Minetest logo

IRC log for #minetest-dev, 2013-01-17

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

All times shown according to UTC.

Time Nick Message
00:02 sapier how do I enable fly mode? (didn't use it for some time)
00:02 VanessaE /grant singleplayer all
00:02 VanessaE (or your name)
00:03 VanessaE then hit 'k' to enable it and use shift + space to go down/up
00:03 VanessaE (or E + space if you use that)
00:04 sapier ok
00:04 sapier :-) starting takes ages with all that nodes in
00:05 VanessaE turn off item preload.
00:05 sapier can be done?
00:05 VanessaE Settings Menu, "Preload Item Visuals".  Uncheck that.
00:05 sapier that's a candidate for a background thread
00:06 VanessaE yup
00:07 VanessaE but for now, having preloading turned off is good enough
00:08 VanessaE it also makes it possible for high-rez texture pack users to exit-to-menu and re-enter a world without having to restart the whole client.
00:08 sapier hmm I don't find anythin constructed where is everything?
00:08 VanessaE teleport to -138,24,100
00:08 VanessaE that's the spawn
00:09 sapier ok I assume wrong world :-)
00:09 VanessaE fly north-northwest a bit and you'll hit a heavily-wooded area
00:09 sapier north is?
00:09 VanessaE Z+
00:10 VanessaE also southeast of the spawn is lots more wooded area.
00:10 VanessaE east = X+
00:13 sapier how long does it take to crash?
00:16 VanessaE sapier: anywhere from a few minutes to several hours
00:16 sapier hmm not easy to test I'm flying above ungenerated are for some time now
00:17 sema4 joined #minetest-dev
00:18 VanessaE sapier: are you running my game with it?
00:18 sapier yes
00:18 VanessaE and are you flying through the heavily-wooded areas?
00:18 sapier yes already passed it
00:18 VanessaE singleplayer mode?
00:18 sapier no client server with item preload enabled
00:18 VanessaE hrm
00:18 sapier not quite sure if this makes a difference
00:19 sapier ok I've disabled preload and test again
00:19 VanessaE dunno
00:19 VanessaE preload is strictly a client-side thing though isn't it?
00:20 sapier i don't know
00:21 sapier ok preload or not doesn't seem to matter
00:21 sapier maybe you can check that additional commit
00:21 VanessaE you're running that commit?
00:21 sapier yes
00:21 sapier second one I posted
00:21 VanessaE ok, lemme try it
00:22 sapier it's experimental but if it works I'll finish it for merge
00:22 VanessaE is that first commit also needed?
00:22 sapier i think so yes
00:22 VanessaE ok
00:23 VanessaE building...
00:23 sapier I'm running on quad cor phenom ... so you should have even better performance
00:24 VanessaE ok, let's see if that works.
00:26 VanessaE hrm, I better re-clone.  something isn't right here
00:26 sapier I'm still flying above woods
00:28 VanessaE there, re-cloned, got both of your commits, building system-wide.
00:29 VanessaE ok, let's see what this breask ;)
00:30 sapier I should be in bed for some time so plz make it quick ;-)
00:31 VanessaE heh ok
00:31 VanessaE gimme a minute or two
00:33 sapier I've just teleported to 5000,20,5000 directly into newly generated woods without crash
00:33 VanessaE ok, got the new build into place.
00:34 VanessaE it's still stalling out for me.
00:34 VanessaE though you don't have time for a full test so I can't say if it's going to completely hang up yet or not.
00:34 sapier hmm strange ... your server should outperform my pc ... do you have server and client on same machine?
00:34 VanessaE so far I just see the map loader taking several seconds at a time, for now.
00:34 VanessaE yes, they're on the same machine.
00:35 VanessaE vanessae.mine.bz:30000 if you wanna take a look around.
00:35 sapier thats even more strange ... what distribution are you at?
00:35 VanessaE Ubuntu 12.04/.
00:36 sapier ok I'm on wheezy
00:36 VanessaE it's lagging, but it *is* running
00:36 sapier another pthread version but that souldn't be such a huge difference
00:37 sapier ok I didn't expect performance to make huge jumps but only avoid emerge thread from beeing staled
00:37 VanessaE nope, it keeps stalling out
00:37 sapier hmm "waiting for content"
00:37 VanessaE I just waited about one full minute for the map to resume generating.
00:38 VanessaE initial media download is about 15MB so it'll take a while.
00:38 sapier there must be something else
00:38 sapier what kernel version is 12.04 running?
00:38 VanessaE vanessa@rainbird:~$ uname -a
00:38 VanessaE Linux rainbird 3.2.0-36-generic #57-Ubuntu SMP Tue Jan 8 21:44:52 UTC 2013 x86_64 x86_64 x86_64 GNU/Linux
00:39 sapier debian too
00:39 sapier hexacore intel or amd?
00:39 VanessaE AMD Phenom II X6 1055T
00:40 sapier ok Im on phenom II x4 ... not a big difference
00:40 init wow VanessaE
00:40 init nice phenom :P
00:40 sapier is there any pattern like "occurs on ubuntu 12.04" only?
00:41 VanessaE sapier: beats me.
00:41 sapier no offence I just want to find out where the differences are
00:42 VanessaE none taken :-)
00:42 sapier wheezy and ubuntu 12.04 have different glibc thus different pthread and of course different locking
00:43 sapier it wouldn't be first time a glibc beeing buggy
00:43 VanessaE heh
00:44 sapier I can't join ... I'll try to reproduce your bug tomorrow at my machine I'll tell you if I succeed or not
00:44 sapier bye
00:45 VanessaE bye for now
00:45 VanessaE annnnd just as he leaves, my server hangs up.  pff.
00:45 VanessaE there it goes.
00:53 VanessaE got logs...  you know, I think that did improve things to some extent.
00:54 VanessaE not by much, but maybe a little
00:55 VanessaE oh wild
00:55 VanessaE I think the cave generator just tried to carve out a chunk of water in someone's waterfall.
00:55 init wtf?
00:56 VanessaE I just saw a glob of water ~5x5x5 nodes disappear and then the void started moving downwards
00:56 VanessaE (its a thick waterfall)
01:05 hmmmm you can set the scheduler type!?
01:05 hmmmm how on earth does that work
01:06 hmmmm are pthreads under linux apartment threads?
01:07 VanessaE dunno
01:38 rsiska joined #minetest-dev
02:08 kaeza joined #minetest-dev
04:13 kaeza1 joined #minetest-dev
04:13 celeron56 joined #minetest-dev
04:24 kaeza joined #minetest-dev
04:30 kaeza joined #minetest-dev
04:31 kaeza joined #minetest-dev
04:38 kaeza joined #minetest-dev
04:42 kaeza1 joined #minetest-dev
04:44 kaeza joined #minetest-dev
05:58 Calinou joined #minetest-dev
06:16 celeron55_ < VanessaE> [01-16 17:28] <Menche> could
06:16 celeron55_ they fix the bug where you have
06:16 celeron55_ to jiggle the mouse to open a
06:16 celeron55_ formspec after just closing one?
06:17 celeron55_ there is a patch for this made by kahrl, but i deemed it too large and messily designed back then
07:01 hmmmm joined #minetest-dev
10:06 rsiska joined #minetest-dev
12:51 darkrose joined #minetest-dev
14:34 RealBadAngel hello minetest
14:59 celeron55 joined #minetest-dev
15:06 toabi_ joined #minetest-dev
15:11 Taoki joined #minetest-dev
15:23 dysoco joined #minetest-dev
15:31 dysoco Is the developer wiki down? http://minetest.net/wiki/doku.php
15:42 init dysoco: the only i know about it atm is that http://forum.minetest.net/viewtopic.php?id=4243 , but i'm not sure what happened with the old dev wiki
15:42 init souldn't it be online?
15:43 init and in dev.minetest.net i don't see info about the core
15:54 dysoco ah, http://dev.minetest.net/Main_Page
15:55 dysoco yes, it's fairly incomplete
16:09 Calinou joined #minetest-dev
16:19 PilzAdam joined #minetest-dev
16:34 rubenwardy joined #minetest-dev
16:59 celeron55 i couldn't get the old dev wiki to work
16:59 celeron55 when i transferred it to the current host of the main site
16:59 dysoco And the new wiki doesn't seem to have information about the Core.
16:59 celeron55 it just simply refuses to, showing nothing and no errors either
17:00 celeron55 this is since last week, so you're quite fast to complain 8)
17:01 celeron55 if anyone has experience of such behavior with dokuwiki, i'll have use for that experience
17:02 dysoco hehe, I've never been in the old wiki: I'm not complaining, maybe it was deprecated or something :P
17:02 celeron55 there's a bunch of relevant stuff in there that should be copied over to dev.minetest.net
17:02 celeron55 not much, but many pages
17:03 PilzAdam joined #minetest-dev
17:04 doserj joined #minetest-dev
17:05 celeron55 but i'm simply helpless with this
17:06 celeron55 when dokuwiki shows an completely empty page, there is supposed to be some kind of a fatal error
17:06 celeron55 but even though i have logging enabled in php and apache, neither logs anything
17:06 dysoco apparently there is some kind of Documentation Sprint in 19.
17:06 celeron55 yes there is
17:06 celeron55 this would be very important for it too
17:07 dysoco Is the code well commented at least? I was thinking in reading through it.
17:07 doserj re liquid updates: I just realized that a map doesn't save the nodes to update over a shutdown. So when you stop and restart a server while liquids are updating, they get stuck. One more reason to put m_liquid_updates into MapBlock instead of Map, I guess.
17:08 doserj then Map can have a list of blocks instead of  a list of nodes to update
17:09 celeron55 dysoco: many smart people have gotten to understand it; there'd be some useful info on minetest.net/wiki though...
17:10 celeron55 dysoco: the goal of saturday is exactly to document the C++ side of things to make it more accessible
17:10 dysoco I see, I'm looking to get more into Game Development and C++, but I really suck at design and I keep failing to do games by myself, so at least I'd like to get into an Opensource project.
17:10 doserj loading a block with liquid updates inserts it into the Map's list. and if the map finds a block in its list which is unloaded, it can safely remove it.
17:11 doserj still have to thinks about the case of mapclock borders to unloaded blocks, to make sure nothing gets forgotten there.
17:15 celeron55 dysoco: the general advice in game development seems to be to start very small and work up from there, doing increasingly sizeable projects
17:16 dysoco well, I have a Pong and a Space Invaders for Android, but still: the Art has been done with Paint :P
17:16 Calinou windows developer **alert**
17:16 Calinou ;-)
17:16 dysoco I mean, not paint
17:16 dysoco Paint = Not professional graphic editor.
17:17 dysoco not sure if it was Gimp or Inkscape
17:17 hmmmm joined #minetest-dev
17:18 celeron55 as for how i did it, i made multiple very small games (just like those) many many many years ago, then did some small-ish non-game projects that i somewhat finished, started many medium-sized game projects that never got finished, contributed a bit to some non-game software, worked on some small-to-medium sized non-game software of my own and then started minetest...
17:19 dysoco yes, everything is possible with time and dedication :P
17:19 celeron55 art is quite a different thing compared to programming; you'll have to decide whether you want to be able to do it yourself (in which case, go draw stuff) or just specialize in programming (which makes it hard to make small projects)
17:20 celeron55 after starting minetest, i already have started many other projects of very different sizes :P
17:20 dysoco now that's my problem: I really suck at art, it always ****** my GPA in School :P
17:21 dysoco Anyways I need to leave now, I'll try to be here for the 19 to be what's going on.
