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IRC log for #minetest-dev, 2015-07-21

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Time Nick Message
00:07 aerth joined #minetest-dev
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00:11 TBC_x I made a bash script that will put your directories in a *.tar.7z http://sprunge.us/GLKW
00:11 TBC_x asynchronously
00:12 TBC_x just made it so I could free up some space and stash away stuff
00:48 Tesseract hmmmm: So, return in macro or inline functions?
01:16 aerth client hangs at item definitions , what am i doing wrong for setting up the debian server
01:21 hmmmm Tesseract:  Return in macro
01:21 hmmmm Tesseract:  It sucks but there's not much better you can realistically do
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01:33 paramat okay hmmmm, thanks for the good input, here's the more subtle commit that doesn't break mgv7 worlds #2935. back in an hour to push if approved
01:33 ShadowBot https://github.com/minetest/minetest/issues/2935 -- Mgv7: Use density noise + density gradient for mountain terrain by paramat
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01:34 hmmmm what do you mean by "breaking worlds" exactly?
01:34 hmmmm mapgen v7 never really promised a stable terrain output like mapgen v6 does (the "stable" mapgen)
01:35 hmmmm I'm just saying, that drastically new generation algorithms probably deserve their own mapgen
01:35 hmmmm i made this mistake with mapgen v7 before, and it ended up pissing a lot of people off.  they liked the old one better.
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01:36 hmmmm since you took over development of v7, I think it's ultimately your own artistic decision of what to do with the noise params
01:37 hmmmm just don't make them too crazy since it is a default
01:40 cornernote hi, im trying to extract item cube images from the game, i had some code that worked, but that was quite some versions ago...
01:40 cornernote right now im trying this - https://github.com/minetest/minetest/compare/master...cornernote:patch-1
01:41 cornernote it compiles with no error, but it doesnt extract anything, nor does the infostream appear on screen
01:41 cornernote any chance someone can give me a kick in the right direction ?
02:20 RealBadAngel cornernote, preload_item_visuals = true ?
02:20 RealBadAngel its false by default
02:27 cornernote made it true in minetest.conf, still the same
02:32 RealBadAngel hold on for a few minutes, compiling your code
02:38 RealBadAngel first of all change infostream do dstream
02:38 RealBadAngel at first sight your code does something, it makes inventory cubes upside down ;)
02:42 cornernote lol, yes i noticed that
02:42 cornernote it did the same on the old version, but it did extract them the right way up
02:43 RealBadAngel where it was supposed to save files?
02:43 cornernote bin/itemcubes
02:49 cornernote yes dstream helps
02:49 cornernote at least now i can get some debug info
02:49 cornernote but no files extracted
02:49 cornernote driver->writeImageToFile(baseimg, filename);
02:49 cornernote its relative to the bin/ filder, right ?
02:49 cornernote *folder
02:54 RealBadAngel when i skipped folder name it saves images but not in bin but in main folder
02:55 RealBadAngel it saves it to folder you were executing mt binaries
02:55 RealBadAngel so if you run it with ./bin/minetest it will save it here
02:55 RealBadAngel if you were in /bin files will be in /bin
02:56 RealBadAngel also creating a folder helps
02:56 cornernote yes, i did that
02:56 cornernote did it work for you ?
02:56 RealBadAngel yes
02:56 cornernote holey moley
02:57 RealBadAngel first of all, create a folder inside bin
02:57 RealBadAngel then run binaries from bin directly
02:57 cornernote i see
02:57 cornernote ok
02:58 cornernote awesome!  thanks RBA !
03:04 cornernote all works except upsidedown stairs
03:05 cornernote they look like cobble with an unknown overlay
03:09 cornernote any ideas why the upsidedown stairs dont work ?
03:09 cornernote they were actually one of the main ones i wanted changed
03:09 cornernote *generated
03:09 cornernote brain not fully functional :)
03:10 cornernote upsidown slab not working either... anything upsidedown i guess
03:17 RealBadAngel first of all, its strange that your code makes images upside down
03:23 aerth stairs can be upside down?
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03:28 RealBadAngel aerth, just roatate them using screwdriver
03:29 TBC_x Oh and btw, we're using uninitialzed memory from the very beginning
03:30 RealBadAngel TBC_x, what are you talkin about?
