Time Nick Message 00:24 ShadowNinja hmmmm: Does #1835 look good to you? 00:24 ShadowBot https://github.com/minetest/minetest/issues/1835 -- Add option eased to NoiseParams by SmallJoker 00:37 RealBadAngel VanessaE, had no net for a moment, have you checked PR again? 00:37 VanessaE RealBadAngel: I can if you want, what am I looking for? 00:37 RealBadAngel your request ofc 00:38 * VanessaE looks... 00:40 VanessaE hm, hard-coded to 32px? 00:41 hmmmm ShadowNinja, no it does not. 00:41 hmmmm I have other plans for NoiseParams that I simply did not get the opportunity to get accomplished 00:41 RealBadAngel VanessaE, yes, so texture packs > 32x could have it 00:41 VanessaE ok, lemme look. 00:41 hmmmm also that patch as-is has a fairly large bug in it that'd cause memory corruption 00:42 VanessaE I's highly recommend you make that threshold configurable though. 00:42 VanessaE I'd* 00:42 ShadowNinja hmmmm: Alright, note that in the issue then. 00:42 RealBadAngel VanessaE, if some1 will rebuild settings tab to hold all those settings then yes 00:43 RealBadAngel until then it doesnt make any sense 00:43 VanessaE RealBadAngel: naw, I meant put it in .conf 00:43 VanessaE no need for a menu setting 00:43 VanessaE not now anyway 00:44 RealBadAngel also such setting could be sensible if it was affecting all the textures in the game, not just wielded 00:45 VanessaE RealBadAngel: that doesn't seem to work 00:46 VanessaE well it doesn't work on blocks anyway 00:46 VanessaE but items seem to work 00:47 VanessaE wielded blocks I mean 00:47 RealBadAngel ofc it doesnt work on nodes 00:47 VanessaE nono, I mean the wielded item 00:47 RealBadAngel only on extruded items 00:47 VanessaE ok 00:47 RealBadAngel nodes looks the same way on the ground and in hand 00:47 VanessaE for extruded items it seems fine 01:12 paramat hi hmmmm O/ 01:18 VanessaE is this meaningful to anyone? http://pastebin.com/eRCPDW1K 01:19 VanessaE (I presume not. there's a lengthy memory map also) 02:57 VanessaE RealBadAngel: have a good rest? 02:57 VanessaE :) 02:58 RealBadAngel i was just waiting for travis 02:58 RealBadAngel it was a somehow a bit late 03:39 hmmmm hey paramat 03:39 hmmmm your commit - couple of things about it 03:39 paramat hi yes 03:40 hmmmm 1). you add the constant value of 8 to account for lack of eased noise - why not implement eased 3d point-value noise? or at least wait for me to do it 03:40 hmmmm or maybe it'll be a placeholder for me to fix when it is implemented 03:40 hmmmm 2). the method of searching downward is somewhat suspect 03:41 hmmmm you search by big leaps of 16 first but what if there's a ridge at 16 nodes under where a surface node happens to be 03:41 paramat ah yes it could miss a thin ledge 03:41 hmmmm 3). it's probably way too slow at the cost of being perfect 03:42 hmmmm that being said, it did give me an idea of how to solve the generateBiomes() issue at chunk borders 03:42 paramat if i can work out how to code eased noise at point i will 03:43 paramat i was keen to have an approximate spawnplayer position to avoid burial, so this code is temporary 03:43 hmmmm maybe there could be a "slow but perfect terrain" flag for the mapgen the cases where the mapgen is unable to determine what's supposed to be on top on the bottom of the current chunk, that would use the point-value noise for finding the supposed ground level 03:44 hmmmm be careful though, because if it's too high up it'll kill the player 03:44 paramat in 50 or so tests that didn't happen 03:44 hmmmm there was some kind of issue where i screwed up mapgen v6's getGroundLevelAtPoint by a small amount and it kept dropping the player to their death upon spawning 03:45 paramat ah i have a method for fixing y = 47 03:45 hmmmm what's that 03:45 paramat next task for me 03:46 hmmmm oh you want to implement what I just said? 03:46 paramat just generate everything up to maxp.y + 1 03:46 hmmmm hrmm?? 03:46 paramat drop biomes from there and calculate lighting from there, it works 03:46 hmmmm oh i see what you mean 03:46 hmmmm have a tiny bit of overlap 03:46 paramat 'overgeneration'? 