Time |
Nick |
Message |
00:54 |
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BackupCoder joined #minetest-dev |
01:05 |
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Taoki joined #minetest-dev |
03:01 |
hmmmm |
yikes |
03:02 |
hmmmm |
so i'm giving mapgen_v6.cpp 'the treatment' (you know, just clean code up and what not) and i am getting like 2x speed improvements on several components |
03:02 |
hmmmm |
for example i sped up the base rock generation up from ~3400us to 1800 |
03:02 |
hmmmm |
i mean sure that's not much, but it's just demonstrating how doing things the right way can make things better |
03:07 |
hmmmm |
can't really wait to sink my teeth into updateLighting() |
03:07 |
hmmmm |
flowMud() is going to be another big one |
03:35 |
RealBadAngel |
rewriting code x times always brings benefits |
03:35 |
RealBadAngel |
i know that from demoscene times |
03:36 |
RealBadAngel |
each time you can save a few cycles more |
03:36 |
hmmmm |
this isn't rewriting code, this is just cleaning what already exists |
03:37 |
hmmmm |
and it's not a few cycles, it's a lot |
03:37 |
RealBadAngel |
but you got the meaning :) |
03:37 |
hmmmm |
sure |
03:37 |
RealBadAngel |
btw i think ive a bug |
03:38 |
RealBadAngel |
formspec callback to handle fields doesnt send caller formname |
03:38 |
hmmmm |
and it's supposed to? |
03:38 |
RealBadAngel |
so every registered callback is called with formname = nil |
03:38 |
hmmmm |
nobody's noticed it until now, so i wonder how useful formname is... |
03:39 |
RealBadAngel |
well, if you give fields other names it will still work |
03:39 |
RealBadAngel |
but if youre trying to do there some extra code youre fucked |
03:40 |
RealBadAngel |
i noticed that because my callback was called even before it could be |
03:40 |
RealBadAngel |
it was on_rightclick one |
03:41 |
RealBadAngel |
and was called when i used inventory |
03:41 |
RealBadAngel |
node wasnt placed on the ground so obviously values were nil |
03:42 |
RealBadAngel |
started to dig wtf, and found that issue |
03:42 |
hmmmm |
i see.... did you find the offending code? |
03:42 |
RealBadAngel |
not yet |
03:42 |
hmmmm |
ahhhh we have a lot of bugfixes to do |
03:43 |
hmmmm |
by the way, is the 6d facedir thing going well? |
03:43 |
RealBadAngel |
i just defined what exactly is wrong with it |
03:43 |
RealBadAngel |
i need to polish it a bit more, thought it will be ready by weekend |
03:43 |
RealBadAngel |
but got stuck in other project and bugs |
03:44 |
RealBadAngel |
this last one took me a few hours to hunt |
03:45 |
RealBadAngel |
im doing stargates transportation system for servers, and got now almost everything ready |
03:47 |
RealBadAngel |
http://realbadangel.imgur.com/all/ |
03:47 |
RealBadAngel |
oops |
03:47 |
RealBadAngel |
http://i.imgur.com/C5c6uDZ.jpg and http://i.imgur.com/BjqkAF6.png |
03:48 |
hmmmm |
those do look pretty sweet |
03:48 |
hmmmm |
so where do they teleport you |
03:48 |
RealBadAngel |
to another stargate |
03:48 |
hmmmm |
that one right there? |
03:48 |
RealBadAngel |
which you can pick from list of your own |
03:48 |
hmmmm |
you can't have two stargates that close, the wormhole won't connect |
03:49 |
RealBadAngel |
or others which are marked as public |
03:49 |
hmmmm |
so i take it you have a naquadah ore? |
03:50 |
RealBadAngel |
i think i will replace naquadah with mithril :) |
03:51 |
RealBadAngel |
this system is meant for server transport, bigger (4x4) will be used for inter-server travelling |
03:51 |
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VanessaE joined #minetest-dev |
03:52 |
RealBadAngel |
wb VanessaE |
03:52 |
VanessaE |
hey |
04:02 |
