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IRC log for #minetest-dev, 2013-10-18

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All times shown according to UTC.

Time Nick Message
00:59 VanessaE about the fps problem:  is there some kind of "cache" or "buffer" that is used during rendering?
01:00 VanessaE I'm wondering if there is such a thing, and it's just sorta getting "full" and has to be "emptied" before a frame is drawn
01:00 VanessaE seeing as how FPS drops gradually, then suddenly after a certain point
01:01 VanessaE restarting the client works nearly every time to restore the lost fps
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05:23 sfan5 Exio4: it is transparent (a=18)
05:24 sfan5 128*
05:44 celeron55 is there a better implementation of something like this hanging around? https://github.com/celeron55/minetest/commit/038d8011ce2d021ba261a67317934d6c94fe3b49
05:44 VanessaE you're bringing back skybox?
05:45 celeron55 i'm making a server(mod)-defined skybox an alternative to the current sky
05:45 VanessaE ah
05:46 celeron55 that's a very old patch, but it seems it would be very appropriate, considering this discussion: https://forum.minetest.net/viewtopic.php?pid=114632
05:46 VanessaE I don't think anyone else has proposed such a thing, but bear in mind RBA is working on a skydome feature
05:46 celeron55 i guess skydome could be just built on that
05:46 VanessaE yeah
05:46 celeron55 as a third alternative
05:46 VanessaE afaik he's not that close to having it working yet
05:48 VanessaE but sure
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06:55 celeron55 http://anonmgur.com/up/ed1895787fdce677f21c5ed513c7ebb0.png
06:55 celeron55 8D
06:56 celeron55 this is completely ridiculous (=good)
06:56 VanessaE is that...cactus? :)
06:57 celeron55 it's, in fact, the cactus texture
07:01 celeron55 directly setting a plain white background makes an interesting result: http://anonmgur.com/up/eb1b33b203f396c95b027b9c85563e6b.png
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07:06 Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/
07:15 celeron55 rebased and improved a bit: https://github.com/celeron55/minetest/commit/fdad718b976bc343768b65acfeea31fe31ef1767
07:23 celeron55 https://github.com/celeron55/minetest/commit/9323008c2bd703bcd82dc4f5dc47f97dcfac0ce4
07:23 celeron55 now it's good enough for me
07:24 celeron55 the day/night cycle becomes a problem in many special skies, but i'm not sure how to handle that
07:24 celeron55 hmm, i guess the server could force a sun brightness per client if it wants
07:24 celeron55 well i'll do that too 8)
07:42 VanessaE don't forget to allow for disabling the moon imae
07:42 VanessaE image*
07:42 VanessaE (I didn't notice if you did)
07:43 celeron55 the whole sky gets disabled
07:44 VanessaE oh ok
07:44 celeron55 if you set it plain black, there won't be any other pixels on the sky than (0,0,0)s
07:44 VanessaE gotchya
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08:33 VanessaE celeron55: is it just me or does that skybox image (the cactus) also alter the fog color? :)
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08:43 celeron55 VanessaE: well i obviously had to implement fog color changing along with the skybox
08:43 celeron55 otherwise it looks horrible almost always
08:43 VanessaE of course.
08:43 VanessaE just making sure it's intentional :)
08:43 * VanessaE imagines black fog against a starry sky...
08:55 celeron55 https://github.com/celeron55/minetest/commits/set_sky <- another commit
08:57 VanessaE nice
08:59 celeron55 throw this in a mod to test it: https://gist.github.com/celeron55/7038664
09:03 celeron55 looks like some kind of poison gas disaster site: http://anonmgur.com/up/5c510395eed13ea59296fa59f0b4a1b4.png
09:04 VanessaE oh my
09:04 VanessaE goes well with that UFO
09:05 VanessaE atmosphere of some alien world, etc
09:05 celeron55 it's half-life 3
09:05 celeron55 8D
09:05 VanessaE haha
09:05 celeron55 valve confirmed to use minetest engine
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09:35 adityarajbhatt Where should I mention issues with the game? My first time playing just leaving this here - water is *too* viscous. It takes forever to sink down a lake unless you actively swim downwards. Now, I do not know if there is a salt water/fresh water differentiation in the game, but if there is not, please make the water less dense.
09:38 kaeza first, make sure you are using the latest version
09:39 adityarajbhatt I have 0.4.7.
09:39 kaeza issues are reported on the project's github page
09:40 kaeza BTW, that's not a bug; it's a feature!
09:40 adityarajbhatt Okay, thank you. Just wanted to mentioen this.
09:40 adityarajbhatt :) How is it a feature?
09:40 kaeza tip: hold shift to descend faster
09:40 adityarajbhatt I mean, it just slows the game down...
09:40 adityarajbhatt Making sinking faster is much more natural. Emulate the real world as much as possible and all.
09:41 adityarajbhatt I thought shift was for actively swimming downwards.
09:42 VanessaE it is.  swim down == descend
09:42 kaeza anyway, we should take this to #minetest I think
09:42 adityarajbhatt Okay sorry, going now.
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09:45 proller celeron55, did you plan make custom gravity center ?
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09:54 celeron55 proller: hmm... it would be good if the game could set such individually for each player if it wants
09:54 celeron55 but there are problems in that that aren't immediately obvious
09:54 celeron55 but i'll make one of them obvious: the client doesn't have any functionality to orient the player so that it's feet would be towards "ground"
09:55 celeron55 experimenting with that is welcome
09:56 proller it needs one point of move physic calculation for entities and players
09:57 celeron55 there's no built-in gravity for any other entities than players though
09:58 celeron55 so doing such for anything else than players should be of lesser priority, or even not wanted
10:02 celeron55 orienting any entity in any rotation angle should probably be made possible anyway
10:03 celeron55 (but it will come quite naturally if players are made that way, because the client doesn't differentiate between players and other objects)
10:03 celeron55 (except the local player)
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12:01 kahrl the collision code only supports axis aligned collision boxes so one would have to extend the collision system somehow or live with wildly inaccurate collision boxes
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16:02 VanessaE 12:04:00: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: ...st/.minetest/games/vanessae_game/mods/default/player.lua:125: attempt to index local 'anim' (a nil value)
16:02 VanessaE this has happened before, and one of users says he's had this happen in singleplayer for him (so it ain't my server :P )
16:02 VanessaE I may have reported this before.
16:03 VanessaE pilzadam may have had be make some changes to the player_get_animations() function at line 20
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16:04 VanessaE I think he'd had me add an 'else' clause that returns all of those vars = 0.
16:04 VanessaE but that clause is not in this code.
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16:22 VanessaE celeron55: potential connection?  the worse players' fps complaints get, the more often that ^^^^ bug happens.
16:22 VanessaE Also I have noticed that all player models' animations are REALLY slow
16:22 VanessaE as if everyone's always sneaking around
16:23 VanessaE meanwhile, one of my players is having this crash:
16:23 VanessaE http://pastebin.com/frgcnLP6
16:23 VanessaE (he uses a middle-of-the-road netbook)
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18:33 celeron55 waiting for someone to review a bit: https://github.com/minetest/minetest/pull/960
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19:39 proller https://github.com/proller/minetest/commit/88522cae8fbbcb150e02ad515331a4548aae55c9 - trivial fix
19:39 proller 5 minutes to commit...
19:43 sfan5 proller: don't forget to remote the dbg out on line 273
19:43 proller its okay,  if $config{debug};
19:45 sfan5 ah
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22:55 kahrl VanessaE: is that crash the same as #831?
22:56 VanessaE nope
22:56 VanessaE as far as I know anyway
22:56 VanessaE #831 is when you open the inventory too quickly after sign-on.
22:57 VanessaE this (if you mean the player.lua bug) happens kinda intermittently.
22:57 kahrl I meant http://pastebin.com/frgcnLP6
22:58 VanessaE oh that
22:58 VanessaE I have no clue
22:58 kahrl it's the same assertion so it might be
22:58 VanessaE that's some crash tht dan reported after really REALLY bad fps problems
22:59 VanessaE so at least it ain't limited to just me :)
23:00 VanessaE *looks at #831 again, looks at paste*
23:00 VanessaE huh, I'm surprised I didn't catch that.
23:03 VanessaE well I guess it can be unmarked from "unconfirmed" now :)
23:08 kahrl I'm unsure what unconfirmed means exactly, not confirmed by a dev?
23:08 VanessaE dunno
23:08 VanessaE I always assumed it meant a dev has not experienced the error
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