated_server_step = 0.09
dedicated_server_step = 0.0165
server_step = 0.05
And then: is is needed to repeat some moves, spawn so often ?
during a mobs fight maybe ... but a picking food chicken, a eating horses ?

and think about default settings can be overridden by admin ... and what does this mean to a globalstep using mods ?
Thanks I will check that.

User avatar
Festus1965
Member
Posts: 4181
Joined: Sun Jan 03, 2016 11:58
GitHub: Festus1965
In-game: Festus1965 Thomas Thailand Explorer
Location: Thailand ChiangMai
Contact:

testing mod terumet

by Festus1965 » Post

testing lag impact of mod terumet

source: github.com/Terumoc/terumet

version: 6ed059d / Jan 1, 2021

no adding lag


/profiler save:

Code: Select all

(T@__builtin)A total of F549338E sample(s) were taken.E


 instrumentation                                         |    min µs |    max µs |    avg µs | min % | max % | avg %
-------------------------------------------------------- | --------- | --------- | --------- | ----- | ----- | ------

 player_api:                                             |         0 |       123 |         2 |   0.0 | 100.0 |  81.5
  - globalstep[1] .....................................  |         1 |       123 |         2 |   0.4 | 100.0 |  81.6
  - on_joinplayer[2] ..................................  |        28 |        28 |        28 |   5.3 |   5.3 |   5.3
  - on_joinplayer[1] ..................................  |         1 |         1 |         1 |   0.2 |   0.2 |   0.2

 fire:                                                   |         0 |       118 |         0 |   0.0 | 100.0 |  18.5
  - globalstep[1] .....................................  |         1 |       118 |         1 |   0.5 | 100.0 |  32.8

 default:                                                |         0 |       179 |         2 |   0.0 |  92.3 |   1.7
  - ABM 'Grass spread' ................................  |        40 |        40 |        40 |  71.4 |  71.4 |  71.4
  - ABM 'Grass covered' ...............................  |       179 |       179 |       179 |  92.3 |  92.3 |  92.3
  - on_joinplayer[1] ..................................  |        14 |        14 |        14 |   2.6 |   2.6 |   2.6

 sfinv:                                                  |         0 |       146 |         1 |   0.0 |  27.6 |   0.3
  - on_joinplayer[1] ..................................  |       146 |       146 |       146 |  27.6 |  27.6 |  27.6

 binoculars:                                             |         0 |        88 |         0 |   0.0 |  16.6 |   0.2
  - on_joinplayer[1] ..................................  |        88 |        88 |        88 |  16.6 |  16.6 |  16.6

 env_sounds:                                             |         0 |       105 |         1 |   0.0 |  19.8 |   0.2
  - on_joinplayer[1] ..................................  |       105 |       105 |       105 |  19.8 |  19.8 |  19.8

 ??:                                                     |         0 |        78 |         0 |   0.0 |  14.7 |   0.1
  - on_joinplayer[1] ..................................  |        78 |        78 |        78 |  14.7 |  14.7 |  14.7

 map:                                                    |         0 |        40 |         0 |   0.0 |   7.6 |   0.1
  - on_joinplayer[1] ..................................  |        40 |        40 |        40 |   7.6 |   7.6 |   7.6

 mtg_craftguide:                                         |         0 |         9 |         0 |   0.0 |   1.7 |   0.0
  - on_joinplayer[1] ..................................  |         9 |         9 |         9 |   1.7 |   1.7 |   1.7

 weather:                                                |         0 |        18 |         0 |   0.0 |   3.4 |   0.0
  - on_joinplayer[1] ..................................  |        18 |        18 |        18 |   3.4 |   3.4 |   3.4

-------------------------------------------------------- | --------- | --------- | --------- | ----- | ----- | ------
 total:                                                  |         1 |       529 |         2 | 100.0 | 100.0 | 100.0
Human has no future (climate change)
If urgend, you find me in Roblox (as CNXThomas)

User avatar
Festus1965
Member
Posts: 4181
Joined: Sun Jan 03, 2016 11:58
GitHub: Festus1965
In-game: Festus1965 Thomas Thailand Explorer
Location: Thailand ChiangMai
Contact:

mod LAG impact comparison - retest mod techage

by Festus1965 » Post

mod LAG impact comparison - retest mod techage

as of make SURE, all needed dependencies are of fixing version (here all are newest)
after see problems with running it on my server.

