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IRC log for #minetest-dev, 2012-12-17

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Time Nick Message
00:53 hmmmm well, the answer depends on the weird message.
01:13 VanessaE wouldn't "weird message" be pretty much the standard for most programs' errors? :-)
04:08 thexyz It's "access violation in trans_func" or something like this
04:20 thexyz happens when i push_back into that list
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08:20 jnumm Hi!
08:20 jnumm I was updating the Launchpad PPA packaging
08:21 jnumm and Lintyian gave warnings about a few things
08:21 jnumm *Lintian
08:22 jnumm * manpages use "-" but they should use "\-"
08:22 jnumm * a spelling error: succesfully => successfully
08:23 jnumm I have patches for them at http://bazaar.launchpad.net/~minetestdevs/minetest-c55/packaging/files/head:/patches/
08:23 jnumm Would someone mind having a look?
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15:57 thexyz so, i have core::list<MediaFetchThread> m_media_fetch_threads; and when i m_media_fetch_threads.push_back(MediaFetchThread(this)); access violation occurs; if i use std::list instead of core::list everything works fine
15:58 celeron55 why do you push a thread to a container by using the copy constructor?
15:58 celeron55 8)
15:59 celeron55 doesn't sound good
16:01 thexyz how should i do it then?
16:01 RealBadAngel hi all
16:02 celeron55 store pointers (or smart pointers) to MediaFetchThreads allocated on the heap (and remember to delete them in an appropriate destructor)
16:03 RealBadAngel celeron55, can you say watch this? and say what are you thninkin bout it please: http://www.youtube.com/watch?v=GocjjOLuogk
16:03 celeron55 an extra good thing about that is that you can remove MediaFetchThread from the header and just declare the class name in there
16:03 RealBadAngel ive made L-systems tree, by now in LUA
16:05 thexyz celeron55: also, did you read our conversation about stl/irrlicht containers?
16:06 celeron55 19:53:53 < thexyz> hmmmm: why is irrlicht's core::list used everywhere then?
16:07 celeron55 because initially minetest was coded solely using irrlicht's things
16:07 celeron55 and i have a bad habit of never getting into mass-changing things like that
16:08 thexyz ok, so such change would be accepted
16:09 celeron55 yes
16:10 RealBadAngel celeron55, what about mine?
16:14 celeron55 there are some related things i need to note: when using stl's containers, iterators should be incremented using ++i, not i++ (for perforamnce reasons) (currently the latter is used because some of irrlicht's ones don't even implement the former); also, take into account that g++'s implementation of std::list has an O(N) performing .size(), so the appropriate cases (comparisons to 0) should be changed to .empty()
16:14 celeron55 i don't even know what irrlicht does, but anyway...
16:15 celeron55 also on the list of stupid random things: in game.cpp, the user input is checked using a huge bunch of else ifs instead of ifs for no reason
16:15 celeron55 it doesn't cause anything in practice but somebody probably wants to change it too 8D
16:15 RealBadAngel celeron55. are you willin to respond or not?
16:16 celeron55 RealBadAngel: are you willing to wait or not?
16:16 thexyz celeron55: thanks
16:16 RealBadAngel im waitin
16:16 thexyz i've read about std::list::size but already forgot it
16:17 celeron55 RealBadAngel: those trees are boring compared to the effort i suspect you have put into it
16:18 RealBadAngel it took  me a few days to dig for all needed libraries
16:19 RealBadAngel remade matrix4 functions in lua
16:19 celeron55 why not make the trunk thinner and make it branch earlier?
16:19 RealBadAngel program them
16:19 RealBadAngel its a language
16:20 RealBadAngel L-systems
16:20 RealBadAngel and you call them boring?
16:20 celeron55 i don't care about how you've done them; i'm mainly interested in interesting results :P
16:20 RealBadAngel well, fyi community call it awesome
16:21 Calinou "interested in interesting results" -- how can you be interested in something not interesting?