03:47 paramat yes 03:47 hmmmm yeah I wanted to do that at one point but the caves 03:47 hmmmm well you can never help the caves 03:48 paramat well i tried this in mgv5, there may be issues i haven't thought of 03:48 paramat mgv6 may be difficult 03:48 hmmmm hmm nah 03:48 paramat oh good 03:49 hmmmm i'm trying to come up with problems with Y-direction overgeneration and i can't at the moment 03:55 paramat i'll make a pull with this method, it will need a custom 'calclighting' function. i think it will be much faster than using get ground at point, screenshot coming. 03:57 paramat here i am at y = 47 in mgv5 with overgeneration of 1 node https://cdn.mediacru.sh/LRUAdm4ixTAX.png 03:58 hmmmm it still has a similar problem though 03:58 paramat the amount of overgen determines how deep the biome continuity is, but this reduces safety margin for trees 03:58 paramat i was thinking 2 nodes max 04:02 hmmmm aghk 04:02 hmmmm i'm done. 04:03 hmmmm https://github.com/kwolekr/minetest/commit/7616537bc071bc93f8d36c84b94603528be1efb0 this is the thing I was working on for the past week or so 04:03 paramat really good to see you working on MT! 04:03 hmmmm basically here's the idea 04:03 * paramat looks 04:04 hmmmm biomes, ores, decorations, and schematics are all things related to the mapgen and you register them in lua before the server starts 04:04 hmmmm so this unites them into one single framework 04:04 hmmmm schematics are now a separate entity from decorations 04:04 hmmmm DecoSchematic still exists, but it contains a reference to a Schematic entity 04:05 paramat good stuff 04:06 hmmmm it's coded in such a way that it's safe to add, modify, and remove any of these registered things *on runtime* 04:06 hmmmm so convceivably you can add/remove biomes, ores, and so on after the server had already been running 04:06 paramat wooo 04:06 hmmmm and I do this without any locks 04:20 paramat hmmmm, do you approve of having a new occasionally used base terrain node added to default: 'freshwater', in order to be a marker for rivers in future mapgens. it will be non-renewable and have a range of 2, to hold it's shape on steep river slopes 04:20 hmmmm i think it might be a good idea, hyeah 04:21 hmmmm i've tried rivers before but that was the main problem 04:21 hmmmm the amount of spread of the liquid 04:21 paramat cool 04:21 paramat unrelated https://cdn.mediacru.sh/lP1uRQxmMjKr.png 04:21 hmmmm wow, really nice 04:22 VanessaE interesting. 04:22 paramat (ores need separating of course) 04:37 hmmmm if there are no objections i'm going to push that commit 04:40 hmmmm ooooooookay then 04:50 hmmmm paramat, use NoisePerlin3dEased for now 04:50 hmmmm again... this is all temporary 04:50 hmmmm I have a huge plan to fix noiseparams once and for all 05:12 Fritigern Building of the latest commit fails: http://pastebin.com/8Tp4KfV1 05:13 paramat okay 05:14 hmmmm fooo 05:14 hmmmm thank you firigigern 05:15 Fritigern You're welcome hrmmmm :-) 05:15 hmmmm just curious, what distro is that you're using 05:16 Fritigern I use Kubuntu 14:10 05:16 hmmmm hrmm 05:16 hmmmm well i'm not going to think too hard about it. 05:16 Fritigern Pervious commits built just fine, it's just this one 05:16 hmmmm there you go, update to HEAD 05:18 Fritigern It builds but i do get warnings 05:18 Fritigern 3 lines, shall i paste here, of pastebin it? 05:19 hmmmm hold on, let me guess what they are: 05:19 hmmmm tmpnam() possibly used incorrectly 05:20 hmmmm comparison always true/false with variable "whatever" due to out of range type 05:20 Fritigern Nope, that's an old, old warning 05:20 Fritigern It has something to do with GenElement.... 