Minetest logo

IRC log for #minetest-dev, 2012-12-25

| Channels | #minetest-dev index | Today | | Google Search | Plaintext

All times shown according to UTC.

Time Nick Message
00:33 VanessaE ok, figured it out.  Disregard that other pull request.  Here's the corrected one:
00:33 VanessaE https://github.com/celeron55/minetest_game/pull/81
00:34 VanessaE this does everything anyone should reasonably want from mese without breaking the new paradigm.
00:56 hmmmm joined #minetest-dev
01:09 VanessaE forget #81.  I did it wrong.
01:09 VanessaE ignore it.  delete it.  throw it in the bin.
01:09 VanessaE use this instead:
01:09 VanessaE https://github.com/celeron55/minetest_game/pull/82
01:57 nyuszika7h joined #minetest-dev
03:36 Exio this 'fix' https://github.com/celeron55/minetest/commit/40dac4cde4782943eb00f7bfc7ce2d99135be7c9 makes my minetest to fail to compile with that : http://cadoth.net/~exio4/mt/make.log
03:36 Exio reverted it locally == everything working
03:37 hmmmm ooh, clang?
03:38 Exio i used clang for making it detailed
03:38 Exio http://cadoth.net/~exio4/mt/make.gcc.log
03:38 Exio with gcc, the same error with less info
03:38 hmmmm so what version of irrlicht are you using
03:39 Exio sec
03:39 hmmmm so you don't even know!?!?
03:39 Exio i did't checked
03:39 Exio s/ed//
03:41 Exio 1.8.0
03:41 Exio hmmmm: ^
03:42 hmmmm so i guess irrTypes.h didn't have u64 defined!
03:43 hmmmm can you manually verify that?
03:43 Exio how?
03:43 Exio oh, wait
03:43 hmmmm grep u64 /usr/include/irrlicht/irrTypes.h
03:43 Exio yep, i don't have u64 defined
03:46 VanessaE neither do I, but it built okay here - or at least, I'm a few commits past that already
03:46 VanessaE (irrlicht 1.7)
03:46 Exio i think the problem is the <
03:46 Exio 8<8 == false
03:47 VanessaE that would tend to be accurate :)
03:47 VanessaE try it with a <= ?
03:49 Exio and worked
03:49 Exio :P
03:50 hmmmm well of course that'd work
03:50 hmmmm that's no solution though
03:50 hmmmm i'm not exactly sure what version of irrlicht it had been introduced; here's their original patch:  http://sourceforge.net/tracker/?func=detail&amp;aid=3493502&amp;group_id=74339&amp;atid=540678
03:51 VanessaE wouldn't it make more sense to check for the presence of this definition directly and *then* define it if it doesn't exist?
03:51 hmmmm obviously.
03:51 hmmmm we would do that if we could.
03:52 VanessaE what's the rule on defining a variable and deliberately overflowing it?
03:52 VanessaE what would the compiler do then?
03:52 Exio 1.8.somenumbernotzero :P
03:52 hmmmm gotta find their changelog
03:53 hmmmm vanessae, integer overflow behavior is defined (for unsigned types) as being equal to the result modulo (MAX_UINT + 1)
03:54 hmmmm it is undefined for signed types to my knowledge
03:54 VanessaE hm
03:55 VanessaE I gotta learn more C++ soon.
03:57 hmmmm the irrlicht changelog doesn't say anything
04:00 VanessaE only way I can think to test for such a thing would be convoluted and perhaps prone to error.
04:05 hmmmm it can't be done on runtime
04:05 hmmmm if that's what you're saying
04:05 hmmmm i'm already trying to figure something out
04:06 VanessaE damn.
04:06 VanessaE well there's always grepping through the source as you did, in some sort of preprocessor step :)
04:07 hmmmm that could be possibly done, i hardly know how to work with cmake though
04:07 hmmmm it'd be part of the configure script
04:08 VanessaE life was easier when all you had was string, 16-bit int, and float. :-)
04:08 hmmmm if it were up to me, i'd personally use stdint.h types and that's all
04:08 hmmmm no dependence on irrlicht bull
04:08 hmmmm it's obviously too late for that :/
04:08 VanessaE yeah
04:18 hmmmm alright, so this is the amount of configurability you're going to be looking at through lua with the V6 mapgen:  http://pastebin.com/v98qrFC0
04:19 hmmmm you'll be able to modify the offset, scale, spread factor, seed offset, number of octaves, persistance factor of all the uses of perlin noise, you'll be able to choose which features are used on the map, the frequency/size at which a desert occurs, the water level, and the chunk size
04:20 hmmmm although I am thinking i ought not to let chunk size be user modifiable
04:20 VanessaE agreed on that last bit.
04:20 VanessaE that could seriously break things
04:21 VanessaE especially if the user wants to share his or her map.
04:21 hmmmm well actually if any of these variables are present within map_meta.txt, it'll take precedence over what's set in Lua