16:21 darkrose RealBadAngel: just give him a pony-shaped tree, might shut him up for a bit
16:21 celeron55 Calinou: dunno, people seem to require that sometimes
16:21 RealBadAngel let him program his own tree
16:22 RealBadAngel lsystems are able to make "celeron" tree with turtle commands
16:22 thexyz celeron55: http://bpaste.net/show/64985/ is it ok now? have i messed something up again?)
16:22 RealBadAngel its a universal plant generator
16:22 VanessaE celeron55: to be fair, his trees are, as the word goes, epic.
16:23 Calinou isn't it slow?
16:23 celeron55 it's no reason to not try to be better
16:23 VanessaE the mod is buggy but it works as a proof-of-concept - I tried it locally to very good visual effect
16:23 PilzAdam the trees are epic compared to the current ones, but there is much more potential in it
16:23 VanessaE Calinou: quite so.
16:23 RealBadAngel it needs matrix4 functions
16:23 RealBadAngel lua sucks with it
16:23 VanessaE it needs the meat of it programmed in C++
16:23 thexyz RealBadAngel: probably, luajit can help in this case
16:24 RealBadAngel ive translated even irrlicht native funcrtions to lua for this mod to worrk
16:24 Calinou thexyz is the 61st person to ask for luajit support.
16:24 thexyz and the first one who tried it with minetest and found it was actually slower, right?
16:24 Calinou (we should have it, there, 62nd :P)
16:24 RealBadAngel i dont wont luajit
16:24 Calinou why would it be slower?
16:24 celeron55 thexyz: you should probably create the threads in the client's constructor
16:25 RealBadAngel im almost done with c++ version
16:25 thexyz Calinou: well, i trusted my profiler that time
16:25 thexyz celeron55: sure
16:25 celeron55 thexyz: that way they could end up being created twice if stuff changes
16:25 thexyz Calinou: it probably lied then
16:25 Calinou thexyz: did you try it with eg. a mobs mod?
16:25 Calinou or snow mod (lots of lua mapgen)?
16:25 celeron55 thexyz: otherwise it looks like the way things are already done in other places
16:26 RealBadAngel celeron55, one question. basic. have you seen the video i posted?
16:26 thexyz Calinou: i don't remember (probably not, try searching forum for my profiler output), build minetest with luajit and try it yourself
16:26 celeron55 RealBadAngel: ehm, i wouldn't have answered anything if i didn't look at it first
16:26 Calinou thexyz: doesn't luajit support require a lot of additional C++ code, or is it just a compiler option to enable?
16:26 RealBadAngel so you think its just "boring"???
16:28 thexyz Calinou: the easiest (and hackiest) way to build minetest with luajit is to build minetest and luajit separately, then replace liblua.a with libluajit.a, then `make` minetest again, it'll link with brand new luajit instead of lua
16:28 RealBadAngel its really, really sad to hear that again and again
16:28 RealBadAngel good night
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16:30 thexyz celeron55: http://bpaste.net/show/64986/, fine now?
16:31 celeron55 i mean, there are many kinds of trees: http://2.bp.blogspot.com/_h0NrIKmjyhM/TH-L7M6cuAI/AAAAAAAAGoI/ScW1UBEto5U/s1600/P9020002.JPG http://www.vastavalo.fi/albums/userpics/16126/normal_Pihlaja.jpg http://www.helsinki.fi/metsatieteet/arboretum/images/pinus_sylvestris_puu.jpg http://bhubbard.smugmug.com/Other/Finland-After-Midsummer/i-6PzTwJL/0/L/img_0017-L.jpg ...