05:20 hmmmm oh let's hear it 05:20 hmmmm ohh 05:20 hmmmm this is a newer GCC isn't it 05:21 hmmmm depreciated covariant return type warning? 05:21 paramat hmmmmm just found your eased noise commit, thanks for that i'll update my pull soon 05:22 Fritigern ACK! I have troupble pasting, so i will do it one line at a time 05:22 hmmmm paramat it might be a good idea to have an optional boolean on your getGroundLevelAtPoint 05:22 Fritigern Or did it paste? 05:22 hmmmm one does that "full" downward probe and the other, default one uses the same probing strategy as v7 does 05:22 hmmmm Fritigern, it didn't paste, try pastebin instead 05:23 Fritigern http://pastebin.com/kgD9qwct 05:23 paramat okay 05:23 Fritigern I was already on it ;-) 05:23 hmmmm well, that's not good 05:23 Fritigern It still builds though 05:24 Fritigern But i figure that a new warning, is something that you guys should know about 05:24 hmmmm yeah 05:24 hmmmm it's *very wrong* but it technically won't break anything 05:24 hmmmm i'll get that sometime later when I'm fixing up the whole genelement crap 05:25 hmmmm i originally made update/delete return booleans for success, but i changed them to return the old element it's replacing in case the caller wants to free the resource or something 05:25 Fritigern refactors are always fun, huh? :-) 05:28 Zeno` Can anyone review #1833 please? 05:28 ShadowBot https://github.com/minetest/minetest/issues/1833 -- Remove most exceptions from getNode() (and variants) by Zeno- 05:38 hmmmm it looks good 05:38 hmmmm man 05:38 hmmmm mapnode result should've been returned by reference, and success should've been the return value 05:39 hmmmm that way you'd be able to do if (!map->getNodeNoEx(pos, n)) { handle failure here; return; } ... do normal flow stuff here 05:39 hmmmm that'd be way too huge of a change to be worth it though 05:40 Zeno` yes, it would touch many more files 05:41 Zeno` same with renaming getNodeNoEx() to getNode (getNode() doesn't exist anymore) 05:41 Zeno` I did it but... too much to test 05:41 Zeno` So I aborted heh 05:52 Zeno` Ok, I'll test for a few more hours and then merge unless there are objections in the mean time 05:55 Zeno` hmmm mapgen.cpp line 296 is segfaulting on shutdown 05:55 Zeno` in the GenElementManager dtor 05:56 Zeno` hmmmm ^ 06:13 hmmmm i can't replicate it 06:14 hmmmm is it a double free perhaps? 06:18 hmmmm heh i replicated a segfault on shutdown.. but it's not mapgen related at all 06:18 hmmmm _pthread_mutex_init_calloc_cb() 06:18 Zeno` yes it is. Happens every time I run single player game 06:19 hmmmm which GenElementManager is it that's crashing 06:20 Zeno` ~Server ---> ~OreManager ---> ~GenEelementManager 06:20 ShadowBot Zeno`: Error: Spurious ">". You may want to quote your arguments with double quotes in order to prevent extra brackets from being evaluated as nested commands. 