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IRC log for #minetest-dev, 2014-11-16

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Time Nick Message
00:27 proller joined #minetest-dev
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01:17 iqualfragile hmmmm: the reason for the mumble code looking like shit is that i didn't do much more but copy the example from their wiki to the more or less apropriate places in minetest :D
01:17 iqualfragile but thanks for the review
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05:33 hmmmm it's not that it looks like "shit"
05:34 hmmmm it's just that it violates minetest standards
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11:48 Krock Could someone help me finding this part in the minetest source? https://github.com/Amaz1/minetest/commit/7f861​c58#diff-18513665750ef5adf42b5ec29e14162eL1695
11:49 Krock the codes moved somewhere else and I'm not able to find it again
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12:10 Krock nvm. found it
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12:24 rubenwardy Any comments on "Add setting to customise stack max" - https://github.com/minetest/minetest/pull/1843
12:33 RealBadAngel looks ok for me
12:33 jin_xi hey all, please look at and voice support for https://github.com/minetest/minetest/pull/1737
12:34 Krock rubenwardy, nice.
12:35 Krock I'd prefer a setting like "inventory_stack_max"
12:35 Krock err no.
12:37 RealBadAngel jin_xi, do you have any mod rdy to show 1737 functionality?
12:40 RealBadAngel btw, https://www.youtube.com/watch?v=atJ_lovDYWs
12:41 RealBadAngel uploaded that yesterday
12:45 Krock https://github.com/SmallJok​er/minetest/commit/77bd080
12:47 * PenguinDad runs away from Krock's commit
12:47 Krock gonna publish that one
12:47 Krock cuz bored and so
12:47 RealBadAngel ouch, i should do something with that mapper
12:48 RealBadAngel pity i cant clone myself ;)
12:49 RealBadAngel main problem with mapper is it wants to use just pixels of a colour instead of textures
12:49 PenguinDad I still don't get why everyone loves gsmapper :/
12:49 RealBadAngel mapper is a must have
12:50 PenguinDad You need useless features?
12:50 RealBadAngel its not useless
12:50 RealBadAngel you know what for folks are drawing maps?
12:50 RealBadAngel for fun? ;)
12:54 Krock for fun.
12:54 Krock and monay
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13:03 Krock Amaz, gsmapper with mgv5!
13:03 Amaz Nice!
13:04 Krock oh noes. it's mgv7 :(
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13:11 rubenwardy Isn't gsmapper laggy, because it adds pixels as individual GUI elements?
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13:17 RealBadAngel i think we shall merge gsmapper and just work on it
13:17 jin_xi RealBadAngel: the author of the pull request needs it to continue with a computercraft like mod
13:18 jin_xi i would like to be able to use keyboard for arcade mod
13:18 RealBadAngel basis is ok, we can improve it later with new ideas and based on players support
13:18 Krock rubenwardy, it looks like gsmapper uses 2 textures
13:19 Krock the minimap you mean is an other, lua based
13:19 RealBadAngel it shall use at least 3
13:19 RealBadAngel 4x4 2x2 and 1x1
13:19 RealBadAngel thats the missing feature
13:19 RealBadAngel its called ZOOM
13:20 RealBadAngel not just the colours
13:20 Krock I guess a pull request won't be accepted in the current state
13:20 PenguinDad RealBadAngel: we can't merge gsmapper because of license issues
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13:20 RealBadAngel we can its a valid pull request to our base
13:21 RealBadAngel puller have to obey our rules
13:21 RealBadAngel we can merge it or refuse
13:22 RealBadAngel if we choose to merge then it becomes part of our source
13:24 rubenwardy I don't like the arrow on the map. It is low res and ugly
13:24 RealBadAngel <RealBadAngel> i think we shall merge gsmapper and just work on it
13:24 RealBadAngel see? :)
13:25 RealBadAngel but you couldnt start improving inexistant things, right? :)
13:25 rubenwardy XD
13:26 RealBadAngel and thats my point and definition of development branch
13:27 RealBadAngel we may go wrong, fuck up things, but at the end, with support we will have new features
13:27 Amaz +100
13:27 RealBadAngel atm dev branch is treated as semi stable
13:27 RealBadAngel which is wrong to the bone
13:27 rubenwardy https://cdn.mediacru.sh/VKNZOUfagWpX.png
13:28 rubenwardy Is that meant to be like that?
13:28 RealBadAngel Yikes!
13:28 rubenwardy Like the looks of it. It looks bad.
13:28 RealBadAngel why?
