Time Nick Message 00:32 iqualfragile celeron55: https://mineguild.net/mt/leafletmap/ reason i needed the coordinates 00:39 VanessaE do ABMs "stack up" when the server lags? 00:39 VanessaE or do they get skipped? 00:40 VanessaE (I get the impression that it's the former, and that they don't just "pile up" but perhaps even multiply beyond what the interval says they should) 00:52 crazyR ^thats an interesting point. 00:53 VanessaE I also get the impression that the engine is halving the intervals for ABMs 00:54 VanessaE a mesecons blinky plant has an ABM interval of three seconds yet it consistently switches in something between 1 and 2 seconds. 00:54 VanessaE http://pastebin.com/5ddCYBBR 00:55 VanessaE that variable is set to 3 in mesecons/settings.lua 00:56 VanessaE or maybe the ABms just get out of sync. 00:57 * VanessaE rewrites it. 01:01 crazyR lol 01:09 VanessaE ok, that was just a bug in mesecons. fixed in its git repo now. 04:44 VanessaE is this OOM crash useful to anyone? http://pastebin.com/JP7jaTxk 04:44 VanessaE came up suddenly, out of nowhere. The server was ticking along fine, a couple users were just digging stone, then suddenly, boom, the server allocates everything it can get its mitts on and down it goes. 04:45 VanessaE this is all I got out of it, from kern.log (and the corresponding "Killed" message in minetest's log of course) 04:49 VanessaE times in the log are EDT. Server was running from git a few commits behind (not exactly sure what commit, I just updated again a little bit ago. at HEAD now) 05:42 * VanessaE wanders off to bed. 06:00 hmmmm hmmm 06:00 hmmmm anyway I keep getting those "attempt to do arithmetic on 'y' a nil value" errors with splizard's mod 06:01 hmmmm and I noticed he never actually declared 'y' in the scope it's used. wonder if that has anything to do with it. 08:00 Zeno` Does anyone have write commit to https://github.com/minetest/minetestmapper? 08:01 Zeno` https://github.com/minetest/minetestmapper/commit/b7f0a8a29a54e058b78b095259afc96af4337f41 seems wrong to me 08:07 Zeno` err... very wrong 08:10 Zeno` http://codepad.org/l6FylgFH <-- top function is the latest commit 08:10 Zeno` with annotations 08:14 Zeno` grr, I'll open an issue then 12:36 RealBadAngel hi 12:36 RealBadAngel whats uP? 12:37 * Zeno` looks up 12:37 Zeno` ceiling 12:38 PenguinDad Zeno`: but it looks like the ceiling can't hold us ;) 12:39 Zeno` always the way 12:44 RealBadAngel i just took a few days off, gonna spend it on coding 12:45 RealBadAngel there are a few things to be finished 12:46 RealBadAngel and the music... yesterday i was selecting the tracks to be used 12:46 RealBadAngel got like 20 of them 12:48 Zeno` oooh, for the menu? 12:48 Zeno` ;-) 12:50 RealBadAngel for whole game 12:50 RealBadAngel example die theme: http://incompetech.com/music/royalty-free/mp3-royaltyfree/Rains%20Will%20Fall.mp3 12:53 sfan5 >mp3 12:53 sfan5 320k 12:53 sfan5 thats ok 12:54 RealBadAngel i will convert them all to oggs and reduce the quality 12:54 sfan5 reducing the quality is even worse 12:55 RealBadAngel folder with the tracks selected is about 600mb by now 12:55 RealBadAngel 128kbps is enough imho 12:55 sfan5 128k vorbis 12:55 sfan5 I'm not sure 12:59 Zeno` sfan 12:59 Zeno` I don't like parenthesis where they're not needed :P 12:59 sfan5 submit a pull requets 12:59 sfan5 request* 12:59 Zeno` hah 13:00 Zeno` Nah, not necessary :) 13:00 sfan5 and see how nobody wants to merge it 13:00 sfan5 because it's not a change that fixes anything 13:00 Zeno` sigh. Nobody does x = 1 + (2 * 3) surely 13:00 Zeno` or maybe they do, I dunno 13:00 sfan5 uh 13:01 sfan5 it's x = 2 * (3 + 4) 13:01 Zeno` yes, there parenthesis are required though 13:01 Zeno` I don't understand why people get confused about precedence 13:02 sfan5 I still do not know whether a - (b % c) and a - b % c are the same 13:02 Zeno` they are 13:02 sfan5 good to know 13:02 Zeno` yep 13:02 Zeno` same as a - b*c is the same as a - (b * c) 13:03 Zeno` anyway, glad it's fixed 13:03 Zeno` thank you 13:03 sfan5 are you implying I haven't learned anything in maths? 13:03 sfan5 ;) 13:03 Zeno` err.... no 13:03 Zeno` lol 13:03 Zeno` At least I don't think I am 13:03 Zeno` Just a pet hate of mine lol 13:04 Zeno` See, parenthesis confuse me :( 13:05 Zeno` oh another pet hate of mine! 13:05 Zeno` get rid of that else? 13:05 sfan5 celeron55: if you have a minute of free time: please tell github support to make minetest/minetestmapper an independent repo 13:05 Zeno` I hate functions that return a value having no return value outside of conditionals 13:05 sfan5 Zeno`: parenthesis is not supposed to confuse people 13:05 Zeno` lol 13:05 Zeno` they confuse me 13:06 Zeno` when they're not needed they confuse me* 13:06 Zeno` I'm a bit strange though 13:06 sfan5 ((q^(a - (b * c))) / q) + n 13:06 sfan5 that would be overly verbose 13:06 sfan5 but is not that confusing 13:07 sfan5 at least for me 13:07 Zeno` and I see a + (b * c) just as verbose, but unlike you it makes me wonder :( 13:08 Zeno` anyway, aside from that a function that returns a value should return a value 13:08 sfan5 -Wall would complain if it doesn't return anything 13:08 Zeno` without me having to mentally evaluate conditions 13:08 Zeno` does -pedantic complain? 13:08 sfan5 dunno 13:08 Zeno` hehhehe 13:09 Zeno` It probably doesn't 13:09 sfan5 I never use -pedantic 13:09 Zeno` I do, it's my favourite word 13:10 Zeno` I suppose these days the compiler will optimise away the needless else 13:10 Zeno` *sigh* 13:10 Zeno` I probably need to talk to the gcc people and ask them to add a -superpedantic option 13:11 celeron55 sfan5: can't you do that? 13:11 sfan5 I'm not sure 13:11 sfan5 I dunno whether github support is strict about access modes 13:11 sfan5 and stuff 16:29 ShadowNinja hmmmm: minetest.set_data -> minetest.set_node. VoxelManip(min, max)/mt.get_vm(min, max) seems good. Also, is the data re-pushed every time get_data is called? At least the mapgen VM could store the data in a global or registry table. get_data would return a reference to it and set_data would just do `(core / debug.getregistry()).mapgen_vm_data = data` until all callbacks had run. One side effect of this would be that you can't modify 16:29 ShadowNinja the data and then discard the changes, but I don't think there's a good reason to ever do that. 16:29 hmmmm what?? 16:30 ShadowNinja sfan5: What do you mean by "make it an independent repo"? 16:31 ShadowNinja hmmmm: In your set_node+VM fix you called set_node set_data. 16:32 hmmmm erm okay 17:37 Krock hello? 20:34 RealBadAngel https://github.com/minetest/minetest/pull/1601 20:35 RealBadAngel this one makes tiles and special_tiles switcheable by MSB of param2 20:35 RealBadAngel it works for all the drawtypes 20:37 hmmmm not really sure what that does... could you elaborate? 20:38 RealBadAngel special tiles were extended lately to hold 6 textures 20:38 RealBadAngel same as regular tiles 20:38 RealBadAngel so now node can have 2 sets of textures 20:39 RealBadAngel all the nodes that previously required two definitions (like on/off state) can be done with just one def 20:40 RealBadAngel switching is as fast as toggling MSB of param2 20:46 VanessaE RealBadAngel: you still need to add light source to the "special" switch, else things like the default furnace can't use it. 20:46 VanessaE (or mesecons, or a lot of other stuff that gives off light when turned "on") 20:48 VanessaE that's the most common case of an on-off switch in the default game and most mods - an item is "off" with some "base" set of textures and gives off no light, and its "on" counterpart has a slightly different set of textures (e.g. the animated flame in the furnace) and also gives off some amount of light. 