03:30 TBC_x http://sprunge.us/Mhjb
03:30 TBC_x haven't lookead at it yet
03:30 paramat hmmmm by 'worlds are not broken' i mean this commit re-arranges the 3D terrain equation but without changing terrain shape for a particular set of noise parameters. so for example the xanadu mgv7 server will not end up with discontinuities
03:31 TBC_x gonna do it when i get back from work
03:31 paramat effectively this commit is just subtle tuning of noise parameters, stayng close to the original character og mgv7
03:31 paramat (of)
03:34 paramat this commit is mainly fixing 2 problems with mountains: unsatisfyingly short, and too fragmented into small floatlands. so height is boosted a little and persistence reduced to 0.63
03:38 paramat mountain height stays reasonable, occasionally up to 256, very rarely up to 400. still 'in character' and proportioned for mgv7
03:44 paramat added a screenshot to the thread
04:05 cornernote RBA - its strange that it makes them upsidedown, but it doesnt effect the image that is saved
04:06 cornernote its stranger that it cant save the upsidedown stairs, but it can save the normal stairs
04:35 hmmmm lol.
04:36 hmmmm "i can't possibly be this new to image file formats"
04:36 hmmmm in most image formats, the top left corner is the origin.  in a 3d space like irrlicht uses to render, the origin is at... well, the origin
04:44 hmmmm oh shit.  i think i found the source of a lot of nerzhul's network bugs
04:44 hmmmm incrOffset() is plain wrong.
04:45 hmmmm i think the fact that most things seem to work okay is a fluke
04:46 hmmmm this is why unit tests should be required for new code
04:47 celeron55 how is it plain wrong?
04:47 celeron55 it looks okay to me
04:47 celeron55 what doesn't look okay to me is that the reads aren't properly range checked with the size of the buffer
04:48 celeron55 checkReadOffset() apparently pretends to be doing that but actually it doesn't do it
04:49 hmmmm right
04:49 hmmmm incrOffset assumes that the serialized length of a field is always the same as its length in memory
04:49 hmmmm this is obviously not the case for v3s16
04:49 celeron55 that's a problem, yes
04:50 hmmmm or V3F1000
04:50 hmmmm there are a lot of laws to be honest
04:51 celeron55 this is what i was saying about using template types for serialization back when this was originally discussed 8)
04:51 hmmmm and the entire NetworkPacket interface is kind of lame
04:51 hmmmm it'd be so much more flexible if there were a std::vector<u8> variant of the serialization functiosn
04:51 hmmmm s/laws/flaws/
04:55 cornernote ok, i see why it cant get the upsidedown images... they don't seem to have their own textures... its just a rotation on the right-way-up images
04:55 cornernote i guess i dont need them, because you cant craft them anyway
04:55 cornernote you just use the screwdriver to rotate them
04:55 cornernote if you dig them, you get the right-way-up one back to your inventory
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05:21 nrzkt will push https://github.com/minetest/minetest/pull/2940#issuecomment-123155208 in 30 minutes
05:21 nrzkt #2940, sorry :)
05:21 ShadowBot https://github.com/minetest/minetest/issues/2940 -- Remove profiler.h include where it's not needed and some unreachable code. by nerzhul
05:22 nrzkt hmmmm, are you there ?
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05:41 hmmmm yes?
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05:45 nrzkt https://github.com/minetest/minetest/blob/master/src/environment.cpp#L1174
05:45 hmmmm ?
05:45 nrzkt i don't understand why we loop multiples times over ABM
05:45 hmmmm i don't see any loop
05:45 hmmmm aside from iterating over active blocks
05:46 nrzkt i think this do while is totally useless, i removed it on my yesterday
05:46 nrzkt the do while
05:46 nrzkt on my server*
05:46 hmmmm do { ... } while (0) is equivalent to a bare code block like { ... }
05:47 hmmmm just that with the former, you're able to break; to the end of it
05:47 hmmmm and it's ANSI C conformant
05:47 nrzkt oh yes, it's while(0), i misread it
05:47 nrzkt it's strange to have a do while(0) there and never in other places
05:48 hmmmm in general, if you see a do { ... } while (0) outside of a macro definition, it's a good candidate to be made into a separate function
05:49 hmmmm that could be made into ServerEnvironment::applyActiveBlockModifiers() or something
05:49 nrzkt right
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06:11 nrzkt pushed
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07:37 aerth how do we map users like minetestmapper does blocks
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07:38 hmmmm huh
07:39 hmmmm sounds like a #minetest question.