17:22 celeron55 see you :P
17:22 * celeron55 goes back to fighting with dokuwiki
17:22 dysoco left #minetest-dev
17:26 celeron55 omg
17:26 celeron55 it works when i removed the plugins directory
17:27 celeron55 apparently it was the columns plugin
17:28 * celeron55 throws it in the trash
17:28 Calinou "I really suck at art" => "Good Opensource Art: Last seen: Never"
17:28 Calinou :>
17:41 celeron55 thexyz: gimme edit privileges to dev.minetest.net main page
17:43 thexyz k
17:43 VanessaE "plz give me privs on ur server.  ty."   <--- what c55 said, in forumspeak ;-)
17:44 Calinou you forgot "i will not greif"
17:44 VanessaE right.
17:45 PilzAdam he didnt said that....
17:45 VanessaE PilzAdam: fix your sarcasm detector.  It's on the fritz again.
17:45 PilzAdam I mean the grief thing only)
17:47 VanessaE heh, right :)
17:54 celeron55 i wonder how we should differentiate the scripting API things from the core things
17:57 VanessaE no clue, except that it should be trivial to follow from some API bit over to the documentation for the part of the code that makes that bit work.
17:57 VanessaE (so really, kinda the opposite in a way)
17:57 celeron55 that is just links
17:57 VanessaE yep I know.
18:00 celeron55 anyhow, i added the relevant pages from the old wiki: http://dev.minetest.net/Main_Page
18:00 celeron55 well, about core, that is
18:01 celeron55 is this useful? i guess it could be added too, altough it's non-editable as-is: http://minetest.net/wiki/lib/exe/detail.php?id=code%3Ainner_workings_of_minetest&amp;media=code:minetest-dfd-visio.png
18:02 PilzAdam isnt that 0.3?
18:02 celeron55 0.4 isn't much different to 0.3
18:03 celeron55 i'll copy it over too; somebody should probably redraw it (that is not made by me)
18:05 celeron55 (and i have no idea by who that is)
18:06 thexyz http://minetest.net/wiki/doku.php?do=recent&amp;id=code%3Ainner_workings_of_minetest
18:07 celeron55 eh... okay; well, i do have his e-mail address then
18:07 thexyz it's also specified here https://github.com/janitor61/
18:07 rubenwardy joined #minetest-dev
18:24 celeron55 joined #minetest-dev
18:41 Taoki joined #minetest-dev
18:50 jaseg joined #minetest-dev
18:51 SpeedProg joined #minetest-dev
19:31 sapier joined #minetest-dev
19:31 rsiska joined #minetest-dev
19:31 sapier vanessae do you have tohose strange to many objects in block messages too?
19:35 VanessaE sapier: do you mean the out-of-indexes problem that sometimes happens, or the "over 49 entities" issue?
19:39 sapier yes
19:40 thexyz wait, "yes" is not proper response to "or" question
19:41 sapier it is
19:41 sapier but it wont help very much i agree with that
19:42 sapier and yes was meant as yes for both
19:42 sapier vanessa how is plantlife doing spawning?
19:48 sapier vanessae ... I didn't have any crash when flying around in your world for about 20 minutes (with my patches applied) ... I did have stalls but only if flying throug woods where plantlive did grow or spawn flying through any other unloaded area didn't create any stall.
19:48 celeron55 joined #minetest-dev
19:48 sapier is it supposed to crash?
19:51 VanessaE plantlife uses abms set to trigger on the presence of dirt with grass, but keeps a fairly sparse distribution of plants, usually only 2 or 3 per mapblock, and very seldom does the code that adds them actualy get to run
19:51 VanessaE ditto for trees.
19:51 RealBadAngel sapier, so you shall answer yes || yes
19:51 RealBadAngel ;)
19:52 VanessaE it doesn't so much crash as it hangs up, sometimes for hours on end.
19:52 VanessaE although I don't see it happening now since I added your patch
19:52 VanessaE I have to wait for others to tell me if it's still an issue
19:53 sapier yes || yes evaluates to yes which is a single answer too ;-)
19:53 sapier yes,yes using lua notification may be an option ;-)
19:54 sapier vanessae dirt and grass are often there even with low rates they do make significant load
19:55 VanessaE yes, but when this happens, I can usually still chat, send commands, etc.
19:55 sapier especially on chunk loading as all abms start with less distribution
19:55 VanessaE if it were an ABM hanging the server, those would not work either.
19:55 RealBadAngel sapier 4 can be an answer but you dont know if the question was 3+1 or 2+2 ;)
19:55 VanessaE bbiab
19:57 sapier I don't think so abm's not quite stall it completely but chung loading and generating is far to vulnerable to disturbances introduced by lua
19:57 sapier rba don't know what you're trying to tell me ;-)
19:58 RealBadAngel cave gen over ground introduces HEAVY lags to mapgen
19:59 RealBadAngel caves are generated all over, and no matter how high
19:59 sapier node setting in on_generated is even worse ... and abm's on default nodes should be forbidden ;-)
19:59 sapier is this done by lua or core?
19:59 RealBadAngel simply disabling cave gen with height limit speeds mapgen greatly
20:00 sapier vanessae if those patches proove to improve situation about some time I'll finish them for merge
20:00 RealBadAngel i posted once a dirty fix for that
20:00 sapier whats root cause for cavegen to behave that bad?
20:00 RealBadAngel bad code
20:01 sapier that answer is as good as yes ;-)
20:01 RealBadAngel caves are generated on every height
20:01 sapier yes but that shouldn't be a problem
20:01 RealBadAngel it is, wanna SEE it?
20:01 sapier except of strange maps of course
20:01 sapier but not for performance
20:01 RealBadAngel hold on
20:02 sapier I've already seen those pictures with cave/mese clouds in sky ;)
20:04 RealBadAngel ah, ok
20:04 sapier but still this schouldn't have such big performance impactr
20:04 sapier -r
20:04 RealBadAngel wanna bet?
