Time |
Nick |
Message |
00:04 |
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01:35 |
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03:29 |
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nonporous joined #minetest-delta |
03:29 |
nonporous |
hi everyone |
03:29 |
VanessaE |
hi |
03:30 |
nonporous |
i'm trying to find where a certain bug is happening |
03:30 |
VanessaE |
what bug? |
03:30 |
nonporous |
if you call remove_item() on an InvRef in the script API |
03:30 |
nonporous |
(and the InvRef is the player inventory) |
03:31 |
VanessaE |
oh.. *whoosh* over my head. :-) |
03:31 |
nonporous |
then it will only work, that is it will only actually remove the items, if the item is not in the player's hand |
03:31 |
nonporous |
it might not be over your head, i've seen like a million mods by you |
03:32 |
VanessaE |
heh |
03:32 |
VanessaE |
my mods are all fairly basic |
03:32 |
nonporous |
and i'm kind of a noob at navigating the code at this point |
03:32 |
nonporous |
ok lol |
03:33 |
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03:33 |
nonporous |
anyway i established that the problem is not in InvRef::l_remove_item, everything works perfectly through the end of that method |
03:33 |
VanessaE |
my most complex, if you can use that term, is actually this template I devised to aid in developing stuff that uses my unifieddyes mod |
03:34 |
nonporous |
ah yes i remember seeing the dyes mod |
03:34 |
nonporous |
i guess you used that template for homedecor? |
03:34 |
VanessaE |
nope, homedecor came out before unifieddyes |
03:34 |
nonporous |
oh ok |
03:34 |
VanessaE |
(and still needs some tuning to use the dyes more effectively) |
03:35 |
nonporous |
this is the developer channel right? |
03:35 |
VanessaE |
yes, though it mostly applies to development of the game/engine code rather than mods |
03:36 |
nonporous |
ok good |
03:36 |
VanessaE |
but right now it isn't being used as much, so who cares what we talk about ;-) |
03:36 |
nonporous |
right |
03:36 |
nonporous |
well the bug i'm talking about is in the core game |
03:36 |
VanessaE |
right |
03:37 |
nonporous |
since InvRef::l_remove_item is working fine, there must be something resetting the inventory after such that items are not removed |
03:37 |
nonporous |
and i have no clue how to find that something |
03:37 |
VanessaE |
I ran into a nasty one when I was working on the template. in short, if you accidentally pass a table to the 'sounds =' parameter, the game'll segfault. |
03:37 |
nonporous |
oh man those are bad |
03:38 |
VanessaE |
(in my case, it was the result of a copy&paste error - what should have been for the 'groups =' parameter got applied to it and to 'sounds =') |
03:38 |
VanessaE |
the result was a segfault once the code was otherwise correct |
03:40 |
nonporous |
sounds difficult to debug :/ |
03:40 |
VanessaE |
it was, especially since I didn't spot the copy&paste error early |
03:41 |
VanessaE |
the game should have done something smart like warning me that I passed a table when a string or function or something was expect |
03:43 |
nonporous |
yea lua is a little too forgiving so a lot of that idiot-proofing has to be coded into the game |
03:43 |
nonporous |
i actually just learned lua last week for the purpose of screwing around with this game |
03:44 |
VanessaE |
I'm picking it up kinda slowly |
03:44 |
VanessaE |
but I'm getting there. |
03:47 |
nonporous |
ok so if anyone is able and willing to help me with this bug i posted it here: https://github.com/celeron55/minetest/issues/150 |
04:49 |
darkrose |
nonporous: you're issue sounds like the problem's in your lua code, not in anything anyone else can fix |
04:50 |
nonporous |
i don't think so |
04:51 |
nonporous |
it's not very complicated, remove_item is for sure being called and it is just not working if the item being removed is in my hand |
04:51 |
