Time Nick Message 00:21 est31 hmmmm, what commits are still open for getting merged? 02:48 est31 cheapie, it works for me. Can you re-apply the newest version of the patch and try again? 02:48 est31 regarding your comment https://github.com/minetest/minetest/pull/3292#issuecomment-151005935 02:48 cheapie est31: OK, one moment. 02:56 cheapie est31: Seems to be working now. 02:58 hmmmm est31: ?? 02:59 est31 in the past days, you had "PTAL"ed some commits of yours 02:59 est31 I wonder which still are "open" 02:59 est31 and unmerged 02:59 est31 etc 02:59 hmmmm uhh, this is the only one that's pushed to github so far: https://github.com/kwolekr/minetest/commit/18e0f1f24fb78a228afa837c7358dcb3737b0d03 03:02 est31 why have you only removed the first line 03:02 est31 https://github.com/kwolekr/minetest/commit/18e0f1f24fb78a228afa837c7358dcb3737b0d03#diff-9444313da8be4290e9304a4b1faed804L135 03:02 est31 and not also modified the second 03:02 hmmmm because NO_MAP_LOCK_REQUIRED and GET_ENV_PTR is an oxymoron 03:03 hmmmm except for very special cases, in which GET_ENV_PTR_NO_MAP_LOCK_REQUIRED is used 03:03 hmmmm i.e. atomic env access 03:03 est31 yeah, why you not do that 03:03 hmmmm because a map lock is indeed required there 03:03 est31 ah you say it was wrong 03:03 est31 ok then 03:04 est31 wow that one call really did get the environment just for the nodedef? 03:04 est31 things exist... 03:05 est31 well, the commit looks good 03:05 est31 +1 03:05 est31 and congrats to commit 5.1k 03:06 hmmmm wow it was commit 5k not too long ago 03:13 hmmmm how about this one: https://github.com/kwolekr/minetest/commit/fb3ee2d50023435904af157343d2e1b5f14223c3 ?? 03:14 est31 there is another return 0 just above 03:14 hmmmm so? 03:14 est31 ahh 03:15 hmmmm oops, I see a really bad mistake there 03:15 est31 hrmm, doesn't LuaError miss to print a stacktrace? 03:15 hmmmm no, LuaError does print a backtrace 03:15 est31 only the error thats it 03:15 est31 also must be thrown ofc :) 03:16 est31 guess thats the error you saw 03:16 est31 mistake* 03:16 hmmmm yup 03:16 hmmmm https://github.com/kwolekr/minetest/commit/d69ef6acd386ccfd5ff456002591b97b92a26956 03:16 est31 I'll first test what LuaError does 03:18 est31 in the meantime can you look at https://github.com/est31/minetest/commit/454923c1b198abd98c6d8f95d2cae6eb79fe0869 03:19 hmmmm does any compiler throw a "forced boolean conversion" warning for "return num_modules_failed;"? 03:20 hmmmm if so you can (bool) or !! 03:20 est31 ok will cast it 03:20 hmmmm well no 03:20 hmmmm I'm just asking if you've seen that warning, because sometimes that happens for MSVC 03:20 hmmmm err you didn't make a PR for this did you 03:21 hmmmm http://stackoverflow.com/questions/1847860/why-is-there-a-performance-warning-on-cast-pointer-to-bool 03:21 hmmmm seems like you can't do (bool) 03:22 est31 travis makes no warning 03:22 est31 ermm 03:22 est31 travis makes no msvc compiles 03:23 hmmmm damn 03:23 est31 and no didnt make a pr 03:23 est31 lets wait till krock comes along and complains :) 03:23 hmmmm ok :) 03:23 est31 how can you provocate that LuaError? 03:23 est31 the one you added 03:24 hmmmm by calling get_mapgen_object() in a non-mapgen thread :) 03:24 est31 doesnt work 03:24 hmmmm hmmm? 03:24 hmmmm what do you mean 03:24 est31 doesnt crash 03:24 est31 it works if it crashes :) 03:24 hmmmm can you paste the code? 03:25 est31 print("The object is: " .. dump(minetest.get_mapgen_object())) 03:25 est31 and that carelessly put into the init.lua of a mod 03:26 hmmmm oh that's because it's failing first 03:26 hmmmm you have an invalid mapgen object specified 03:26 hmmmm so you're not even querying anything 03:26 hmmmm try minetest.get_mapgen_object("voxelmanip") 03:26 est31 yeah 03:26 est31 no stacktrace 03:26 est31 so it works 03:26 est31 but is broken 03:27 hmmmm hang on let me see this 03:27 est31 I think only lua_error makes a stacktrace 03:27 est31 or luaL_error cant remember 03:27 est31 lemme see the doc 03:28 hmmmm works for me 03:28 est31 in the sense that you have a stacktrace?? 