04:22 VanessaE good idea.
04:22 VanessaE then if the user goes fiddling with the settings, it is they who broke it and not some random mod.
04:23 VanessaE the number of adjustable params looks good though
04:23 hmmmm right - and that's only for the V6 mapgen
04:23 hmmmm V7 puts this amount of configurability to shame
04:24 VanessaE heh
05:09 SpeedProg joined #minetest-dev
05:39 VanessaE celeron55, hmmmm: that emergethread "fix" was ineffective.
05:39 VanessaE server's occasionally getting stuck where it can't load the map for anyone
05:40 VanessaE but chat is real time, and the server's CPU usage is so-so (high 30's to low 40's).
05:41 hmmmm it's not the same problem then
05:41 VanessaE so two independent problems then?
05:42 hmmmm it must be.
05:43 VanessaE client isn't receiving hardly anything packet-wise - one every several seconds, unless I pan around (then it jumps to tens per second) or someone moves.
05:53 VanessaE map loaded a bit...
05:53 VanessaE server CPU dropped by about 10% at the same time.
06:02 VanessaE I've got it running under gdb now..  maybe I can relay something the next time it gets stuck
06:14 Jeija joined #minetest-dev
06:25 hmmmm the next time it gets stuck you do ctrl+c, 'thread apply all backtrace', then continue really quick
06:25 hmmmm and you pastebin what it prints out
06:25 VanessaE sure
06:25 hmmmm are you using a debug version?
06:25 hmmmm 'cause it'll be useless otherwise
06:26 VanessaE I'm not sure if this is a debug build or not (with my luck, it is not)
06:26 hmmmm well you can easily tell
06:26 hmmmm when you first type 'gdb minetestserver' on the last line of output it'll tell you if it was able to find symbols or not
06:26 hmmmm if it found symbols, then it's a debug build.
06:27 VanessaE Reading symbols from /usr/local/bin/minetestserver...(no debugging symbols found)...done.
06:27 VanessaE damn.
06:28 VanessaE -DCMAKE_BUILD_TYPE=Debug ?
06:30 hmmmm yeah
06:30 VanessaE ok, getting into place now.
06:31 VanessaE Reading symbols from /home/vanessa/Minetest-Textures-and-mods/minetest/bin/minetestserver...done.
06:31 VanessaE ok.
06:31 VanessaE run.
07:09 hmmmm joined #minetest-dev
08:38 celeron55 also, it is probably useful to continue it a few times and print a couple of backtraces
08:38 celeron55 or, more like possibly
08:54 jin_xi joined #minetest-dev
10:31 serengeor joined #minetest-dev
10:56 PilzAdam joined #minetest-dev
11:36 SpeedProg1 joined #minetest-dev
11:39 Taoki[laptop] joined #minetest-dev
11:41 SpeedProg joined #minetest-dev
13:04 kotolegokot joined #minetest-dev
13:15 hmmmm joined #minetest-dev
13:16 doserj joined #minetest-dev
13:33 iqualfragile joined #minetest-dev
13:33 Jeija joined #minetest-dev
13:33 Jeija https://github.com/celeron55/minetest/pull/366 << Opened a pull request for a list of servers in the Multiplayer tab
13:38 Jeija left #minetest-dev
14:11 thexyz -1 for mesecons.net, and i also dislike this idea in general
14:18 doserj the local list is ok.
14:19 doserj but server owners should have agree if their server is listed on a public list
14:19 PilzAdam there should be a GUI to store the server
14:20 doserj well, every server you entered once should be added to the local list (does it do that?)
14:21 PilzAdam yea, that would be nice
14:21 darkrose and an option to delete one from the list in the gui... that'd be good
14:22 doserj yes
14:22 darkrose and poeple can always share their server lists on the forum
14:22 PilzAdam maybe just a dropdown menu in the multiplayer tab that saves your servers and a "List" tab for online lists
14:23 doserj maybe make the local list your list of "favourite" servers, and have a way to populate it from a public remote server list?
14:24 doserj but definitely don't publish a list of servers without agreement of the server owners. that is just a big no-no.
14:25 darkrose the public list is a fail, imo, unless there's an official master server that the game server itself reports to on startup (unless a config setting says not to) to generate the list
14:26 darkrose otherwise it's just "servers that player X wants you to know about" which wouldn't be any different to sharing lists on the forums
14:27 darkrose ... and only using local files to populate the menu
14:28 PilzAdam just tested it and it crashed when pressing refresh
14:28 PilzAdam cant reproduce...
14:30 iqualfragile left #minetest-dev
14:33 kotolegokot hmmmm, i have a segfault some time after the start of the game. gdb output: http://paste.ubuntu.com/1464612/