20:04 RealBadAngel they do
20:05 RealBadAngel caves are simply everywhere
20:05 sapier if you disable 1/3 of an algorithm its faster per definition ;-) but cavengen taking 1/3 of load is already a problem
20:05 RealBadAngel even on y=+10000 mapgen lags
20:05 RealBadAngel because of caves
20:05 sapier don't know if 1/3 1/2 or 2/§ is correct
20:06 sapier yes but disabling isn't a solution but a workaround
20:06 RealBadAngel more, it causes lighting bugs (dark trees)
20:06 RealBadAngel floating island (thx to blobs in caves)
20:06 RealBadAngel trees in the sky
20:07 sapier still disabling ain't a solution ;-) solution would be fix it's performace footprint and have it run within solid ground only
20:08 doserj joined #minetest-dev
20:08 RealBadAngel solution is quite simple
20:08 sapier I do listen?
20:08 RealBadAngel hmmm figured it out
20:08 RealBadAngel avg height of the block calculated and compared to max_y of generated block
20:09 rubenwardy left #minetest-dev
20:09 RealBadAngel if max_y is out of bonds then skip cave code
20:09 sapier average height? I hope calculated in core but not lua?
20:10 RealBadAngel avg is taken from perlin noise for given x and z coords
20:10 RealBadAngel we are talkin c++ all the time
20:10 sapier are we talking about blocks or nodes?
20:10 RealBadAngel and blocks
20:10 sapier ok so average can be calclulated relatively simple
20:12 RealBadAngel i got it somwhere, lemme find it
20:12 sapier sounds like a good solution
20:13 RealBadAngel https://github.com/celeron55/minetest/blob/master/src/mapgen.cpp#L1346
20:13 RealBadAngel theres start of cave code
20:13 sapier but would you get entrances to caves?
20:13 RealBadAngel yes
20:13 sapier only if a block ends "on surface"?
20:14 RealBadAngel http://pastebin.com/6vbfai4k
20:14 RealBadAngel replace the start with it
20:14 RealBadAngel thats a major fix for the cave gen
20:14 RealBadAngel skip air cave generation
20:15 RealBadAngel caves are still generatin in air below avg height
20:15 RealBadAngel in mountains, cliffs etc
20:16 RealBadAngel but you will notice great speed up of terrain generation for sure
20:17 RealBadAngel of course only on the ground
20:17 RealBadAngel not deep down
20:18 sapier it's an improvement but I'm not quite sure how this behaves with different block sizes
20:18 RealBadAngel blocks dont have different sizes afaik
20:19 RealBadAngel its fixed
20:19 sapier if on_generated uses same sizes as blocks they do? it's fixed?
20:19 RealBadAngel 16x16x16
20:19 celeron55 ha!
20:19 sapier what does on_generated run at?
20:19 sapier hello celeron
20:19 RealBadAngel am i wrong c55?
20:20 celeron55 RealBadAngel: use maximum height, not average height
20:20 RealBadAngel ok
20:20 RealBadAngel but i will need to add more check points
20:21 RealBadAngel maybe in cross shape to detect cliffs
20:21 celeron55 well, you'd need that for good average too
20:21 celeron55 (equally much)
20:22 RealBadAngel 5 points out of 16x16 would be fair enough
20:22 RealBadAngel center and 4 extra in middle of each direction
20:23 celeron55 and the generator currently generates areas of 5 blocks to every direction at a time, not a single one
20:23 sema4 joined #minetest-dev
20:23 celeron55 80x80x80 areas, that is
20:24 sapier rba I'm not sure but randomly selecting points might give better results
20:24 celeron55 or, volumes, to be exact
20:24 sapier are those cubes directly transmitted to on_generated lua call?
20:24 celeron55 yes
20:24 RealBadAngel im not sure if random will be any good there
20:24 RealBadAngel its an average
20:25 sapier strange I'm quite sure I got different values for min_p max_p
20:25 sapier might be a bug somewhere else
20:25 RealBadAngel middle points shall work the best to calculate average not random ones IMHO
20:25 sapier having a fixed pattern will make you prone to some strange patterns that may be introduced by trees for example
20:26 celeron55 RealBadAngel: at least i don't care if you just pick the corners, but you could divide the area into a grid and sample that way too; whatever
20:26 RealBadAngel i said: middle
20:26 RealBadAngel not borders
20:26 sapier doesn't make a difference if middle or border
20:27 RealBadAngel if the terrain is continuous it makes
20:27 sapier no ... it's only a quantitative difference
20:27 celeron55 oh god 8D just do something; as long as there are multiple points and you choose the maximum, it's fine
20:27 sapier quality stays same
20:28 RealBadAngel 5 points shall do the job
20:28 RealBadAngel no matter borders or middle
20:28 sapier still I don't want to calculate how many random points you need to select to get a accuracy of XX%
20:29 RealBadAngel we wont hit perfection with that for sure
20:29 sapier of course it most likely will be good enough
20:29 RealBadAngel but definitely we will get closer to it ;)
20:30 RealBadAngel btw
20:30 sapier celeron is SCHED_FIFO only because it's default scheduling policy or is there any reason for it?
20:30 RealBadAngel i noticed some SPIKES in terrain gen
20:31 celeron55 sapier: what is that
20:31 RealBadAngel like single stone goin up to the sky
20:31 sapier pthread scheduling policy? it's related to how threads are scheduled e.g. on release of mutex
20:32 celeron55 i have no idea of anything related to that
20:33 RealBadAngel celeron55, could it be some perlin bug or some rounding issue?
20:33 sapier vanessae is trying some experimental patches I created yesterday to avoid emerge thread from stalling completely ... major changes have been lift emerge thread priority and switch fo sched_RR (round robin)
20:33 celeron55 RealBadAngel: it's not a bug; it's just what the algorithm can sometimes end up making
20:33 sapier SCHED_RR often improves responsiveness of different threads with same priority on heavy load
20:33 celeron55 it's essentially equal to floating islands in a 3D noise mapgen (like in 0.3)
20:34 RealBadAngel so maybe add some spike detection there?
20:34 sapier why?