06:20 Zeno` I upset the bot 06:22 Zeno` oops ~Server ---> ~EmergeManager ---> ~OreManager ---> ~GenEelementManager 06:22 Zeno` I'll see if it still segfaults in a RELEASE build 06:24 hmmmm hmm i don't see where else i could be deleting an ore 06:26 hmmmm ha that's funny 06:27 hmmmm it only crashes when it's not being debugged 06:27 hmmmm weird, it's not doing it when i try to run it from the console 06:28 Zeno` It's trying to be cunning and hide 06:28 hmmmm it's rather inconsistent 06:28 hmmmm i was only able to get it to happen twice 06:30 Zeno` might be related to l_mapgen.cpp (according to valgrind anyway) 06:31 hmmmm what's valgrind say? 06:31 Zeno` I have no idea, it's confusing me 06:32 Zeno` I'll run it again 06:36 Zeno` http://pastebin.com/2tU89Mg3 06:36 Zeno` brb 06:38 hmmmm that is some extremely useless output 06:40 Zeno` yes 06:40 Zeno` GenElementManager::~GenElementManager() (mapgen.cpp:296) <--- there is a compiler warning on that line as well 06:40 hmmmm what is that? 06:42 Zeno` nvm 06:42 Zeno` it's on a different line heh 06:42 Zeno` same one as Fritigern was talking about 06:43 hmmmm yeah that was a simple fix 06:43 hmmmm nothing to do with memory allocation though 07:04 RealBadAngel hi Zeno` 07:04 RealBadAngel have you checked wielded commit? 07:18 Zeno` Not in depth but it seems ok 07:18 Zeno` Weild hand in HDX is weird 07:43 RealBadAngel Zeno`, have a screenshot? 08:06 Zeno` RealBadAngel, I think it's an issue with HDX actualyl 08:10 Zeno` RealBadAngel, #1833 08:10 ShadowBot https://github.com/minetest/minetest/issues/1833 -- Remove most exceptions from getNode() (and variants) by Zeno- 08:15 Zeno` I guess I should profile setNode* as well and see if its worth doing the same (as a separate PR) 08:16 RealBadAngel i had same situation when speeding up digging and placing a node 08:17 RealBadAngel but that was quite shorter code ;) 08:18 RealBadAngel the PR looks ok at the first sight 08:19 Zeno` give it a try out if you get time ;) 08:19 Zeno` Some people were getting an extra 15 FPS on VE-S 08:21 Zeno` Or maybe 20... I can't remember 08:30 RealBadAngel applied without warnings, no no white spaces ;) 08:30 RealBadAngel *so no 08:42 RealBadAngel crashed on exit to menu 08:42 RealBadAngel http://pastebin.com/R0BURBDH 08:45 Zeno` yeah that's in master 08:45 Zeno` I've told hmmmm about it and I'm also trying to track it down, but I'm about to give up 09:54 Zeno` I can't work it out... hmmmm will have to ;( 10:18 Zeno` RealBadAngel, did you test the PR? 12:18 Zeno` has anyone looked at #1835? I just tested and it seems fine 12:18 ShadowBot https://github.com/minetest/minetest/issues/1835 -- Add option eased to NoiseParams by SmallJoker 12:19 Zeno` I think it should be merged 12:41 kilbith Zeno`, 1835 could have conflict with that recent commit : https://github.com/minetest/minetest/pull/1835/files 12:41 kilbith (I guess) 12:45 Zeno` kilbith, conflict with what? The patch does seem to apply cleanly 12:45 Zeno` I doubt 1835 could conflict with itself :D 12:45 kilbith both writes noise.h 12:52 Zeno` kilbith, double checked and it's ok 12:52 kilbith ok 17:03 DuDraig The developer wiki site account creation page is broken. It says to select a cat photo in a box below to prevent automated accounts but there is not box and no photos. When you provide your new account information, it returns an error message about a missing confirmation code. 17:08 Tesseract DuDraig: Known. Ask an admin to create your account (I think PilzAdam's one, I'm only one on the user wiki). 17:25 ShadowNinja hmmmm: So update_map is update_lighting, but it calls an old, slower, lighting function? If so do you think you can optimize that function? It's probably the same lighting function that RBA was telling me was slowing down L-Systems treegen. 17:25 DuDraig Thx Tesseract. 