03:28 hmmmm are you using vanilla Lua, perhaps? 03:29 est31 yes 03:29 hmmmm hmmmmm. 03:29 hmmmm so LuaError is broken in non-LuaJIT? 03:29 hmmmm great... 03:29 est31 retrying with jit 03:30 est31 but first I try lua_error 03:30 hmmmm oh 03:30 hmmmm that's because regular Lua doesn't have the script_execution_wrapper() 03:31 hmmmm this has been broken for quite some time i guess 03:31 est31 okay luaL_error prints a stacktrace 03:33 est31 whats that 03:33 est31 script_execution_wrapper() 03:33 est31 grepping brings no results 03:33 hmmmm s_base.cpp 03:34 est31 and googling points to a discussion between us on this channel from august 03:35 est31 yeah its exception not execution. 03:39 est31 +1 to your second commit as well 03:44 est31 ok now to my commit 03:45 est31 https://github.com/est31/minetest/commit/5f342aa0154e59503fbb22e46ac95ef655aaad1a 03:45 hmmmm +1 03:46 est31 I've done it because I modify fatal_error_fn in the ncurses pr 03:46 est31 and abort() isn't enough then anymore, because it can leave the terminal in an inconsistent state 03:48 est31 I had to make the terminal object global because of this 03:48 est31 so that it can ask it politely to stop 03:49 est31 I could have simply included ncurses.h in debug.cpp as well and manually called endwin(), there even was a function provided by ncurses that tells one whether one has to call endwin() 03:49 est31 but that would lead to race conditions 03:50 est31 the terminal runs in its own thread, and even if it ran in e.g. the server thread, there are still other threads that can call FATAL_ERROR 03:53 est31 it now even prits the error of FATAL_ERROR in the console after the terminal terminated 03:56 est31 that could have been solved as well by e.g. printing out the scroll back buffer of the terminal, but as you do already need to wait for the thread to call endwin(), its not hard to ask it to restore the old situation with errorstream being logged to stderr, and to simply print the msg to errorstream like before 03:56 est31 that was the simplest setup I could come up with 03:57 est31 I think only details remain now 04:06 est31 yeah, pr looks ok for a review 04:08 est31 #3292 is open for review! 04:08 ShadowBot https://github.com/minetest/minetest/issues/3292 -- Add server side ncurses terminal by est31 07:47 hmmmm https://github.com/kwolekr/minetest/commit/306b0670916fee8d0316a69f161c7a9b14e9516d 07:47 hmmmm trivial reorganization - pushing in 20 minutes 07:48 nrzkt LGTM 08:05 hmmmm https://github.com/kwolekr/minetest/commit/bc0318d2fc0d435e20b1186203ce2908162241ca 08:05 hmmmm PTAL 08:06 nrzkt hmmmm, +1 14:15 BlockMen pushing in 10 minutes if noone objects https://github.com/BlockMen/minetest/commit/2c25107c31c0b0e72fe4a48b0dc3f5b09a0b46aa 14:18 kilbith https://github.com/minetest/minetest/blob/master/builtin/settingtypes.txt#L407-L411 14:18 kilbith ^ fail in descriptions 14:18 kilbith width is horizontal size 14:18 kilbith height is vertical size 14:32 kilbith also i'm getting lotsa of truncated strings on Weblate, here's a sample : https://lut.im/kUcJAZzE9u/c0dfkiteWz8S2jnt.png 14:33 PilzAdam kilbith, 1) click on "comments" 2) read 3) ... 4) Profit! 