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 |
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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 |
vanessarainbird:~$ 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 |
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02:08 |
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04:13 |
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04:13 |
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04:24 |
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04:30 |
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04:31 |
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04:42 |
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05:58 |
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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 |
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10:06 |
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12:51 |
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14:34 |
RealBadAngel |
hello minetest |
14:59 |
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15:06 |
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15:11 |
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15:23 |
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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 |
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16:19 |
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16:34 |
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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 |
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17:04 |
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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 |
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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 |
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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&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&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 |
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19:31 |
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19:31 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |