Time Nick Message 00:20 bleak_fire_ i now have this problem after installing github version 00:20 bleak_fire_ 2015-12-16 00:19:39: ERROR[Main]: Couldn't find a locale directory! 00:21 bleak_fire_ [Main]: Automatically selecting world at [/home/(myusername)/.minetest/worlds/world] 00:21 bleak_fire_ ERROR[Main]: Subgame [] could not be found. 00:21 bleak_fire_ ERROR[Main]: ServerError: Supplied invalid gamespec 00:21 bleak_fire_ is there a new flag i'm supposed to pass? 00:23 RealBadAngel do you have a game in your /games folder? 00:23 bleak_fire_ yes 00:24 bleak_fire_ it was previously in /usr/share/minetest/games 00:24 bleak_fire_ under the slackware package 00:24 bleak_fire_ symlink? 00:24 RealBadAngel could be, can you create new world? 00:25 bleak_fire_ no i mean should i symlink 00:26 SaKeL hi guys i am getting recently this error: 00:26 SaKeL ERROR[CurlFetchThread]: servers.minetest.net/announce not found (Timeout was reached) (response code 0) 00:26 SaKeL and my server is not showing on the server list :( 00:26 SaKeL maybe someone can help ? 00:27 RealBadAngel bleak_fire_, i can suggest while using dev one to build in place, so all the folders are in build directory 00:27 RealBadAngel so you wont mess your global installation 00:28 RealBadAngel just compile with cmake . -DRUN_IN_PLACE=1 00:28 RealBadAngel this way you will get "portable" one 00:29 bleak_fire_ when i remove .minetest/world and debug.txt i get similar but "Subgame specified in default game [minetest]" 00:30 bleak_fire_ default_game 00:31 bleak_fire_ i'll try a symlink 00:35 bleak_fire_ no still getting the "no locale" and "subgame[]" errors 00:35 bleak_fire_ "subgame [] not found" 00:36 bleak_fire_ what is a subgame? 00:37 RealBadAngel minetest_game is a subgame 00:37 bleak_fire_ --world list correctly lists the world 00:38 RealBadAngel or minimal, or any other one put in /games 00:38 bleak_fire_ were there changes in the config file formats? i know the minetest.conf.example is smaller 00:38 RealBadAngel lately we have chaged setting menu 00:38 RealBadAngel you dont need config file to edit any setting 00:38 bleak_fire_ name =, etc, all missing there's only a few 00:39 RealBadAngel theyre all aviable in main menu 00:39 bleak_fire_ how do i change it through a vps? 00:39 bleak_fire_ when there's no x 00:39 RealBadAngel for that you will still need to edit minetest.conf 00:39 RealBadAngel i was talking about client side one 00:40 bleak_fire_ well the minetest.conf i have in the ~/.minetest directory has these changed: 00:40 bleak_fire_ name= 00:40 bleak_fire_ name=redblade7 00:40 bleak_fire_ sorry 00:40 bleak_fire_ bind_address 00:40 bleak_fire_ server_name 00:40 bleak_fire_ server_description 00:41 bleak_fire_ server_announce1= 00:41 bleak_fire_ server_announce=1 00:41 bleak_fire_ default_game = minetest_game 00:41 bleak_fire_ motd 00:41 bleak_fire_ max_users 00:41 bleak_fire_ creative_mode=true 00:41 bleak_fire_ enable_damage=false 00:41 bleak_fire_ give_initial_stuff=true 00:41 bleak_fire_ default_privs 00:41 bleak_fire_ enable_pvp=false 00:42 RealBadAngel if you are tryin dev build, i said its safer to build it in place, so it will use own settings from the build folder 00:42 bleak_fire_ static_spawnpoint 00:42 bleak_fire_ ok 00:42 RealBadAngel and wont be messed with outdated one you had before 00:42 bleak_fire_ so what do i have to move? 00:42 bleak_fire_ so the entire server is outdated? 00:42 RealBadAngel dev means there has lotsa things changed since last stable 00:44 bleak_fire_ no make uninstall. nasty mess to clean up 00:44 RealBadAngel just make separare folder for it 00:44 RealBadAngel put there sources and compile 00:45 bleak_fire_ ok wait 00:45 bleak_fire_ make install lists the files to delete before i can install it your way 00:46 bleak_fire_ ok i got it 01:58 bleak_fire_ hi 01:58 bleak_fire_ thanks everyone for helping me set up the git version 01:59 bleak_fire_ RUN_IN_PLACE 01:59 bleak_fire_ but now that i'm compiling from source 01:59 bleak_fire_ i see that there's an option to increase speed by using LuaJIT and LevelDB 01:59 bleak_fire_ If I install those packages, are those options buggy? 02:00 VanessaE they work fine 02:00 VanessaE leveldb is stable, and luajit works for like 99.99% of the stuff you could throw at it (one or two things may not work as expected) 02:02 bleak_fire_ ok 02:03 bleak_fire_ luajit is being used i think 02:03 bleak_fire_ but as for leveldb 02:03 bleak_fire_ would that being a different database, would i have to start over with e.g. xban2 02:04 VanessaE nah 02:04 VanessaE that's something you'd use for map storage. 02:04 VanessaE and the engine has migrate commands. 02:05 bleak_fire_ and would the existing world i have work if i compiled with leveldb? 02:05 bleak_fire_ which i need to install 02:05 VanessaE yes 02:05 bleak_fire_ ok 02:05 VanessaE because sqlite would still be compiled in anyway 02:05 VanessaE you could just migrate the world to leveldb if you wanted to. 02:06 bleak_fire_ is that hard? 02:06 VanessaE nah 02:06 bleak_fire_ or does it do it automatically 02:06 VanessaE you do it by a command 02:07 VanessaE something like minetestserver --migrate leveldb --other --switches --here --worldname FOoBar 02:07 VanessaE (of course that's an example, not a working command) 02:07 VanessaE once migrated, just move the old sqlite world out of minetest's reach, and start. 02:22 bleak_fire_ what about gettext, it's disabled by default 02:23 bleak_fire_ i know i have a lot of spanish and some french speakers on my server, dont know if that will help them 02:25 VanessaE enable it. 02:25 VanessaE you'll want that. 02:26 VanessaE install, from your system repositories, whatever libs it needs of course 02:27 bleak_fire_ i'm sure you can ask vitaminx about this, since i think he has linode too, but if you ever use slackware with linode,there are tons of missing packages 02:27 bleak_fire_ it doesnt install them all 02:27 bleak_fire_ so i had gettext-tools but not gettext 02:27 bleak_fire_ lol 02:28 bleak_fire_ will gettext enable everything to be automatically translated for them, or do they have that with the client? 02:29 bleak_fire_ freetype too was missing lol 02:29 VanessaE it does not translate anything 02:30 VanessaE rather, the client has pre-translated messages that it can use 02:30 VanessaE depending on the client user's locale. 02:31 bleak_fire_ ok 02:32 bleak_fire_ well i'm sure they'll be a lot happier now 02:32 bleak_fire_ not too many english speakers for some reason 02:36 bleak_fire_ migrated 02:40 bleak_fire_ lol i have all the height_min/max & y_min/max deprecation warnings showing up 02:40 bleak_fire_ and a bunch of others like noise_threshhold/noise_threshold 06:37 sofar ok, I suck at making the uvmaps work again :( 06:44 sofar is there a tool to do this? 06:45 sofar I hate to fire up blender, takes me 2 hours to open a file 07:12 sofar fehhhhhhhhh 07:14 sofar who is this Perttu Ahola and can he help me redo the uvmaps for NDT_FENCELIKE? 07:14 sofar (joking of course, I know who it is) 07:15 sofar but seriously I can't figure out why remapping the UV's with proper corners just doesn't fix the visual artifacts 07:16 sofar it just always looks like I'm looking *into* the nodebox 07:16 sofar glitchy 07:17 sofar I've got all my x's and y'z and z's in order 07:19 RealBadAngel can you make a screenshot? 07:19 sofar of the code? 07:19 sofar or the effect? 07:19 RealBadAngel of how it looks like 07:20 sofar same point I was yesterday 07:20 sofar http://i.imgur.com/7DYxc4a.png 07:20 sofar note that it works fine for the bars to +X 07:20 sofar just not to -X 07:20 RealBadAngel and the code? 07:20 sofar I fixed +X textures, they're all decent 07:21 sofar https://gist.github.com/sofar/e33af1e0666e4299c8cc 07:21 sofar that's the one I'm working on now 07:22 sofar if I'm getting the xzxz -y annotation at the end, then *shrug* it's what makeCuboid says it should be 07:23 sofar is there an issue with normals? 07:23 RealBadAngel can i see your whole code? 07:23 sofar totally 07:24 RealBadAngel normals are recalculated at the end of making mapblock mesh, so they shouldnt be a problem 07:24 sofar https://gist.github.com/sofar/88701507cadbe7199f10 07:24 sofar I've commented out the GOOD +x section 07:24 sofar and the +/- Z ones 07:25 sofar so I can focus on figuring out why I can't get the -X working 07:25 sofar the +x works good, like I said 07:26 RealBadAngel gimme a few minutes to compile it 07:26 sofar shouldn't be too bad, doesn't touch headers 07:26 sofar unless you need to branch from something 07:27 sofar I mean, the concept is dainbread misple 07:27 sofar I'm making it connect to GLASSLIKE_FRAMED so I can look at the textures at each end 07:27 sofar just to verify that I'm looking at everything 07:27 sofar should probably include more nodetypes, but, later. 07:28 sofar I didn't get to the +z one yet since I can't follow the // comments from celeron55 there... those numbers are weirdly sized imo 07:31 sofar RealBadAngel: I don't even understand why I can't use the +x uvmap for -x?!?! 07:31 sofar it's the exact same shape and orientation 07:37 sofar RealBadAngel: wow we need to get you a better computer :) 07:37 RealBadAngel readin your code atm 07:37 sofar it's ... pretty trivial 07:38 sofar I just shortened the fence bars and paint them at all 4 sides of the pole 07:40 RealBadAngel sofar, please do change nodebox vertices 07:41 sofar wrong ordering? 07:41 RealBadAngel yeah 07:41 sofar for -X? 07:41 sofar ohh 07:41 sofar -BS/2 is smaller than -post_rad 07:42 RealBadAngel theyre not automagically sorted, you have to take care of it 07:42 sofar goddamn, I thought I checked that ! 07:42 sofar thanks man, that totally works 07:42 RealBadAngel np 07:42 sofar now I know I'm not crazy, and understand how it works :) 07:44 sofar ahhh that was it, now they all work properly 07:44 sofar no glitches 07:46 sofar RealBadAngel: http://i.imgur.com/1QYTVqE.png 07:46 RealBadAngel indeed, way better :) 07:47 VanessaE sofar: no fancy end-to-end joints? :) 07:47 sofar yeah, and I'm reasonably happy with the uv choice working out 07:47 VanessaE come on, dovetail those suckers :D 07:47 sofar so I'll probably not change it further 07:47 VanessaE (jk) 07:47 sofar VanessaE: buy me a woodworking shop 07:47 VanessaE sofar: you already have one. it's called blender :D 07:47 VanessaE but really that does look good. 07:48 sofar so question now is, what nodetypes should I have it connect to 07:48 sofar I have NORMAL and GLASSLIKE_FRAMED 07:48 VanessaE "normal" and anything that has an appropriate node def property 07:48 sofar how about 07:48 VanessaE if you have GLASSLIKE_FRAMED, you should also use regular glasslike. 07:48 sofar 3 patches 07:48 sofar 1) change painting to this method 07:49 sofar 2) add normal 07:49 sofar 3) add API for more types? 07:49 VanessaE sounds fair to me 07:51 DFeniks can i choose them to not connect ? i realized that actually while i sorta like this , i also liked old behavior of fence , like on my LOTT server buildings 07:51 RealBadAngel if talkin bout api, maybe add nodebox def for both post and bars? 07:51 sofar DFeniks: maybe, but would also be an API change 07:51 VanessaE could be useful, but complicated 07:51 RealBadAngel this would allow custom fences 07:52 sofar I talked with est about that 07:52 DFeniks althought lott probably will not update anyway , who knows 07:52 sofar I'm thinking of adding a new NDT_CONNECTING type that is more flexible 07:52 RealBadAngel safar, have you saw my concrete posts mod? 07:52 sofar you showed the video 07:53 sofar NDT_CONNECTING can also handle xpanes, more glass stuff, maybe horizontal glass even 07:53 sofar if we design it right 07:53 VanessaE sounds like it would handle your "walllike" idea too 07:53 RealBadAngel if nodedef could carry custom nodeboxes, makin such mods will be damn easier 07:53 sofar it would obsolete fences and walls of any implementation 07:53 sofar right, that's the trick 07:53 RealBadAngel atm such mod needs shitload of nodedefs instead of just single one 07:54 sofar exactly 07:54 sofar it's like 20 for walls, to do a decent job 07:54 sofar more if you get crazy 07:54 DFeniks sorry if i only half pay attention to this topic , i might not understand all , because i dont pay attention 07:54 sofar could all just be rendered client side 07:55 RealBadAngel you just need to pass nodeboxes from lua to the renderer 07:55 sofar yup 07:55 RealBadAngel and adding any kind of fence will be damn easy 07:55 sofar and uvmap it 07:55 sofar that's likely the hard part 07:56 sofar projecting it should be doable, though 07:56 sofar just mapping the in-node position to the uvmap for each face 07:56 RealBadAngel same way as NDT_NODEBOX does 07:56 sofar fence, wall, glass pane, metal bars, even vines 07:57 sofar let me start PR-ing this 07:57 sofar so we get some feedback :) 08:00 RealBadAngel sofar, btw, you can just specify one single bar, lets say x+ 08:01 RealBadAngel UV map it 08:01 RealBadAngel and then just rotate it 08:01 sofar and then copy/move yes 08:01 sofar it's not a bad idea to uvmap it nicely for each direction 08:01 RealBadAngel i mean rotate it with irrlicht 08:01 sofar right 08:01 RealBadAngel you wont have to care about UV then 08:01 sofar just like how plantlike rotates 08:02 RealBadAngel or mesh cache 08:02 RealBadAngel easier to handle 08:03 sofar submitting this then bed 08:09 sofar DFeniks: making "old style" fences is already trivial in mods, btw 08:12 sofar https://github.com/minetest/minetest/pull/3459 08:12 sofar happy hump day, I'm off to bed 14:43 dfelinto sofar: hi 14:44 dfelinto sofar: you were right yesterday. there is no need to change irrlicht for what I need 14:45 dfelinto I just sent a pull request with an initial feature relative to what I will need - https://github.com/minetest/minetest/pull/3460 14:45 dfelinto this is useful on its own, and set the groundwork for my Mesa-3D support 15:25 nrzkt thanks sfan5 for the code guidelines guide :) 15:25 nrzkt link* 15:25 sfan5 :) 16:30 dfelinto_afk sfan5: thanks :) 16:35 dfelinto sofar: I still dont know what is wrong with the patch though. unless the anaglyph code is also incorrect 19:12 sapier our coding style is missing a clear definition where to place braces 19:42 Krock The Linux kernel style guidelines describe some cases 19:43 sapier as our code doesn't follow those on many many locations we should clarify this in our own guidelines 19:44 sapier to me it's strange to add a single patch in "correct style" within a whole file of different coding style 19:47 Krock I was told that the code is replaced a bit with every new pull, trying to follow the Linux kernel guidelines. 19:47 Krock Style corrections are just unneccessary 19:47 sapier no they aren't 19:47 Krock I mean, you would have to update all files 19:48 Krock Braking all other pull requests 19:48 sofar I often end up copying style around the place that I'm editing only to have people commented that the style I used (copied) is bad 19:48 Krock :/ 19:48 sapier everyone does copy old code and noone does at first fix the style of that code thus you'll always have a lot of "but coding style is wrong there and there and there" comments 19:49 Krock Yes, I see the problem there 19:49 sapier considering the amount of time lost due those comments it's more then worth do fix files once and forever ;-) 19:50 sapier but you can't use code style formater as or coding guideline is somewhat underspecified 19:50 Krock But as I said above. A cleanup for the complete source would break almost every pull requests. Depends if they're gonna accept that or not 19:50 sapier even if you did find a code style formater capable of doing it that way 19:50 sapier krock file by file would be a start 19:50 nrzkt sapier, we tend to go to Linux kernel guidelines 19:50 nrzkt at each commit we fix the current style 19:51 nrzkt on the modified portion of code 19:51 Krock * mostly 19:51 sapier I suggest we add a rule top 10 coding style complainers have do to 1 file per month ;-) 19:51 sapier nrzkt on that base you'll not have it done till 2200 ;-) 19:52 nrzkt sapier, maybe :p 19:52 sofar just writing a statement at the top of the style guide that says "you must fix style issues, copying style issues is not allowed" 19:52 sofar that... would help 19:52 Krock You're good in panning, sapier. Let's see if we get ready until then 19:52 Krock *planning 19:52 sofar sapier: +1 on that idea ;) 19:52 * sofar looks around 19:52 sapier see the facdir limiting pull if I did fix it for those 2 if's I add it's almost the onle location in that file beeing correct 19:53 * Krock does sapier++ too 19:54 sapier btw imho for braces kernel coding style is stupid 19:54 sapier if you place { on following line you don't have to add an empty line below if 20:04 sapier grr guess I'll have to create a new forum and wiki account neither password email resets do work 20:05 sapier at least not for me 20:49 est31 about fixing the code style of whole files, I generally agree with it 20:49 est31 but yeah it destroys git blame a bit 20:51 sapier what's more important save developer time or find someone guilty? 20:53 sofar I would recommend writing a recommended 'indent' usage statement 20:53 sofar so that people can at least have a way to see what is wrongly indented right now 20:54 sofar and how a fixed version would roughly look 21:09 Fixer not an expert, but someone said that loading meshes to GPU causes stutter, and often there are 10-30 meshes generated creating a big stutter (like 16ms->30ms->16ms), is it possible to queue generated meshes and upload 1 mesh per rendering frame to avoid stutter? so it will be 16ms->17ms->16ms. Is that possible? 21:11 est31 Fixer, generated meshes are already queued 21:12 est31 the only thing to change now is that the queue is emptied only on a limited basis 21:13 Fixer somehow smooth the process so you will have not a BIG spike, but very slight but longer and not observed by the eye that much 21:33 Fixer !tell est31 yes, emptied on a limited basis, spending just a ms or so per rendering frame to avoid stutter, that will be cool 21:33 ShadowBot Fixer: O.K. 21:37 sapier everything above 42ms will be noticeable 21:37 sapier some ppl will even notice below 21:43 Fixer sapier, say another way, on any descent videocard with limited view you will hit 65fps limit (or so), that is 15ms per frame, I often see events that cause it to go up to 40-120ms, so it is 15->15->40->15->15->15, that is very noticable 21:43 sapier possible 21:44 Fixer sapier, or worst part is this -> 15->60->15->60->15->15->80->15, step like stutter (like in forests), that is just bad 21:44 Fixer it is sadistic on your eyes 21:45 Fixer even on flatgen mod without anything (just grass block), when it generates meshes, my frame time can go from 15ms to 40ms and back... on a flatgen, Karl