14:34 kilbith ah, i see 14:35 kilbith but weblate did not updated automatically 14:37 PilzAdam yes, we need to run updatepo.sh to update weblate, but that has some problems currently 14:37 PilzAdam est31 is working on this 14:56 est31 BlockMen, how does it print the chat msg twice for you? 14:56 est31 is it really like 14:56 est31 2015-10-26 15:56:17: [Server] CHAT: hi! 14:56 est31 2015-10-26 15:56:17: [Server] CHAT: hi! 14:57 est31 or somehow different? 14:57 est31 does it also happen when you send chat msgs from the client? 14:57 BlockMen est, the ingame chat, so 14:57 BlockMen hi 14:58 BlockMen hi 14:58 BlockMen the console output is correct 14:59 est31 ah I see what you mean 14:59 BlockMen for me it looks like either it is printed twice on client OR the server sends the msg back to sender aswell 14:59 est31 didnt change the client 15:00 est31 it is bc the server sends it back 15:00 est31 i have changed that piece of code and it seems I forgot the negated check 15:02 nrzkt est31: the main problem is that we show the client message on the client whereas server didn't receive it. I think this should be changed in next protocol version, showing it only for 0.4.13 servers and less and not for upper, and add the properly handling serverside 15:03 BlockMen nrzkt, what is wrong with showing it always on client? 15:04 est31 ^ 15:06 est31 okay BlockMen bug is fixed 15:07 nrzkt BlockMen, the main problem is if server timeouts, client can test the connection with chat for some minetest, continuing to dig and thinking server is up. I saw that many times with my players or palyers on other servers 15:08 nrzkt I think server should broadcast messages itself and client should show the message in this case only 15:08 est31 I always use /status to check for a server to be up 15:08 nrzkt yes you can do many things 15:08 nrzkt but if you are really talking 15:08 est31 I think irc does it that way too 15:08 nrzkt you didn't see that the server is disconnected 15:08 * est31 disconnecting internet to see whether hes right 15:08 nrzkt a player don't use server commands 15:09 est31 zzzzz 15:09 est31 zzz 15:09 est31 z 15:09 est31 z 15:09 est31 zzzzzz 15:09 nrzkt a player will talk and lost messages without seeing that they are not received on the server 15:09 est31 yup, hexchat shows it 15:11 BlockMen nrzkt, other way you loose it aswell, and cant even reread or make a snap of 15:11 BlockMen since its only printed in case it is received. so we need a better way of notifying players they are disconnected, not hiding chat msg IMO 15:13 BlockMen or we add a timeout for msg response of server and print an information if its not received within the timeout 15:15 nrzkt BlockMen, on every MMORPG game when you are disconnecting due to server timeout (loosing internet connection) your messages are not shown into chat 15:18 BlockMen nrzkt, so? how is it worse to see what you have typed and get notifyed that its lost than just seeing nothing? 15:20 nrzkt BlockMen, fundamentaly it's same, but it's more complicated to add a hack to timeout handling to verify if packet is a chat message to notify the player than not showing the message :) 15:22 BlockMen nrzkt, well, i disagree. IMO it better this way, hiding it is not user friendly 15:27 nrzkt BlockMen, did you play other multiplayer RPGs ? :) changing user feeling on problems is not user friendly 15:28 BlockMen yes, and i marked it clearly as my opinion 15:30 BlockMen and just because a (claimed) majority like to jump from a bridge, do i have to follow them because it the (claimed) majority? 