17:32 hmmmm it is the same lighting function, yeah. 17:32 ShadowNinja hmmmm: Do you think you can fix it? 17:33 hmmmm mapgen lighting is really fast but i don't think it could necessarily replace map lighting to be slow and accurate 17:33 ShadowNinja :-| 17:33 hmmmm i can try, but it's just one more of many things for me to do right now 17:33 ShadowNinja What makes regular lighting so much slower? 17:33 hmmmm i think most of the time is taken up using the queue container for light sources 17:34 hmmmm it's just the algorithm with which celeron decided to use 17:35 ShadowNinja hmmmm: So then Map::updateLighting can probably be made a lot faster? 17:35 hmmmm i'm sure it can be 19:22 RealBadAngel hi folks, whats up? 19:41 casimir Is someone familiar with this error? http://pastebin.com/rara5AP3 19:43 casimir On that server I have one (run in place) minetest that works fine. This other is fresh complied with -DRUN_IN_PLACE=1 -DENABLE_SOUND=0 -DBUILD_CLIENT=0 -DENABLE_CURL=1 19:46 Krock add "EnvArgsEnd" to map_meta 19:50 casimir at the end? 19:50 Krock yes 19:50 casimir does change nothing. 19:51 Krock oh wait. map_meta should contain "[end_of_params]" at the end 19:51 casimir it does 19:52 Krock and env_meta, "EnvArgsEnd" 19:53 casimir Oh now I now. env_meta is empty. 19:53 Krock ah. that's the thing 19:54 casimir Thank you it works :) 19:55 Krock np 19:59 Sokomine casimir: ah yes. that was a problem with the files you offered for download as well. i didn't think more of it and just copied a suitable file from another world over. if that file's missing on your server, that might be the cause of it not comming back up 20:00 casimir It's now up again. Strangely the world runs on my local pc even with an empty env_meta. 20:01 Krock diffrent builds? 20:01 Sokomine ah, fine. i hope you'll address the other problems (it beeing a server and not a singleplayer world, so locked chests and spawn are not optional but required). it's very likely that other people here might be able to help you with getting the server announced on the list 20:01 * Sokomine points at krock who successfully runs 1-2 servers who announce themshelves on the public list :-) 20:02 Krock and I didn't even define a server address 20:02 Krock possibly, that's the fault. the address points to somewhere else and the IP changed 20:02 Sokomine ups. sorry for discussing this on dev. seems to be a #mt topic. confused channels 20:03 casimir We can fix the serverlist problem some other time. Actually I have no time at all this weekend. 21:33 MinetestForFun Hi everybody, someone here has already installed MTSatellite ? i need help :) 21:34 MinetestForFun I followed the "COMPILE" steps (https://bitbucket.org/s_l_teichmann/mtsatellite/src/default/COMPILE.md), but when i enter "go get -u bitbucket.org/s_l_teichmann/mtsatellite/cmd/mtdbconverter", it returns to me "38: error: 'leveldb_free' undeclared (first use in this function)" however, libleveldb-dev has been installed correctly 21:35 MinetestForFun libleveldb-dev is correctly installed, but the error line seems to be a libleveldb-dev problem... 21:35 MinetestForFun Maybe someone has already installed this mod can help me ? Or a C++ dev ? 21:36 MinetestForFun "mod" it's not a mod, sorry, it's a mapper 21:49 kilbith MinetestForFun, inappropriate channel. ask on the forum. 22:03 VanessaE OldCoder: *poke* 22:06 VanessaE hey, guys? are you ever gonna fix this shit? 22:06 VanessaE 17:04:47: ERROR[ServerThread]: ServerEnv: Trying to store id=28312 statically but block (3,1,54) already contains 500 objects. Forcing delete. 22:07 VanessaE (last message repeated 200+ times) 22:07 OldCoder VanessaE, Hello 22:07 VanessaE OldCoder: false alarm. 