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IRC log for #minetest-dev, 2013-05-22

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All times shown according to UTC.

Time Nick Message
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12:28 rubenwardy The new news section is in the wrong place
12:28 rubenwardy I think I should be next to unofficial engine dev
12:28 rubenwardy and call the category "Game Development" or something
12:29 rubenwardy or at least put it above other languages or below bugs
12:29 rubenwardy Also, [0.4.7] Common Drop --> [0.4.7] Common Dropped
12:42 PilzAdam the news section is not only about the engine but also about minetest_game
12:42 PilzAdam putting it in the engine section would be wrong
12:43 rubenwardy Thats why I said renaming it to Game Dev
12:44 PilzAdam its good like it is currently
12:44 rubenwardy It looks out of place, I think gen disc should be first. But oh well
13:12 PilzAdam anything against this: https://github.com/minetest/minetest/pull/473 ?
13:12 celeron55 i think the news forum section is spot-on
13:23 RealBadAngel PilzAdam, nothin against it
13:23 RealBadAngel hi all
13:23 VanessaE PilzAdam: seems okay to me
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16:22 sfan5 wow! I wonder why someone hasn't made a server flood attack on minetest like that before; I spent 15 and I now have a fully working server flood script...
16:23 sfan5 *15 minutes
16:30 Jordach sfan5, someone has been doing it to wazuclan and VanessaE's server
16:30 sfan5 IK
16:31 sfan5 woops, caps
16:31 Jordach actually, rapid logon from one IP should be denied
16:32 sfan5 If celeron hadn't pushed his max players patch to master some time ago, everyserver woud've been screwed
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18:31 PilzAdam sapier, https://gist.github.com/PilzAdam/5627044
18:34 sapier configure window for world does exist?
18:35 PilzAdam well, it doesnt work then
18:35 sapier do you have an error message?
18:36 sapier hmmm wonder what went wrong there again it did work not long ago :-/
18:43 sapier argh almost half of this errors are result of one single change to preserve world selection
19:02 sapier hmmm the mouse wheel issue isn't as easy to fix
19:02 sapier it's a focus issue if you have textlist selected e.g. by moving slider mousewheel works
19:03 sapier but escape button won't work to exit anymore
19:17 celeron55 the way irrlicht GUI system handles events is retarded
19:18 sapier the irrlicht gui system itself isn't really up to date
19:18 celeron55 it doesn't default to passing them to parents like any reasonable system would
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19:51 kahrl I think a solution would be to go into MyEventReceiver::OnEvent, check for EMIE_MOUSE_WHEEL, and set the focus to the hovered element
19:52 sapier as I said if you set the focus to the listbox you'll stopp esc key from working unless you add another workaround there ;-)
19:53 kahrl well that would have to be fixed anyway
19:53 kahrl since the user can set the focus without using the wheel already
19:53 sapier atm focus is reset to main form after each event (forgot slider event by now) to make esc work
19:54 sapier this focus reset is done by all other active elements in formspec menu too
19:54 sapier so fixing one issue caused other
19:55 kahrl umm
19:55 sapier the only correct way would be create a new class inheriting listbox and passing events to parrent
19:55 kahrl how do you type things into edit boxen then?
19:55 sapier good question
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19:59 sapier keys don't seem to be a gui event
20:00 sapier I guess problem is listbox catching keys too ... but i didn't check this assumption in irrlicht code
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20:20 kahrl I just tried the lua mainmenu branch and it crashes (a) when switching to another main menu tab (b) when clicking the Enable Damage or Creative Mode checkbox (c) in-game when opening the pause menu or inventory
20:21 kahrl (a)+(b) crash at the dynamic_cast lines in guiFormSpecMenu
20:21 kahrl (c) crashes in guiEngine.cpp:250
20:21 sapier in game?
20:22 kahrl after loading a world
20:22 sapier I haven't changed anything in pause menu
20:22 sapier inventory hmm might be related to guiFormSpecMenu changes
20:23 kahrl in (c) a MenuQuit event from a guiFormSpecMenu is involved somehow
20:24 sapier 250 is reading mainmenu lua stack ... this doesn't exist within game anymore .. .wonder how this can be called in game
20:29 kahrl not sure if they help much but here are some backtraces: http://paste.dy.fi/ZZh
20:33 kahrl can you reproduce some of them?
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20:35 sapier no not a single one
20:35 kahrl damn
20:35 kahrl wonder what is different about my setup then
20:35 sapier I've pushed a small change that might help ... I thought this would be done implicitly .. it's not wrong in any case so maybe it helps
20:36 sapier what do you do in inventory? on open or at a specific action?
20:36 kahrl it happened when I pressed 'I'
20:36 kahrl so on open
20:37 sapier ok i think I got this one
20:37 sapier wonder why it didn happen just before
20:38 kahrl tested d35e8efb9b and everything still crashes the same way
20:38 sapier what the hell ... all of these thins should be deleted already
20:42 RealBadAngel furhter experiments with different kinds of surfaces: http://imgur.com/a/Eq09o#13 http://imgur.com/a/Eq09o#114
20:43 RealBadAngel http://imgur.com/a/Eq09o#14
20:43 RealBadAngel 114 is a typo ;)
20:53 sapier is there any way to disable the self tests in debug mode? they fail almost every second time
20:55 kahrl --disable-unittests
20:56 sapier is there any good reason for tests to fail that often?
