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IRC log for #minetest-dev, 2014-05-17

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Time Nick Message
00:03 sapier left #minetest-dev
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04:16 RealBadAngel hi
04:17 RealBadAngel SoniEx2, my code dosnt like what?
04:17 RealBadAngel wtf is t[x] ?
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07:18 PenguinDad ~tell sapier Forget what I said about gui_scaling yesterday
07:18 ShadowBot PenguinDad: O.K.
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09:01 RealBadAngel hi sapier, whats up?
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09:10 sapier don't know RealBadAngel do you have anything new?
09:11 cerulean256 joined #minetest-dev
09:15 RealBadAngel have you checked changed built-in item?
09:16 sapier not yet did you create a pull request yet?
09:21 jin_xi joined #minetest-dev
09:21 RealBadAngel sapier, i am makin one atm, hold on
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09:27 RealBadAngel there is, #1308
09:27 ShadowBot RealBadAngel: Error: Delemiter not found in "Page is too big."
09:27 RealBadAngel ha ha ha :P https://github.com/minetest/minetest/pull/1308
09:28 sapier hmm is there a way to write it using less levels of indention? .... especially for crapy editors using 8 spaces (like github) thats quite hard to read ;-)
09:29 sapier hmm I guess we'd need "continue" to do it
09:31 RealBadAngel http://pastebin.com/a2jBAuBy
09:32 RealBadAngel if you wanna try what it does, split some stack, and drop it one by one on the ground, at the very same spot. watch what happens
09:32 sapier I'll have a look at it, but I suggest making ShadowNinja look at it too, he's even more experienced to lua then I am
09:33 sapier hmm that'd reduce the too many objects issue drastically :-)
09:33 RealBadAngel thats the point of it
09:33 sapier that's not related but what do you think about making items die afer some time too?
09:34 RealBadAngel thats also good idea, each dropped item should have TTL
09:35 sapier yes It's quite anoying to have useless items "burried" within solid nodes eating up available objects ... but that's something to discuss with other core devs as well as some modders too
09:35 RealBadAngel not that hard to implement, item_drop mod already have a timer on items, in this case for delayed possibility to auto pick-up the item back
09:36 RealBadAngel without it, it was impossible to drop an item away ;)
09:37 sapier it's not about beeing hard to implement but it's a change in game mechanics that might cause behaviour not desired by everyone ;-)
09:38 RealBadAngel not everyone may like bringing the order, but thats what shall be done
09:40 sapier still we'd should ask them if everyone is against it but us it's hard to explain why we do it ;-)
09:47 RealBadAngel https://www.youtube.com/watch?v=e-AOw1xvQyY
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11:20 RealBadAngel PilzAdam, here?
11:20 PilzAdam yes?
11:26 RealBadAngel have you saw item entity merge pull?
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11:27 RealBadAngel also what do you think about adding TTL to item entities?
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11:55 cerulean256 RealBadAngel: will that be built in and configurable?
11:56 cerulean256 I like having my items lay on the ground indefinitely... it avoids me having to build a harvesting chest to temporarily put overflow.
11:57 RealBadAngel adding TTL to items is for unload unecessary objects on servers, that pushes the items limits
11:58 RealBadAngel if you want them that way, you can have simple mod that disables that
11:58 RealBadAngel but for server env, such limitations have to be made
11:58 cerulean256 of course, agreed
11:59 cerulean256 right now there is a mod the removes items that were dropped from the world already
11:59 cerulean256 dropped to* the world
12:00 RealBadAngel it wont be needed if the items were dissapearing after some time
12:01 RealBadAngel world would clean itself
12:01 cerulean256 true; however, what's the benefit if there is already something out there that does the same thing (other than doing things internally and it being wee bit faster)?
12:02 cerulean256 I take you plan on implementing this in C++ and not LUA :p
12:02 SoniEx2 RealBadAngel, try this: t = {}; t['test'] = 'something'; t[t] = 'yep you can use t itself as a key';
12:03 RealBadAngel SoniEx2, can you tell me whats that and what for?
12:03 RealBadAngel because i dont get what do you mean at all
12:04 SoniEx2 RealBadAngel, https://github.com/minetest/minetest/pull/1305
12:04 RealBadAngel "Safe way to check if function of name given exists."
