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&aid=3493502&group_id=74339&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 |