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11:50 Player_2 mornin' all
11:52 nrzkt hi
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12:33 PilzAdam hi; Zeno`what would be needed to fix #2145 ? should I bisect it?
12:33 ShadowBot https://github.com/minetest/minetest/issues/2145 -- Multi-second lag in default singleplayer game
12:34 Zeno` nrzkt, I disagree that removing the profiler stuff would gain any performance (none that anyone would not notice anyway)
12:34 Zeno` PilzAdam, I guess. I tried for weeks on that bug but couldn't reproduce at all
12:35 nrzkt Zeno`: as a concept a profiler doesn't have to be integrated into a release it's only used for debugging purpose
12:35 Zeno` PilzAdam, do you get the same issue if you run a local server and connect to it (rather than simple_singleplayer where the client and server are in the same process?)
12:36 nrzkt for the performance problem in singleplayer can this be related to the mapblock not unloaded clientside , not regarding to player distance to mapblocks ?
12:36 Calinou check the client and server mapblock timeout before
12:36 Calinou try reducing them to 30 seconds or so
12:36 Calinou and check if there's a performance difference
12:36 PilzAdam Zeno`, testing...
12:37 Zeno` nrzkt, but... it if you do a performance profile the profiler in minetest isn't even in the top 100 of things that are consuming CPU
12:37 Zeno` (well, last time I checked that was true)
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12:37 PilzAdam Zeno`, yes, it does happen when I run the server in a separate instance
12:38 Zeno` PilzAdam, ok cool
12:38 Zeno` I wish we could work out why :(
12:38 Zeno` I don't experience the issue
12:38 Calinou me neither
12:38 Calinou OS-specific perhaps?
12:38 Zeno` perhaps
12:38 Zeno` but PilzAdam uses Fedora?
12:38 PilzAdam do you have luajit?
12:39 PilzAdam Zeno`, ubuntu
12:39 Calinou all players should use LuaJIT :P
12:39 Zeno` I don't use luajit because valgrind doesn't like it
12:39 Zeno` (not without fancy tricks anyway)
12:39 Zeno` and, no, I don't experience the issue without luajit
12:40 Zeno` I'm glad that someone else has finally experienced it though
12:40 Zeno` Maybe some progress can be made now :)
12:40 PilzAdam Calinou, #server_unload_unused_data_timeout is set to 29 by default
12:40 PilzAdam and I guess the client isn't a problem if the server lags
12:42 nrzkt Zeno`: i agree with you, but each CPU percentage we win on each useless part can, combined, reduce the CPU usage and be viewed by users :p
12:46 Zeno` nrzkt, I have changed my mind. I use valgrind to profile because it's more accurate and the profiler doesn't really show much that's interesting at all because it's probably a bit "coarse"
12:46 Zeno` the graphs are pretty though
12:47 Zeno` even though I have NFI what they actually show LOL
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12:58 PilzAdam Zeno`, it seems to happen 0.4.11, too, but not as bad
12:58 PilzAdam this suggests that it got worse since then
12:58 PilzAdam and it complicates bisecting
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13:02 Zeno` :(
13:03 nrzkt Zeno`: i also agree with you, valgrind permit to profile and isn't selective :p
13:05 Zeno` nrzkt, I mentioned yesterday to hmmmm that'd I'd probably make a PR from my valgrind hooks in the code which would make the profiler pretty much redundant
13:09 nrzkt what is the interest of your hooks ? can we disable it with a make variable? :)
13:10 Zeno` yeah of courswe
13:11 Zeno` otherwise most people would not be able to compile anyway. The hooks are just to make controlling valgrind instrumentation easier to handle
13:11 Zeno` (e.g. start profiling here, stop here)
13:12 Zeno` Not really sure how I'm going to make it "clean" enough for a PR yet, but it's in the works
13:13 nrzkt cool !
13:15 PilzAdam Zeno`, what else could be done instead of bisecting?