13:28 RealBadAngel its just shaded :)
13:29 rubenwardy It just does look bad to my eyes
13:29 PenguinDad rubenwardy: looks like a bug which only happens on old opengl versions
13:29 RealBadAngel you just got used to old not shaded plain pixels ;)
13:30 RealBadAngel but i agree that doesnt look as hand
13:30 RealBadAngel propably we need a different texture
13:30 rubenwardy https://cdn.mediacru.sh/NLtpFfFfGnrm.png
13:30 rubenwardy Yes.
13:31 rubenwardy The edges are very dark
13:32 PenguinDad rubenwardy: my hand simply glows :(
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13:42 RealBadAngel i will open an request for better hand texture
13:42 RealBadAngel current one is not good at all
13:43 RealBadAngel and sucks with effects enabled
13:43 RealBadAngel it looks like a mail delivery box lol
13:45 RealBadAngel while it could look way better, as other items
13:45 RealBadAngel https://www.youtube.com/watch?v=atJ_lovDYWs
13:45 RealBadAngel excuse me, but im a bit proud of the effect :)
13:45 Krock looks bumped
13:45 RealBadAngel ofc its bumped
13:46 RealBadAngel and its 16x
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13:46 RealBadAngel at the single vid you can see months of my (and kahrl's) work
13:47 Krock well then, merge it!
13:47 RealBadAngel above? its a single liner
13:48 RealBadAngel i will make this as "High resolution wielded" or something setting
13:49 RealBadAngel change forces wielded textures to be at least 128x
13:49 RealBadAngel atm its 16x
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13:50 RealBadAngel effect of the change is smooth models and lighting. and fuckin COOLNESS  :)
13:51 Krock I hope, not using that feature does not slow down MT more
13:52 RealBadAngel dont worry
13:52 Krock *runs in a circle*
13:52 RealBadAngel 40fps here, core 2 duo, 4gb and HD4660
13:52 RealBadAngel im developin the effects on low end box
13:53 rubenwardy We know have 305 issues, c55 promised to keep it under 100
13:53 rubenwardy now
13:53 rubenwardy "lets fix all these issues b4 it exceeds 100" or smth
13:53 RealBadAngel im responsible only for a few
13:54 RealBadAngel but many of the issues are just wishes
13:54 RealBadAngel and shouldnt be there
13:54 rubenwardy ah, 71 bug issues
13:54 rubenwardy guilty https://github.com/minetest/minetest/issues/1679
13:55 Krock lol. somewhen, the 100-limit would be exceeded anyway
13:56 Krock rubenwardy, I don't see any use in this
13:56 Krock use HUD images
13:56 rubenwardy smartfs needs it for state:close()
13:56 Krock remove state:close() :3
13:57 rubenwardy Is this still an issue? https://github.com/minetest/minetest/issues/1705
13:57 Krock not on my client
13:57 Krock but I'm not using shaders, so...
13:58 rubenwardy I suggest closing and locking this: https://github.com/minetest/minetest/issues/1841
13:58 rubenwardy It should be on the forum
13:58 Krock yes it is
13:58 rubenwardy It is about low FPS, rather than an actual bug or new feature.
13:59 PenguinDad I never had a smooth day night transition with shaders enabled :/
13:59 jin_xi wut
14:00 rubenwardy So many new features being added, I don't have time to try them all
14:00 PenguinDad tuw
14:01 Krock #75 is solved. Hear distance can be added with mods
14:01 ShadowBot https://github.com/minetest/minetest/issues/75 -- Hear distance for chat / Others nick view distance
14:02 PenguinDad #802 is solved too
14:02 ShadowBot https://github.com/minetest/minetest/issues/802 -- Items can be thrown through nodes
14:04 Krock RealBadAngel, is it possible for you to fix #104 ? 'only' the smooth lightening is missing there
14:04 ShadowBot https://github.com/minetest/minetest/issues/104 -- Signlike drawtype not being lit smoothly across large areas
14:05 rubenwardy Just work backwards from the oldest one, and delete all the outdated one.
14:05 rubenwardy s/delete/close
14:05 Krock ^
14:06 rubenwardy I have tested Krock's gsmapper branch on kubuntu 14.04, it works fine.
14:06 Krock I think 0.4.11 won't come in November, more like December
14:06 rubenwardy #802
14:06 rubenwardy I am still ignored by ShadowBot.
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14:07 Krock #802 is releated to the collision box - players do not collide with each other
14:07 ShadowBot https://github.com/minetest/minetest/issues/802 -- Items can be thrown through nodes
14:08 rubenwardy I was just testing
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14:10 SudoAptGetPlay Hi, I'm playing around with voxelmanip and I try to generate plain dirt cubes. The only issue is that caves and trees are also generated, see http://imgur.com/a/ap9HF . How do I tell the map to not add these ?
