Time |
Nick |
Message |
00:19 |
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LandMine joined #minetest-delta |
00:19 |
LandMine |
Taoki SpeedProg Phvli Neological |
00:20 |
SpeedProg |
? |
00:20 |
Taoki |
? |
00:20 |
LandMine |
hi speedsprog and taoki |
00:20 |
Taoki |
hi |
00:20 |
LandMine |
which one of you have little brothers and/or sisters? |
00:20 |
Taoki |
not me |
00:20 |
LandMine |
how old are you taoki |
00:20 |
Taoki |
23 |
00:21 |
Taoki |
Sounds like this should be taken to #minetest also, not the dev channel |
00:21 |
LandMine |
nah.....im just bored and messing around lol |
00:21 |
LandMine |
so wanna get together Taoki? |
00:22 |
Taoki |
I need to go soon |
00:22 |
LandMine |
shame.....we should video chat sometime |
00:22 |
LandMine |
you down? |
00:24 |
LandMine |
Taoki ^^^^^^^ |
00:25 |
Taoki |
No, sorry :/ |
00:25 |
LandMine |
is it cause im mexican Taoki? |
00:26 |
Taoki |
no, because this is a bit weird xD |
00:26 |
Taoki |
And i also barely video chat, very rarely if ever |
00:27 |
LandMine |
ohh its ok then |
00:28 |
LandMine |
NakedFury are you the vegan i speaked to the other time? |
00:29 |
LandMine |
SpeedProg wanna video chat?? |
00:29 |
SpeedProg |
no |
00:29 |
SpeedProg |
playing dota |
00:29 |
SpeedProg |
and I have bad inet |
00:29 |
SpeedProg |
I can not videochat |
00:29 |
LandMine |
dota? i have never played that |
00:40 |
LandMine |
cy1 you there? |
00:40 |
LandMine |
mrtux you there? |
00:40 |
LandMine |
Kray you there? |
00:41 |
Kray |
yes |
00:48 |
LandMine |
Kray wanna video chat |
00:49 |
Kray |
nope |
00:49 |
LandMine |
why??? |
00:49 |
LandMine |
i have a boner..does that help? |
00:50 |
SpeedProg |
can you please join an appropiate channel for that? |
00:50 |
Kray |
why would i want to see your boner? |
01:01 |
GTRsdk |
LandMine: alright! :D |
01:01 |
GTRsdk |
nah just kidding :P |
01:12 |
LandMine |
uuuuuuuuuu GTRsdk lets pm |
01:17 |
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01:20 |
LandMine |
Kray common man dont you wanna see my 4 inch beast? |
01:24 |
LandMine |
damm Kray why do you have to kill my boner bro |
01:31 |
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01:37 |
LandMine |
Exio you therE? |
01:37 |
Exio |
uh? |
01:38 |
Exio |
LandMine: do you need something? |
02:15 |
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03:20 |
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07:36 |
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09:22 |
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09:30 |
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10:10 |
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10:22 |
jin_xi |
Taoki: if i want to test your code, what do i do? just try to hold a pick? |
10:23 |
Taoki |
jin_xi: No, not there yet |
10:23 |
jin_xi |
ok, so far i have started a server an two clients to see the meshes |
10:23 |
Taoki |
jin_xi: There's only a test script which, 10 seconds after the server starts, it detects a player with the given playername (replace it with yours) and attaches to it |
10:23 |
jin_xi |
ah, ok |
10:23 |
Taoki |
Yes, that parts work. It's the attachments that are a problem |
10:24 |
Taoki |
The lua entity has the same mesh so it might be harder to find |
10:25 |
Taoki |
The issue is that currently, it crashes when I attach. Because I'm trying to get the parent mesh but for some reason it gets a null mesh instead |
10:25 |
jin_xi |
yes. i just try to reproduce this crash here |
10:25 |
Taoki |
jin_xi: In my code, uncomment the line v3f test = parent_mesh->getPosition(); This is what will cause a segmentation fault in the client at the moment of attachment |
10:25 |
Taoki |
Because parent_mesh is returned null, although it should be the other object's |
10:26 |
jin_xi |
ok. that script you mentioned, where is it? |
10:27 |
Taoki |
In my game branch from GIT, for minetest_game |
10:27 |
Taoki |
The file is player.lua |
10:28 |
jin_xi |
k thanks |
10:28 |
jin_xi |
how do you test? singleplayer? |
10:30 |
Taoki |
jin_xi: Yes, but I recommend running minetestserver separately in a console, then connecting a client to 127.0.0.1. Also, you'll have to re-make the world each time, because the LUA entity currently breaks it after the server shuts down (unless you punch it in-world to remove it). So don't test with a world you wish to keep |
10:31 |
Taoki |
jin_xi: But currently, in player.lua, change "MirceaKitsune" with your player name. Then start the server, log in under 10 seconds with the client, then wait for the lua entity to be spawned and attached to you. That line I mentioned will currently cause a segmentation fault |
10:31 |
jin_xi |
ok thanks will get testin' |
10:31 |
Taoki |
Because parent_mesh is for some reason null, although m_attachment_parent (the ClientActiveObject) is the proper one |
10:31 |
Taoki |
ok. And thanks for the help, very appreciated :) |
10:34 |
jin_xi |
i'm really happy to see somebody tackling this problem and admire how far you've come! |
10:37 |
Taoki |
Thanks! I'm glad, since this is first of all my first considerable contribution to MineTest, or anything wrotten in C++ up to this day. I'm glad I managed to understand the code enough to get this far |
10:37 |
Taoki |
But, at some point, I do get pretty stuck. Like here |
10:37 |
Taoki |
After attachments are over there's some smaller issues to be fixed, but those are the biggest problem now, and still quite a bit to do left |
10:38 |
Taoki |
Once the code is ready I also think I'll try to make an animated player model and implement part of it in lua too, but first the code needs to be done |
10:39 |
jin_xi |
mhh, so i have to join my server in under 10 secs after i start it? |
10:39 |
jin_xi |