15:30 BlockMen +s 15:30 nrzkt Don't use those stupid analogies because they are broken. :) 15:30 nrzkt We are talking about gaming long time implemented things 15:31 nrzkt if you play with a platform game did you want to change the pause button to button left because it's better ? 15:31 BlockMen is it "the best" just because it is long time used? 15:31 BlockMen most PC are using windows, why don't you use it? 15:32 est31 yeah, thats the more drastic example than the bridge one 15:32 est31 xD 15:32 BlockMen lel 15:37 nrzkt BlockMen, i'm not using it because i don't need it, simple :p i need some tools only present on linux :) 15:39 BlockMen nrzkt, ok, its not the best for you. but is it the best in general? 15:43 nrzkt if you ask me 10 years ago i would tell you no. But for the majority of end users, i think using a good distrubtion for new users like fedora/ubuntu/mint is enough for them. But if we talk about the marketing of Linux, yes it's the nether :p 15:48 BlockMen wait, i ment is windows the best in general. and we are not talking about marketing. the question is: is win the best OS since it is long time used and by a majority? 15:49 BlockMen *PC only^ 16:15 Calinou maybe stop calling it "win" if you believe it's bad 16:25 rom1504 losedows 16:26 rom1504 http://www.urbandictionary.com/define.php?term=Losedows ah that's really a thing 16:30 BlockMen Calinou where did i say that i believe its bad? 16:36 Calinou nowhere :) 16:38 BlockMen hehe 18:28 BlockMen can i merge #3040? it adds "standing_on_object" variable to collision check to stop playing footstep sound when stading on an object instead of the ground. 18:29 ShadowBot https://github.com/minetest/minetest/issues/3040 -- Fix jittering sounds on entities (fixes #2974) by BlockMen 18:32 est31 anybody wants to review #3292 18:32 ShadowBot https://github.com/minetest/minetest/issues/3292 -- Add server side ncurses terminal by est31 18:34 est31 idk about 3040 18:34 est31 PilzAdam says its not proper. 18:35 BlockMen est31, https://github.com/minetest/minetest/pull/3040#issuecomment-130403541 18:36 nrzkt est31: can you fix the password change in SRP please ? 18:36 est31 well, better one bug fixed than none fixed. 18:36 BlockMen you will need this even if collision with objects is fixed since collision currently returns "standing on object == standing on ground" 18:36 est31 nrzkt, what do you mean 18:37 nrzkt https://github.com/minetest/minetest/blob/master/src/network/serverpackethandler.cpp#L1211 18:37 est31 well thats the legacy way to change the password 18:38 est31 its disabled so that you don't set an insecure hash 18:38 nrzkt i understand but what about changing the password now ? 18:38 est31 it works via another mechanism 18:39 est31 lemme look 18:39 nrzkt ty 18:39 est31 the basic concept is that the client just authenticates again 18:40 est31 and then sends a TOSERVER_FIRST_SRP 18:40 est31 here: https://github.com/minetest/minetest/blob/master/src/client.cpp#L1191 18:40 est31 its called sudo mode 18:41 est31 named after a similar mode in github. 18:42 PilzAdam BlockMen, I guess #3040 is good (haven't looked at the code, though) 18:42 nrzkt okay, but how do we change our password in reality ? 