12:04 SoniEx2 yeah
12:04 SoniEx2 I could pass it sometable.somefunc
12:04 SoniEx2 or sometable['somefunc']
12:04 sapier I don't see any need to do this in engine cerulean256
12:04 RealBadAngel shall i made "name" in bold?
12:05 RealBadAngel name is not a table or whatever
12:05 RealBadAngel its a fuckin string
12:05 SoniEx2 sometable.somefunc = sometable['somefunc']
12:06 SoniEx2 oh so you have problems with using [] for table indexing?
12:07 RealBadAngel i dont have any problems, it seems like you are trying to find a hole in straight and simple thing
12:07 SoniEx2 well make it support _G['print'] at least
12:09 cerulean256 sapier: so basically adding TTL to entities would be nothing more than bringing parts of PlizAdam's builtin_item mod into top-level minetest? so it's part of minetest and not running in mod space anymore.
12:09 cerulean256 or am I missing the point?
12:09 sapier we're not talking about ttl for entities but only about ttl for "item entities" that's a big difference
12:10 cerulean256 sapier: mind elaborating a bit :)
12:10 sapier and ttl check isn't something to be done multiple times per second but within minute range, so why do you believe it's performance critical? ;-)
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12:11 cerulean256 who said anything about performance critical?
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12:11 sapier "beeing faster" isn't a reason to do something in core ... at least not a standalone reason
12:12 cerulean256 hence why I mentioned that as an exception
12:12 cerulean256 so avoid hearing someone use speed as an excuse ;)
12:12 sapier everything done in mods would be faster in core, still we moved a lot from core to mods to make it configurable :-)
12:13 cerulean256 and that's a good thing, imo :)
12:13 cerulean256 so I am just looking for the justification as to why ttl is suggested to be reinvented.
12:14 sapier so unless there's a pressing need to get the last % of speed I don't see a reason to implement a feature in core that can be done with no functional limitation as lua code too :-)
12:14 sapier and doing a ttl check, lets say any 5 minutes wont cause any regular minetestserver to have issues
12:15 RealBadAngel while having dozens of forgotten items floating around causes issues already...
12:15 cerulean256 sapier: stop explaining the reasoning to not do things in core, I get that. :)
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12:16 sapier I was already done cerulean256 ;-) just wanted to be sure there's no missinterpretation ;-)
12:17 cerulean256 cool. :) Anyway, right now (with PilzAdam's mod) if I dig an item it drops the __builtin:item entity... after 300 seconds they get removed.
12:17 cerulean256 it the propsition to make this default behaviour instead of a mod?
12:17 cerulean256 proposition*
12:18 sapier yes
12:18 BlockMen RealBadAngel, im against #1308. Single items should stay single items unless player or a mod "merges" them.
12:18 ShadowBot https://github.com/minetest/minetest/issues/1308 -- Item entity stacks merge on the ground. by RealBadAngel
12:18 SoniEx2 I think they should update every 10 seconds
12:18 SoniEx2 so mods can make them last longer
12:20 cerulean256 ok.. the that means it gets merged into the main minetest product (for a lack of better terms), right? - exactly what I asked earlier ;)
12:20 RealBadAngel BlockMen, have you saw hundreds of single cobble floating at one pos? or leaves?
12:21 rubenwardy Maybe make it overrideable
12:22 RealBadAngel solution to make it easy shall be deault, if you want hardcore, then apply a mod
12:22 cerulean256 RealBadAngel: does your item entity merge only merge items the fall on the same node spot?
12:23 RealBadAngel it triggers only when item hits the ground and only for items in range 1
12:23 RealBadAngel so the very same spot
12:23 sapier in mobf I decide between playerspawned mobs and autospawned maybe items dropped by a player shoud behave different to digged ones too?
12:24 cerulean256 sapier: I was experimenting with a similar thing yesterday evening
12:24 RealBadAngel the patch makes no difference from wher item comes from
12:25 cerulean256 I actually overrode the builtin item entity and add parameters to determine if it was forcibly dropped or not.