nonporous |
otherwise it works |
04:51 |
darkrose |
maybe you can describe it other than "the problem occurs after all the engine code has run, and has returned to my lua code" then |
04:54 |
nonporous |
darkrose: sorry i'm not sure what you mean, but what I do know is that the problem occurs some time after the game has called InvRef::l_remove_item() |
04:54 |
nonporous |
darkrose: that is, I re compiled minetest with a debugging line that checks the stack size after l_remove_item is called, and it was fine till that point |
04:56 |
darkrose |
pastebin a sample lua to show the problem and I'll take a look later |
04:57 |
VanessaE |
darkrose: feel like sorting out a crash in the code that handles the 'sound =' parameter? :-) |
04:58 |
VanessaE |
try passing table to it instead of a function. insta-segv. :-) |
05:40 |
nonporous |
darkrose: http://pastebin.com/jSkA1pu2 |
05:56 |
darkrose |
VanessaE: gimme some lua that reproduces it and I'll look at it |
06:01 |
VanessaE |
darkrose: one sec. |
06:02 |
VanessaE |
http://pastebin.com/5VBRGw2i |
06:02 |
VanessaE |
I think this paste was one version which crashed the game |
06:02 |
VanessaE |
note the copy&paste errors re: groups vs. sounds |
06:02 |
VanessaE |
once I fixed those, the game stopped segfaulting. |
06:05 |
darkrose |
nonporous: http://pastebin.com/t7JYNz3R |
06:07 |
darkrose |
VanessaE: cut that right down to a dozen or so lines that just show the problem please? |
06:08 |
VanessaE |
I'll work on that tomorrow. too tired to do any coding right now. can you remind me? |
06:08 |
* darkrose |
is a goldfish brain |
06:08 |
darkrose |
but I'll try :) |
06:09 |
VanessaE |
I think if you reduce it to just that first register_node function with the associated variables at the top of the file, that would be enough |
06:39 |
Bad_Command |
The function that extracts the groups does not check to see if it is passed a table |
06:39 |
Bad_Command |
It assumes that it has a table and does some operations on it |
06:40 |
Bad_Command |
static void read_groups |
06:52 |
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07:06 |
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08:02 |
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art joined #minetest-delta |
08:02 |
art |
hi ;] |
08:05 |
art |
Calinou: are u there ? i made texture but darkrose sad it's ugly ;< |
08:05 |
art |
http://i45.tinypic.com/2a516ok.png |
08:05 |
Calinou |
hi |
08:05 |
Calinou |
still on minimal game? :P |
08:06 |
art |
its faster for test's |
08:06 |
Calinou |
meh, too red |
08:07 |
art |
it's becouse of my texture ;] i'm not good at it :p |
08:07 |
Bad_Command |
art: maybe you can make a new road flare mod |
08:07 |
art |
flare mod ? what it supposed to do ? |
08:08 |
Bad_Command |
You know, light up hazardous things. on roads. |
08:09 |
darkrose |
art, I said the rectangular lump is ugly, not the texture |
08:10 |
art |
darkrose: yep i known it but i don't understand how u preffer 2d items instead of 3d .... |
08:10 |
art |
minetest suppouse to be 3d i thought ... |
08:11 |
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08:11 |
art |
rectangular just was simply to make |
08:11 |
nonporous |
darkrose: Hey did the test code fail to demonstrate the bug when you tried it? |
08:12 |
art |
i was thinking about adding above this(stick) some flame efect or just 2d flame picture .. |
08:13 |
darkrose |
nonporous: there's no bug, you just didn't read the docs on how on_use works |
08:14 |
nonporous |
darkrose: Ok i'll read the txt on the lua api again and see if I see the problem |
08:14 |
darkrose |
nonporous: http://pastebin.com/BshEYEHb |
08:14 |
art |
Bad_Command: i still don't known what are u talking about... sory my english is still poor |
08:17 |
Bad_Command |
art: https://www.google.ca/search?q=road+flare&hl=en&tbm=isch |
08:20 |
nonporous |