22:07 OldCoder VanessaE, my version of Sapier patch works at last 22:07 OldCoder Need to get it added 22:07 VanessaE my Creative server is locked at 100% because of that ^^^^^^^^ 22:08 VanessaE (the entity thing) 22:08 OldCoder I know the feeling 22:08 VanessaE looking at my stats page, it's been deadlocked for the last 3 1/2 hours 22:08 VanessaE and it was deadlocked all day yesterday too 22:09 OldCoder http://minetest.org/141108-network.txt 22:09 * OldCoder recommends this patch for inclusion in core ^ 22:09 RealBadAngel wasnt that ammount a setting? 22:09 VanessaE the 500 is. 22:09 OldCoder Or death stalks worlds 22:09 VanessaE forget that. 22:09 VanessaE what about the "last message repeated 200 times" part? 22:09 RealBadAngel i was hoping TTL could help that 22:09 VanessaE ghost entities being created out of nothing and deadlocking my servers 22:10 VanessaE TTL is useless if they're ghosts. 22:10 RealBadAngel what creates them? 22:10 VanessaE the engine does. I'll bet if I go there right now (I just restarted it), there'll be nothing there. 22:11 VanessaE ok in this case it's a bunch of quarries. 22:13 RealBadAngel if there is really excesive number of entities, its ok to delete them 22:13 RealBadAngel but the message for each over the limit is the problem 22:13 VanessaE yes 22:13 RealBadAngel so it should be just squashed 22:14 VanessaE there were 7 quarries here 22:14 RealBadAngel to single line message 22:14 VanessaE there's no way they were creating 200(+) * 500 entities 22:14 RealBadAngel block is saved just once 22:14 VanessaE that's just impossible 22:14 RealBadAngel idk this code, so i cant judge 22:15 VanessaE doesn't matter 22:15 VanessaE that device can't create entities that fast. it's impossible. 22:15 VanessaE the engine's doing something weird here. 22:15 RealBadAngel propably some weird error 22:16 RealBadAngel some1 should nail the beast 22:16 RealBadAngel the problem of code and coders is that code is strict, coders are not 22:17 RealBadAngel and nobody have invented yet good interface code to coders ;) 22:17 VanessaE in this case it's just a small-ish 30x10 hole made with several quarries. 22:18 VanessaE there's no way those machines could possibly make THAT many entities. 22:18 RealBadAngel sometimes single bit shift could do that 22:19 RealBadAngel until youre not deep in that part you wont know 22:19 RealBadAngel thats a price of C++ 22:19 RealBadAngel you have to know what you are doing. exactly know 22:20 cg72 RealBadAngel: did you ever find the skybox rotate code ? 22:20 RealBadAngel yes 22:20 cg72 yeah :) 22:20 RealBadAngel you want that in the mainstream? 22:20 cg72 doesnt matter to me 22:21 cg72 but i would like it :) 22:21 RealBadAngel i do have the code on my box at work, leave here an email 22:21 RealBadAngel i will send you docs tommorow 22:22 cg72 gingerpollard72@gmail.com and thanks :) 22:22 RealBadAngel np 22:22 cg72 any chance to get a normal sun/moon inside a skyboy?? 22:22 cg72 skybox* 22:23 RealBadAngel for that we would need a dome 22:23 RealBadAngel and at least 2 skyboxes 22:23 RealBadAngel its doable, there are projects around there 22:24 RealBadAngel just ask uncle for irrlicht skydome 22:24 cg72 uncle???? 22:24 RealBadAngel google 22:24 cg72 oh 22:24 RealBadAngel he knows ;) 22:25 cg72 so anything irrlitch can do minetest can be made to do? 22:25 RealBadAngel basically yes 22:25 RealBadAngel we are built on top of it 22:26 cg72 now for ginger to go get into coding trouble ;) 22:39 VanessaE now, I'm gonna re-iterate... 7 quarries, all digging the same 10x30 patch of ground, down to about -100. Each produces one entity per second, that's a max of 7. The engine is clearly failing to delete the extraneous entities. 