20:34 RealBadAngel +20 nodes stone spike looks at least weird
20:35 sapier there are stone spikes in some real world areas too?
20:35 hmmmm it's better to have buggy, interesting terrain than correct, boring terrain
20:35 RealBadAngel buggy and smooth are two differnt things
20:36 sapier world isn't smoth everywhere too ;-)
20:36 hmmmm if you can find the reason why it makes those spikes, then sure, fix it..... but it's not really a priority at all
20:36 RealBadAngel have you seen 1x1 meter and 20 meters high pillar of stone IRL? ;)
20:37 hmmmm actually i don't think minecraft nodes are a cubic meter.  they look quite a bit smaller than a meter in gameplay.
20:37 sapier http://de.wikipedia.org/wiki/Obelisk_von_Luxor
20:37 sapier :-)
20:37 RealBadAngel lol
20:38 RealBadAngel do we have some ancient egyptians messing with the code?
20:38 sapier add spike detection adding hiroglyphs ;-)
20:38 RealBadAngel rotfl
20:39 RealBadAngel that could be even a nice idea
20:40 RealBadAngel add some monumental ancient buildings
20:40 sapier let things like that do lua mods
20:40 RealBadAngel sure, not the core
20:42 sapier still modifications like that done in on_generated are not quite performant
20:43 hmmmm i think i should change that
20:43 sapier what do you mean with "that"?
20:44 RealBadAngel he means propably after 2 weeks of not codin "i will code something" ;)
20:44 hmmmm i have an idea.  the engine passes a MapBlock to on_generate, the lua code directly modifies it, returns 1 if anything in the block was modified (and requires blitting back)
20:45 hmmmm as i understand right now it calls set_node for every single node
20:45 hmmmm which is horrendous
20:45 sapier true
20:45 RealBadAngel ah, you remind me of somethin
20:46 RealBadAngel i got the blocks in the "cache" i believe
20:46 RealBadAngel i put there my tree
20:46 thexyz hmmmm: what did you want to talk about?
20:46 hmmmm leveldb
20:46 RealBadAngel and checkin before puttin another tree node whats there
20:47 RealBadAngel problem is my changes do not affect the checks
20:47 RealBadAngel so if i put tree trunk there, check whats there, it says "air"
20:48 RealBadAngel so treegen replaces trunks with leaves
20:48 thexyz hmmmm: so? anything wrong with it?
20:48 hmmmm well i want to find out
20:48 hmmmm does your modifications break compatibility with older map formats?
20:48 hmmmm s/does/do/
20:49 thexyz dunno about sectors format, but it works fine with sqlite3
20:49 thexyz https://github.com/minetest/minetest/commits/db_backends_2
20:49 hmmmm oh nevermind
20:50 hmmmm leveldb is SQL?
20:50 hmmmm for some reason i thought it was a key/value no-sql type database
20:50 thexyz it is
20:50 thexyz key-value
20:50 thexyz not sql
20:51 sapier can someone plz break down all those unnecessary big locks within minetest prior adding other heavy weight additions? :)
20:51 thexyz you are free to choose which backend to use per-world
20:51 hmmmm what the heck, github is not reponding
20:51 hmmmm they have some cruddy JS
20:51 thexyz it also can "migrate" from one backend to another
20:52 hmmmm great
20:52 hmmmm so everything is basically in place
20:52 hmmmm would there be any additions needed for this to be released to the general public?
20:53 thexyz well, things usually start to break one released
20:53 thexyz ATM it works fine at all OldCoder's servers
20:54 thexyz *once
20:54 hmmmm right, but things will never go anywhere if it's not released
20:54 hmmmm i was talking to celeron about it and we think that the leveldb stuff should go into master asap
20:55 sema4 left #minetest-dev
20:55 sapier minetest is betatesting anyway ;)
20:55 thexyz well, the one (huge?) problem with leveldb is that it's tricky to compile under windows
20:55 hmmmm ..hah.  that's a good point i never really considered..
20:55 RealBadAngel leveldb on 19 worlds is workin just fine
20:55 hmmmm tricky?
20:55 hmmmm explain more
20:56 thexyz well, it seems it only compiles with boost
20:56 RealBadAngel and solved world corruption issues
20:56 hmmmm what happens with stl?
20:56 thexyz although there is some patch which makes it possible to compile without boost, dunno if it works
20:57 thexyz hmmmm: what should happend with it?
20:57 thexyz I've never tried to compile it though
20:57 sapier boost?
20:57 thexyz there's -DENABLE_LEVELDB cmake setting
20:57 hmmmm do you have access to a windows environment to compile with?
20:57 thexyz yes, I do
20:57 sapier does this mean minetest will require boost soon?
20:57 hmmmm would you at least try to see what the problem would be ?:)
20:58 hmmmm sapier, of course not
20:58 sapier puuuuh
20:58 sapier that'd be a reason for forking ;-)
20:58 hmmmm we're either going to fix this directly or check out that "patch" that fixes it
20:58 hmmmm but if it comes down to that
20:58 hmmmm we might need to just for the windows builds
20:59 hmmmm there aren't too many windows minetest users though, and it'll only be necessary for that small subset of people
20:59 doserj joined #minetest-dev
21:00 sapier windows users are like binary package linux users ... rare but important
21:00 thexyz https://groups.google.com/forum/?fromgroups=#!topic/leveldb/Y7eoVJdS4pY
21:00 sapier at least if goal is to spread minetest
21:01 celeron55 w-what? :D not many windows minetest users?
21:01 celeron55 the situation is: most of minetest users use windows, most of minetest developers use linux
21:03 sapier sounds reasonable
21:03 iqualfragile joined #minetest-dev
21:03 thexyz whatever, windows minetest users don't usually build packages
21:03 RealBadAngel but the community needs simple users too. that means windows.