darkrose: I see now, I failed to return the item stack. I missed that in the documentation on my first read-through. thanks for the help! |
08:22 |
darkrose |
nonporous: close the github issue if you can |
08:22 |
nonporous |
darkrose: just did, thanks |
08:22 |
art |
Bad_Command: are u say i suppose to name my torch as flare mod or make new one ? and the smoke effect is out of my reach and i don't think its good idea adding it to minetest |
08:27 |
art |
darkrose: one more thing so what u think should i made some upgrades to my torch or remake it from brginning or let it be 2d |
08:28 |
Bad_Command |
It was a bit of a joke intended to imply that your torches look like road flares |
08:28 |
art |
Bad_Command: thx :p |
08:28 |
darkrose |
or fat cigarettes |
08:29 |
art |
hehe ;] |
08:30 |
art |
all right but i just cant stand looking on this pice 2d texture in cuboid world .... so im asking how it suppose to look like .. |
08:32 |
art |
maybe something like this: http://www.canadiandesignresource.ca/officialgallery/wp-content/uploads/2006/05/dallaire_torch_canadian_design.jpg |
08:33 |
art |
instead round shape make it cuboid .. ? |
08:36 |
art |
and what i should do with flame ? i think rendering it in engine can be stressfull and request a lot of job to be done how about some animation texture above stick part ? |
08:38 |
art |
Bad_Command , darkrose please, any ideas ? |
08:44 |
Calinou |
darkrose, MC also has rectangular "lump" |
08:44 |
Calinou |
<art> darkrose: yep i known it but i don't understand how u preffer 2d items instead of 3d .... |
08:45 |
Calinou |
wall torches suck because you can only make cuboids |
08:45 |
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08:49 |
darkrose |
<Calinou> darkrose, MC also has rectangular "lump" <-- doesn't make it good |
08:49 |
art |
Calinou: it's game idea to all thing should be cuboids.. and as simply as posible .. so i just i rune out of ideas how should be look like |
08:50 |
art |
darkrose: this is one think i will agree ;] |
08:53 |
art |
on the begining i was planing to add flaming efect above this stick but there is not ready method for shuch thing in irlicht engine and rendering random looking flame will be hard for engine and slow game a lot |
08:56 |
art |
but how about adding above few animating 2d animated flame textures ? |
09:00 |
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09:01 |
Calinou |
<art>21 Calinou: it's game idea to all thing should be cuboids.. and as simply as posible .. so i just i rune out of ideas how should be look like |
09:01 |
Calinou |
> shitton of polygons |
09:01 |
Calinou |
your walltorch is composed of 10-15 cuboids |
09:01 |
Calinou |
this is overkill |
09:17 |
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10:01 |
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10:07 |
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10:12 |
art |
Calinou: my walltorch is just 24 vertices so its making one cuboid |
10:13 |
Calinou |
it's not one cuboid |
10:13 |
Calinou |
you used a shitton of cuboids to make it "slopey" |
10:13 |
darkrose |
art: are you writting that in C++? |
10:13 |
art |
yes .. |
10:14 |
darkrose |
lol, instant reject |
10:14 |
art |
o0 why ? |
10:15 |
art |
its still using old way texture loading from lua i just changed way of painting torch metchod |
10:22 |
Calinou |
why C++? |
10:22 |
Calinou |
did you create a new drawtype? |
10:22 |
Calinou |
<art> on the begining i was planing to add flaming efect above this stick but there is not ready method for shuch thing in irlicht engine and rendering random looking flame will be hard for engine and slow game a lot |
10:23 |
Calinou |
LOL MY OFFLINE RASTERIZER CANNOT RENDER A TRANSPARENT TEXTURE |
10:23 |
Calinou |
HEHUEUEHUEHUEHUEHUEHU |
10:23 |
Calinou |
people need to learn _what_ is slow, and what isn't slow |
10:37 |
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10:39 |