22:39 VanessaE when is this gonna be fixed? 22:40 VanessaE in other words, 7 entities per second is far less than 500*200 that the engine is claiming is being created, especially if they're being thrown into chests, which they were. I checked the structure when the server came back up. 22:40 cg72 and on a side note, can we make it so it wont delete players enity as i keep doing it to myself when clearing other entities 22:40 VanessaE the CPU usage was normal when the server came back up, which means pipeworks was not doing anything weird, the engine was. 22:41 VanessaE because I was there at the suspect site. if it were pipeworks acting wrong, the CPU usage would have been bad after the restart, as soon as I teleported to the site. 22:41 VanessaE cg72: that *still* hasn't been fixed? 22:42 VanessaE what the fuck, guys? 22:42 proller nobody cares. 22:48 cg72 proller, do you care? 22:48 proller "its already was fixed in..." 22:54 VanessaE proller: oh really? prove it. Download the lastest creative map from my website and put it up on a server, add a world anchor near those coords, and leave it running for a couple of days. 22:54 VanessaE let's see if it hangs up. 22:54 RealBadAngel proller, you forgot to add {tm) 22:54 proller oops, need to make some shortcuts ;) 22:54 VanessaE RealBadAngel: s/\{tm\)/\™/ 22:55 RealBadAngel but here, personaly, i like more "when its done" (tm) 22:56 RealBadAngel and meanwhile i will chew bubble gum. and reload :P 22:57 VanessaE proller: the map was last updated on tuesday I think, so that structure should be there. if it isn't, catch me next tuesday and I will instruct you exactly what to do to reproduce the conditions seen on my server (I have since made changes to the owner's structure to hopefully ensure that it can't trigger that bug again, and removed the quarries) 22:58 RealBadAngel btw 22:58 VanessaE in other words, PUT UP OR SHUT UP. 22:58 VanessaE RealBadAngel: hm? 22:58 proller VanessaE, i will try up public server with your map 22:58 RealBadAngel what if protection mob prevents deleting? 22:59 RealBadAngel *mods 22:59 proller but ещььщкщц 22:59 proller tommorow 22:59 VanessaE RealBadAngel: I don't see how, the engine is supposed to be deleting those entities at a level "below" Lua's access, is it not? 23:00 VanessaE assuming they even exist - recall the "ghost" entities seen on my servers and elsewhere 23:00 RealBadAngel i have an idea, will check it 23:06 RealBadAngel proller, that but was meaning you are pissing on something? that was the sound. idi possmotriet' na prirodu ;) 23:07 RealBadAngel meanwhile im off, c ya all later 23:08 cg72 bye 23:28 JohnnyComeL8ly Hi, I was told to make a complaint at github... but I think I should get more info first. 23:28 JohnnyComeL8ly I don 23:29 cg72 ok what complaint??? 23:29 JohnnyComeL8ly I don't mean like a nagging one... Just a "bug report" 23:30 JohnnyComeL8ly This guy on #minetest said I should describe it as "Incorrect inventory images displayed" 23:30 VanessaE this is known. 23:30 VanessaE make a github issue 23:30 cg72 yes unfortunatly 23:30 VanessaE with screenshots 23:31 VanessaE try to include details about your hardware 23:31 VanessaE your irrlicht version, opengl version 23:31 VanessaE etc etc 23:31 VanessaE whether you're using a proprietary driver or open source, too 23:31 JohnnyComeL8ly Okay. Is there a cmd for harvesting that info? 23:31 VanessaE lshw, lspci, and minetest will tell you some of it too at startup. 