RealBadAngel |
bbl, cya |
04:02 |
VanessaE |
cya |
07:25 |
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BackupCoder joined #minetest-dev |
08:27 |
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iqualfragile joined #minetest-dev |
08:41 |
celeron55 |
crap, finding something from the scriptapi implementation in github's source view just became about impossible |
08:42 |
celeron55 |
the split is not logical enough, ctrl+f is useless and github doesn't have such code search |
09:56 |
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proller joined #minetest-dev |
10:01 |
celeron55 |
http://forum.minetest.net/viewtopic.php?id=5059 |
10:02 |
celeron55 |
it shouldn't need any of that if this is done: http://dev.minetest.net/Releasing_Minetest#Tweak_Windows_package_a_bit |
10:02 |
celeron55 |
so i ask: y u make broken packages? |
10:22 |
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serengeor joined #minetest-dev |
10:38 |
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Calinou joined #minetest-dev |
10:38 |
thexyz |
oh crap |
10:38 |
thexyz |
i forgot wrap_oal.dll |
10:39 |
thexyz |
i'll repackage it in a moment |
10:41 |
thexyz |
done |
10:41 |
thexyz |
so, are we migrating to stl? |
10:43 |
celeron55 |
i wonder what could be done to these kinds of things that would need a bit of testing before putting upstream |
10:43 |
celeron55 |
they always seem to be a pain |
10:45 |
celeron55 |
i vote for just merging it, it has been hanging around for too long already |
11:11 |
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darkrose joined #minetest-dev |
11:11 |
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darkrose joined #minetest-dev |
11:13 |
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Taoki joined #minetest-dev |
11:37 |
thexyz |
why should we >Avoid iterators like the plague? |
11:59 |
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Taoki joined #minetest-dev |
12:43 |
Taoki |
Is the GIT dead? There haven't been updates in 2 weeks |
12:54 |
proller |
8) |
12:55 |
proller |
moved to https://github.com/minetest/minetest.git |
13:10 |
Taoki |
Yeah, fixed it |
13:15 |
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hmmmm joined #minetest-dev |
13:33 |
celeron55 |
thexyz: who says that? |
13:39 |
thexyz |
celeron55: http://dev.minetest.net/Code_style_guidelines |
13:40 |
thexyz |
hmmmm does |
13:44 |
celeron55 |
that's quite vague |
13:44 |
celeron55 |
i don't know why it even is there |
13:44 |
celeron55 |
by the way, one thing i disagree with in that is "with the exception that cases in switch statements are indented a level" |
13:45 |
celeron55 |
the linux kernel style is what minetest's code has always used |
13:45 |
celeron55 |
also, one thing that minetest's code mostly does is use m_ prefix for member variables; it isn't mentioned in there |
13:47 |
celeron55 |
actually, these days i code so that if it's a class, most of it's state is private and has m_, if a thing is a struct, most of it's state is public and it won't have any prefixes; i'm not sure how well the code might conform to that |
13:50 |
celeron55 |
one thing i have bitched in the past is whitespace between "if" and "(", and ")" nad "{", but these days i don't even care, as long as it's either zero or one space |
13:59 |
thexyz |
hmmmm: i think we should "merge and pray" my STL commit |
14:00 |
thexyz |
it's not like anyone is going to review it |
14:24 |
Taoki |
BTW, I have a suggestion regarding the Creative inventory menu: Can it be made so blocks are filtered by mods? Would make keeping it organized a bit easier |
14:24 |
Taoki |
eg: Separating stuff from Technic mod and HomeDecor mod, etc |
