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IRC log for #minetest-dev, 2013-01-25

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All times shown according to UTC.

Time Nick Message
03:09 hmmmm found a bug
03:10 hmmmm if a LuaPerlinNoise object is created in Lua, not by EnvRef::get_perlin(), it won't use the map's seed, but only the seed difference
03:11 hmmmm unless that's actually the intended behavior
03:11 hmmmm ah, nevermind, that's intended apparently
03:22 hmmmm hey guys, i am absolutely stumped with this compile error.. http://pastebin.com/7gqzWTYg  when I call the constructor on line 95 here, I get this error:  no matching function for call to 'LuaPerlinNoiseMap::LuaPerlinNoiseMap(NoiseParams*&, int, v3f&)'
03:22 hmmmm i don't get it, i am not passing any references at all
07:54 hmmmm no ideas?
08:01 hmmmm alright w/e
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11:32 Taoki celeron55_: In the latest version, I'm getting a bug which causes water to stop being transparent at times. It didn't happen a few weeks ago however. Any idea what could be causing it and if there's a workaround?
11:43 Taoki Seems it depends on the angle you look at water from
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17:07 kahrl_ hmmmm: v3f vs. v3s16?
17:07 kahrl_ I don't remember if there are implicit conversions between them
17:08 hmmmm uuuahh
17:08 hmmmm thanks
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18:05 rubenwardy When there is not much space left on the hard drive minetest is on, blocks start to be regenerated
18:05 rubenwardy http://forum.minetest.net/viewtopic.php?id=3246
18:05 rubenwardy Has a fix been made into the c++ code?
18:09 hmmmm i tried fixing it but celeron said my fix was no good because it'd just clog up the blocks to save queue
18:09 hmmmm i haven't taken a closer look
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19:15 thexyz anyone? https://github.com/celeron55/minetest/pull/446
19:17 darkrose haven't looked at it, but the first thing that came to mind was an entity with high velocity trying to load several hundred thousand blocks
19:22 darkrose s/hundred//
19:23 rubenwardy http://pastebin.com/daUaKzE3 error
19:26 thexyz darkrose: i think that should be counted as mod's problem
19:28 rubenwardy http://forum.minetest.net/viewtopic.php?pid=66120
19:28 thexyz hm..
19:29 thexyz last time I had that kind of issues it was related to me messing with threads
19:29 thexyz rubenwardy: any steps to reproduce?
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19:33 rubenwardy no
19:33 rubenwardy just playing on server
19:34 rubenwardy actually, I was taking stuff out of a chest
19:50 RealBadAngel hi rubenwardy
19:50 RealBadAngel hows the water+ is doing?
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19:52 RealBadAngel thexyz, is the force_load workin?
19:52 rubenwardy good
19:52 rubenwardy added water dropping
19:52 RealBadAngel if it is, its a solution needed by many
19:53 RealBadAngel rubenwardy, i noticed some flaws, when one water node has a slight different level than surround
19:53 RealBadAngel it flips endlessly
19:54 RealBadAngel could you propably use more levels for calculations, and display less?
19:54 RealBadAngel or choose some avg to display
19:55 RealBadAngel like make calculations for 20 levels, display just 10
19:55 RealBadAngel that shall eliminate flicking
19:58 thexyz RealBadAngel: i'll test that one later
20:03 RealBadAngel but imho it shall not be given to an entity
20:03 thexyz why?
20:03 RealBadAngel maybe with groups?
20:04 RealBadAngel entities are being stored and often deleted
20:04 RealBadAngel what if a entity which was supposed to keep area loaded got deleted?
20:04 RealBadAngel whole idea screwed
20:06 RealBadAngel on the other hand node cannot be deleted, and can be named like world anchor or something
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20:06 RealBadAngel player can place it and keep factiories or circuits workin
20:07 RealBadAngel and of course remove them by digging
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20:25 thexyz groups are not as flexible
20:26 thexyz you can't remove a group from entity
20:27 thexyz this could be useful for carts — only set them `force_load` when it's needed (i.e. cart is moving)
20:28 RealBadAngel not remove group from, remove holder of that group
20:28 RealBadAngel no matter entity or node
20:29 RealBadAngel so if node was dug, unload. unless player is preventin it
20:30 RealBadAngel (cart can fell of the tracks, node can be dug by automat, thats why checks)
20:34 RealBadAngel so if you kill or dig entity from such group, unload check procedure shall be performed. same on create or place.
20:34 RealBadAngel *entity/node
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21:19 VanessaE I think before we start allowing more of the world to be forcibly loaded, the emergethread issue will need fixed.
21:20 hmmmm that's literally next on my list
21:20 * VanessaE envisions someone using worldedit to modify a huge section of map, much of which isn't loaded yet.  Emergethread will surely barf then.
21:20 VanessaE oh sweet.
21:20 hmmmm almost done with the perlin map things, but for some reason i'm not able to use my LuaPerlinNoiseMap object that i return in lua
21:20 VanessaE you'll figure it out I'm surew
21:21 hmmmm i compared what i'm returning with other functions that return objects and i seem to be doing everything right
21:21 hmmmm i might be missing a metatable or something
21:21 VanessaE RBA and I have been hard at work on moretrees, and I've gotten plantlife up to a fast enough speed that it outruns emergethread very easily now
21:22 hmmmm with the emergethread thing, we're going to have to do a lot of testing on an alternate branch.  this isn't going to be a change that we can push to master in 5 minutes
21:22 hmmmm i'm pretty much entirely changing the way a core piece of the whole thing works
21:23 VanessaE I didn't expect it would be
21:27 VanessaE also regarding perlin maps,
21:28 VanessaE you may want to take a look at plantlife and evalute what I'm doing there.  it might be a good idea to use comparable settings if possible.
21:28 VanessaE evaluate*
21:37 hmmmm ah solved it, i didn't realize i needed to call Register()
21:37 hmmmm all these gotchas.
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