21:01 RealBadAngel VanessaE, lighting thing is subject for another code 21:01 RealBadAngel this resolves usage of param2's MSB 21:02 VanessaE fair enough. 21:02 RealBadAngel it was already used in 2 drawtypes, i had to fix that 21:06 RealBadAngel for light i will have to add new property for nodes 21:06 RealBadAngel and change a bit lighting code 21:07 RealBadAngel it will be controlled also by same bit, but place where changes have to be done is completly different 21:07 RealBadAngel also, we do need another method to change param1 and param2 values 21:08 RealBadAngel swap_node is just not right, since we do need just a bit toggling 21:08 VanessaE as opposed to the thing we discussed about extending swap_node() ? 21:08 VanessaE right 21:08 VanessaE what's your plan? 21:08 RealBadAngel add the lighting alternative 21:09 RealBadAngel all will gonna work with swap_node too 21:09 VanessaE I mean from the API standpoint. 21:09 VanessaE if swap_node() is not appropriate, what would be? 21:09 RealBadAngel and then make proper param2 handling 21:09 RealBadAngel it is useable 21:09 RealBadAngel but its like shooting a fly using the cannon 21:10 VanessaE that's...direct :P 21:10 RealBadAngel also, bitops for lua starts to scream out loud 21:10 VanessaE yes 21:11 VanessaE but that's a task for another day :P 21:11 RealBadAngel screwdriver will have to be redone 21:11 VanessaE it already needs redone. 21:11 VanessaE it's a royal pain in the ass to use sometimes :P 21:12 RealBadAngel we need a group maybe? 21:12 VanessaE a group? 21:12 RealBadAngel allow use/dont allow 21:12 VanessaE well yes but that's something for later 21:12 VanessaE when I say pain in the ass, I mean from an actual usability standpoint 21:12 RealBadAngel and primarily, MSB is RESERVED 21:12 RealBadAngel i mean params2 21:12 VanessaE yeah 21:13 RealBadAngel it cannot be used by anything else 21:14 RealBadAngel 5th and 6th can be still used for some cases 21:15 RealBadAngel hmmmm, so, are you ok with the pull? 21:22 RealBadAngel hmmmm expressed extreme concern about that 21:23 VanessaE ^^^^^ re: colored lights 21:23 RealBadAngel so hmmmm, eat this: http://i.imgur.com/wHjL1dJ.png ;) 21:23 * VanessaE hands hmmmm some ketchup 21:27 RealBadAngel btw, i do need a nice, very nice location in the world 21:28 RealBadAngel and a seed for that 21:28 RealBadAngel i want to make camera slowly rotate 360degs and record the scene 21:29 VanessaE my test world is nice, one moment please. 21:30 VanessaE Dreambuilder 21:30 VanessaE seed = 5131391305046360830 21:30 VanessaE from somewhere near coords {31,1,-123} 21:31 VanessaE (you might want to hover over the water nearby just a bit, say at about {60,1,-124} 21:31 RealBadAngel i might need non modified world 21:32 RealBadAngel without things not aviable in minetest_game 21:32 VanessaE oh, well not sure then. ridges and cliffs are the most impressive in plain minetest and there aren't many of those in that map 21:32 VanessaE lemme look around a bit 21:33 VanessaE here we go.. 21:34 VanessaE seed = 7925619193200587662 21:34 VanessaE coords {-25,8,-208} 21:34 VanessaE vanilla minetest_game 21:34 VanessaE turn jungles on for best results. 21:40 VanessaE bbl 21:41 ShadowNinja RealBadAngel: MSB of param2 is used for things like rotation. It will cause conflicts. Besides, n*(1/2) is better, but not nearly as good as 1 (meta node def). 