14:11 jin_xi define your own dirt nodes with is_ground_content = false
14:12 rubenwardy Bad.
14:12 SudoAptGetPlay thank you
14:12 rubenwardy If you are making a map gen, you can stop caves being generated
14:13 rubenwardy map gen flags
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14:13 SudoAptGetPlay I'm not making a mapgen rubenwardy
14:13 Krock nocaves
14:14 SudoAptGetPlay Ultimately I'd like dirt cubes with ores inside to make a minig mini-game :)
14:14 SudoAptGetPlay *mining
14:14 rubenwardy If you are making it so there is only a dirt cube, then that is a map gen
14:14 rubenwardy Do you want caves in the world?
14:15 RealBadAngel just closed  75, mumble is the answer
14:15 RealBadAngel about #104, signlike will get massive rewrite soon
14:15 ShadowBot https://github.com/minetest/minetest/issues/104 -- Signlike drawtype not being lit smoothly across large areas
14:15 exio4 mumble support? \o/
14:16 RealBadAngel theres a code for it already, i just wait for a PR with it
14:16 Krock :D
14:16 RealBadAngel if author wont make it i will
14:29 RealBadAngel https://gist.github.com/kaeza/6adb86d42483990882d3
14:29 rubenwardy As long as it does not bloat minetest
14:29 rubenwardy (mumble)
14:29 RealBadAngel kaeza, move your ass please and make a PR with it :)
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14:35 kaeza RealBadAngel, as said in iqual's PR, I'm trying to see if it really works
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14:39 kaeza also, iqual is supposedly also addressing hmmmm's issues, so gotta coordinate with him who should do that
14:42 kaeza if anybody's around to test, I've set up a temporary local murmur server at 179.31.79.162
14:48 kaeza (same address, port 30001 for Minetest)
15:01 kaeza byyyy the way, wielditems are still broken
15:01 kaeza wieldmeshes* or whatever
15:02 gravgun kaeza: thanks for reminding everybody they still are ;) This bugs... really bugs me (bad pun ikr)
15:03 VanessaE what is it that they're broken for everyone but me?
15:03 gravgun VanessaE: likely GL things...
15:03 VanessaE must be
15:03 PenguinDad VanessaE: it seems like only old opengl versions are affected by this
15:03 gravgun driver-specific features or issues
15:03 gravgun PenguinDad: I'm on GL3.0, it still happens
15:04 kaeza OGL 2.1.0 here
15:04 kaeza Intel GMA
15:04 VanessaE 4.3.483647832661247243 here.
15:04 kaeza https://mediacru.sh/XWz0Nljmcv_c
15:04 PenguinDad gravgun: I didn't specify what an old opengl version is
15:05 gravgun PenguinDad: I generally consider GL<3.0 to be old
15:05 gravgun well, rather <3.1
15:05 gravgun 'cuz old fixed pipeline is gone
15:05 Krock so 2.1.8543 is old??
15:05 gravgun Krock: yes.
15:05 PenguinDad Krock: yep
15:07 gravgun But I can't get GL4.0 :(
15:07 gravgun But when I'll be able to, I'll get GL4.4
15:07 gravgun Mesa guys are working on it
15:07 kaeza relevant part of console output, FWIW: https://gist.github.com/kaeza/02e0cb1bf8efbb9e4a22
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15:29 rubenwardy "Irrlicht log: Using renderer: OpenGL 2.1"
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17:40 celeron55 the wield item is broken for me too
17:42 celeron55 if i run it on my HD4000 (GL3.0) that is; it does work on K3100M (GL4.4.0) which is just wasting power and making noise in case of MT
17:44 celeron55 oh well, could as well comment to the issue
17:49 Calinou wield item is always fully bright
17:49 Calinou but looks OK otherwise
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17:56 paramat the wieldhand has looked like that for me for a week https://cdn.mediacru.sh/NLtpFfFfGnrm.png note it has dark, curved, glitched-out edges, the texture is blurred and it looks metallic
18:03 paramat RBA, the solution is not a different wieldhand texture, it's to fix the bug. the current texture is the closest possible representation of the player's arm
18:07 paramat RBA> 'current one is not good at all, and sucks with effects enabled' yep it does look very wrong, and that's due to this bug and your shaders, not a problem with the texture
18:07 PenguinDad paramat: that bug is probably not solvable in minetest :/
18:08 VanessaE RBA isn't here..
18:08 paramat i know just venting
18:08 VanessaE ok :)
18:08 paramat ah it's due to openGL version?
