Time |
Nick |
Message |
01:02 |
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03:01 |
OldCoder |
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03:01 |
Octupus |
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03:01 |
OldCoder |
thexyz, I can now build the new migration server. Migration of one world proceeds at 10,000 blocks per minute. Does this mean it will take several years to complete? Or are the units different? |
03:02 |
Octupus |
I think the unit are different |
03:02 |
OldCoder |
All right. I will run overnight and we will see. |
03:02 |
Octupus |
Because the map gen |
03:02 |
Octupus |
So a big patch of dirt is 1 |
03:03 |
Octupus |
The whole underground 1 |
03:03 |
OldCoder |
No rule of thumb about the total size though |
03:03 |
Octupus |
The ores 1 |
03:03 |
OldCoder |
Hmm |
03:03 |
Octupus |
Sand 1 |
03:03 |
Octupus |
Until u reach map limit |
03:03 |
OldCoder |
All right; back to the main channel I think |
03:03 |
OldCoder |
thexyz, I will keep you notified and thank you again for this interesting experiment |
03:06 |
OldCoder |
celeron55, I continue to feel LevelDB shows promise |
03:24 |
OldCoder |
thexyz, conversion complete and at least one building seems to be there |
03:37 |
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13:58 |
OldCoder |
thexyz, updated LevelDB results have been posted in the main channel |
13:58 |
OldCoder |
In a sentence, so far so good |
13:59 |
OldCoder |
I need more people to test the converted worlds. Presently, the main ones are 30000 and 30004. The rest will follow when things seem stable. |
14:13 |
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14:20 |
OldCoder |
Migration of world 30001 to LevelDB is in progress |
14:21 |
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14:43 |
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15:10 |
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15:44 |
celeron55 |
thexyz, PilzAdam (, darkrose (not here)): i added you to the repo |
15:45 |
celeron55 |
so... ehm... keep it stable enough and don't mess it up? |
15:47 |
celeron55 |
i suggest never doing anything major without the agreement of one other of you (or me) |
15:47 |
thexyz |
ok |
15:48 |
thexyz |
(i already have a fork to mess up with, break things, etc..) |
15:48 |
celeron55 |
i will try to not bother you except after you break something |
15:49 |
PilzAdam |
k |
15:49 |
celeron55 |
engine stuff is relatively straightforward, but i don't know how to handle content additions |
15:50 |
celeron55 |
maybe vote or something sometimes, but you need to take some kind of a consitent direction in that sense to make the full potential out of things |
15:50 |
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15:51 |
PilzAdam |
there are 2 ways to handle it: add everything (stable) to upstream and create a versatile game or keep it light and use community mods |
15:51 |
darkrose |
celeron55: just got the notice from github, ta... promise not to break anything more than usual :) |
15:52 |
celeron55 |
anyway, the way to use a shared repo is to develop in your own forks and push working results upstream... when they work |
15:53 |
PilzAdam |
what is with minetest_game? |
15:54 |
celeron55 |
also (i have a lot of suggestions 8)) i suggest using this channel for upstream merge discussions |
15:54 |
celeron55 |
i'll add you to that too |
15:56 |
PilzAdam |
1st suggestion: merge this: https://github.com/celeron55/minetest_game/pull/14 |
16:00 |
darkrose |
2nd suggestion, any patch with trivial spelling mistakes shouldn't need a consensus, just merge |
16:01 |
PilzAdam |
+1 |
16:10 |
OldCoder |
thexyz, I assume that LevelDB will move upstream when stability is more clear |
16:11 |
OldCoder |
thexyz, PilzAdam I will not be able to GitHub for a while but if it is acceptable I may provide you with diff -ruN patches for your possible consideration |
16:13 |
OldCoder |
celeron55, I've encountered one problem after a LevelDB conversion but it may be unrelated. If you didn't note elsewhere: 70% disk savings, no 4GB limit, possibly lower chances of corruption, fewer crashes so far; it is my hope to work through any problems and make the format work |