23:32 VanessaE (well those are the commands in linux anyway) 23:32 VanessaE lemme guess, it's integrated intel gfx 23:32 VanessaE open source driver 23:33 JohnnyComeL8ly I talked with you the other day... so I guess you would know. :-) 23:33 VanessaE I recall the question but not the details :) 23:34 JohnnyComeL8ly Except, I'm using XP... So, I don't think any open source drivers are installed. 23:34 VanessaE ok 23:34 VanessaE well in that case idk how to gather the data you need 23:35 cg72 18:25:18: ERROR[ServerThread]: suspiciously large amount of objects detected: 4783124 in (27,-1933,-13); removing all of them. 23:35 cg72 on a only default game wtf did this 23:36 VanessaE cg72: you mentioned a corrupt block earlier in /msg 23:36 VanessaE that's probably the cause 23:36 cg72 5 mill objects 23:36 ShadowNinja IIRC there's already an issue for that. 23:36 VanessaE all of them fake, no doubt 23:37 cg72 18:25:58: ERROR[EmergeThread0]: Invalid block data in database (26,-1933,-13) (SerializationError): unsupported NameIdMapping version 23:37 cg72 what about this one 23:37 ShadowNinja JohnnyComeL8ly: ^ 23:37 VanessaE cg72: that's happened on my server before as well 23:37 ShadowNinja cg72: Corrupted block. 23:37 JohnnyComeL8ly ShadowNinja: What's up? 23:37 VanessaE ShadowNinja: that's an out-of-range block address... 23:38 cg72 my other servers on 0.4.9 are fine why is 0.4.10 always killing my shit 23:38 ShadowNinja VanessaE: It's +-2048 IIRC. 23:39 ShadowNinja Otherwise it would overflow into other coords. 23:39 VanessaE ShadowNinja: -1933 translates to -30928. is that not 1 meter beyond the limits of the map? 23:39 JohnnyComeL8ly I don't know why you care about something killing your poo... 23:39 ShadowNinja JohnnyComeL8ly: See my previous message. 23:39 JohnnyComeL8ly I don't know what IIR 23:39 JohnnyComeL8ly C does for me. 23:39 cg72 -30900 is tha bottom of the map 23:40 ShadowNinja VanessaE: It's beyond the normal map generation limit. 23:40 ShadowNinja cg72: -30912 actually. 23:41 VanessaE ok 16 meters beyond :P 23:41 VanessaE I wonder if something's just using the wrong limit when reading back versus what's able to be written 23:41 ShadowNinja cg72: Just delete that block. 23:42 cg72 how sn? 23:42 JohnnyComeL8ly ShadowNinja: Sorry, I didn't know that was an abbreviation. 23:42 ShadowNinja cg72: sqlite3 map.sqlite [...] 23:42 cg72 leveldb!!!!!! 23:42 ShadowNinja delete from blocks where pos = ; 23:43 ShadowNinja cg72: Write a C/C++ program to do it then. 23:43 cg72 i know shit of leveldb or sqlite 23:44 JohnnyComeL8ly I know that it is learn-able if it is open source... 23:48 JohnnyComeL8ly I'm not finding it on github... Any keywords I should use, ShadowNinja? 23:49 ShadowNinja JohnnyComeL8ly: It's on Google code (it's a Google project after all). 23:52 cg72 can i w-e the block? but can i set it to 'void' or what 23:52 VanessaE there's no in-engine way to delete the block from the database. 23:53 cg72 there needs to be one added NOW!!! 23:53 cg72 and a regen block 23:53 VanessaE (there was a proposal for one. whatever happened to that?) 23:53 VanessaE if a block were to be deleted, it would be re-generated almost immediately, I would think 23:53 JohnnyComeL8ly I'm sorry... I'm new to this stuff. 23:54 cg72 well to regen without deleting as well 23:55 JohnnyComeL8ly Do you have a link? I'm having difficulty finding anything with "minetest" on github. 23:56 JohnnyComeL8ly Anything that is relevant, that is. 23:56 cg72 http://github.com/minetest 23:56 cg72 http://github.com/minetest/minetest << engine 23:56 hmmmm this conversation belongs in #minetest 23:57 JohnnyComeL8ly ShadowNinja said it was a googlecode thing... 23:57 hmmmm in fact I thought I was there until I scrolled up 23:57 JohnnyComeL8ly I'm sorry... (again) I was trying to help.