16:31 celeron55 ... http://virtuoosi.pkky.fi/metsaverkko/metsan_mittaus/puun_tilavuus/kuvat/muotoluvuttehtava.gif http://s3.freefoto.com/images/15/19/15_19_8_prev.jpg
16:31 celeron55 you're just making the last kind of those random examples
16:32 celeron55 well, maybe the third too, a bit
16:32 thexyz celeron55: btw, in "realtest" game there are multiple kind of trees
16:32 celeron55 but if you're going to make them so big, you should try to really seek the limits of what can be made with nodes
16:33 jin_xi i quite like the scale
16:34 celeron55 RBA seems to have some kind of a problem towards improving good things
16:35 thexyz http://i.imgur.com/rSw0D.png
16:35 PilzAdam thexyz, realtest uses predefined shapes IIRC
16:36 thexyz PilzAdam: they're randomized a bit
16:36 thexyz better ask kotolegokot though
16:37 kotolegokot what is IIRC
16:37 PilzAdam if i remember corretly
16:37 celeron55 (you're supposed to google those without nobody knowing you didn't know 8))
16:38 kotolegokot ok
16:38 thexyz or use irc logs, those are deciphered in there
16:42 celeron55 also, i think i'd like big forests rather than individual huge wide trees
16:44 jin_xi ok, so i hope some rambling is ok if you don't mind. But i want it up in the logs that I applaud RBAs efforts. Generating trees with some structure is not easy and his results are very interesting.
16:47 celeron55 sure
16:52 VanessaE agreed.
16:55 thexyz celeron55: ok, i've tested and new one works fine; will push it shortly
16:55 thexyz thanks for your assistance and everything
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17:05 PilzAdam I guess I can push this: https://github.com/PilzAdam/minetest/commit/f4ed37ec6f1d24c2da3dab14b3478d3b0452d7aa
17:06 VanessaE and I have to say this, also for the logs:  celeron55, stop calling everything boring et.al.  What's boring to you may be interesting to the rest of us, and vice versa.  You want contributors?  STOP PUSHING THEM AWAY.
17:06 VanessaE don't read too much into that, take it at face-value only.
17:07 celeron55 can i call you boring? 89
17:07 celeron55 8)'
17:07 celeron55 *
17:07 VanessaE :P
17:08 thexyz they take it too seriously
17:09 celeron55 PilzAdam: i am not sure if it's the right place but if it works, it's fine enough
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17:28 Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://minetest.net/wiki/doku.php?id=dev_index
17:38 VanessaE anyway...  celeron55, RBA's trees *are* interesting.  they're certainly a far cry from the trees the game has now.  Will you implement his L-systems engine or not?
17:38 VanessaE Forget the tree axioms he chose, just the engine is important right now
17:38 doserj Does someone want to comment on https://github.com/doserj/minetest/commits/nodeboxtype_connectable, before I continue with it? It's a quick start to try to make nodes with dynamic nodeboxes like fences, pipes, etc easier to define.
17:39 doserj it's untested and incomplete, but I would like to know if I am on the right way
17:41 PilzAdam whats about texturing?
17:41 PilzAdam different textures for the connection boxes?
17:42 doserj I don't think that#s easy to do
17:42 celeron55 VanessaE: i won't, but as long as it works for a larger variety of tree types, i'm fine with including it
17:42 VanessaE that makes no sense?
17:42 celeron55 "Will you implement"
17:42 VanessaE "I won't, but... i'm fine with including it"??
17:42 VanessaE ok you mean you'll add his code, but not write it yourself.
17:43 celeron55 that's not called implementing
17:43 VanessaE sorry, wrong choice of word.
17:43 VanessaE and actually in American slang, to "implement" can also be to use someone else's tools to do something,.
17:44 VanessaE but anyway
17:44 hmmmm erm, "approve"
17:44 celeron55 in programming, it simply means coding something
17:44 hmmmm he approves for it to be implemented
17:44 * VanessaE shrugs
17:45 VanessaE let's not argue over semantics.