16:27 |
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16:32 |
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16:38 |
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16:46 |
thexyz |
what is the correct way to determine if image (from any mod's directory textures/) exists by its filename? |
16:48 |
celeron55 |
in a mod? |
16:49 |
thexyz |
nope, in game.cpp |
16:49 |
celeron55 |
so that is client-side C++ |
16:49 |
thexyz |
yes |
16:50 |
celeron55 |
it's a good question 8) |
16:50 |
celeron55 |
i'd look into Client and TextureSource |
16:52 |
celeron55 |
client has m_media_name_sha1_map which kind of contains the information |
16:53 |
celeron55 |
TextureSource will generate dummy images on first access if an image doesn't exist, so it's probably not useful (unless a "dummy" flag is added) |
16:55 |
celeron55 |
notably the first one doesn't take texture packs into account |
16:56 |
celeron55 |
so, essentially there is no pre-built way of doing it |
16:57 |
thexyz |
hm, there's also sourcecache->getOrLoad |
16:59 |
celeron55 |
sounds like being essentially the same as m_media_name_sha1_map |
17:00 |
celeron55 |
hmm |
17:00 |
celeron55 |
no it isn't |
17:00 |
celeron55 |
8) |
17:01 |
celeron55 |
interesting; it doesn't seem to hold the dummies at all |
17:16 |
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17:22 |
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17:23 |
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17:42 |
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17:43 |
OdnetninI |
hi |
17:44 |
thexyz |
OdnetninI: that's not the right channel to say "hi" in it |
17:44 |
OdnetninI |
ok |
17:47 |
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17:57 |
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17:57 |
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18:03 |
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18:03 |
OdnetninI |
celeron55, where is dirt deep at mapgen.cpp? |
18:14 |
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18:42 |
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19:01 |
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19:01 |
OdnetninI |
i want to change two numbers of c++ code from lua or game.conf, it is posible? |
19:02 |
OdnetninI |
?? |
19:06 |
hmmmm |
?????! |
19:07 |
thexyz |
it depends on what do you want to change |
19:07 |
hmmmm |
you're probably looking for AVERAGE_MUD_AMOUNT |
19:07 |
hmmmm |
I don't get your second question though |
19:08 |
celeron55 |
the answer is probably "no, you can't" |
19:10 |
OdnetninI |
ok, thanks |
19:16 |
OdnetninI |
thexyz: I want to change a vriable |
19:16 |
OdnetninI |
variable* |
19:18 |
thexyz |
well, if you want to change var that's not possible |
19:19 |
thexyz |
but if you want to change something else that depends on this var it might be possible |
19:19 |
OdnetninI |
how? |
19:20 |
thexyz |
again, it depends on what do you want to change |
19:21 |
thexyz |
why don't you tell us what are you trying to achieve? |
19:21 |
OdnetninI |
s16 trunk_h = myrand_range(4, 5); |
19:21 |
OdnetninI |
change 4 and 5 |
19:23 |
OldCoder |
OdnetninI, using what mechanism to change? |
19:23 |
OdnetninI |
game.conf |
19:23 |
thexyz |
that's impossible |
19:23 |
OldCoder |
Do you mean edit the source code? Make these a configuration file parameter? |
19:24 |
OldCoder |
thexyz, BTW there are no LevelDB problems besides the slow shutdown. Conversion of all worlds will proceed. |
19:24 |
OdnetninI |
yes |
19:25 |
thexyz |
OldCoder: nice to hear it |
19:26 |
OldCoder |
OdnetninI, it would require changes to the code. Is this important? |
19:26 |
OldCoder |
What range do the 4 and 5 signify? |
19:27 |
OdnetninI |
It changes the hight of trees, i want to make minetest more personalized |
19:30 |
OdnetninI |
hight = height |
19:33 |
OdnetninI |
?? |
19:35 |
hmmmm |
I'm trying to figure out a good way that you can define a tree model |
19:35 |
OdnetninI |
ok |
19:35 |
hmmmm |
it'll be present in my new mapgen but at a later date |
19:36 |
thexyz |
isn't it better to call lua-defined handler for tree creation? |
19:36 |
hmmmm |
slow :/ |
19:37 |
hmmmm |