21:54 RealBadAngel ShadowNinja, no, its not used anymore 21:55 RealBadAngel that commit cleans the things 21:55 RealBadAngel also, whatever nore will do bout meta node def, it will be never as fast as this one 21:57 RealBadAngel its not supposed to replace meta node def at all 21:58 RealBadAngel i want it to be blazing fast for some certain cases 21:59 sapier hope not by making it snail slow for some other case ;-) 21:59 RealBadAngel sapier, no can do 21:59 RealBadAngel it is fast 21:59 RealBadAngel no matter how much such nodes are there 22:00 sapier well I don't exactly know what you're talking about but "blazing fast for some certain cases" did sound dangerous ;-) 22:00 RealBadAngel its a simple switch for another tileset 22:00 RealBadAngel all the textures at this point are cached and assigned 22:00 ShadowNinja RealBadAngel: Rotation has to be changed then. 0-179 is too much, it has to be limited to 127. 22:00 sapier aren't all textures cached anyway? 22:01 RealBadAngel now yes, previously calls were made on demand, in refresh of mapblock 22:01 RealBadAngel i have forbid that 22:01 RealBadAngel ShadowNinja, please read the pull 22:02 RealBadAngel rotation is hold in 7 bits, scaled to cover 360degs 22:03 sapier how many bits of precision do we loose? 22:04 RealBadAngel i wont be crying bout that 22:04 ShadowNinja RealBadAngel: It incompatibly changes them. 22:04 RealBadAngel no 22:04 RealBadAngel it wasnt used yet 22:05 sapier actually most important is 45° still have to be 45° not 45.5 or even 46° ... same for 90 and 180 22:05 RealBadAngel pull for game hangs there for weeks already 22:05 RealBadAngel sapier, wrong 22:05 ShadowNinja RealBadAngel: Perhaps not in minetest_game, but likely in others. 22:05 RealBadAngel it cannot be -45 and +45 22:05 sapier why not? 22:05 RealBadAngel textures do overlay and flickers then 22:06 RealBadAngel it was visible on jungle grass 22:06 sapier why? 22:06 RealBadAngel thats why we do have 44 and 46 22:06 sapier sounds extremely strange 22:06 RealBadAngel why? 22:06 RealBadAngel extremaly strange it was lookin 22:07 sapier why doesn't 45° work? some other undetected numeric error? 22:07 RealBadAngel no 22:07 RealBadAngel attempts to draw 2 textures at the very same plane 22:08 RealBadAngel and depending on the angle of view one was winning 22:08 sapier strange enough using degrees instead of radians notation 22:08 sapier still things like 2.834645669 need a define and a name 22:08 twoelk not some moire effect? 22:08 sapier why is it 2.834645669 and not 2.834644669 22:09 RealBadAngel 360/127 22:09 RealBadAngel not so complicated :P 22:09 sapier then write it that way not as float 22:09 RealBadAngel param2 is not a float 22:09 sapier 360.0/127.0 22:09 sapier preprocessor will calculate it and ppl reading it will know what it's supposed to do 22:10 RealBadAngel ok 22:10 RealBadAngel that i can do 22:10 sapier but first is param2 directly available to mods? 22:10 RealBadAngel ofc 22:10 RealBadAngel but with node_swap as by now 22:11 sapier then you need to fix lua api to stay compatible to old mods 22:11 RealBadAngel we do need method that will be able to set it without swapping the node actually 22:11 RealBadAngel what for? 22:11 sapier don#t you change the meaning of param2? 22:11 RealBadAngel from the point of view of old mods nothing has changed 22:11 RealBadAngel no i havent 22:12 sapier so if a mod set 90° that value will still be 90°? 22:12 RealBadAngel all old meanings are still valid 22:12 sapier will they look same too? 22:12 RealBadAngel there are no such mods yet 22:12 sapier without proof for this claim I don't accept it 22:12 RealBadAngel feature (plantlike rotation) was never used before 22:13 RealBadAngel im the author of the feature and i say it was never used before 22:13 sapier if that feature was part of the current api it's quite silly to telL "it's not been used so just change it's meaning" sorry 22:13 RealBadAngel are you joking? 