21:03 RealBadAngel click, download and play
21:04 sapier so windows build shouldn't be too complicated ... it's already complicated
21:04 RealBadAngel windows compile is pain in the ass
21:05 RealBadAngel and it was one of the main reasons i finally deleted windows
21:05 thexyz sapier: that doesn't matter, *we* build windows packages, not users
21:05 celeron55 in my viewpoint, the windows build should be simple enough to: allow there to be multiple people who are able to and care to build dev builds, and allow there to be multiple people who are willing to test new things on windows
21:05 celeron55 it is *not* enough if only a build is made for releases
21:06 celeron55 it will end up in chaos
21:06 sapier as you will find windows only bugs after release
21:06 celeron55 yes, and the windows build would rot in all imaginable ways to be unusable in the end
21:06 RealBadAngel celeron55, typical luser when seen "build" "compile" will turn away
21:06 RealBadAngel because he simply dont get it
21:06 celeron55 RealBadAngel: ...
21:07 celeron55 RealBadAngel: are you sure you cannot understand what i said?
21:08 celeron55 hmmmm, thexyz: i have recently stumbled (in work) to a project that uses boost, that includes boost as a git submodule
21:08 celeron55 it might be an option
21:09 RealBadAngel i can, but i wanted to higlight my point of view. i get lotsa money each month for installing 7zip or other basic stuff for folks
21:09 sapier to get a windows build env took about half a day and I'm used to compile on windows AND linux so even current way of doing is complicated
21:09 celeron55 i haven't tried building that project on windows yet though
21:09 thexyz celeron55: the boost is only needed for win builds
21:09 RealBadAngel there should be just one link: download, play
21:09 celeron55 thexyz: submodules are not fetched unless you specifically ask git to do it
21:10 thexyz i know, i just think it's not needed
21:11 thexyz when we don't include, say, irrlicht as submodule, what's the point of including boost?
21:11 RealBadAngel take a look on mentioned github, folks even have problems to rename the mod folder
21:11 sema4 joined #minetest-dev
21:11 thexyz by the way, RealBadAngel, what's the problem you're talking about?
21:11 thexyz i don't get it
21:12 sapier it's about lifting level to enter minetest development
21:12 celeron55 RealBadAngel doesn't seem to understand at all what we are talking about
21:12 sapier it's already very high
21:12 RealBadAngel heh, ive tried to hit a different shelf
21:12 celeron55 thexyz: is there a ready-to-use boost distribution for windows like there is of irrlicht?
21:13 thexyz sapier: it's only high for windows devs
21:13 celeron55 also, zlib could be included in the source like jthread is included
21:13 thexyz how many windows devs have we got?
21:13 thexyz celeron55: dunno
21:13 sapier step back, have a look at minetest code and you'll see it is high ;-)
21:13 RealBadAngel nekogloop ;)
21:13 celeron55 i stand with what i said 8 minutes ago
21:13 thexyz i mean, core devs
21:13 RealBadAngel and Jordach propably
21:14 celeron55 i haven't yet seen a good argument against it
21:14 RealBadAngel for me as i said MT was good enough reason to delete windows partition ;)
21:17 RealBadAngel but, if you all havent got what i was tryin to say
21:17 RealBadAngel if newcomer finds out about Minetest
21:18 RealBadAngel fires up google, types minestest download
21:18 RealBadAngel wants to get it and play
21:18 RealBadAngel he gots nothin
21:18 thexyz wait
21:19 thexyz he gets here http://minetest.net/download.php
21:19 sapier I do get what you mean, those users are important too
21:19 sapier but those willing to support development are even more important
21:19 celeron55 RealBadAngel: nobody has questioned such users *at all*
21:19 celeron55 RealBadAngel: stop making up problems out of nothing
21:20 RealBadAngel im not tryin to make problems
21:20 RealBadAngel i know typical users just
21:21 thexyz i still don't get it
21:21 RealBadAngel you, as a coder can just not get it
21:21 celeron55 so, what happens then when thexyz isn't around anymore and nobody wants to build new minetest versions for windows?
21:21 thexyz why can't that user download http://minetest.net/download.php
21:21 RealBadAngel because some things are obvious for ya
21:22 celeron55 and i am not around either
21:22 celeron55 the linux people will fire up their virtual machines and look up the instructions and say "bleh", and then the community just sunk to 30% size
21:22 thexyz oh
21:23 RealBadAngel because: download, rename, where the fuck are mods, rename them, error, wtf, im off
21:25 celeron55 knowing what the communities of easy-to-use free-to-play online multiplayer games are like, i'm not exactly eager to get the same people to use minetest 8)
21:26 celeron55 we don't have need for that kind of people, because we don't monetize them
21:26 celeron55 monetization is the only reason for that
21:26 RealBadAngel take this, i tried to "sell" minetest to 9 yrs old kid from my family
21:26 RealBadAngel which is playin Minecraft all the time
21:27 RealBadAngel when i started to explain him what he has to do to play it
21:27 RealBadAngel i just gave up at some point
21:28 RealBadAngel read the forums, look for most "not workin" posts
21:28 celeron55 nobody is prohibiting anyone from making an installer and a website with a single button to launch it
21:29 RealBadAngel YES
21:29 sapier still i understand rba's point especially a mod package format supported by core would be interesting
21:29 sapier but I think someone is working on this is that true?
21:29 RealBadAngel martraceur has shitload of rigjht right and anc full TIR of right
21:29 celeron55 i don't think anyone is interested in doing this
21:30 RealBadAngel he is
21:30 celeron55 also i think RBA is pretty drunk
21:30 RealBadAngel no, was typin too fast ;)
21:30 * marktraceur wonders what's up here
21:30 sapier cheers
21:30 marktraceur RealBadAngel: I don't know what you're saying above
21:31 RealBadAngel make that mod manager
21:31 celeron55 nobody else knows either, and all the wise people have already shut up :P
21:31 marktraceur Ah.