12:25 RealBadAngel if it hits the ground it looks for items of the very same kind
12:25 RealBadAngel so it can be fallen leaves, dropped item, dug stone, machine output, whatever
12:26 RealBadAngel it just doesnt allow hundreds of same items spinning at one position
12:26 BlockMen sapier, i like the idea of different behavior
12:26 RealBadAngel which was just nonsense and pain in the ass
12:26 BlockMen so i would be fine with auto-merge of player droped items
12:26 RealBadAngel lol
12:27 cerulean256 so if I make a wshing machine node that you can put wool in and it poops them out to right right 1 by 1 each minute and they all land onf the same node.. I'll only see 1 wool entitiy... right?
12:27 cerulean256 washing machine*
12:27 RealBadAngel that was not the idea behind that patch at all
12:27 RealBadAngel it was made for leaves and dug drops :P
12:27 BlockMen ^ and im against this
12:27 RealBadAngel not for some moron that is sitting and drops 1000 of cobble at one spot
12:27 RealBadAngel hehehe
12:28 SoniEx2 cerulean256's thingy makes sense IRL
12:28 BlockMen RealBadAngel, write a mod for that
12:28 SoniEx2 I mean... in a way...
12:29 cerulean256 the more I think about it.. the more I agree with BlockMen.. it's a cool idea and definitely useful.. but is probably best left in mod space :)
12:29 RealBadAngel BlockMen, ofc i can, but i cant stand seeing core keeping nonsense solutions
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12:29 cerulean256 but think for my washing machine node, RealBadAngel...
12:29 RealBadAngel and see folks that are using non modified game and complaing why it sucks big time
12:30 cerulean256 I like watching my mashing machine poop out items :)
12:30 cerulean256 washing*
12:30 RealBadAngel and it sucks because of dozens of such little things
12:30 sapier hmm another suggestion why not remove the item entity core code and make it a item entity mod?
12:30 BlockMen RealBadAngel, just because you think its nonsense it does not mean it is.
12:30 sapier what would be necessary to separate it that way?
12:30 RealBadAngel it is
12:30 BlockMen and a bit realism is good in games
12:30 BlockMen i have never seen saplings bcoming stack in world
12:30 RealBadAngel it slows down a server, makin it push the limits
12:30 RealBadAngel make drops almost impossible to pick
12:31 cerulean256 then get better hardware :p
12:31 BlockMen ^ that :D
12:31 RealBadAngel ha ha ha, laughed the queen and died
12:31 RealBadAngel are you nuts?
12:31 cerulean256 it's a server... minetest is geared for low end 'c;ient' devices.. not servers
12:32 RealBadAngel and you want to keep server trashed with lotsa entities
12:32 RealBadAngel good luck with that :P
12:32 cerulean256 if my server can handle it.. fine with me.
12:32 RealBadAngel no it cant
12:32 cerulean256 it becomes a problem when the clients can't
12:32 RealBadAngel theres a limit
12:32 RealBadAngel 49
12:32 SoniEx2 well dig down 1000 trees and see if the client still works
12:32 BlockMen normal drops of items are not that much that it "trashes" a server. and if you use something that drops that much entities than blame that specific mod
12:33 cerulean256 but the limit is 49.... right?
12:33 SoniEx2 if it doesn't, RealBadAngel has a point
12:33 cerulean256 a single node can only hold 49 item entities.. is that correct?
12:33 sapier no
12:34 sapier a block can only hold 49 entitie
12:34 sapier s
12:34 sapier block beeing 16x16x16 ...that's quite a limitation
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12:35 cerulean256 I see... what happens to drops that exceed this?
12:35 cerulean256 do they just .. not happen?
12:35 sapier entities are deleted with a error message on server
12:35 RealBadAngel got deleted :P
12:35 Hunterz hi, how i can debug why see lag during putting item to chest on the server?
12:35 sapier and I'm not sure if it's the last one or some other
12:35 cerulean256 ok well... that being the case... can we make the merging smarter..
12:35 sapier it'S your rtt hunterz
12:36 sapier not a bug but a design issue
12:36 cerulean256 in the sense that if the block is comming up on it's limit that it then starts merging?
12:36 Hunterz what is rtt ?