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13:28 Zeno` PilzAdam, you could provide some additional callgrind data on top of what wayward1 provided. I guess :(
13:31 Zeno` PilzAdam, Wayward used something like: https://github.com/Zeno-/mtutils/blob/master/profile_client.sh and used "callgrind_control -i on" and "callgrind_control -i off" to profile the code after init was done and before shutting down
13:31 Zeno` I'm really out of suggestions :(
13:32 est31 perhaps it would be great to find out what component is lagging
13:32 est31 server vs client
13:34 Wayward_One I've noticed noticeably less lag when running a local server vs. just using singleplayer
13:36 Zeno` est31 you can instruct callgrind to break everything up into threads
13:36 Zeno` I can't remember the command line offhand though
13:37 Zeno` --separate-threads=yes
13:38 Zeno` might be useful *shrug*
13:38 Zeno` it's a bit harder to interpret though :)
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14:02 * Sketch2 wonders what Wayward_One means by "running a local server vs. just using singleplayer" means, as they are essentially the same thing.
14:04 Wayward_One I start a local server from the terminal, then connect to it. Anyways, I'm not saying it does reduce lag, just that I have noticed lower lag while playing that way
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14:41 Zeno` Sketch2, it *is* different
14:41 Zeno` the singleplayer scenario uses threads; the local server uses processes
14:42 Zeno` I assume that process switching by the OS is more optimised than the multithreading
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14:55 Sketch2 I thought the singleplayer just sets up a local server in the background for the client to connect to.  That's what the window of text is...
14:56 nrzkt yes
14:56 nrzkt maybe forking to create a server could be better than starting the thread ? :)
14:57 Sketch2 singleplayer is the only one connected, of course, but the game mechanics are no different
14:57 est31 Zeno`, can you have a look at #2922
14:57 ShadowBot https://github.com/minetest/minetest/issues/2922 -- Optional reconnect functionality by est31
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15:18 est31 what do ppl think can I push this https://github.com/est31/minetest/commit/403e6e6c9cf6be5e16e3f1f9bd7805fe9b3006cd
15:19 nrzkt est31: ok
15:20 est31 pushed
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16:07 est31 ok bugfix pr #2942 is out
16:07 ShadowBot https://github.com/minetest/minetest/issues/2942 -- Fix srp default password by est31
16:20 est31 man, default passwords didn't work with srp, and nobody noticed
16:20 est31 well, at least its fixed now
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16:50 RealBadAngel merging #2934 in half an hour. last chance to comment it
16:50 ShadowBot https://github.com/minetest/minetest/issues/2934 -- Add wielded (and CAOs) shader by RealBadAngel
16:52 est31 RealBadAngel, who has +1ed it?
16:52 hmmmm I did
16:53 est31 then its ok
16:53 hmmmm did anybody else other than me look at it though?
16:54 est31 Zeno has commented "Looks good to me"
16:55 est31 question is: fsaa works without shaders enabled, right?
16:55 est31 so the bugfix is only if shaders are enabled??
16:56 Calinou fsaa is not shader-dependent
16:56 Calinou FXAA would be though
16:57 RealBadAngel hmmmm, paramat actually compiled it and tried
16:57 TBC_x So, what was decided on how to handle nls?
16:59 hmmmm great
16:59 hmmmm NLS?
16:59 TBC_x native language support
16:59 hmmmm *shrug*
17:00 est31 wats that
17:00 TBC_x translations
17:01 est31 btw its "National" language support, not "Native" language support
17:01 est31 its not just for indians :)
17:05 RealBadAngel <RealBadAngel> https://github.com/minetest/minetest/pull/2934#issuecomment-122815609
17:05 RealBadAngel <RealBadAngel> is that +1?
17:05 RealBadAngel <Zeno`> yes
17:05 RealBadAngel <RealBadAngel> thx
17:05 RealBadAngel about FSAA i know how to fix the plants, i will push fix for this asap as previous one is in
17:07 RealBadAngel Calinou, problem with fsaa is the the same i was fighting lately for not tiling textutes
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17:08 RealBadAngel ive found my own way, kahrl found another
17:09 RealBadAngel both are based on that modder (designer) should know what hes doing
17:09 RealBadAngel theres no magic way for shading pipelines to decide, whats seamless
17:10 TBC_x msgid "Toggle fast"
17:10 TBC_x msgstr "Turbo" <---- <3
17:14 RealBadAngel theres no "turbo" switch on pc boxes for quite a while...
17:15 TBC_x Who takes care of czech translation?
17:16 est31 TBC_x, do it yourself :) https://hosted.weblate.org/projects/minetest/
17:16 Krock RealBadAngel, there's one on my 133 MHz super speed PC
17:22 TBC_x what do simple leaves toggle? I don't want to try on my hardware.