otherwise it'll be gone already? |
10:45 |
Taoki |
yeah |
10:45 |
Taoki |
Since the script triggers the attachment 10 seconds after the server starts |
10:45 |
Taoki |
Didn't make a better script yet, I'm not goog with lua either... just something to test this |
10:46 |
jin_xi |
ah, there. was missing your last commit to game ;) |
10:48 |
jin_xi |
ERROR[ServerThread]: LuaEntity name "test:test2" not defined Attached test object to MirceaKitsune (sorry im using your nick) |
10:48 |
jin_xi |
will change to jin_xi now :) |
10:53 |
Taoki |
jin_xi: That's ok. And yes, that warning is unrelated. Likely something I'm missing about the lua script |
10:54 |
jin_xi |
ok, am looking at it atm |
10:56 |
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OdnetninI joined #minetest-delta |
10:57 |
OdnetninI |
I've download lastest github code and minetestserver doesn't compile: |
10:57 |
OdnetninI |
Linking CXX executable ../bin/minetestserver CMakeFiles/minetestserver.dir/rollback.cpp.o: file not recognized: File truncated colle |
11:13 |
jin_xi |
Taoki: http://pastebin.com/3NRDefc0 this adds the proper entity and should thus eliminate the step with creating a new world for every test |
11:13 |
Taoki |
OdnetninI: No idea about that. I updated the GIT several days ago and it works fine, can't check if an update since then broke it |
11:14 |
jin_xi |
^ it says truncated, try cloning again? |
11:14 |
Taoki |
jin_xi: Thank you, I will update my test script on GIT as well so others don't have the same issue. That part is due to me not knowing lua well enough for fixing it |
11:14 |
Taoki |
But the null mesh crash is unrelated so yeah |
11:14 |
jin_xi |
i know |
11:16 |
OdnetninI |
i've download again, and i'm trying to recompile |
11:22 |
OdnetninI |
solved, it was a download problem, thanks. |
11:29 |
Taoki |
jin_xi: Are you able to reproduce the crash I have (segmentation fault on the client side when the entity is attached)? Can you confirm it's because in the code parent_mesh is for some reason null? |
11:30 |
jin_xi |
yes i have this crash. but im not running in gdb or so |
11:30 |
jin_xi |
but yes, server keeps going, client times out |
11:30 |
Taoki |
ok. Don't think gsb is needed much since I already tried that and know it's because parent_mesh is null. The reason for that is unknown though |
11:32 |
Taoki |
Ahhhhh! I'm not sure about this, but I think I might just have an idea as to why it happens, all of a sudden popping up in my head :P |
11:32 |
Taoki |
Maybe it's because your own player model is hidden locally. You don't see yourself, only others see you as a visual mesh. So if the client tries to get the mesh for your own player, it fails, cuz you're invisible to yourself |
11:33 |
Taoki |
What we then need in order to be sure is to skil drawing or handling attachments when the parent is your own self. Which in the end will be the intended behavior |
11:34 |
PilzAdam |
Taoki, would it be possible to make your own model visible? so if you look down you see your feet |
11:35 |
Taoki |
PilzAdam: That would be a different feature to be done later on. It would be really nice however, but a distant feature |
11:35 |
PilzAdam |
I know its a different feature |
11:35 |
Taoki |
You'd need a bone on the mesh as well to position the head, and the risk of the view poking into your mesh would be big |
11:36 |
Taoki |
Technically, it should be. But it will take quite some work to do if it will be attempted |
11:39 |
Taoki |
jin_xi: Ok, I need to find out how to know if m_attachment_parent is the same as the local playe client-side, in content_cao.cpp. So I can isolate the case where the object attempts to be attached to the player which sees himself as invisible (and therefore there's no mesh) |
11:39 |
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11:39 |
Taoki |
Maybe that's the only case of a null mesh |
11:40 |
Taoki |
hi |
11:40 |
Taoki |
ah-hah... it's called LocalPlayer or player |
12:18 |
Taoki |
jin_xi: Seems I got it working at last :) The issue was indeed tetting the mesh of the local player, which was NULL since he's hidden to himself |
12:19 |
jin_xi |
huh |
12:19 |
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Taoki joined #minetest-delta |
12:20 |
jin_xi |
cool |
12:27 |
Taoki |
jin_xi: I fixed the crash, please pull my latest code |
12:27 |
jin_xi |
sec |
12:27 |
Taoki |
jin_xi: It was indeed because the local player has no mesh to himself, so you can't attach to him. Now I need to remove the cleint-side attachment overall for local players |
12:27 |
Taoki |
ok |
12:31 |
jin_xi |
yes, looking good |
12:31 |
jin_xi |
brb |
12:34 |
Taoki |
ok. Need to fully correct that change though, working on that now. Then see how Irrlicht will handle attaching |
13:49 |
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13:51 |
jin_xi |
back |
13:55 |
Taoki |
wb |
15:31 |
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16:15 |
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17:15 |
jin_xi |
Taoki: still on it? |
17:35 |
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18:55 |
Taoki |
jin_xi: Back |
18:56 |
Taoki |
jin_xi: I'm making a code to handle parenting to the objects. Not sure if it will apply origins as well yet, but need to finish this first then pushing the code |
19:28 |
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19:44 |
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20:53 |
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20:58 |
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22:07 |
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22:33 |
Taoki |
http://minetest.net/forum/viewtopic.php?pid=50688#p50688 |
23:20 |
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