12:36 cerulean256 rtt = Real Time Trading :p
12:36 RealBadAngel cerulean256, i cant agree on that
12:37 sapier each inventory action is done remote on server so to see the result of an action you have to wait for data beeing transmitted to server processed there and the result beeing sent back to you
12:37 cerulean256 just kidding, Hunterz
12:37 Hunterz oki
12:37 RealBadAngel i dont want fuckin thousands of cobble deleting tubed items in my machines setups
12:37 RealBadAngel because they was made by player action for example
12:38 sapier Hunterz: it's by definition more then ping time to server
12:38 Hunterz server is on my network
12:39 Hunterz ping is very low
12:39 sapier what's your server step?
12:39 RealBadAngel also, we had falling leaves before
12:39 RealBadAngel and because we didnt have merging we dont have them anymore
12:39 sapier e.g. if a packet arrives at server just after server step completed it's gonna be handled at next server step. If you have mods taking a lot of time in server step that time will add too
12:39 cerulean256 Hunterz: what's the time it takes for your ping to receive a response?
12:39 Hunterz ping is 6 miliseconds
12:40 RealBadAngel instead of a solution, effect was disabled
12:40 RealBadAngel sick
12:40 Hunterz it is inside my isp network
12:40 cerulean256 Hunterz: btw rtt = Round Trip Time, the time it takes for a packet to leave your computer and get a response back
12:40 sapier well in this case your lag is most likely caused by mods running on server delaying the server step
12:40 Hunterz maybe
12:41 cerulean256 yeah.. maybe too many item entities :p
12:41 sapier yes entities do cause server step increas as any other thing to process
12:41 Hunterz have minetest something like profiler?
12:42 sapier yes try some of the f keys in debug build ... but you wont find out what exactly causes it
12:42 Hunterz btw i know rtt, i am network engineer :)
12:42 sapier only the fact that it is the server step
12:43 cerulean256 Hunterz: then why'd you ask?
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12:44 Hunterz i know RTT
12:44 Hunterz :)
12:44 sapier basicaly worst case inventory latency is rtt + max serverstep + serverdelay + some small servercommand queue overhead
12:44 sapier rtt as well as max_serverstep are variables
12:44 Hunterz hmm overhead with one player on the server...
12:45 Hunterz i will try it wihout mods
12:45 sapier I don't think the overhead will be noticable it's within completely different range compared to rtt and serverstep
12:46 Hunterz maybe default setting of my mods are not perfect
12:46 Exio4 how many mods did you "install"?
12:46 sapier and what mods
12:46 Hunterz i will see mmt
12:47 SoniEx2 do blocks have a 49 entity limit or 49 _item_ entity limit?
12:47 sapier mobf for example is known to take quite a lot of cpu power, especially with "wrong" settings
12:47 sapier entity
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12:47 SoniEx2 eww
12:47 SoniEx2 why?
12:47 sapier historic reasons
12:48 SoniEx2 does the player count as an entity?
12:48 Hunterz http://pastebin.com/b4NdKws8
12:48 Hunterz modlist
12:48 sapier there's been a bug duplicating entities for quite some time, thus limiting to 49 was a workaround, I think that bug has been fixed. but noone did increase it by now
12:49 sapier I'd try minetest-mod-weather first
12:49 Hunterz weather is off
12:49 sapier and maybe technic, but there's none beeing known to be critical (at least to me)
12:50 cerulean256 sapier: what did it used to be, b4 it was 49?
12:51 sapier I don't know that's been long before I started to contribute
12:51 cerulean256 I'm gonna have a look
12:51 SoniEx2 so a bad workaround is better than a good workaround?
12:52 SoniEx2 the good workaround would be use entity ids and destroy duplicated entity ids
12:52 Exio4 there shouldn't be duplicated entities at all
12:52 sapier SoniEx2: you're about 3 months late for what I know the bug is fixed
12:52 SoniEx2 yes I know
12:52 SoniEx2 I'm complaining to whoever made that workaround
12:52 Exio4 that workaround is a dirty hack that would let to a unfixed bug forever
12:53 SoniEx2 because the workaround still exists
12:53 SoniEx2 also IMO the limit should be set to 65535
12:53 BlockMen Hunterz, what version of hud? old versions made ugly lags
12:53 sapier not really but it should be bigger then 49 for sure
12:54 SoniEx2 then 32767
12:54 SoniEx2 or 1024
12:54 cerulean256 minetest/src/defaultsettings.cpp:settings->setDefault("max_objects_per_block", "49");
12:54 cerulean256 there.. now rebuild with a higer value and test :)
12:54 Exio4 no...