18:08 VanessaE he was just saying the other day how it's always ME that finds the weird corner-case bugs.  not this time I guess :D
18:09 VanessaE yeah, it's an ogl version problem now
18:09 paramat okay thanks
18:10 Calinou the texture is filtered, mesh is set as smooth
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18:20 kahrl I have OpenGL 3.0 and there's no texture filtering here
18:20 kahrl although I can confirm that the wield is fullbright
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18:35 paramat nore, sfan5, please could one of you merge this urgent pull request https://github.com/minetest/minetest_game/pull/339 ? i haven't been able to get any feedback from Blockmen but i can't imagine he would have a problem with this =
18:35 sfan5 paramat: did nore say yes?
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18:36 paramat he did
18:36 Amaz http://irc.minetest.ru/minet​est-dev/2014-11-15#i_4022438
18:38 sfan5 paramat: merged
18:38 paramat \O/
18:39 paramat thanks so much
18:41 paramat i agree with Calinou that mgv5 biomes should be simple and 'oldschool', the current 3 plus taiga, almost as if mgv5 had never been removed and had developed in a similar way to mgv6
18:42 paramat so if you want taiga as a mgv5 biome, pine nodes are needed https://github.com/minetest/minetest_game/pull/336
18:42 Amaz +1
18:42 Calinou how do mapgens other than v6 get flowers?
18:43 sfan5 magic
18:43 Amaz minetest.register_decoration ?
18:43 paramat all mapgen other than mgv6 will use hmmmmm's biome API, so decoration code
18:43 * Krock does not like the fact: The complete GUI is redrawn _every_ step
18:45 paramat so any biome system can be used with any mapgen, the base terrain and biomes become independant and modular
18:46 Krock it gets boring when everything works the same way
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20:17 ShadowNinja I get this segfault randomly when starting Minetest.  I've had it for months, but it's devilishly hard to get in gdb because it's so rare: http://pastebin.ubuntu.com/9047824/
20:17 ShadowNinja Also, I've changed the SQLite3 database to use this schema: http://pastebin.ubuntu.com/9047752/
20:18 ShadowNinja I've also fixed a bunch of internal things.
20:18 ShadowNinja That database shema will make a lot of database manipulation tasks easier.
20:19 ShadowNinja Eg, shifting a map is just something like UPDATE `blocks` SET `x` += 1024;
20:19 ShadowNinja I've added an automatic updater, and the schema version is stored as sqlite3_schema_version in world.mt.
20:20 ShadowNinja This may or may not add a general performance increase too.
20:21 ShadowNinja It should help the mapper though, because it will only have to load Z-slices that it's interested in, instead of the whole thing.
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22:15 VanessaE there appears to be a severe memory leak in rollback check.  Take a look at the past few hours' worth of stats on my servers: http://digitalaudioconcepts.com/vanessa/h​obbies/minetest/screenshots/Screenshot%20​-%2011162014%20-%2005%3a08%3a31%20PM.png .  In the top graph, blue is "other" CPU usage, violet is Minetest, red horizontal rules are 100%-of-a-core marks.  second graph is memory. Those two sudden spikes in memory are
22:15 VanessaE from a couple of rollback checks one of my admins did while I was afk (blue is programs, green is cache, yellow is buffers, red is swap).
22:16 VanessaE in the log, there was nothing printed associated with the event except a "Killed" message; dmesg reports that the OOM killer nailed it.
22:16 VanessaE and this is a system with 8 GB of physical RAM and another 512MB of swap.
22:20 VanessaE and it would appear that the admin's attempt to roll back was successful, so the code is working:
22:20 VanessaE [11-16 17:18] <xxxxxx> hy, did someone  roll back my work in time or something? All the work I did on the Survival Server is comepletely gone from the past two days?
22:22 VanessaE it may not be rollback *check* that has the leak but rather the rollback/undo action itself
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22:43 paramat hmmmm, mgv5 getgroundlevel is possibly ready for merge, some details https://github.com/minetest/minete​st/pull/1834#issuecomment-63242361
22:51 hmmmm hrmmm
22:51 hmmmm alright one thing
22:51 hmmmm iirc Server::getSpawnPos() returns ground level + 1 already
22:52 hmmmm so there's no need to adjust it
22:52 paramat ah thanks i didn't know
22:52 hmmmm well don't trust me, check yourself
22:52 hmmmm i'm full of wrong info
22:54 paramat okay, i was looking for that code recently, only found respawnplayer, will look again
22:54 hmmmm erm actually it's findSpawnPos
22:54 paramat in server.cpp?
22:54 hmmmm yes
22:55 hmmmm and it's not a method of Server for whatever reason...
22:55 hmmmm that should be a static function
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