rise a bit more with 32.3 % against older test with 30.x %, but difference is low

Code: Select all

(T@__builtin)A total of F460449E sample(s) were taken.E


 instrumentation                               |    min µs |    max µs |    avg µs | min % | max % | avg %
---------------------------------------------- | --------- | --------- | --------- | ----- | ----- | ------

 player_api:                                   |         0 |       223 |         2 |   0.0 | 100.0 |  51.5
  - globalstep[1] ...........................  |         1 |       223 |         2 |   0.3 | 100.0 |  51.6
  - on_joinplayer[2] ........................  |        30 |        30 |        30 |   4.2 |   4.2 |   4.2
  - on_joinplayer[1] ........................  |         2 |         2 |         2 |   0.3 |   0.3 |   0.3

 techage:                                      |         0 |       127 |         1 |   0.0 | 100.0 |  32.3
  - globalstep[1] ...........................  |         1 |       104 |         1 |   0.1 | 100.0 |  20.3
  - on_joinplayer[2] ........................  |         2 |         2 |         2 |   0.3 |   0.3 |   0.3
  - on_joinplayer[1] ........................  |        21 |        21 |        21 |   3.0 |   3.0 |   3.0
  - on_joinplayer[3] ........................  |         1 |         1 |         1 |   0.1 |   0.1 |   0.1
  - on_joinplayer[4] ........................  |         1 |         1 |         1 |   0.1 |   0.1 |   0.1
  - globalstep[2] ...........................  |         1 |       126 |         1 |   0.1 | 100.0 |  21.4

 fire:                                         |         0 |       140 |         0 |   0.0 | 100.0 |  16.1
  - globalstep[1] ...........................  |         1 |       140 |         1 |   0.1 | 100.0 |  20.9

 default:                                      |         0 |       169 |         3 |   0.0 |  88.9 |   1.9
  - ABM 'Grass spread' ......................  |       136 |       136 |       136 |  88.3 |  88.3 |  88.3
  - ABM 'Grass covered' .....................  |       169 |       169 |       169 |  88.9 |  88.9 |  88.9
  - on_joinplayer[1] ........................  |        13 |        13 |        13 |   1.8 |   1.8 |   1.8

 sfinv:                                        |         0 |       239 |         2 |   0.0 |  33.9 |   0.4
  - on_joinplayer[1] ........................  |       239 |       239 |       239 |  33.9 |  33.9 |  33.9

 env_sounds:                                             |         0 |       127 |         1 |   0.0 |  18.0 |   0.2
  - on_joinplayer[1] ..................................  |       127 |       127 |       127 |  18.0 |  18.0 |  18.0


 weather:                                                |         0 |        27 |         0 |   0.0 |   3.8 |   0.0
  - on_joinplayer[1] ..................................  |        27 |        27 |        27 |   3.8 |   3.8 |   3.8

 binoculars:                                             |         0 |        76 |         0 |   0.0 |  10.8 |   0.1
  - on_joinplayer[1] ..................................  |        76 |        76 |        76 |  10.8 |  10.8 |  10.8

 mtg_craftguide:                                         |         0 |        10 |         0 |   0.0 |   1.4 |   0.0
  - on_joinplayer[1] ..................................  |        10 |        10 |        10 |   1.4 |   1.4 |   1.4

 ??:                                                     |         0 |        86 |         0 |   0.0 |  12.2 |   0.1
  - on_joinplayer[1] ..................................  |        86 |        86 |        86 |  12.2 |  12.2 |  12.2

 map:                                                    |         0 |        66 |         0 |   0.0 |   9.3 |   0.1
  - on_joinplayer[1] ..................................  |        66 |        66 |        66 |   9.3 |   9.3 |   9.3

-------------------------------------------------------- | --------- | --------- | --------- | ----- | ----- | ------
 total:                                                  |         1 |       706 |         4 | 100.0 | 100.0 | 100.0
Human has no future (climate change)
If urgend, you find me in Roblox (as CNXThomas)

Post Reply

Who is online

Users browsing this forum: No registered users and 14 guests