17:23 RealBadAngel u should
17:23 RealBadAngel they are toggling the drawtype
17:24 RealBadAngel glasslike is way faster than allfaces
17:25 RealBadAngel a bit worse lookin, but does not cause such dramatic fps drops as allfaces can
17:25 RealBadAngel its something in the middle
17:27 TBC_x is there a mod that has mobs running in circles?
17:28 RealBadAngel TBC_x, do you have more strange questions prepared for today?
17:28 TBC_x yes, what is this  if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
17:28 RealBadAngel if i see bobbing i think taoki
17:29 RealBadAngel ask him
17:31 TBC_x because it looks like someone forgot to add .0
17:35 RealBadAngel yeah, its f32
17:40 RealBadAngel but thats not an error for c++, glsl by various vendors can make problems
17:40 TBC_x are you talking about the bobbing?
17:40 RealBadAngel using a dot in glsl for amd is like definin the type of the variable
17:41 RealBadAngel so 1 would mean int in glsl
17:41 RealBadAngel 1.0 would be a float
17:41 TBC_x well... Doesn't it upcast the comparsion to int?
17:41 TBC_x so the condition is always true?
17:42 RealBadAngel no, it throws an error, and makes shaders unusable
17:42 RealBadAngel for nvidia what was defined before is important
17:43 RealBadAngel missing a dot is not
17:43 RealBadAngel amd is smarter and thinkin that 1.0 != 1
17:44 TBC_x I'm very unfamiliar with shaders
17:44 RealBadAngel shaders language is mostly c++ clone
17:45 RealBadAngel but each vendor does it in its own way
17:45 RealBadAngel thats a real pain in the ass
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17:45 RealBadAngel because something you wrote may be working perfectly for you
17:46 RealBadAngel and for some other user it will fail on such a stupid thing
17:46 TBC_x yeah, in yards for you, in meters for them
17:47 RealBadAngel i dont have many platforms to test my code on
17:47 TBC_x me neither
17:47 RealBadAngel so im usally blamed for the code that is failing
17:47 TBC_x but better make it PIC compatible :)
17:47 RealBadAngel i would rather go back to Z80 times ;)
17:48 TBC_x I found a Z80
17:48 TBC_x but I don't know where the mouse disappeared
17:48 RealBadAngel i would LOVE to have z80 here in minetest
17:48 RealBadAngel we could have real computers in game
17:49 RealBadAngel eloraam chosen 6502 for redpower2
17:49 TBC_x yeah
17:49 RealBadAngel we can easily have z80
17:50 RealBadAngel notch have chosen 16bit for his next project
17:50 TBC_x I played MC a lot before the betrayal
17:51 TBC_x I'd love to put together a 6502 based computer though
17:51 TBC_x just for lulz
18:00 RealBadAngel its not just for "lulz"
18:00 RealBadAngel for coders its lotsa fun
18:00 RealBadAngel thats the reason to build miracles in the game
18:00 Calinou why are people so excited at old computers they can emulate in their games?
18:00 RealBadAngel not just simply put one block on another
18:01 RealBadAngel Calinou, its memories and unbeliveable fun, believe me
18:02 RealBadAngel not to say that fullfills the "sandbox" definition
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18:02 TBC_x I've got no such memories, our first computer was just 8086 with ugly DOS
18:05 TBC_x But I'm very likely to do more stuff with little piece of hardware than with a full blown CPU
18:05 TBC_x i mean PC
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18:07 RealBadAngel TBC_x, with z80 lib here we can have CP/M
18:08 RealBadAngel with all the soft written for it
18:08 RealBadAngel mt run on "fairly old hardware" is able to run z80 too
18:11 TBC_x we were taught 8051 assembly in school
18:14 TBC_x I sticked very quickly to indirect threading
18:15 TBC_x given me enough time and I would've reinvent forth
18:29 RealBadAngel TBC_x, oh cmon, asm is all the fun in the world
18:30 RealBadAngel there are no whitespaces, conventions etc. only a machine doing exactly what your order it to do
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18:41 RealBadAngel btw.  /../builtin/mainmenu/textures.lua:157: bad argument #2 to 'random' (number expected, got nil)
18:41 RealBadAngel sounds like https://github.com/minetest/minetest/commit/899491325938d0b1e5bf701d33d24bb4283affaa is broken
18:52 TBC_x the check should be for nil, and math.random in the else branch
18:53 TBC_x or just init n to 0
18:54 TBC_x If I knew how is it supposed to work, I would fix that
19:12 TBC_x systemd is such a nusiance
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19:24 TBC_x don't try to make coredumps of binaries with sanitizers
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19:56 sfan5 pushing http://sprunge.us/ZCbT in 5 minutes, thanks to Sokomine for reporting this
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20:31 nrzkt hmmmm: i think you life bug fix re-enable another bug: #2945 re-appear
20:31 ShadowBot nrzkt: Error: Delimiter not found in "Page is too big or the server took too much time to answer the request."