12:54 cerulean256 :p
12:54 Exio4 max_objects_per_block = 1024 in config
12:54 sapier LOL
12:54 cerulean256 hahaha
12:55 cerulean256 why so ruin someones joke, Exio4
12:55 Exio4 because i found it too dumb
12:56 * cerulean256 shrugs
12:57 RealBadAngel anyway, im letting the patch to be voted
12:58 RealBadAngel if most ppl will decide they do want fucked up situation, their problem. i will take the code to my game
12:59 Exio4 i'd like to see the "merge nodes" patch merged
12:59 Exio4 just for sayin' you're not alone rba :P
13:00 RealBadAngel thx :)
13:00 RealBadAngel so lets the voting season start :)
13:00 cerulean256 It think it's a good idea, but I have mixed feelings about it
13:01 diemartin I think it would be better as a mod, but as mt_game is dead...
13:03 SoniEx2 the config should be in Lua
13:04 SoniEx2 Lua makes it easier to input 2^31-1
13:23 RealBadAngel config is way too overloaded
13:24 RealBadAngel and most of folks out there are not even aware of what can be turned on
13:24 RealBadAngel also, when mt is going to hit android market
13:24 RealBadAngel its even worse
13:25 RealBadAngel they in practice wont be able to configure the game, well at least not so easily
13:25 RealBadAngel imho, game shall focus at settings that will bring less harm to the gameplay
13:26 RealBadAngel soft and smooth, that shall be the rule
13:26 RealBadAngel if some1 decide to overuse it? free to go, if he have enough knowledge
13:27 RealBadAngel but main, clikable to play shall be as easy, and causing as few problems as possible
13:27 RealBadAngel and thats the point of latest patches
13:28 RealBadAngel wanna fuck around and click the very same spot several dozens of times? youre free to go, just allow that in config
13:29 RealBadAngel or install a mod for that
13:29 RealBadAngel and allow others to have single click (touch) by default
13:30 RealBadAngel theyre not so smart as you do
13:31 RealBadAngel they have problems with adding mods, editing configs etc
13:32 RealBadAngel you may like it or not, but youre creating a game for the masses
13:32 RealBadAngel or at least hoping to do so
13:32 RealBadAngel but still you are focused on hardcore solutions
13:33 RealBadAngel and keep reading forums "hey, that doesnt work, that crashes, that says "unknown error" "
13:34 RealBadAngel make it KISS for christ sake, for good of all of us
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14:18 cerulean256 where is the setting that I can enable logging on loglevel info to show up in debug.txt or even in game?
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14:26 Megaf sapier, VanessaE, I think you might like to look at this
14:26 Megaf http://paste.debian.net/100181/
14:27 Megaf That's pretty much the average use
14:27 Megaf gtg by now
14:28 RealBadAngel cerulean256,  for terminal logs use command line switches (run game with --help to get info)
14:28 RealBadAngel for logging to debug.txt use config file setting
14:29 RealBadAngel https://github.com/minetest/minetest/blob/master/minetest.conf.example#L345
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14:35 cerulean256 debug_log_level = 3
14:35 cerulean256 that did the trick
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14:41 LemonLake Hey all, having trouble getting the Koneki debugger to work. I've gotten to the point where the game crashes with no warning. The debugger is in my system path and luasocket is in /bin/ as luarocks was not working at all
14:44 LemonLake http://imgur.com/oSXag2g
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15:39 LemonLake No help?
15:44 rubenwardy_ joined #minetest-dev
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15:46 LemonLake Does anyone at all here use the Koneki debugger/have managed to get it to work at some point?
15:46 PilzAdam LemonLake, sapier has AFAIK
15:47 LemonLake Aight, are they active right now?
15:49 Amaz I don't think so...
15:49 LemonLake Dang :/
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16:10 LemonLake Does anybody have an updated method of compiling  the game for Windows, or do I have to just figure it out on my own?
16:12 CraigyDavi LemonLake, try using buildwin32.sh
16:12 LemonLake Found where?
16:13 LemonLake Nevermind.
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16:14 LemonLake I have to convert that to bat? That's out.
16:14 LemonLake Is there a manual method?