20:56 kahrl and yes that happens to me too (that's why there is argc=2 in my backtraces)
20:56 kahrl I would that particular test should be changed or disabled by default
20:56 kahrl would say*
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21:01 sapier wooo ... I wonder why I didn't have this problem for so long it's quite a ugly mistake
21:01 sapier I think I've fixed it ... at least it didn't crash for about 10 tries now
21:02 sapier but I discovered two new issues :-/
21:03 sapier not related to the fix
21:05 kahrl looks like (c) is fixed now, awesome :)
21:05 sapier deletion order was completely messed up ... wonder why this ever did work at all :-)
21:06 sapier is the inventory message missplaced for you too ?
21:06 kahrl yes
21:06 sapier :-) most likely result of changes required to create fixed size formspecs
21:07 sapier inventory isn't shown in mainmenu :-)
21:08 sapier I wonder why the dynamic cast crashes for you
21:09 sapier I could use a c cast at this location but in this special case the dynamic one should be a lot more safe
21:10 kahrl I know I haven't given much information but I don't know what to look for
21:10 kahrl shame that you can't reproduce it, would be so much easier probably
21:11 sapier what os do you use kahrl?
21:11 kahrl gentoo linux
21:11 sapier any special action to trigger a+b?
21:11 kahrl to be precise: Linux 3.6.11-gentoo #2 SMP Tue Jan 29 01:52:47 CET 2013 x86_64 Intel(R) Core(TM) i5 CPU 760 @ 2.80GHz GenuineIntel GNU/Linux
21:11 sapier so nothing special
21:12 Exio gentoo user
21:12 kahrl clicking on a tab or checkbox triggers it
21:12 * Exio highfives kahrl
21:12 kahrl gentoo is awesome :D
21:12 sapier checkboxes and tabs work for me :-/
21:12 sapier what gcc are you using? or clang?
21:13 kahrl yeah I assumed you tested those already ;)
21:13 kahrl gcc (Gentoo 4.6.3 p1.11, pie-0.5.2) 4.6.3
21:13 sapier a quite comon one too
21:13 RealBadAngel anybody have something against i rename shaders test 1,2,3 to lights, liquids, alpha?
21:13 jojoa1997 not me
21:14 kahrl btw changing test.cpp:1455 from 50ms to 100ms seems to make those test failures disappear for me
21:15 Exio RealBadAngel: "lights"?
21:15 Exio hmm, shouldn't it be something like "solid"?
21:15 RealBadAngel test_shader1 is mostly bout light
21:15 sapier hmmm sleep usualy isn't a good way to solve errors :-)
21:15 PilzAdam RealBadAngel, singular
21:15 RealBadAngel but solids too
21:16 PilzAdam "liquid", "alpha", "light"
21:16 kahrl yeah but that test already works that way, I'm just fiddling with the values ;)
21:16 Exio i'd change it to solid
21:16 Exio as it can do more than light..
21:16 RealBadAngel i also would like to change slightly the way shaders work
21:16 Exio (i already have some basic-blur-as-fog-replacement locally)
21:16 RealBadAngel by now theyre selected to work on the type of surface
21:17 RealBadAngel i would like to make them produce effects
21:17 RealBadAngel which can be gathered in one final shader
21:18 kahrl that doesn't sound "slightly" :P
21:18 RealBadAngel because now its getting slightly insane when i have to disable/enable/select the shader to operate
21:19 kahrl if that is possible it sounds like a good idea, otherwise for n bool settings you'd need 2^n shaders
21:19 RealBadAngel it sounds more dangerous than it really is kahrl
21:19 RealBadAngel one main shader with logic
21:19 RealBadAngel and others that do tasks
21:20 RealBadAngel and sum the colors at the end
21:22 kahrl it's worrying that UDP messages over the loopback interface sometimes take over 100ms to be delivered, if I interpret this right
21:22 RealBadAngel i saw that solution in terasology code
21:23 kahrl maybe for singleplayer UDP shouldn't be used (use an in-process message pipe instead)?
21:23 kahrl over 50ms*
21:23 Exio how do pipe works in windows?
21:23 kahrl I don't mean a pipe provided by the OS
21:23 Exio ah
21:23 kahrl something coded directly in minetest
21:23 Exio in-process message
21:23 Exio sry :P
21:24 Exio RealBadAngel: what is done in the test_shader_2? btw
21:25 Exio i mean, you can rename it to light2 :P
21:25 RealBadAngel liquids
21:25 RealBadAngel by now all shaders are (i think) copy of one that made lights
21:26 RealBadAngel and specialized for surfaces
21:26 Exio the lighting is done inside the shaders when they are enabled
21:26 RealBadAngel yup, and each shader is "affected" with same light code
21:27 Exio lets say
21:27 Exio in the same way it can't if you code some shaders (for saying, the lighting in liquids would apply different because, hmm, reflection or refraction(
21:28 RealBadAngel reflection is a texture
21:28 RealBadAngel it doesnt have anything to do with lights
21:28 RealBadAngel refraction neihter
21:29 Exio hmm
21:29 jojoa1997 reflection is good
21:29 RealBadAngel i do have code for both of those effects
21:30 Exio i just wanted to say, light effects
21:31 RealBadAngel well, i lied a bit that they dont need light
21:31 Exio ik
21:31 RealBadAngel they do, but not such as we do have atm
21:31 RealBadAngel such pieces need sun position
21:34 RealBadAngel we need the sun moving on the celestial sphere
21:35 RealBadAngel so not only the time (0-1) but sun/moon pos (x,y,z)
21:35 RealBadAngel on fixed sized sphere with disabled z-buffer
21:47 sapier ok fixed inventory help too ... kahrl I still can't reproduce your dyncamic_cast crashes ... can anyone else reproduce it?
22:03 sapier sun moving? :-) back to middle age? *fg*
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