14:34 hmmmm kotolegokot, is that from the version on the GIT?
14:34 kotolegokot hmmmm, yes
14:34 hmmmm mmm yes, in two calls to get_biome, the node_min.X and Y are passed instead of X and Z like it should
14:34 hmmmm so if you go too far in the Z direction it'll crash
14:35 hmmmm you'll see two lines like if (get_biome(blah, v2s16(node_min.X, node_min.Y)) { ....
14:35 hmmmm just need to change the Y to a Z
14:36 hmmmm mmmhrhmmmmmmgrmrg
14:36 hmmmm i need to push a fix for that
14:51 thexyz https://github.com/celeron55/minetest/pull/365 anybody? is there a point in making ipv6 disableable?
14:58 darkrose isn't IPv6 nonexistant on some windows versions?
15:01 thexyz probably in some 10-years-old versions
15:02 thexyz like winxp without any sp
15:03 darkrose if it's not disableable, you just know someone will bitch about it
15:04 thexyz well, at least, it should be made disableable in some other way
15:05 thexyz i don't see a point in https://github.com/celeron55/minetest/pull/365/files#L2R261, for example
15:25 doserj I guess he doesn't trust every isp to have their ipv6 configuration working properly
15:28 thexyz how's that related?
15:29 doserj maybe i misunderstood what you are criticising
15:30 celeron55 i don't see any point in making ipv6 disableable
15:31 celeron55 no other software does that... because there is no reason to 8)
15:32 celeron55 i'd say it needs to build and work in windows xp sp4
15:33 celeron55 maybe sp3 too if there is no real reason not to
15:34 celeron55 (or any version of xp for that matter; but anyway)
15:35 celeron55 also, yes, the server list needs to be able to store user-added servers from the UI
15:35 celeron55 independently of whatever else it does
15:37 celeron55 i guess somebody'd need to comment those pull requests on github as jeija and matttpt don't hang around in here
15:43 celeron55 hmmmm: the ipv6 addition could probably use testing on windows, can you do that sometime? https://github.com/celeron55/minetest/pull/365
15:49 hmmmm i stopped testing on windows, it's just not worth it
15:51 celeron55 crap, where is minetest.net once again
15:57 celeron55 well, dunno; depends on how much you think the 20000 monthly windows package downloads are worth 8)
16:09 hmmmm i used to have visual C++ 2008 all set up and working on my old computer through wine
16:09 hmmmm but i had to go through a lot of BS to get it working so this time around i just didn't bother
16:10 hmmmm instead now i have it set up on a virtual machine, but i had trouble the last time i tried to run any sort of 3d application in a vm
16:30 thexyz hmmmm: it works fine for me (virtualbox + minetest + nvidia blob)
16:33 hmmmm i'll take a look sometime
16:34 hmmmm are all versions of C++ okay with anonymous structs?
17:05 thexyz celeron55: i'm still open for hosting minetest.net
17:25 serengeor joined #minetest-dev
17:57 hmmmm i'm gonna be honest, over 65535 verticies for a single mapblock is crazy
17:57 hmmmm wouldn't this kill video performance?
17:58 hmmmm graphics
18:20 RealBadAngel im not sure how many vertices can have one single model in other games
18:21 RealBadAngel but i bet such buffers were thought for handling single objects not whole world look
18:21 VanessaE from what I read on irrlicht forums, this isn't uncommon.
18:22 VanessaE the solution presented was either to use a 32-bit count and dynamic buffers, or to break your work into smaller pieces each with their own 16-bit indexed buffer, e.g. head, torso, each arm, each leg in the case of a high-quality 3d player model
18:22 RealBadAngel well, simple cow model, 2k triangles, 1k vertices
18:23 RealBadAngel i havent heard of 65 cows killing the game performance
18:23 serengeor joined #minetest-dev
18:24 VanessaE so in the case of the trees, I could only say break them up by material type, then by height or something e.g. trunk, then leaves, then subdivide those into smaller parts.
18:24 RealBadAngel we will try to add dynamically just another one when needed
18:25 VanessaE yes, that's what c55 said he favors.
18:32 RealBadAngel lol, on the very same page as the cow i found A BUNNY
18:32 RealBadAngel 69k vertices :)
18:32 VanessaE heh
18:33 RealBadAngel i think its all about if over 64 can kill something
18:33 RealBadAngel 1 or 2 bunnies wont kill minetest for sure
20:39 jin_xi joined #minetest-dev
21:12 SpeedProg joined #minetest-dev

| Channels | #minetest-dev index | Today | | Google Search | Plaintext