21:31 marktraceur celeron55: "Package management" is on my list somewhere between "bug triaging" and "code sprint", probably
21:31 RealBadAngel and somebody else easy to find builds
21:32 sapier bugfixing is more important
21:32 RealBadAngel and third make them "download" and "play"
21:32 marktraceur "Continuous integration for builds" probably comes in after "code sprint" but it's really not even on my radar
21:32 hmmmm speaking of sprinting, i do intend to add to the documentation sprint
21:32 marktraceur celeron55: First step would be to get a jenkins instance up and running
21:32 sapier celeron is there any chance to get something like a "functions have to be less than 100 lines of code" rule to minetest?
21:32 hmmmm but right now i am sprinting to type up this feature list
21:32 marktraceur (or you know, whatever CI thing you want)
21:33 marktraceur sapier: Most wouldn't make that cut
21:33 * celeron55 hides (don't ask me to do anything)
21:33 RealBadAngel hehe
21:33 sapier 500+ loc functions are monsters
21:34 hmmmm yeah :/
21:34 hmmmm "there is no reason to put things in separate functions if they are only called once!"
21:34 RealBadAngel celeron55, btw i fixed indices problem, testin that out since a few days
21:35 sapier there is one big reason for this ... you can imagine what a speaking function does but you can't remember what 300lines of code do
21:35 hmmmm (translated, this means "i don't feel like encapsulating the relevant variables into a class, and C++ doesn't have dynamic scoping"
21:36 hmmmm i intended to turn the_game into a class a long time ago and breaking it up, but i gave up after a couple days.
21:36 sapier I still don't get a real reason from what you're telling?
21:37 sapier it's not only the_game
21:37 hmmmm i know, it's lots of other things
21:37 hmmmm don't forget a lot of that is the pseudo-GNU code style and comments and whitespace
21:37 marktraceur celeron55: Jenkins isn't terribly impossible to set up, but if you'd prefer not to deal with it right now, thexyz and I can collaborate later maybe.
21:37 thexyz marktraceur: regarding CI, some github projects use https://travis-ci.org/
21:37 marktraceur This I know
21:38 sapier e.g. client I had a look at getNextBlocks yesterday I've been scrolling up and down for some time to really understand what's going on there
21:38 hmmmm i would really prefer if the code style in minetest were something like the Linux kernel style
21:38 marktraceur thexyz: I'd almost certainly prefer having our own infrastructure.
21:38 RealBadAngel and i wish all tabs and spaces would be automagically deleted when posting ;)
21:39 thexyz so let's start by switching from github to self-hosted gitorious?)
21:39 marktraceur thexyz: Don't think that's not on my list :P
21:39 * marktraceur is mostly kidding
21:39 sapier let's start by categorizing github issues ;-P
21:39 marktraceur sapier: That will happen soon :)
21:40 sapier VanessaE will you tell me if those experimental changes do have a positive effect?
21:40 marktraceur Speaking of, really helpful thing for that purpose and, ostensibly, for the doc sprint (or parts of it): Could I have access to the GitHub bug tracker so we can tag/close bugs?
21:40 marktraceur celeron55, thexyz (maybe), and others ^
21:41 marktraceur I won't presume to ask for commit access, but bug tracker access would be useful
21:42 celeron55 there is only a single "collaborators" list
21:42 celeron55 either people can do anything, or nothing
21:42 marktraceur Hm.
21:42 celeron55 well, not anything; but whateve the maximum extent of grantable things is
21:42 celeron55 +r
21:42 marktraceur celeron55: Well, FWIW, I don't intend to commit anything. Self-review is bad.
21:42 celeron55 the github issue tracker is quite minimalistic
21:43 marktraceur And reviewing others' stuff, is not something I'm qualified for, so I won't.
21:43 marktraceur (at least not for now)
21:43 celeron55 i guess i can add you... and while at it, i'll add hmmmm too
21:43 hmmmm hmmmm
21:43 celeron55 just, like, don't mess things up
21:44 hmmmm okay i'll be sure to screw it up as fast as possible
21:45 RealBadAngel celeron55, can you help me with one issue with treegen?
21:47 celeron55 (and by not messing things up, i don't mean not doing anything; doing nothing is messing things up too, because things get messed up if nobody does anything!)
21:47 hmmmm by the way i almost have that typed up
21:47 hmmmm i'm still working on it, not just sitting around doing nothing
21:48 marktraceur Solemn oath
21:49 marktraceur I, state your name, promise not to fuck it up.
21:50 RealBadAngel celeron55, ?
21:50 celeron55 also, if people still want to strictly follow what i say, i must say that having a completelyu horrible windows build is better than stopping development
21:50 celeron55 -u
21:51 celeron55 but be aware that it is a change to what we currently have, and may have unpredictable consequences!
21:51 RealBadAngel Having Minetest is way better than Minecraft for sure ;)
21:52 celeron55 this is a game after all, not the regular nerdy project like vim or nginx
21:52 RealBadAngel but please, if you can try to explain me code behaviour :)
21:53 celeron55 RealBadAngel: not now; i'm going to sleep
21:53 RealBadAngel its not a big stuff
21:54 RealBadAngel but annoying
21:54 hmmmm if i've learned one thing, it's that i shouldn't stay up later than usual for things on IRC
21:54 marktraceur hmmmm: But people are WRONG on the INTERNET!
21:54 hmmmm none of that 4AM crap, seriously
21:54 RealBadAngel on the other hand weekend starts tommorow
21:55 hmmmm well, it's midnight for him, but he probably has to get up early.
21:55 RealBadAngel celeron55, i will hunt you down for this later on then ;)
21:55 RealBadAngel i think its a bug
21:56 hmmmm what is it, maybe i can help
21:56 RealBadAngel ok, listen then
21:56 RealBadAngel when you want to emerge the map
21:57 RealBadAngel you define the range for changhes
21:57 thexyz hm, https://travis-ci.org/minetest/minetest/builds/4218594
21:57 VanessaE sapier: well the server is still lagging out sometimes, but it is sort-of responsive now.  It's hard to say for sure, but I think your changes helped a bit.