16:15 Jordach LemonLake, that script only works on linux
16:15 LemonLake I don't have access to my Linux right now. Nor a method to transfer all the files to it.
16:16 LemonLake So, is there a manual method or not?
16:16 kaeza CMake should generate appropriate makefiles/project files for your compiler
16:17 kaeza which compiler are you using?
16:17 CraigyDavi LemonLake, http://dev.minetest.net/Compiling_Minetest#Compiling_on_Windows
16:17 LemonLake For what exactly? I don't have a specific compiler chosen, I've literally just been told that I need to recompile it without LuaJIT.
16:18 PilzAdam LemonLake, there are instructions how to build on windows in the README.txt
16:18 LemonLake Thanks
16:20 LemonLake And yes, PilzAdam, I'm aware. They're the same ones on the Git page which are supposedly outdated.
16:20 PilzAdam how are they outdated?
16:20 LemonLake "- This section is outdated. In addition to what is described here:
16:20 LemonLake - In addition to minetest, you need to download minetest_game.
16:20 LemonLake - If you wish to have sound support, you need libogg, libvorbis and libopenal"
16:20 LemonLake Ah wait, now I read it like that it makes sense.
16:20 Calinou <LemonLake> I don't have access to my Linux right now. Nor a method to transfer all the files to it.
16:21 Calinou VirtualBox :-)
16:21 LemonLake Yes.,
16:21 Calinou but Minetest may not run fast in it
16:21 LemonLake Yes.
16:21 Calinou (I've tried; it ran playably in it)
16:21 LemonLake I have also tried.
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16:51 Megaf 13:51:49: ERROR[ServerThread]: Server::ProcessData(): Cancelling: No player for peer_id=6
16:52 Megaf this bloody bug again
16:52 Megaf fix it already please!
16:53 Megaf or is it fixed?
16:55 CraigyDavi I still get peer timeouts :(
16:55 CraigyDavi That was supposed to be fixed.
16:56 Megaf i wonder what EmergeThread does
16:56 troller warms cpu
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17:35 RealBadAngel <LemonLake> For what exactly? I don't have a specific compiler chosen, I've literally just been told that I need to recompile it without LuaJIT.
17:35 RealBadAngel if theres no luajit aviable in your system, game wont use it
17:36 RealBadAngel it checks for presence of luajit at startup
17:36 RealBadAngel no recompilation needed
17:40 Calinou not having it is quite slower
17:40 LemonLake Realbadangel
17:40 LemonLake I've already started compiling, got an error now (will say in a minute)
17:41 LemonLake "<sapier> koneki debuger does only work with pure lua, did you compile with luajit?  "
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17:42 LemonLake D:\MinGW\bin\ar.exe: unable to rename 'liblua.a'; reason: File exists
17:44 LemonLake Oh, a rerun seemed to fix that.
17:45 RealBadAngel idk why sapier said that about luajit
17:45 RealBadAngel game is using luajit libraries provided by system
17:45 RealBadAngel and is not compiling them
17:46 RealBadAngel hmm, but it checks for it at compile time, well that might be somehow true
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17:56 LemonLake "The procedure entry point _analysis_output_always could not be located in the dynamic link library libvorbis.dll"
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19:24 LemonLake The libvorbisfile.dll provided seems to be corrupt.
19:24 LemonLake And manually compiling it does not go well.
20:05 cerulean256 RealBadAngel: I've been tinkering a bit to try to really justify the auto entity merging...
20:06 cerulean256 I have implemented a drop consolidaton mechanism along with a removal of item entities after a period of time.
20:07 BlockMen ~tell sapier im fine with #1269
20:07 ShadowBot BlockMen: O.K.
20:08 cerulean256 this works quite well. Basically, I tackled the issue a little differently and from a different angle.
20:11 cerulean256 I dont really like the auto merging that your patch does, but I do think PilzAdam's item drop mod needed some improvement...
20:12 cerulean256 the drop mod basically will take a drop like "default:snow 60" and spawn 60 independent item entities.
20:12 cerulean256 so you can suicide a server with a drop of 4096 :)
20:14 cerulean256 I put drop consolidation so that it will group the drops by the max stack size for that item.. and then spawn the entities required to sustain the total.