14:31 |
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celeron55 joined #minetest-dev |
14:35 |
RealBadAngel |
hi all |
14:36 |
RealBadAngel |
taoki: its easy apply filter with mod name |
14:36 |
Taoki |
ok. I'm using the default creative inventory menu so that's probably why I didn't see |
14:37 |
RealBadAngel |
delete it and use UI |
14:37 |
Taoki |
Also, I noticed there's a customized creative menu in one of the mods. But it goes away and reverts to the old one after clicking the first button |
14:37 |
thexyz |
RealBadAngel: where can I download your "Stargate" mod? |
14:37 |
RealBadAngel |
thexyz: its part of technic but its not finished |
14:38 |
RealBadAngel |
im polishing it right now |
14:38 |
thexyz |
RealBadAngel: so it can't be used without technic, can it? |
14:38 |
RealBadAngel |
it can be |
14:38 |
thexyz |
great then |
14:38 |
RealBadAngel |
it is indpendent mod, but share same space |
14:39 |
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tW4r joined #minetest-dev |
14:40 |
RealBadAngel |
taoki, that behaviour is when u havent deleted default creative |
14:40 |
RealBadAngel |
such overhauls need creative to be deleted |
14:40 |
Taoki |
ok, I probably will then. Though I still use it in a world where I disable mods |
14:41 |
RealBadAngel |
have you seen latest UI? |
14:41 |
RealBadAngel |
and hear it? |
14:41 |
Taoki |
Only gave it a short test. It looks pretty awesome though :) |
14:41 |
RealBadAngel |
http://i.imgur.com/NMvhjbM.png |
14:42 |
RealBadAngel |
curent version is nicer |
14:42 |
RealBadAngel |
it has also hotbar higlighted |
14:43 |
Taoki |
Yeah, nice stuff |
14:43 |
Taoki |
If only the item hotbar could also be themed like that |
14:43 |
RealBadAngel |
sooner or later |
14:43 |
RealBadAngel |
its not that hard |
14:43 |
RealBadAngel |
it is that we are doing many things at the time |
14:44 |
RealBadAngel |
and we cannot split ourselves |
14:44 |
RealBadAngel |
to code more |
14:44 |
tW4r |
O, um... Hi guys :) |
14:44 |
RealBadAngel |
hi, you? |
14:45 |
Taoki |
RealBadAngel: When it's done, I hope HUD elements will be moved to LUA too, and players allowed to define their own drawables |
14:46 |
Taoki |
But yeah, it is true |
14:46 |
RealBadAngel |
ive seen my next goal |
14:46 |
RealBadAngel |
hud related |
14:46 |
RealBadAngel |
minimap |
14:47 |
RealBadAngel |
one is working on lua version |
14:47 |
thexyz |
https://github.com/minetest/minetest/pull/520 |
14:47 |
RealBadAngel |
theres no minimap |
14:47 |
thexyz |
but hud can be defined from lua there |
14:48 |
RealBadAngel |
you think lua can handle minimap? |
14:48 |
RealBadAngel |
i doubt so |
14:48 |
thexyz |
i didn't say that |
14:48 |
Taoki |
Interesting |
14:48 |
Taoki |
Nah, no way to do a minimap in lua YET |
14:48 |
Taoki |
I see animation blending there though. I hope that is indeed working |
14:49 |
RealBadAngel |
thexyz, you have said you tested luajit, right? |
14:49 |
thexyz |
i wonder why's he implemented another language for hud definition |
14:49 |
thexyz |
RealBadAngel: i did |
14:49 |
RealBadAngel |
thexyz, but can you say what mods have you tested with it? |
14:50 |
thexyz |
hm... |
14:50 |
thexyz |
well |
14:50 |
thexyz |
RealBadAngel: why not test it yourself? |
14:50 |
RealBadAngel |
i already know the answer |
14:50 |
thexyz |
i can't remember everything |
14:51 |
thexyz |
i think i tested animals + some other mods |
14:51 |
thexyz |
but i cannot be sure |
14:51 |
RealBadAngel |
you havent tested mods that require calculations. all over |
14:51 |
thexyz |
and according to profiler report I've got slight perfomance decrease |
14:51 |
RealBadAngel |