jordach |
art, why are you using the webIRC |
10:39 |
art |
hmy .. duno ;] |
10:39 |
jordach |
then make use of xchat or something |
10:40 |
art |
i thing i hate it enough already i will change it .. |
10:42 |
jordach |
then use something else, there are hundreds of clients |
10:42 |
art |
one more thing why i should program in lua istead of c++ ? |
10:42 |
art |
jordach: right now im looking for somthing |
10:42 |
jordach |
players want mods, not frickin clients |
10:43 |
jordach |
but, mod can be hard to install, unlike clients |
10:45 |
art |
>.< |
10:45 |
jordach |
because the api updates with every commit, breaking it |
10:45 |
jordach |
almost everytime, see the nodemetadata commit |
10:47 |
art |
nodemetadata commit is connected to game, C++ or git ? |
10:47 |
art |
becouse its first time i heard of something like this .. |
10:51 |
art |
all right forget my last question .. i got it alredy .. ;] |
10:58 |
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11:00 |
art |
jordach: sorry i dont see your point and what are u trying to say... |
11:00 |
art |
look in nodemetadata for what ? |
11:00 |
jordach |
the nodemeta data cause all the mods to break |
11:00 |
jordach |
subsequently, THEY ALL HAD TO BE UPDATED |
11:01 |
art |
hmy.. all right now i understand .. |
11:02 |
art |
but the game core is still not finished where is point making mods when sooner or later they will be useless ? |
11:03 |
jordach |
yes |
11:03 |
jordach |
which the writer will have to fix them |
11:03 |
jordach |
(and frankly, i hate doing this) |
11:04 |
jordach |
0.4 stable should be good: no more broken mods |
11:06 |
art |
so if i get it somewhere is nodeMetadata class is the problem witch making mods break after new commints in git right ? |
11:06 |
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11:07 |
art|2 |
all right i got some client ;] |
11:07 |
jordach |
sweet |
11:08 |
jordach |
do /nick art to be art again |
11:08 |
art |
thx |
11:08 |
jordach |
there ya go |
11:10 |
art |
but now i dont have dictionary checking >< |
11:10 |
jordach |
well, if you had xchat, you do |
11:10 |
art |
xchat is crashing i dont known why this one should got also one ;D |
11:12 |
jordach |
^ missing some libs |
11:12 |
art |
it is possible but i dont want to play with it right now |
11:18 |
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11:21 |
art |
#minetest-delta |
11:21 |
jordach |
art, /join #minetest-dev |
11:21 |
art |
arr... sory .. there isnt spell checker in this client ... o0 |
11:21 |
jordach |
or /join #minetest |
11:23 |
art |
give me a second i have to change this client >.< |
11:24 |
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11:27 |
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11:28 |
art_ |
jordach: all right now i can work ;D |
11:29 |
art |
so can u explain me where and when is this problem witch api is appearing ? |
11:30 |
art |
just after game core updating ? |
11:35 |
jordach |
it will occasionally happen, but not all the time |
11:37 |
art |
so its worst possible scenario >.> without good knowledge of game core i can't help with it ;( |
11:38 |
art |
so right now you guys simply avoiding any changes in game core ? |
11:40 |
jordach |
yep |
11:40 |
jordach |
we wait until the fat lady sings |
11:40 |
jordach |
or we wait until celeron commits |
11:42 |
art |
;D |
11:44 |
art |
so only think what can be done right known is hacking the code or is there some work witch can be done now ? |
11:47 |
jordach |
not really, except extending the nodebox limits |
11:48 |
art |
hmy .. but in lua ? |
11:48 |
art |
or in core ? |
11:51 |
art |
nodebox have foully simple painting function is there a way to extend it in lua ? |
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23:22 |
T_A_N_K |
has kharl ever come back? |
23:25 |
NakedFury |
no |
23:53 |
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