18:42 ShadowBot https://github.com/minetest/minetest/issues/3040 -- Fix jittering sounds on entities (fixes #2974) by BlockMen 18:42 est31 nrzkt, what do you mean? 18:42 PilzAdam BlockMen, but the other thing needs to be fixed, too, in a different PR 18:42 nrzkt now i understand the protocol concept to change the password. But how can i do this with my client ? :) 18:42 BlockMen PilzAdam, which one? 18:43 PilzAdam BlockMen, that touching_ground jitters when standing on an object 18:44 est31 okay, you are connected to the server, and logged in, player is spawned etc, everything is normal 18:44 BlockMen this is unrelated to this pull, it an issue in collision at all. 18:44 BlockMen the sneaking thing suffers under the same 18:44 BlockMen PilzAdam: ^ 18:44 est31 now you have got a set of flags in TOCLIENT_AUTH_ACCEPT : https://github.com/minetest/minetest/blob/master/src/network/networkprotocol.h#L177 18:44 est31 you store it somewhere in the client 18:45 PilzAdam BlockMen, that's why I said "in a different PR" 18:45 est31 its the same format as the set of flags sent in TOCLIENT_HELLO https://github.com/minetest/minetest/blob/master/src/network/networkprotocol.h#L167 18:45 est31 now the client choses one of the supported auth methods 18:45 BlockMen PilzAdam ah, i thought you ment an existing one 18:46 nrzkt est31, okay mais where is the trigger on my client, not in the code :) 18:46 est31 as the user already exists, its only AUTH_MECHANISM_SRP, and AUTH_MECHANISM_LEGACY_PASSWORD 18:46 BlockMen ok, i will wait until #3040 passes build and push it then 18:46 ShadowBot https://github.com/minetest/minetest/issues/3040 -- Fix jittering sounds on entities (fixes #2974) by BlockMen 18:46 nrzkt the client change the method in the send password form ? 18:46 PilzAdam BlockMen, someone needs to review the code first 18:46 est31 no, once that authentication is done, the client is in "sudo mode" 18:47 est31 the server sends a packet 18:47 est31 TOCLIENT_ACCEPT_SUDO_MODE 18:47 est31 or, if auth fails, it sends TOCLIENT_DENY_SUDO_MODE 18:47 nrzkt okay 18:47 nrzkt but 18:47 nrzkt how can i change my password as a player, not as a C++ programmer ? :p 18:47 BlockMen PilzAdam this https://github.com/minetest/minetest/pull/3040/files#diff-746d6155906a987734997d4cad358153R542 and https://github.com/minetest/minetest/pull/3040/files#diff-9810d3c46db625806881548efdc5fa47R60 and https://github.com/minetest/minetest/pull/3040/files#diff-efb51cde4bb3c805a95dc31b2b1781d0R347 18:48 est31 ah 18:48 BlockMen just these few lines are relevant 18:49 est31 nrzkt, it is a button if you press esc 18:49 PilzAdam BlockMen, seems good, then 18:49 PilzAdam BlockMen, but don't mix style changes with actual functionality 18:49 est31 second one 18:49 PilzAdam BlockMen, can you split this into 2 commits? 18:49 nrzkt est31, it's in the change password menu then ? :) 18:50 est31 well yeah there you change your password as a player 18:50 BlockMen PilzAdam, wont do. 18:50 est31 BlockMen, you have added the rule yourself 18:50 est31 havent you 18:51 PilzAdam but http://dev.minetest.net/Git_Guidelines#Upstream_pull_requests_and_issues 18:51 BlockMen est31, we decided to add. dont you remember 18:51 nrzkt est31, okay thanks :p somes reported they can't change their password 18:51 BlockMen and if anybody want to do that, have fun. i wont fiddle with it again 18:51 BlockMen also, PilzAdam, you didnt split you commit yesterday either 18:52 PilzAdam it didn't contain style changes; and it was arguably one coherent thing 18:52 PilzAdam meh, dunno 18:52 PilzAdam I would +1 if it it's spitted; I'm neutral if not 18:52 PilzAdam *splitted 18:53 est31 we decided to add what? 18:53 BlockMen est31, the rule to wiki. 18:54 est31 yes I know 18:55 BlockMen and i told you then already that im not going to fiddle with this commit again ;) 18:55 BlockMen so, since it passed the build i want merge it now, finally 18:57 est31 PilzAdam, you want to split it up :) 19:01 PilzAdam est31, are there any news on the msgmerge front? 19:02 est31 no 19:03 est31 https://lists.gnu.org/archive/html/bug-gettext/2015-10/msg00025.html 19:03 BlockMen good, mergin now :) 19:14 PilzAdam Ihr wollt doch etwa nicht die Franzosen gewinnen lassen, oder? https://forum.minetest.net/viewtopic.php?f=3&t=13485 19:14 PilzAdam eh, wrong channel 19:16 BlockMen PilzAdam :D 19:36 VanessaE ok I don't know what it is but I'm getting a lot crashes lately, SIGABRT 19:37 est31 every time I hear the word "lately" I'm reminded of a certain game. 19:38 est31 do you have stacktraces? 19:38 VanessaE sure, moment 19:39 VanessaE http://pastebin.ubuntu.com/12973154/ 19:40 VanessaE that's at HEAD; the trouble started in the past couple of days, so some commit after Oct 10 best guess 19:40 VanessaE (if I read 'git log -g' correctly) 19:41 VanessaE and that last crash did not save-out the map, either, apparently. 19:41 VanessaE (well, the changed blocks) 19:42 PilzAdam https://github.com/minetest/minetest/blob/master/src/server.cpp#L505 the line that causes this 19:42 PilzAdam (according to the stacktrace) 19:42 est31 well, that means its an async error 19:42 PilzAdam VanessaE, anything like that in the logs? 19:42 est31 so thrown ... somewhere 19:43 PilzAdam it should log it to errorstream 19:43 est31 Lua: Runtime error from mod 'colormachine' in callback node_on_receive_fields() 19:44 est31 ...etest/games/dreambuilder_game/mods/colormachine/init.lua:1124: attempt to perform arithmetic on local 'page' (a nil 19:44 est31 rest is truncated 19:44 PilzAdam ah, its in the stacktrace too 19:44 VanessaE huh. that one was a colormachine error 19:44 VanessaE but that's impossible 19:44 VanessaE that mod hasn't been touched in months 19:44 PilzAdam why does it async? 19:44 VanessaE (for the record: est31 has access to my servers' 19:44 PilzAdam who added multithreaded mods behind our backs? 19:44 VanessaE (for the record: est31 has access to my servers' logs when needed) 19:44 est31 I think all lua errors are async errors , no? 19:45 PilzAdam dunno, but this doesn't look like the standard Lua error handler 19:45 PilzAdam ShadowNinja, ping 19:45 VanessaE I need to fix my "start server" script so that it properly dumps ALL of the servers' output into the moredebug file 19:45 est31 hmmmm has touched the code as well lately 19:45 ShadowNinja Pong. 19:46 VanessaE (only crashdumps are ending up there, regular debug output is in debug.txt) 19:46 PilzAdam ShadowNinja, weird Lua stuff, thats your business 19:46 est31 shortly before the 0.4.13 release 19:52 ShadowNinja " but that's impossible that mod hasn't been touched in months" -- A engine change can break mods too. Also, some bugs seem to like to hide a while and then suddenly pop up a lot for no reason. 19:53 est31 like nazguls 19:53 ShadowNinja est31: Yes, all Lua errors are set with server->setAsyncFatalError() (unless something's changed recently. 19:54 ShadowNinja https://xkcd.com/859/ 19:55 BlockMen "Yes, all Lua errors are set with server->setAsyncFatalError()" <- has this a special reason? 19:55 ShadowNinja PilzAdam: Looks like someone did if (async_err) FATAL_ERROR(async_arr); 19:56 ShadowNinja BlockMen: No, that's just the error API that Lua uses. 19:56 ShadowNinja (AFAIK) 19:57 BlockMen ShadowNinja, ok thx 19:57 ShadowNinja PilzAdam: Yep, that's exactly what happened. 19:58 ShadowNinja Someone misunderstood what FATAL_ERROR's for I guess. Should be throw ServerError(async_err) or so. 19:58 est31 either way will go 19:58 est31 bye all 19:59 ShadowNinja I GTG too. The fix for ^ should be pretty trivial. 20:24 BlockMen This ok? https://github.com/BlockMen/minetest/commit/d3a567cf52fcaff57a7a8a9d1611133ec1489bc3 20:24 BlockMen PilzAdam ^ 20:24 VanessaE ok, fixed the bad redirect on the start-server script. 