17:45 celeron55 you're the one arguing here about you yourself using wrong words 8)
17:45 hmmmm it seems like the l-system code is quite compact
17:46 VanessaE *grumble*
17:46 hmmmm should be easy
18:04 thexyz celeron55: http://irc.minetest.ru/minetest-delta/2012-12-17#i_2728628
18:07 celeron55 umm
18:09 celeron55 i'm too tired to try to undestand what is going on
18:09 celeron55 but it doesn't sound good
18:09 PilzAdam would you mind when we add a new parameter to register_on_placenode()?
18:10 celeron55 what parameter
18:10 PilzAdam itemstack
18:10 thexyz celeron55: you mean, it can be out of sync?
18:10 celeron55 thexyz: i think we must preserve the possibility of eg. dual-wield or whatever
18:11 PilzAdam the main problem is that modders cant modify the itemstack in on_placenode()
18:11 thexyz ok
18:11 PilzAdam so just pass it to the function and everything will be fine
18:11 thexyz PilzAdam: feel free to implement this then
18:13 celeron55 looking at minetest.item_place_node, there are some nontrivialities
18:14 celeron55 i guess you are able to solve them 8)
18:22 PilzAdam both methods work: https://gist.github.com/4320583
18:23 thexyz PilzAdam: where's diff of builtin?
18:23 PilzAdam wait a sec.
18:24 PilzAdam https://gist.github.com/4320598
18:24 * PilzAdam wonders what nontrivialities c55 was talking about
18:25 thexyz well, that one is wrong
18:26 thexyz it will be tricky to add, say, 500 items when stack_size is 99
18:26 thexyz you should modify itemstack, then modify player's inventory, then hope that everything will go right
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18:37 PilzAdam add a return value wether items should be taken after the callback call?
18:37 thexyz i prefer things to "just work"
18:37 thexyz so inventory modification should "just work"
18:38 thexyz (that's what my patch achieves, except i don't know is it safe to rely on wield item or not)
18:38 thexyz many mods already do, afaik
18:43 PilzAdam https://gist.github.com/4320598
18:45 PilzAdam what do you think?
18:46 celeron55 the first callback call is a bit error-prone, just make it like the second
18:50 PilzAdam everyone is fine with this? https://github.com/PilzAdam/minetest/commit/29c17c14f1ef42f8080a44b1e3308f34de8b5df2
18:52 celeron55 it looks robust, but i am not aware of everything something might do 8)
18:52 VanessaE mmmm...
18:52 VanessaE I don't know if returning "true" is necessarily right though
18:52 VanessaE shouldn't it return false, as if to say "this didn't work"?
18:52 PilzAdam its actually "returning not false"
18:52 celeron55 of course not, it should default to automatically taking the item
18:52 celeron55 it's all about defaults
18:53 celeron55 even if it wasn't for compatibility
18:53 VanessaE *shrug*
18:55 PilzAdam Ill just push it and we will see
18:55 celeron55 "break early, break often" or something along those lines 8-)
18:56 VanessaE hah!
18:56 VanessaE then push my mese changes too as long as we're breaking mods :D
18:58 PilzAdam so lets modify creative now: infinite stacks of size 1 and not drop digged items in the inventory
18:58 celeron55 is that the way people like it to work?
18:59 PilzAdam its actually the MC way
18:59 celeron55 i think it might be useful to get the item that one dug, if one doesn't already have it in the inventory
18:59 celeron55 to easily re-place it
18:59 PilzAdam thats a good idea
19:00 PilzAdam also modify the hand so it breaks everything in 0.1 seconds?
19:00 VanessaE nooooo
19:01 VanessaE that will cause too much stuff to be dug with each action,
19:01 PilzAdam ok
19:01 VanessaE try it with a maptools admin pick sometime
19:01 celeron55 does it have the problem of continuing the digging if the mouse is held down?
19:01 celeron55 if it does, then it's not good
19:01 PilzAdam maybe 1 second
19:02 PilzAdam so you dont have to use tools
19:02 VanessaE 0.25 seconds.
