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IRC log for #minetest-dev, 2014-10-12

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All times shown according to UTC.

Time Nick Message
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09:08 Megaf_ New record of stability for a minetestserver! three days!
09:08 Megaf_ and then crash
09:08 Megaf_ https://github.com/minetest/minetest/issues/1733
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09:50 paramat cubic world mapgen https://cdn.mediacru.sh/aTtcx2hlc9a2.png
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09:51 Zeno` for 1733, a possible solution: https://gist.github.com/Zeno-/16a64bfc8eae435c5840
09:51 Zeno` I haven't checked it beyond compiling
09:51 Zeno` using exceptions for recoverable errors is... odd
10:11 RealBadAngel it looks like im done with converting nodeboxes into meshes on startup
10:12 RealBadAngel converting all the aviable nodeboxes (including their rotations) for technic_game takes a few seconds
10:16 TriBlade9 Wow
10:16 TriBlade9 Nice
10:16 TriBlade9 So would nodeboxes no longer be a thing?
10:16 RealBadAngel one can use them still
10:17 TriBlade9 But they get converted?
10:17 RealBadAngel but internally they will be converted into meshes anyway
10:17 TriBlade9 Hmm
10:17 TriBlade9 How hard is it to specify a mesh?
10:17 TriBlade9 And... can it be animated? xD
10:17 RealBadAngel yes it can, but not yet (i mean in mt)
10:18 RealBadAngel look at entities, theyre animated
10:18 TriBlade9 Aye
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10:18 TriBlade9 Sounds awesome
10:18 TriBlade9 I can't wait :D
10:18 RealBadAngel im implementing now static meshes (because they can be merged as meshbuffers into mapblock mesh)
10:19 RealBadAngel for a mesh to be animated it has to be separate scene node
10:19 TriBlade9 Ah, I see.
10:19 TriBlade9 Btw, have you ever worked on player collision?
10:19 TriBlade9 I'm writing my own voxel game, and have the worlds worst collision system ever implemented in it
10:20 RealBadAngel i dont remember touching collision code
10:20 RealBadAngel so rather not ;)
10:21 TriBlade9 It's a hell of a pain when working with raw coordinates and OpenGL
10:21 TriBlade9 Right now I can test for the block position relative to the player, but things like sliding along blocks and such always cause the player to noclip through the block once reaching about a 45* angle
10:26 Zeno` bresenham
10:31 RealBadAngel http://i.imgur.com/fQeMN8o.png
10:32 RealBadAngel i applied scale two times by accident and got quite a big tree ;)
10:32 TriBlade9 Wooaah
10:32 TriBlade9 Nice xD
10:32 Zeno` nice tree!
10:32 TriBlade9 Huh, how do textures and selectionboxes work on those?
10:35 RealBadAngel textures work the same way as for models
10:35 RealBadAngel because theyre models ;)
10:36 TriBlade9 Rite
10:36 TriBlade9 I gnu that
10:36 RealBadAngel and selection boxes have to be defined by modder
10:36 TriBlade9 :/
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11:38 Krock RealBadAngel, looks - very - minetesty
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13:14 OldCoder RealBadAngel, Sokomine, VanessaE I'd suggest adjusting the joins per second number for the minetest channels
13:14 OldCoder Pass this on to C55 though he is presumably aware of it
13:14 OldCoder pitriss, celeron55 ^
13:18 pitriss OldCoder: yeah there is too much script kiddies who are trying to do join floods.
13:20 OldCoder Actually, just two of them, I think
13:21 Zeno` huh?
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14:09 OldCoder Zeno`, PM
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14:35 Krock Are there already some devs which would agree to merge the map saving pull?
14:36 proller тщищвн сфкуы
14:36 proller nobody cares
14:42 kilbith proller: you're not tired to repeat that ?
14:42 proller i have shortcut
14:43 Krock ...
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14:58 Sokomine i hope there will be some such devs. the map saving is important. players ought to have a right to a backup of their buildings the same way as devs have a right to do backups. at least those players who do something remotely complex and more than a 2 minute work. those who don't build anything complex will probably not care about the map saving anyway because what they're after are other things (i.e. meeting other players)
15:01 kilbith Sokomine: why not add an option in the markers-formspec that [save] the protected building ?
15:02 Krock kilbith, how would you do that with landrush mods?
15:02 Krock save the whole 16x200x16 block?
15:03 kilbith there a formspec in landrush ?
15:04 kilbith hmm, no
15:04 Sokomine kilbith: that might help in some situations. i've considered adding a mail option for such a mod for some time but are yet uncertain if it's a good idea. after all there's no way to verify the email address, and players might protect and mail junk areas to unsuspecting receipants
15:04 Sokomine no, landrush works diffrently from the areas mod. it doesn't need markers at it only ever protects 16x16 blocks in a fixed grid
15:05 Sokomine the map-saving client works excellent. it also saves the environment - which is important for some players. plus a backup of a map is sometimes needed. countless servers have come and disappeared again, their maps lost forever
15:06 kilbith markers is good for an adaptative selection/saving
15:07 kilbith it just needs a method in the pull-request for add this feature in a mod
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15:08 Krock Also, why is a laggy client producing self connection dlays?
15:08 Krock *delays
15:09 Krock Sokomine, I disagree. their maps is not lost forever. The owners could share it
15:10 Krock s/is/are/
15:11 kilbith that's why I only play on long-term maintened servers
15:12 kilbith avoid the risk to lost my worktime definetely
15:16 PenguinDad Krock: they could share the map
15:17 Krock PenguinDad, that's what I said
15:17 PenguinDad but they won't in most cases
15:18 Sokomine Krock: you're thinking too much about server owners who are not daus. some have so little knowledge that they don't know how to do backups, or don't care. few people can provide a several gb file for download. it's not obvious to players how competent their server owner is
15:18 Krock true. I needed a corruped map to learn how to backup...
15:20 Sokomine kilbith: that's an important criteria for me as well and determines how large and complex my building will be. yet none of us can predict the future, and supposedly reliable servers may get lost. new ones did not have time enough to prove their reliability yet
15:21 kilbith totally agree
15:21 Krock and haxxed clients can save it anyway, as sfan 5 said
15:22 Sokomine as far as that's concerned, redcrab's probably the most stable one. it may be down for a couple of weeks, and map corruption did partially happen in the past, but it has lasted longest. whereas e.g. the map of xanandu is so unreliable (3 map changes up until now) that i wouldn't have built there anymore without a local backup. but that's not obvious to players who join a server - they have no way of finding out. it takes months
15:23 kilbith the linuxgaming one is pretty stable too
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15:24 Sokomine kilbith: that's right. the linuxgaming server is good as well. several moderators have shell access and may act in case of problems. the server is in good hands and has lasted for a while for now
15:25 Sokomine other very reliable servers are those of vanessae - she even copied buildings over when she changed the map (=indication of a server owner who really cares) and landrush (hosted by oldcoder now; used to be bad for some time due to the landrush mod banning players for digging flowers)
15:26 kilbith high-demanding selection of reasonnable of mods, maintened from years...
15:26 kilbith reasonnable amount*
15:28 kilbith chronic maintenance though
15:30 Sokomine reasonable amount? once the media data is downloaded, it's usually no matter anymore. except perhaps for mobile clients
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15:31 kilbith I'm talking about that relative to the redundance in the invo and the probably that it may brings more bugs/crashes
15:31 Sokomine for me, a good server needs to have some mods doing special tasks installed as well (protection, spawn, home, focus on builder-friendly mods instead of survival-and-annoy-the player)
15:31 kilbith probability*
15:32 kilbith a server actually shouldn't exceed about 80-90 mods IMO
15:32 Sokomine ah, redundance. usually only a problem of pretty new servers. they have mods installed that basically do the same (i.e. several diffrent protection mods)
15:33 Sokomine depends...mesecons is organized in a way that each component is its own mod. that leads to a crowded list
15:34 Dragonop talking about that, yesterday a server take about 30 minutest to load (even with 10mb internet connection)
15:34 Dragonop *minutes
15:34 Sokomine admittedly, a low amount of mods installed may increase the creativity of players as they have to improvise more
15:34 Dragonop thats true, example: ''because lol'' Krock test server
15:35 Sokomine Dragonop: your 10 mb are not used up. did you connect with a very recent client to a very recent server? there used to be such problems in the past, but it's no longer a problem with recent versions. a lot got improved in that regard
15:35 kilbith sometimes, even with the best improvisation, you can't have at all a better result that a dedicated nodebox mdoel
15:35 kilbith model*
15:35 Sokomine (hope the devs don't mind all this talk. i think it can't hurt - from time to time it may be good to remember that someone's actually using all that stuff happily :-))
15:36 Dragonop Sokomine: yes, i connected with a very recent client, to a very recent server
15:36 Sokomine krocks servers are usually pretty recent and not known for having that many mods. perhaps your client is too old? if you have linux, try to compile latest git. that's usually the best
15:38 kilbith Dragonop: disable 'items preload visuals' in your settings
15:38 Dragonop I have it disabled
15:39 Sokomine except that i spawned embedded in stone, connection time was well below one minute. perhaps there have been more mods installed in the past. or my cache well filled
15:40 Sokomine it might help to ship mt with a sample game that contains many media-data heavy mods (i.e. mobf). that way, if a player already entered such a game in singleplayer, the cache will be filled, and connections to servers will be faster
15:43 Krock The mods on my server are chosen, so I can play it with a "normal" fps count
15:44 Krock and because I've got a low-end PC...
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16:37 lag01 hello! Can you please test my world map shrinking script? https://forum.minetest.net/vi​ewtopic.php?f=14&t=10333
16:38 VanessaE ooo
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16:39 VanessaE THAT could be very handy, lag01
16:40 lag01 yes, i hope, it need improvements of course, but it is ready for testing now
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19:41 OldCoder Agree about too many mods; for a different reason. Should add them gradually to debug problems.
19:41 OldCoder I've got random lockups in Silvercrab, 3 now, and no clue if it's the core or something like entities.
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20:22 OldCoder Interesting lockup log. Occurs right after world start. Comments?
20:22 OldCoder http://minetest.org/lockup.txt
20:22 OldCoder This lockup has been occurring about twice a day
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21:17 OldCoder
21:17 OldCoder Will this patch to connection.cpp cause memory leaks?
21:17 OldCoder k->resend_count++;
21:17 OldCoder + if (k->resend_count > 5) break;
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