21:57 VanessaE at the very least, they don't seem to have caused any regression
21:58 RealBadAngel then your code makes the changes to cached area, which is supposed to blitz back later on
21:58 RealBadAngel and be synced with the map
21:58 RealBadAngel do you follow?
21:58 sapier vanessae that's best I was hoping for as changes aren't that big
21:59 hmmmm yea
21:59 RealBadAngel now, the problem
21:59 RealBadAngel if your code makes changes to the cached area
21:59 RealBadAngel and checks for contens
22:00 RealBadAngel it doesnt see your changes
22:00 RealBadAngel but the original look of it
22:00 hmmmm can i see the code where you do this?
22:00 RealBadAngel treegen
22:00 hmmmm hold on
22:01 RealBadAngel leaves code is kinda messy
22:01 RealBadAngel and replaces already placed trunks
22:02 RealBadAngel checks on the coords doesnt help
22:02 hmmmm spawn_ltree?
22:02 RealBadAngel if the trunk was placed there
22:02 RealBadAngel and then leaves code checks whats on this coords
22:03 RealBadAngel it doesnt see the trunk placement
22:03 RealBadAngel it says "air" or whatever was there before
22:04 hmmmm hmm
22:04 RealBadAngel like the check was not reading the cached area
22:04 RealBadAngel but the original one still
22:05 hmmmm this doesn't happen with normal trees does it
22:05 RealBadAngel those are too small propably to see the problem
22:06 hmmmm you read it directly from vmanip.m_data[], no?
22:06 RealBadAngel yes
22:06 hmmmm that's just plain data
22:06 hmmmm there's no way anything else is changing it back to anything else
22:06 RealBadAngel i get it in vmanip and operatin only on it
22:07 RealBadAngel and then push it all back to map
22:08 RealBadAngel but the check seems to be readin the map not the vmanip
22:09 hmmmm this isn't the problem, but something i noticed
22:09 RealBadAngel no matter what you put on the cooords, check will return the state before gettin vmanip
22:09 hmmmm in make_tree_leaves_placement and others you have the index vi
22:10 hmmmm but you only use it to compare the content ids to CONTENT_AIR and CONTENT_IGNORE
22:10 hmmmm and you go back to using vmanip.m_area.index(p1) for the rest of them
22:10 RealBadAngel i got another code local
22:11 RealBadAngel i tried to fix it and testin coords for trunks
22:11 hmmmm oh wait a minute
22:11 hmmmm maybe i am misunderstanding
22:11 RealBadAngel even if i KNOW theres a trunk check pass it by with air
22:11 hmmmm is it replacing the tree trunks of OTHER trees that were already spawned
22:11 hmmmm ?
22:12 RealBadAngel no, its the same code
22:12 hmmmm if that's so then it has to be a problem with your code
22:12 RealBadAngel i pick vmanip, first put trunks
22:12 RealBadAngel then leaves
22:13 RealBadAngel leaves dont see trunks placed in it
22:13 hmmmm definitely there's a problem on your end
22:13 hmmmm what it is, exactly, i am looking for
22:14 RealBadAngel it may happed (thx to rounding, and complex calculations) that leaves wants to be spawned on the very same coords that the trunk was already spawned
22:15 hmmmm yeah but that doesn't matter because it checks before it sets.
22:15 RealBadAngel actual code checks if theres and air there to proceed, yes?
22:15 RealBadAngel or ignore to skip
22:15 hmmmm no, to skip if it's not air and not ignore
22:16 hmmmm it's logically equivalent to 'proceed if air' and 'skip if not air'
22:16 RealBadAngel skip if not air was intended
22:17 hmmmm i don't know, i can't see any problem
22:17 hmmmm i'll need to take a better look sometime
22:17 RealBadAngel i replaces already placed trunk nodes
22:17 RealBadAngel *it
22:17 RealBadAngel as if they were air
22:18 RealBadAngel and checks returrns "air" result
22:18 hmmmm from what i'm seeing, if you're having a problem with anything at all, it would be that the leaves from a new tree overwrite the branches of an old tree
22:18 RealBadAngel i dumped them on the screen
22:18 hmmmm there's just no other way anything else can happen
22:19 RealBadAngel i will try tommorow to reproduce the effect with simpler code
22:19 hmmmm okay
22:19 hmmmm why not try running it in a debugger?
22:20 hmmmm step through a little
22:20 RealBadAngel i think i will have to
22:21 RealBadAngel 20 years ago i had one VGA to run Diablo and second was hercules with Soft-Ice with debugger
22:22 RealBadAngel i killed diablo in my students hostel in like 2 weeks
22:22 hmmmm hey, just think, since minetest isn't fullscreen it's that much easier
22:23 RealBadAngel all were having maxed out weapons and stuff ;)
22:23 hmmmm to save yourself frustration, check out 'GDB TUI' :)
22:23 RealBadAngel cmon, 2x22'' here
22:23 RealBadAngel i do have a workplace ;)
22:24 hmmmm oh yeah?  well i have THREE
22:24 RealBadAngel im not such rich yet ;O
22:24 RealBadAngel but two are just comfortable
22:24 hmmmm me neither.. dell 19" was $19, emachines 23" was $120, emachines 19" was $90
22:25 hmmmm that's a total of 229 USD on monitors
22:26 hmmmm some people blow away more than that for a single monitor..... i probably will never understand.
22:26 RealBadAngel ive seen a vid of some folk playin new diablo on 3 40+ inches
22:26 RealBadAngel amazing
22:28 RealBadAngel http://www.youtube.com/watch?v=8BveNnv0mrU
22:35 Gambit joined #minetest-dev
22:52 thexyz oh, great, https://travis-ci.org/minetest/minetest/builds/4218594
22:53 VanessaE er...
22:54 thexyz VanessaE: ?
22:54 VanessaE nothing, nevermind.
22:55 thexyz celeron55: shall we integrate with travis?
23:00 thexyz here's working .travis.yml https://raw.github.com/minetest/minetest/travis/.travis.yml

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