19:02 PilzAdam nah, 0.5
19:02 PilzAdam deal?
19:02 VanessaE that's just a bit longer than the amount of time a mouse click would last
19:02 celeron55 i think people like the feel of digging things
19:03 PilzAdam creative is all about building fast
19:03 VanessaE let's compromise:  0.375 seconds :-)
19:04 celeron55 i think it should be made so that in creative mode, a mouse click will remove a single node immediately, and while the button is held down, no more things are dug until it is clicked again
19:04 VanessaE celeron55: but only with the hand?
19:04 PilzAdam i tried that but thats really weird
19:04 celeron55 you get used to it
19:05 VanessaE celeron55: if a tool can cut faster than that, the tool should still cut faster.
19:05 PilzAdam removing over 5 blocks is just annyoing with it
19:05 VanessaE have you ever stood at the side of a hill with an admin pick?  you can raze the whole thing in a couple of minutes if you have good coordination, just holding the button down.
19:06 celeron55 oh well, whatever; let's say if somebody plays minetest creative multiple hours a week for some other reason than testing, that one can choose
19:06 PilzAdam VanessaE, mese pick has 0.5 seconds for stone and thats fast enough
19:06 VanessaE no, it isn't.
19:06 celeron55 ...
19:06 celeron55 make it 0.4
19:07 PilzAdam you still need to be able to open doors
19:07 celeron55 THE END.
19:07 celeron55 8D
19:07 VanessaE PilzAdam: roll mouse wheel, click door, roll wheel back.
19:07 PilzAdam if the hand is that fast?
19:07 VanessaE I'm talking about the speed of tools now, not the hand.
19:08 VanessaE do whatever you want with the hand if it works better,
19:08 VanessaE but don't disturb how tools work.
19:08 PilzAdam sure
19:08 VanessaE in that case, 0.4-0.5 seconds recoil time I guess is okay for the hand
19:11 PilzAdam crumbly, cracky, snappy, choppy, oddly_breakable_by_hand; do I miss any group?
19:27 PilzAdam https://github.com/PilzAdam/minetest_game/commit/61e60724f6b0875d14dc7f185d914702eddb806e
19:27 PilzAdam celeron55, VanessaE, this is basically the implementation of what we talked about
19:29 VanessaE ok, I can see that being about right then
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19:36 PilzAdam so what do you think? push it or not?
19:40 hmmmm if we add enchanting like in minecraft you can make efficiency tools you can instamine
19:41 hmmmm which would be very useful for terraforming
19:41 hmmmm also we need a diamond shovel/axe/sword
19:41 celeron55 oh god, here is the word
19:41 hmmmm errr, mese
19:42 celeron55 do you have any idea what terraforming means? 8)
19:42 hmmmm forming large pieces of natural land into the shape that you'd like
19:43 hmmmm i used it appropriately http://en.wikipedia.org/wiki/Terraforming
19:44 celeron55 i don't see how modifying planets to be earth-like is related to anything you might do
19:44 celeron55 i can't recall the actual correct word for the thing you mean though
19:44 VanessaE landscaping
19:45 celeron55 that sounds good
19:45 celeron55 it's completely hilarious how the minecraft community has started using the word "terraform" for landscaping
19:45 celeron55 it's just... terribly wrong
19:45 VanessaE isn't the whole MC community just "terribly wrong"? :-)
19:46 celeron55 it almost makes me cry :-D
19:47 PilzAdam can anyone comment on this: https://github.com/PilzAdam/minetest_game/commit/61e60724f6b0875d14dc7f185d914702eddb806e ?
19:49 sfan5 https://github.com/celeron55/minetest/pull/359
19:51 sfan5 can anyone comment on that?
19:52 celeron55 thexyz probably wants to
19:53 PilzAdam I guess due to we talked about this creative thing I can just merge it
19:53 thexyz sfan5: indentation is messed up
19:54 sfan5 where?
19:54 thexyz everywhere!