mesecons, technic |
14:51 |
thexyz |
probably |
14:51 |
thexyz |
test it yourself then |
14:52 |
RealBadAngel |
we are using heavy maths there |
14:52 |
thexyz |
like, multiplying numbers? :P |
14:52 |
thexyz |
what do you use, actually? |
14:53 |
RealBadAngel |
no, deep first search with remembering parent vertice |
14:53 |
thexyz |
how's that "heavy math"? |
14:53 |
RealBadAngel |
familiar with it? |
14:53 |
thexyz |
of course i am |
14:54 |
RealBadAngel |
so you know remembering parent is not part of regular algorithm |
14:54 |
thexyz |
i wonder what should be called "regular algorithm" |
14:55 |
RealBadAngel |
those defined |
14:55 |
thexyz |
DFS is just DFS, no matter what |
14:55 |
RealBadAngel |
i added my own modifications to it |
14:55 |
thexyz |
you may remember entry/exit times and it's still DFS |
14:56 |
RealBadAngel |
im aware some did the same propably |
14:56 |
thexyz |
you may color vertices, it's still DFS |
14:56 |
RealBadAngel |
but i needed very specific way |
14:57 |
RealBadAngel |
regular dfs wont tell you way back to the point of origin |
14:57 |
thexyz |
where can I look at your code? |
14:57 |
RealBadAngel |
or let you replay it |
14:57 |
RealBadAngel |
its for months in technic |
14:57 |
thexyz |
it depends on what're you calling "regular dfs" |
14:58 |
thexyz |
there is no regular implementation i think |
14:58 |
RealBadAngel |
keepin wireing alive is using it |
14:58 |
RealBadAngel |
but but but |
14:59 |
RealBadAngel |
no matter what we should agree at another point |
14:59 |
RealBadAngel |
Lua is not made for such things |
14:59 |
thexyz |
fine, check it with luajit then |
15:00 |
RealBadAngel |
i will |
15:00 |
thexyz |
i don't get how language may be "not made for such things" though |
15:00 |
RealBadAngel |
its not the language name, or something |
15:01 |
RealBadAngel |
way of execution |
15:01 |
RealBadAngel |
strict Lua version needed several seconds to spawn big oak |
15:02 |
thexyz |
I'm not sure that was caused by Lua slowness |
15:02 |
RealBadAngel |
c++ version is instant (point of user view) |
15:02 |
thexyz |
looks more like lua<->minetest slowness |
15:03 |
RealBadAngel |
it is also possible |
15:03 |
RealBadAngel |
but not in such degree |
15:04 |
RealBadAngel |
ive read a lot bout luajit and learned that benefits with heavy calculations |
15:04 |
RealBadAngel |
not easy steps, but hard loops |
15:33 |
Taoki |
http://forum.minetest.net/viewtopic.php?id=5072 Very curious what others think of this idea, and if it can be done currently. |
15:36 |
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jin_xi joined #minetest-dev |
15:37 |
Taoki |
BBL |
16:00 |
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Jordach joined #minetest-dev |
16:01 |
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iqualfragile joined #minetest-dev |
16:02 |
jin_xi |
hey all, little rambling coming up :) |
16:03 |
jin_xi |
i've started working on taking the turtle system out of treegen to make something more general |
16:04 |
jin_xi |
i think such a system paired with logo/forth/some dsl could be very powerful for generating all kinds of structures |
16:04 |
jin_xi |
the branch is here: https://github.com/obneq/minetest/commits/turtle |
16:06 |
celeron55 |
Taoki: it's Lua, not LUA |
16:07 |
jin_xi |
here is some lua to use it: http://paste.ubuntu.com/5605147/ |
16:08 |
jin_xi |
i am looking for help and ideas on how to proceed, pls let me know what you think about the idea, kthxbai |
16:19 |
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Calinou joined #minetest-dev |
16:23 |
thexyz |
inb4 jin_xi reimplements lua as "more advanced" turtle system |
16:26 |