20:31 nrzkt #2945
20:31 nrzkt bot is HS ? :o
20:31 ShadowBot nrzkt: Error: Delimiter not found in "Page is too big or the server took too much time to answer the request."
20:31 nrzkt Immortal/Zombie Glitch #2945
20:31 ShadowBot https://github.com/minetest/minetest/issues/2945 -- Immortal/Zombie Glitch
20:37 sfan5 oops, totally forgot
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21:09 TBC_x virtual classes suck
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21:47 paramat will push #2935 soon when checks are done
21:47 ShadowBot https://github.com/minetest/minetest/issues/2935 -- Mgv7: Use density noise + density gradient for mountain terrain by paramat
21:51 paramat sfan5 i'll add acacia wood to stairs mod soon, please let me know sometime if you approve of steel block being added too, see game#581
21:51 ShadowBot https://github.com/minetest/minetest_game/issues/581 -- New stairs and slabs discussion
21:51 sfan5 dont we already have steel blocks?
21:52 sfan5 or do you mean steel slabs
21:52 paramat i mean registered in stairs mod
21:52 sfan5 well
21:52 sfan5 hm
21:52 sfan5 we don't have bronze or gold stair
21:52 sfan5 s
21:53 sfan5 so i don't think steel stairs would fit
21:54 paramat well yes we should be restrained, steel block only, as it's an essential stair where stone or wood stairs are unsuitable
21:56 paramat modern/space/futuristic/vehicles/airships where wood or stone stairs would be ridiculous
21:57 sfan5 hm
21:57 sfan5 i think i can agree on that
21:57 sfan5 but we should ask the other _game devs too
21:58 paramat okay
21:58 RealBadAngel sfan5, cornernote is updating now skyblock, could you include then it in your builds?
21:58 sfan5 link?
21:58 RealBadAngel its not rdy yet i think, he was working today on skyblock page
21:59 RealBadAngel what i thought skyblock is one definitely worth including
21:59 TBC_x oh boy, my mt binary has 235M
21:59 sfan5 you should really disable debug symbols
21:59 sfan5 RealBadAngel: yeah, including skyblock is a good idea
22:00 RealBadAngel http://cornernote.github.io/minetest-skyblock/
22:00 sfan5 ok
22:00 sfan5 noted
22:00 sfan5 now: good night
22:00 TBC_x i compiled irrlicht with -fsanitize and -g
22:01 TBC_x are routines in noise.cpp supposed to overflow?
22:06 kilbith joined #minetest-dev
22:11 paramat now pushing 2935
22:11 JZTech101 joined #minetest-dev
22:11 RealBadAngel paramat, https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcSn_ewtYUiDLDpN1p4qZP-x9xe7k_h781FpfgPh-En_d79Hj9Tq
22:11 RealBadAngel such metal surface is commonly used for machines
22:11 RealBadAngel for ppl to safely walk on
22:12 * paramat looks
22:12 RealBadAngel so metal stairs are not such bad idea imho
22:12 TBC_x where can i stretch the timeout delay?
22:13 proller joined #minetest-dev
22:13 paramat yeah perhaps we could have a dedicated steel stair node
22:18 paramat push complete
22:20 paramat mgv7 tuned and higher mountains =)
22:25 RealBadAngel joined #minetest-dev
22:26 paramat wield looks really good now
22:27 paramat when stairs were changed to meshes they used to appear dark as a wield, thats fixed
22:29 TBC_x mapgen needs to get wilder IMHO
22:30 paramat heh i'm working on 2 new ones
22:31 paramat and you can use custom noise params in the current ones
22:31 TBC_x btw, are routines in noise.cpp supposed to overflow?
22:31 paramat that's one for hmmmm
22:33 hmmmm ??