19:54 thexyz https://github.com/sfan5/minetest/blob/ce5f73760ef001c5cfd33e9174d4589222c18dbb/cmake/Modules/FindCURL.cmake
19:54 sfan5 oh...
19:54 thexyz and i'm not really good at cmake, what's the difference, anyway?
19:55 thexyz you didn't need to close it
19:58 sfan5 thexyz: is this good? https://github.com/sfan5/minetest/blob/f40171f738d29c1745c91c73768127a541a64b3a/cmake/Modules/FindCURL.cmake
19:58 thexyz it's consistent, that's enough for me
19:58 thexyz so, care to explain changes?
20:00 sfan5 that makes searching for curl libs/headers easier on unix and it also prints the determined variables
20:00 sfan5 https://github.com/celeron55/minetest/pull/360
20:03 sfan5 so.. will this get merged?
20:03 celeron55 i wonder why it doesn't work without it
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20:04 PilzAdam https://github.com/PilzAdam/minetest_game/commit/95cbfc50d8f7fc492f6def60720e355fdd0f62c1
20:04 celeron55 it's not like cmake wouldn't search in /usr/local/include and /usr/include otherwise
20:04 celeron55 and the others in there
20:05 celeron55 is it now in line with other custom Find*.cmake files that we have?
20:05 celeron55 or was it previously?
20:05 celeron55 i guess it should be similar to them
20:10 PilzAdam https://github.com/PilzAdam/minetest_game/commit/95cbfc50d8f7fc492f6def60720e355fdd0f62c1 <- comments?
20:12 thexyz PilzAdam: wait, you broke this by your previous commit?
20:12 thexyz which changed stairs: to modname:
20:12 PilzAdam yep
20:13 PilzAdam because its calls modname in the after_place_node functions
20:13 PilzAdam and that cant get the modname correctly
20:14 PilzAdam now it works correctly
20:14 thexyz then merge it
20:16 thexyz let's hope it haven't enough time to break many mods
20:16 thexyz hasn't*
20:16 thexyz damn, i'd better go sleep
20:16 thexyz celeron55: please, comment something on sfan5's pull https://github.com/celeron55/minetest/pull/360
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20:41 sfan5 thexyz: celeron55: cross-compiling fails when using curl, it doesn't link curl correctly: http://pastie.org/private/odron3rm1cahp0qei3b45q
20:41 thexyz sfan5: it works fine for me
20:42 thexyz you're probably trying to link static curl to minetest
20:42 thexyz that won't work
20:42 thexyz use dynamic version
20:42 thexyz what was the point of asking the question and leaving?
20:51 thexyz almost forgot it, celeron55, anything else about my .ttf patch?
20:51 thexyz i think it's safe to merge because it's disabled by default
22:13 * hmmmm shoots himself
22:14 hmmmm I can't seriously believe how stupid i am
22:14 hmmmm the latest mapgen bug that i couldn't find for 2 days was because I was accessing an array in a transposed manner
22:15 hmmmm for (x ... )  { for (z ...) {  instead of for (z ...) { for (x ...) {
22:15 celeron55 finding the reason makes you quite not stupid 8)
22:16 celeron55 the stupid ones are the ones who can't fix their own bugs
22:17 hmmmm wow, I am rather pleased with my mapgen's output... now I just need to add in the interpolation between biomes to account for the height differences...
22:17 hmmmm regardless it's still not going to be the default mapgen until maybe 0.5.0 if it's up to me
22:18 hmmmm right, so my current task is to class-ify the old one and clean it a bit
22:28 hmmmm haha... christ.... EmergeThread:  mapgen lighting update:  0.6623      EmergeThread:  mapgen::make_block:  0.6762
22:29 hmmmm I think i know what needs fixing next
22:29 hmmmm when 95% of the makeChunk time is being consumed by lighting updates...
22:33 hmmmm actually 98%
22:35 VanessaE ouch.
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