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PilzAdam joined #minetest-dev |
16:33 |
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PilzAdam joined #minetest-dev |
17:07 |
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rubenwardy joined #minetest-dev |
17:13 |
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rubenwardy_ joined #minetest-dev |
17:18 |
PilzAdam |
hmmmm, http://www.zimg.eu/i/64030040 |
17:19 |
jin_xi |
i think surface dungeons are intentional (and intentionally left open) from reading the code |
17:22 |
VanessaE |
but the non-reflowed water? |
17:22 |
VanessaE |
that's a bug for sure |
17:23 |
PilzAdam |
the abm by proller forces an update after a while |
17:30 |
VanessaE |
what about with non-finite water? |
18:07 |
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Jeija joined #minetest-dev |
18:13 |
Jeija |
I need some help concerning the packet format of minetest, does TOCLIENT_INIT look like that: |
18:13 |
Jeija |
4 bytes protocol id | 2 bytes server peer id | 1 byte channel | 1 byte TYPE_ORIGINAL | 2 bytes TOCLIENT_INIT | data |
18:13 |
Jeija |
Is that correct? |
18:19 |
Jeija |
ok, I just checked it and it worked |
18:19 |
jin_xi |
https://github.com/celeron55/minetest/blob/master/doc/protocol.txt |
18:24 |
Exio |
minetest/minetest |
18:25 |
rubenwardy |
so https://github.com/minetest/minetest/blob/master/doc/protocol.txt |
18:26 |
jin_xi |
oops yes |
18:29 |
Jeija |
thx |
18:54 |
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proller joined #minetest-dev |
19:32 |
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jin_xi joined #minetest-dev |
19:46 |
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rubenwardy joined #minetest-dev |
19:49 |
Taoki |
http://i45.tinypic.com/an1lj4.png I like how this looks (done manually tho) |
19:50 |
thexyz |
Taoki: I love the second block in your inventory |
19:51 |
thexyz |
it hurts my eyes, yet i still love it |
19:51 |
Taoki |
Yeah, haven't really placed it. It's called the frame or something, part of technic |
19:52 |
Taoki |
Probably hurts the eyes cuz it creates the illusion of being inside out. Or 4D :) |
20:30 |
hmmmm |
PlizAdam, yes? |
20:31 |
hmmmm |
i didn't touch the transforming_liquids - that's not my fault at all |
20:31 |
hmmmm |
and i am aware that it does that at times |
20:32 |
PilzAdam |
I actually wanted to point you to dungeons being generated at surface |
20:32 |
hmmmm |
besides, i see water_flowing blocks coming from the lake. |
20:32 |
PilzAdam |
but I heard that its intentonal, so nvm |
20:32 |
hmmmm |
actually, that's 100% intentional and good |
20:39 |
hmmmm |
[09:50 AM] <celeron55> one thing i have bitched in the past is whitespace between "if" and "(", and ")" nad "{", but these days i don't even care, as long as it's either zero or one space |
20:39 |
hmmmm |
this------^ why |
20:39 |
hmmmm |
i have been fixing those no-spaces for some time |
20:40 |
hmmmm |
if(you_do_this) you're+a+hacker(4/5+3,11,v2s16(x,y)); |
20:41 |
hmmmm |
while(you_look_at_how_condensed_my_code_is){this_is_killing_your_eyes=4+52-0*look_at_how_leet_i_am(m_some_stupid_member_variable); } |
20:42 |
hmmmm |
like christ.... control statements keywords are not functions, they're control statement keywords |
20:42 |
hmmmm |
and that is most definitely _NOT_ the linux kernel coding style |
20:43 |
hmmmm |
the style that was used for the longest time was some bastard child of GNU and leet_h4x0r |
20:44 |
thexyz |
hmmmm: any idea on what to do with STL patch? |
20:44 |
thexyz |
celeron55 agreed to merge it |
20:44 |
thexyz |
so i think it's fine |
20:44 |
hmmmm |
i'll merge it, i just hope it doesn't add any bugs |