22:34 hmmmm depends how crazy the params are
22:34 hmmmm but no, generally they are not
22:36 TBC_x I got signed int overflow errors
22:36 TBC_x noise.cpp:159:23: runtime error: signed integer overflow: 2076139895 * 1013
22:37 TBC_x at client startup
22:38 JZTech101 joined #minetest-dev
22:38 paramat which mapgen? all params are sensible currently
22:42 TBC_x I don't know, this code runs at client startup
22:43 hmmmm oh integer overflow
22:43 hmmmm i thought you said memory overflow
22:44 TBC_x If we'll be nice, we may see some
22:45 hmmmm ahhh
22:45 hmmmm the code where it hashes up a position
22:45 TBC_x I haven't looked at it, just interpreting sanitizer results atm
22:46 hmmmm this is perfectly normal, i'm not entirely sure how to silence the warning
22:48 paramat phew
22:57 hmmmm yeah.  for that matter i'm surprised the pseudorandom algorithms didn't get marked for integer overflow
22:59 hmmmm paramat:  the primary issue with those "vast" mapgens is that their majestic effect is kind of ruined when you can't see more than 5 feet in front of you
22:59 hmmmm which is a client->server block transmission problem mostly
22:59 paramat yep
23:00 hmmmm this is why mapgen v6 held up so well
23:00 hmmmm its features with the default params are quite local
23:03 kahrl hmmmm: pseudorandom didn't get flagged because it is using unsigned types, I think
23:03 sloantothebone joined #minetest-dev
23:12 TBC_x boom #2946
23:12 ShadowBot https://github.com/minetest/minetest/issues/2946 -- Fixed minimap memory leak by t0suj4
23:23 TBC_x oh wow, minetest takes up 20TB of virtual memory
23:28 paramat cd ..
23:28 paramat sorry
23:32 Routh Is there a way to get the minetest server to say why it refuses to generate a biome? I reduced my entire biome defs down to one biome to see it render and it refuses too but I cannot identify why
23:34 paramat link me to your github? i could take a look
23:35 paramat game#585
23:35 ShadowBot https://github.com/minetest/minetest_game/issues/585 -- Flowers: Add mushrooms to mgv6 by paramat
23:36 Routh paramat: https://github.com/Routhinator/tekkest/blob/master/mods/base/biomes.lua
23:36 Routh It's the last biome, Tarpits, that's giving me issues.
23:37 Routh I've removed all the biomes and set just that one in there with 50/50 heat/hum and y_min/max -31000/32000 - still not generating
23:37 paramat you're using latest 0.4.12dev?
23:39 paramat make sure to have 'clear registered biomes' and 'clear registered decorations' at the start of your biomes file
23:39 Routh Yep
23:39 paramat otherwise default biomes interfere
23:39 Routh paramat: Have a code sample of that?
23:39 paramat my biomesdev mod
23:39 Routh kk
23:40 Routh Must have missed that.
23:43 Routh paramat: unfortunately after adding that, same result.
23:43 paramat =/
23:45 hmmmm TBC_x:  nice.  two things, however.
23:45 TBC_x http://sprunge.us/iKFU Leak sanitizer output after walikng around on vanessa's server
23:45 TBC_x i listen
23:46 hmmmm if (foobar != NULL) delete foobar; is redundant because delete does no operation if foobar is NULL
23:46 TBC_x k
23:47 hmmmm second, looking up the value in a std::map using operator[] adds that item to the map with the default constructor if it doesn't already exist
23:47 hmmmm what would be better is to replace that with
23:47 hmmmm std::map<v3s16, MinimapMapblock *>::iterator it = m_blocks_cache.find(update.pos);
23:48 hmmmm if (it != m_blocks_cache.end()) { delete it->second; m_blocks_cache.erase(it); }
23:48 hmmmm hrmm..
23:49 TBC_x I would approach it by swapping pointers and deletion then
23:49 hmmmm yeah
23:50 TBC_x do you want me to fix it?
23:50 hmmmm actually
23:50 hmmmm looking at that code again it might be a better idea to do
23:50 hmmmm std::pair<std::map<v3s16, MinimapMapblock *>::iterator, bool> result = m_blocks_cache.insert(std::make_pair(update.pos, update.data));
23:51 hmmmm if (result.second == false) { delete result.first->second;  result.first->second = update.data; }
23:52 TBC_x better check whether this code is also redundant
23:52 hmmmm this code does exactly one lookup (and insertion, if the item does not exist already)

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