22:14 RealBadAngel it is not used yet 22:14 sapier no I'm not, it's irrelevant if you are author or not did you check all the mods out there if they do use it or not? 22:14 sapier it's easy to tell "noone uses it" ... 22:15 RealBadAngel i fucking say nobody but me 22:15 sapier how do you know? 22:15 RealBadAngel because it is not merged into minetest_game yet 22:15 sapier what's minetest_game related to core api? 22:16 RealBadAngel because mods have to use the feature? 22:16 sapier first of all was it part of 0.4.10 if not we don't have to discuss any further 22:16 RealBadAngel otherwise nothing will change 22:16 RealBadAngel no it wasnt 22:16 RealBadAngel its after 0.4.10 22:17 RealBadAngel at least afaik 22:17 sapier ok ... in this case it's never been part of api so we can change it 22:17 sapier well don't lie to me 22:17 RealBadAngel need to check 22:17 RealBadAngel hold on 22:17 RealBadAngel 22.07.2014 00:32 22:18 sapier meaning? 22:18 RealBadAngel date of the change 22:18 sapier post 0.4.10 22:18 sapier so change it to whatever you want 22:19 RealBadAngel ok 22:19 sapier and if you didn't write a doc for last one do it now ;-) 22:20 RealBadAngel i will write a doc for drawtypes, they do need that 22:20 RealBadAngel all of them 22:20 sapier even better 22:26 RealBadAngel i need to add some new properties for nodes before i can do that 22:26 RealBadAngel also that set_param2 method has to be done 22:27 sapier properties nodes? why do all of your changes sound like compatibility issues? ;-) 22:28 RealBadAngel i dont think so, all the old mods will work as usual 22:28 RealBadAngel until they decide to use new features 22:28 RealBadAngel im extremaly carefull bout that 22:28 sapier what's gonna happen to clients connecting to servers using the new features? 22:29 RealBadAngel nothing 22:29 sapier not showing the new ones is fine, crashing or not showing old things too not ;-) 22:29 RealBadAngel plants wont be rotated for example 22:29 RealBadAngel same as before 22:29 sapier that's be fine 22:29 hmmmm RealBadAngel: lgtm, it's just that I wish you would use constants for bits 22:30 RealBadAngel instead of & 128 ? 22:30 hmmmm yes 22:30 sapier ot 1<<8 22:30 sapier or was it 7 ... never can remember that one ;) 22:30 hmmmm really what is wrong with #define NODEFLAG_SPECIAL_TILES 0x80? 22:30 hmmmm sapier, 7... 22:30 RealBadAngel well, nothing :) 22:31 hmmmm erm, no, it'd be 6 22:31 hmmmm 2^7 = 1 << 6 22:31 sapier :-) I always use a calculator to be sure :-) 22:31 hmmmm erm 22:31 hmmmm crap 22:31 hmmmm 1 << 7 22:32 sapier well it's been meant as example no matter what the real value is :-) 22:32 hmmmm 2 << 6 == 2^7 is what I meant to say 22:32 sapier depends on situation anyway sometimes 1 << X is better next time 0x80 ... next time 32 .... context is the thing to decide about what to use 22:33 hmmmm i dunno, for defining bit constants i like to use 0x80 22:33 sapier but ... constants are (almost) always better then numbers, especially float numbers noone knows about their meaning 22:35 hmmmm RealBadAngel: so how'd you do the colored lighting? dynamic lights? 22:36 hmmmm dynamic lights are neato but i thought the idea was to use lightmaps 22:37 RealBadAngel those are irrlicht light sources 22:37 RealBadAngel not ours 22:55 RealBadAngel im pretty close to mix two approaches for lighting 22:56 RealBadAngel use dynamic lights to actually lit the scene 22:56 RealBadAngel and the old one, but stripped down to make light level calculations 22:58 RealBadAngel definitely soon and moon gonna be dynamic sources 22:58 RealBadAngel im not yet sure bout torches etc 23:15 gentoobro will we get fancy dynamic shadows perhaps? i don't even care if they are exactly representative of light level...