20:44 |
hmmmm |
this needs to be done really soon |
20:45 |
thexyz |
ok |
20:46 |
hmmmm |
avoid iterators because they're worthless invention that serves to do nothing but attempt to hide pointers because pointers are "so horrible" and introduce subtle bugs |
20:46 |
hmmmm |
they're a worthless* |
20:46 |
hmmmm |
bloaty syntax |
20:47 |
hmmmm |
like what makes an iterator so much better than for (int i = 0; i != foo.size(); i++) {? |
20:47 |
hmmmm |
can anybody explain to me why that's inferior? |
20:47 |
hmmmm |
no, it's simple, it works, and it's done the right way, but C++ had to come along and fuck it up |
20:47 |
thexyz |
hm.. |
20:48 |
thexyz |
doesn't *i look simplier than foo[i]? |
20:48 |
hmmmm |
there's no reason to do that though when you have a non-C++ equivalent that is even more clear |
20:49 |
hmmmm |
the only time i'd use iterators is when dealing with std::map. that's all. |
20:49 |
thexyz |
std::set |
20:49 |
thexyz |
std::list |
20:49 |
thexyz |
what else? |
20:50 |
hmmmm |
std::set is now only used in that one circumstance |
20:50 |
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Taoki joined #minetest-dev |
20:50 |
hmmmm |
std::list doesn't require the use of iterators |
20:50 |
hmmmm |
unless you're using find(), but in that case you'd probably be better off using std::map if this is something you needed to search |
20:51 |
thexyz |
hmmmm: how are you going to iterate std::list then? |
20:51 |
hmmmm |
oh, the linked list. yeah, you need to use it there. do we use a std::list at all though? |
20:51 |
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sapier1 joined #minetest-dev |
20:52 |
thexyz |
we do |
20:52 |
thexyz |
everywhere |
20:52 |
sapier1 |
any chance to get this merged: https://github.com/minetest/minetest/pull/531 |
20:52 |
hmmmm |
haven't noticed |
20:52 |
hmmmm |
well yeah, i'll do that later |
20:52 |
hmmmm |
gotta merge some things.. |
20:53 |
sapier |
this commit just moves the function where it belongs |
23:09 |
hmmmm |
thexyz, wait, are you ilya zhuravlev? |
23:09 |
hmmmm |
when I cherry picked your STL migration thing that's what comes up as the author |
23:24 |
hmmmm |
also, nice one sapier, the get_all_craft_recipes move doesn't even compile |
23:29 |
RealBadAngel |
lol |
23:29 |
RealBadAngel |
funny to see migration of own code ;) |
23:30 |
RealBadAngel |
propably missing .h |
23:31 |
hmmmm |
yeah i already did that |
23:31 |
sapier |
it did when I issued the pull request |
23:31 |
hmmmm |
oh crap |
23:32 |
RealBadAngel |
what? |
23:32 |
sapier |
btw what happened to the build bot? |
23:32 |
hmmmm |
which means there's a duplicate prototype somewhere else |
23:32 |
hmmmm |
ugh i don't care |
23:32 |
sapier |
leave it out I'll try to fix it with latest github version tomorrow |
23:33 |
hmmmm |
IT'S ALREADY BEEN FIXED jeez |
23:33 |
sapier |
what was the problem? |
23:33 |
RealBadAngel |
hmmm remember that missing formname bug i mentioned? |
23:33 |
hmmmm |
what do you guys make of this https://github.com/minetest/minetest/issues/534 |
23:33 |
hmmmm |
the function prototype was missing from scriptapi_craft.h |
23:33 |
hmmmm |
RBA, yeah? |
23:34 |
RealBadAngel |
i got back from work and its gone |
23:34 |
hmmmm |
hm? |
23:34 |
hmmmm |
that's not good |
23:34 |
RealBadAngel |
the variable is there |
23:34 |
RealBadAngel |
i havent changed the sources |
23:34 |
RealBadAngel |
dunno wtf |
23:35 |
RealBadAngel |
something is screwed there definitely |
23:35 |
sapier |
hmm sound's like i missed to commit the header ... sorry my fault |
23:36 |
RealBadAngel |
sapier, before pulling do clone |
23:36 |
RealBadAngel |
and compile |
23:36 |