currently my best idea is this: have the user define the nodes that make up the bounding rect of a "tree" or whatever decoration it might be |
19:37 |
thexyz |
did you try that? |
19:37 |
hmmmm |
and on certain blocks you'd define a "probable" |
19:37 |
hmmmm |
not yet |
19:37 |
thexyz |
to say it's slow |
19:37 |
hmmmm |
well come on |
19:37 |
hmmmm |
just eyeball it |
19:37 |
hmmmm |
we're talking about doing this in _lua_ |
19:38 |
hmmmm |
for reference, lua code is on average 200 times slower than natively compiled C/++ |
19:38 |
OdnetninI |
mmm |
19:38 |
hmmmm |
so anyway i'm saying that in Lua you'd be able to define a "tree" as a 3d array |
19:39 |
OdnetninI |
can we read game.conf from C code? no? |
19:39 |
hmmmm |
and then those with the "randomized" flag or whatever may or may not appear based on the result of the random generator |
19:40 |
hmmmm |
OdnetninT, if you had read the minetest code a little bit you would've seen 'g_settings->getS16("some_setting_here")' and such |
19:40 |
hmmmm |
one can infer that's the mechanism used to read from the configuration files |
19:41 |
OdnetninI |
mmm |
19:41 |
OdnetninI |
i don't remember |
19:41 |
thexyz |
well, luajit scores 580.4 in scimark, gcc does 906.1 |
19:41 |
OdnetninI |
but |
19:41 |
thexyz |
still, i didn't test it personally |
19:41 |
thexyz |
so i can only guess |
19:42 |
hmmmm |
i wouldn't doubt it but that's with the jit |
19:42 |
thexyz |
yes, of course |
19:42 |
hmmmm |
you probably didn't see much of an improvement with jit in reality because you didn't do too many computations |
19:42 |
OdnetninI |
where is g_settings->getS16? |
19:42 |
hmmmm |
OdnetninI, you should probably learn to use grep |
19:43 |
hmmmm |
or the search feature of your favorite IDE |
19:43 |
OdnetninI |
i never use grep |
19:43 |
OdnetninI |
ok |
19:44 |
hmmmm |
thexyz, problem is those are almost purely computational benchmarks, the majority of the tight loops in Lua would boil down pointer chasing and lots of memory access |
19:53 |
OdnetninI |
i'm seing, that the name of variables at game.config is passed to an array |
19:53 |
OdnetninI |
no? |
20:03 |
celeron55 |
hmmmm: it wouldn't actually be too slow to make it possible to define some "trigger points" to the map generator in mods (not sure how that would look and what else that could be than "trees"), and provide shader-like (as how it is used) lua code to be run in the threaded mapgen environment with optimized interface for just setting and reading nodes in there |
20:04 |
celeron55 |
but that's somewhat complicated maybe |
20:04 |
OdnetninI |
i'm trying to make a setting variable |
20:04 |
OldCoder |
One step at a time. Yes, it's trite. But eventually quite a bit could be exposed. |
20:04 |
celeron55 |
i have hoped to get to try that sometime but haven't had time or interest |
20:04 |
OldCoder |
celeron55, others will proceed over time |
20:05 |
OldCoder |
The framework will evolve gradually. Things will become more flexible. In time this project will set standards. |
20:06 |
celeron55 |
hmmmm: the good thing about that would be that even very slow and clumsy Lua crap could be run, because it's threaded and won't kill gameplay that much |
20:07 |
OdnetninI |
celeron55, i think c55.me is down |
20:07 |
celeron55 |
OdnetninI: sure is |
20:07 |
OdnetninI |
ok |
20:18 |
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20:19 |
hmmmm |
well okay |
20:19 |
hmmmm |
ahh i see what you mean |
20:21 |
hmmmm |
as for "what else that isn't trees that could be added" - you need to get creative there - you already had 'stones' in the 0.3 mapgen, for the Aether biome they could be clouds blobs, for the Hell biome they could be burning crosses or something *shrug* |
20:21 |
hmmmm |
I originally intended to have them handled in a decorate() virtual method for a biome |
20:22 |
hmmmm |
so I guess I could skip the 'decoration' stage and have a Lua callback defined to generate whatever decorations are needed |
20:22 |
hmmmm |
so are we sure we want trees et al. moved out into Lua? |
20:23 |
OdnetninI |
i think it is a bad idea |
20:24 |
OdnetninI |
the mag gen will be very slow |
20:24 |
celeron55 |
hmmmm: i wouldn't recommend doing them in the regular lua environment (as the API is quite bloated and it is stuck to the main thread) |