20:16 cerulean256 e.g. a drop of 500 default:snow, which has a max stack of 99, results in 6 item entities with counts of 99, 99, 99, 99, 99, 5
20:18 cerulean256 and of course if they aren't picked up after x amount of seconds.. they get removed by the server... and the server checks once every 15 seconds.
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20:41 VanessaE http://pastebin.ubuntu.com/7480204/
20:41 VanessaE opinions?
20:41 VanessaE being able to expire events in the log that are more than, say, two weeks old would be good I think
20:42 VanessaE cerulean256: use cyisfor's item_drop
20:42 VanessaE not PilzAdam's.
20:42 VanessaE it's better.
20:42 VanessaE https://github.com/cyisfor/item_drop
20:43 VanessaE it behaves better, imho.
20:44 VanessaE (sorry PA :) )
20:44 PilzAdam why are there billions of forks of my mods and I dont know about them / there are no pull requests?
20:44 VanessaE honestly?
20:45 VanessaE because people, I think, don't believe that pull requests will be merged anymore
20:45 VanessaE (because of how resistant you are re: minetest_game maybe, I'm not sure)
20:45 VanessaE I'm just guessing.  I don't know for sure.
20:48 jin_xi lol, seriously? PilzAdam, thats how you got started if i remember right
20:48 jin_xi and theres now PA versions of many mods
20:48 PilzAdam jin_xi, I never tweaked a mod
20:48 PilzAdam I rewrote most of them
20:49 jin_xi so you know the reason for not doing pulls
20:53 ShadowNinja cyisfor's fork is a rewrite.
20:54 PilzAdam ShadowNinja, I wouldn't call it a fork then
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21:12 VanessaE well Github calls it a fork and it has your previous history
21:12 VanessaE so I'd say "fork" still applies
21:13 VanessaE nevertheless, it works well imho
21:22 cerulean256 well I'm writing my own way of handling drops.
21:22 cerulean256 I dont really like the magnetic effect in those drop mods :p
21:22 cerulean256 it reminds me of sonic the hedgehog games
21:23 cerulean256 walking over a block.. ok.. but the zip-line effect of gathering items is something left to a special item that makes you magneto or something ;)
21:24 cerulean256 and mine is a total rewrite... bunch of different things.
21:25 cerulean256 like my drop consolidation.
21:25 cerulean256 looking at making floating items in water too.
21:26 sapier any comments to #1269? I'd like to merge it if noone finds issues in there?
21:26 ShadowBot https://github.com/minetest/minetest/issues/1269 -- Scene draw cleanup + add various 3d modes by sapier
21:33 cerulean256 does anyone know what version of lua minetest uses?
21:36 cerulean256 ignore my question :)
21:37 Jordach 5.1!
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21:46 cerulean256 thanks for the answer anyway, Jordach. Much appreciated.
21:51 cerulean256 it annoys me that lua doesn't have a continue statement
21:51 cerulean256 *grumble*
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22:13 ShadowNinja cerulean256: for i = 1, 100 do if foo() then goto continue end <...> ::continue:: end
22:14 ShadowNinja Lua 5.2+-only though.  Which Minetest doesn't include yet.  LuaJIT includes it and most builds have LuaJIT though.
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23:10 sapier Mintetest does support Lua 5.1 only. everything else may work for pure accident but doesn't have any support. At least for the time beeing. Don't tell wrong things because you want Lua 5.2 in ShadowNinja.
23:11 sapier btw that "may or may not work depends on ..." thingy is why we don't want to switch to 5.2 prior luajit fully supports 5.2 api
23:11 ShadowNinja sapier: Re-read what I said.  It doen't work by accident, it just only works with LuaJIT.
23:12 sapier ohhhh .... sorry excuse me
23:16 sapier btw anyone trying to use irrlicht "makeColorKeyTexture" ... don't use it for periodic things that function is slow as hell
23:17 sapier another thing, having all our windows builds use luajit causes them to be non luadebuggable, koneki doesn't work with luajit
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23:57 VanessaE ok, the official branch of the Minetest mapper has a big problem.
23:57 VanessaE it takes FOR BLOODY EVER to run now, and produces empty images (except for the scale, if --drawscale is specified).
23:57 VanessaE Shadowninja's version still works, with the same colors.txt and the same commandline options.
23:58 VanessaE by "empty", I mean an all-white image.

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