RealBadAngel |
it catches such mistakes |
23:36 |
sapier |
yes but requires lots and lots of time |
23:37 |
sapier |
and won't fix errors on update of pull requests |
23:37 |
RealBadAngel |
but will catch stupid mistakes |
23:37 |
RealBadAngel |
like missing file or header |
23:39 |
sapier |
I know but on the other hands using 5 minutes 100 times to catch a fault fixed in 30 seconds isn't quite efficient |
23:39 |
sapier |
and yes I know bugs like that are anoying and I try to avoid them wherever possible. |
23:40 |
sapier |
534 seams to occur on windows only is this correct? |
23:42 |
hmmmm |
i guess, but there's something more interesting about it |
23:42 |
hmmmm |
he says that happens on startup |
23:42 |
hmmmm |
clearly, line 1802 is only executed on shutdown |
23:43 |
sapier |
isn't 1802 the catchall exception handler? |
23:44 |
hmmmm |
line 1802 is actually } catch (std::exception &e) { |
23:44 |
hmmmm |
so actually that's only executing because there was an exception that happened which was caught by that exception handler |
23:44 |
hmmmm |
and it somehow segfaults |
23:45 |
sapier |
address=0 ? do we use function pointers somewhere? |
23:46 |
hmmmm |
no, but we use virtual functions |
23:46 |
hmmmm |
hmm |
23:46 |
sapier |
member functions normaly have at least an offset |
23:46 |
sapier |
maybe a constructor doesn't have an offset |
23:46 |
hmmmm |
i'm saying that maybe that field was initialized to 0 when the object was allocated |
23:47 |
hmmmm |
the vtable isn't filled until after the constructor |
23:47 |
sapier |
sounds reasonable |
23:47 |
hmmmm |
that's one way that could've gotten there |
23:47 |
hmmmm |
also stack overflow |
23:47 |
sapier |
does minetest run within valgrind? |
23:48 |
hmmmm |
no |
23:48 |
sapier |
let me be more precise can minetest be run within valgrind ;-) |
23:48 |
hmmmm |
i mean you can try but it probably won't work out very well this time either |
23:49 |
hmmmm |
erm but nevermind that whole theory of yours |
23:49 |
hmmmm |
notice it says address is 0, not the faulting address |
23:49 |
hmmmm |
the faulting address is 0x6954AC8E, which attempted a write of 0 at address 0 (NULL) |
23:49 |
hmmmm |
so if this guy had debug symbols we'd have a chance at tracking what that is. |
23:50 |
sapier |
at least if he can provide the binary |
23:50 |
hmmmm |
look at how high up that address is, i'm willing to bet that the segfault happened in a DLL |
23:51 |
sapier |
this is windows ... maybe we already have the binary? |
23:51 |
Exio |
sapier: you can run it, you will get between 1 FPM to 2~ |
23:51 |
Exio |
(frames per minute) |
23:51 |
sapier |
there aren't many ppl out ther compiling itself |
23:51 |
hmmmm |
so, what libraries are dynamically linked against with windows? irrlicht, openal, other things? |
23:51 |
hmmmm |
sapier, the thing is, his OS decides what goes at that address which is not necessarily in the binary |
23:52 |
sapier |
yes but we could make absolutely sure it's not within minetest itself |
23:52 |
hmmmm |
i'm 98% sure that it's not within minetest |
23:52 |
hmmmm |
my money is on OpenAL, personally. |
23:52 |
sapier |
if this guy used a precompiled version most dlls are included within this package |
23:53 |
sapier |
strange I thought of openal too once you suggested dll's ;-) |
23:53 |
hmmmm |
maybe if those DLLs had a preferred load address, you'd need a PE file viewer in order to see though |
23:55 |
sapier |
unless we know which version he did use we can only guess ... I'm asking him to provide more information |
23:59 |
hmmmm |
ugh, git stash apply totally screwed up what i was working on |
23:59 |
hmmmm |
what the hell do i even do now |