20:24 |
OdnetninI |
map gen* |
20:24 |
hmmmm |
is generate_ore in a special Lua thread? |
20:24 |
hmmmm |
I'd rather have it lumped in with that |
20:24 |
OdnetninI |
yes |
20:24 |
celeron55 |
of course not |
20:24 |
hmmmm |
oh |
20:25 |
hmmmm |
so how about there's a mapgen lua thread for generate_ore and decoration, and then the regular lua thread runs mods |
20:25 |
hmmmm |
? |
20:25 |
celeron55 |
it's just regular minetest mod code somewhere in there |
20:25 |
celeron55 |
hmmmm: that is what i suggested |
20:25 |
hmmmm |
okay great |
20:26 |
celeron55 |
they can't share any global variables or anything, but rather they need to pass messages that are copied in between, or some kind of a mutexed registry (that is how you do threads in Lua) |
20:27 |
celeron55 |
usually they shouldn't have any need to communicate though |
20:28 |
celeron55 |
just add a mapgen/ directory to mods and have the mapgen environment scripts live there |
20:28 |
hmmmm |
ok |
20:28 |
celeron55 |
it'll surely cause a lot of confusion, needs lots of warnings for noobs everywhere 8) |
20:33 |
OdnetninI |
mapgen environment scripts? |
20:36 |
OdnetninI |
? |
20:37 |
OldCoder |
mapgen directory sounds satisfactory |
20:37 |
OldCoder |
mapgen is within our ken |
20:38 |
OdnetninI |
within our ken? |
20:39 |
OdnetninI |
what can we do with mapgen environment scripts? |
20:40 |
hmmmm |
U can do ANYTHING |
20:40 |
OdnetninI |
are there docs for mapgen environment scripts? |
20:40 |
hmmmm |
no, because they don't exist yet |
20:41 |
hmmmm |
the closest you have is mapgen.lua |
20:41 |
OdnetninI |
XD |
20:41 |
hmmmm |
but that's a regular mod |
20:41 |
hmmmm |
this is modding discussion though; not engine discussion, and as such, it belongs in #minetest-delta |
20:42 |
OdnetninI |
ok |
20:59 |
OdnetninI |
I got it |
20:59 |
OdnetninI |
we can modificate tree size from game.conf |
21:01 |
OdnetninI |
wohooooo |
21:01 |
OdnetninI |
i tested |
21:01 |
OdnetninI |
and it works perfectly |
21:02 |
OdnetninI |
with only 20 lines of new code |
21:05 |
OdnetninI |
anyone want how i got it? |
21:06 |
hmmmm |
not really, sorry :( |
21:06 |
OdnetninI |
ooo |
21:06 |
celeron55 |
lol |
21:07 |
OdnetninI |
celeron55 do you want know how i do |
21:07 |
celeron55 |
you could have had already put it in a pastebin and thrown a link on the channel, and then shut up, and people could read it if they wished to |
21:10 |
OdnetninI |
subgame.cpp http://pastebin.com/0XnXc9Y4 |
21:10 |
OdnetninI |
mapgen.cpp http://pastebin.com/fYsjZ5Py |
21:10 |
OdnetninI |
And it works |
21:11 |
OdnetninI |
i'll back in 5 minutes |
21:11 |
hmmmm |
in minetest, you'd use cin in order to convert a numerical string to an integer value instead of atoi(), but actually you ought to use g_settings->getS16() |
21:11 |
hmmmm |
instead of any of that |
21:12 |
OdnetninI |
mmm |
21:12 |
OdnetninI |
but it works |
21:14 |
celeron55 |
also Settings already has getS16 and whatever for directly getting integers from it |
21:22 |
OdnetninI |
but it's the same |
21:23 |
hmmmm |
yes, but why would you use strlen()? you can just do const char *s = foo; while (*s++); len = foo - s;, it's the same |
21:50 |
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22:02 |
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22:08 |
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22:20 |
OldCoder |
22:18:37: ACTION[main]: Migrated 73500 blocks |
22:20 |
OldCoder |
Killed |
22:20 |
OldCoder |
thexyz, for one conversion I'm getting "Killed" |
22:20 |
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22:20 |
OldCoder |
Not out of disk space |
22:20 |
OldCoder |
VanessaE, Hi |
22:21 |
VanessaE |
hi |
22:53 |
OldCoder |
thexyz, you may not be able to comment but gdb says this: |
22:53 |
OldCoder |
22:53:12: ACTION[main]: Migrated 92500 blocks |
22:53 |
OldCoder |
Program terminated with signal SIGKILL, Killed. |
22:53 |
OldCoder |
No traceback |
22:54 |
OldCoder |
SIGKILL happens at random places |
22:54 |
OldCoder |
Experimenting further |
23:04 |
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23:04 |
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