20:24 PilzAdam I guess 20:25 BlockMen means that i should push? 20:28 PilzAdam if it works 20:30 BlockMen it should. you can give me a test case to proove? 20:30 * PilzAdam hands VanessaE over to BlockMen 20:32 * VanessaE adds BlockMen's commit and builds... 20:34 VanessaE deployed to my "Basic" and "Building" servers. 20:34 BlockMen thx 20:34 VanessaE np 20:36 VanessaE and...deployed to the others also. 21:19 hmmmm BlockMen, looks good to me 21:20 hmmmm yeah I remember est31 recently changed that to fix something totally different 21:22 hmmmm no nevermind, it's nerzhul: https://github.com/minetest/minetest/commit/768596927458d4d1d4ae7914526311471d242555 21:23 hmmmm I'm pretty sure I didn't sign off on this... 21:23 VanessaE March 17?! 21:23 BlockMen hmmmm, so should i merge? 21:23 hmmmm I don't know let me think more about it 21:25 hmmmm so the original reason for that commit was because a SIGABRT (uncaught exception) propogates all the way to the top of minetestserver 21:27 hmmmm but why is this a problem... 21:28 hmmmm does it not print out the error? 21:29 hmmmm if that is the case, then BlockMen's patch should work fine to resolve the problem 21:29 hmmmm but what is the current problem exactly? 21:30 hmmmm that FATAL_ERROR() only happens on a dedicated minetest server 21:31 hmmmm VanessaE: what was the problem again?? 21:38 VanessaE hmmmm: crashes (SIGABRT) out of nowhere in mods that have been stable for months 21:39 VanessaE http://pastebin.ubuntu.com/12973154/ is an example 21:39 hmmmm maybe there's been a bug introduced in one of the APIs? 21:39 VanessaE earlier today, "mg" mod stopped working 21:39 VanessaE that one hasn't been touched in like 2 years 21:39 hmmmm I dunno, perhaps try debugging colormachine and see how "page" could possibly become nil 21:40 VanessaE yesterday, I was getting errors citing ridiculous player coords 21:40 VanessaE (like X = -2 million ) 21:40 hmmmm colormachine is stable, yes? 21:40 VanessaE yep. 21:40 VanessaE Sokomine: *poke* 21:41 VanessaE if another crash happens somewhere, I'll post the backtrace (it'll be with Blockmen's patch) 21:43 VanessaE (ok well mg was last updated in august, but it wasn't related to the crash) 21:43 hmmmm the backtrace is completely cut out but I'm going to assume it happens in the call at init.lua:2090 21:43 hmmmm the parameter fields.page is apparently nil there 21:45 VanessaE well, the lua backtrace got dropped from the paste because of a brain-o on my part (bad redirect on one of my scripts, I've since fixed that) 21:45 VanessaE but, 21:45 VanessaE the thing that bothers me is that it's dying with SIGABRT 21:46 hmmmm why though? 21:46 hmmmm it's always going to die with SIGABRT 21:47 hmmmm if not with FATAL_ERROR, the ServerError is going to propogate to the top 21:47 VanessaE hm. just seems a bit... harsh 21:47 VanessaE it doesn't even write the map out when it dies like that 21:47 hmmmm well what would you prefer the server do 21:47 VanessaE it's no big deal -- you understand the engine far better than me 21:47 VanessaE so I'll wait for the next crash and see what it does. 21:48 hmmmm just to be clear, this happens when running a dedicated server, yes? 21:48 VanessaE yep 21:49 hmmmm right 21:49 hmmmm this has been the same behavior all the time 21:49 VanessaE ok 21:49 VanessaE it just threw me is all 21:55 PilzAdam when I set max_block_send_distance = max_block_generate_distance = 40, why doesn't generate / load the whole area? my view range is fixed at 500 and there are massive holes in the world 23:01 paramat PilzAdam, maybe because of 'client_mapblock_limit = 5000', that's quite low, it affects viewing a large area