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IRC log for #minetest-dev, 2013-04-02

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Time Nick Message
00:41 VanessaE before 0.4.6 goes out, that acceleration/speed bug (huge memory usage -> crash on realyl big values) needs fixed.
00:42 dexter0 joined #minetest-dev
00:43 Exio how can i "cause" that bug?
00:43 Exio i want to reproduce it locally
00:43 dexter0 joined #minetest-dev
00:43 VanessaE try using jeija's jumping mod (trampolines)
00:44 VanessaE the right placement of trampolines will cause you go off into orbit (Y+200K or so)
00:44 VanessaE when you jump on them or run into them hard
00:44 VanessaE particularly on the highest setting
00:45 Exio mis pressed multiplayer tab
00:46 Exio with this lag => mt stuck
00:47 VanessaE it's a bug in that mod that it should cause those high accel values, but it's a bug in the engine that it should use 4-6GB of memory and crash because of it :)
00:52 Exio are all trampolines the same in terms of acceleration?
00:53 VanessaE dunno.
00:53 VanessaE a tramp has like 6 settings, from little more than a pillow to like 50% faster going up than you hit it going down
00:54 VanessaE with one tramp at the highest setting, you'll begin taking damage after three or four bounces
00:54 VanessaE here's a trick guaranteed to crash your client:
00:54 Exio what color is the "best"?
00:55 Exio the red?
00:55 VanessaE place a tramp on the ground.  set it to max.  Place four dirt blocks in a column next to it.  Place another tramp against the column so that it's 3 blocks above the first.  set them both to max (yes, red).  Now jump onto the lower one.
00:58 Exio hm...
00:58 Exio should i kill it now or it will do a bad::alloc before it eats my 4gb ram + 16swap?
00:59 VanessaE the client?
00:59 VanessaE which bug did you trigger?  the client crash or the server hogging RAM+CPU?
00:59 Exio the client got stucked when doing that
00:59 VanessaE oh that, just kill it.
01:00 VanessaE I've never bothered to wait that one out.
01:00 Exio but but, wait
01:00 VanessaE but you can see that there's an issue. :)
01:00 Exio 3 bugs for one thing?
01:00 Exio "client crash, client stuck, server eating your ram/cpu"
01:01 VanessaE client crash = client stuck
01:01 Exio ah
01:01 VanessaE the server eating RAM/CPU is a different but related issue
01:01 Taoki joined #minetest-dev
01:01 VanessaE now, lemme see if I remember this right
01:01 Exio how was for enabling the "debug" release?
01:01 VanessaE hey Taoki.
01:01 VanessaE next test "should" cause the server to go insane:
01:02 VanessaE make a flat region at least 6x6 nodes.
01:03 VanessaE Place 12 trampolines on the ground, side-by-side in a square.  That is, four to a side, thus with a 2x2 hole in the middle.
01:03 VanessaE set them all to max.
01:03 VanessaE fly up and over and drop into the middle.
01:03 VanessaE turn off flying.
01:03 VanessaE turn fast on.
01:03 VanessaE move to one corner.
01:04 VanessaE hold your 'fast' key ("E" for me) and run around in the 2x2 open space
01:04 VanessaE you should shortly get catapulted out into nowhere, perhaps into the -200k/+200k range in one of your coordinates.
01:05 Exio how was for enabling the debug stuff?
01:05 Exio i'll try to see what the hell happens
01:05 VanessaE oh, for debug?  cmake . -DCMAKE_BUILD_TYPE=Debug
01:06 VanessaE (plus the RUN_IN_PLACE and whatever else you usually use)
01:06 Exio grazie :P
01:07 VanessaE np
01:11 Exio i see
01:11 Exio Program received signal SIGTSTP, Stopped (user).
01:11 Exio 0x00007ffff4807c50 in *__GI___libc_malloc (bytes=24) at malloc.c:3658
01:11 Exio ctrl-z and stuck at malloc, perfect :P
01:12 VanessaE ah, so it happens to the client too?
01:12 Exio i'm searching for the client stuck
01:12 VanessaE oh ok
01:24 Exio haha
01:24 Exio when looking at the debug.txt
01:24 Exio 22:11:04: INFO[main]: collisionMoveSimple: WARNING: Loop count exceeded, aborting to avoid infiniite loop
01:24 Exio 22:11:04: INFO[main]: Pointing at [nothing]
01:33 hmmmm http://ompldr.org/vaHluNQ
01:35 kaeza wat
01:35 VanessaE hmmmm: looks like the stuff we used to see in 0.3.x
01:35 kaeza old 0.3.x mountains?
01:35 VanessaE albeit a little "sharper"
01:36 Exio am i the only who still is loading the image?
01:37 kaeza also... is that thing gravel?
01:39 Exio $1 = <value optimized out>
01:39 Exio fuck
01:40 VanessaE Exio: make clean ; CXXFLAGS=-O0 make -j4
01:41 VanessaE (that's "dash oh zero" of course)
01:41 Exio i know, but i want a proper fix
01:41 VanessaE I mean that'll disable the optimization so you can see what was optimized out :)
01:41 Exio ("proper" == edit the CMakelists
01:41 Exio )
01:41 VanessaE oh.
01:41 VanessaE heh
01:42 Exio ok, compiled
01:46 hmmmm this is no 0.3.x, boy!
01:47 Exio this is v7! </hmmmm>
01:47 hmmmm too bad nobody'll get the reference :/
01:47 Exio well
01:47 Exio what reference? ^^
01:47 hmmmm nvm
01:49 hmmmm anyway, the dirt is from 3d noise, the stone is from 2d
01:49 hmmmm i tried the idea i had about how to make ridges from 2d noise but it didn't work out as planned at all
01:50 hmmmm 3d noise is basically the only way to make ridges
01:51 hmmmm what i really want the 3d noise to do is to form mostly on higher parts, like the mountains and what not
01:51 hmmmm a problem with mapgen v5 was that you almost never had flat terrain to work with... it looked nice, but you couldn't build crap
01:51 hmmmm my usage of 2d noise as a base eliminates that
01:53 Exio haha
01:53 Exio this is funny
01:53 Exio now i get the "stuck" ... later! with the same error
01:54 VanessaE great, now exio has a new toy to play with :)
01:59 hmmmm actually i think the negative of this terrain is more interesting
01:59 hmmmm i made the 3d noise air
01:59 hmmmm to carve out chunks of the 2d generated terrain
02:00 VanessaE screenshot?
02:00 hmmmm well, i mean, i need to make the 3d noise more sparse now
02:00 hmmmm but sure, i'll take a screenshot as-is
02:01 hmmmm with this you get the benefits of both 3d and 2d noise and none of the disadvantages
02:02 hmmmm minetest-0.4.5 is the 5th most popular file on omploader :) hah
02:02 VanessaE too bad 0.4.6 is out soon :D
02:03 hmmmm what on earth
02:03 hmmmm both zimg and omploader are having problems
02:03 Exio how i thinked
02:04 hmmmm well, whatever.
02:04 VanessaE the whole net's fucked up today
02:04 Exio added a     printf("--stuff--\n", dtime); before the "collision detection"
02:04 Exio get mt gets stuck
02:05 Exio => my term full of --stuff-- and more --stuff-- :D
02:12 Exio wtf, printf("..\n", dtime);
02:12 Exio i need to read what i write
02:12 VanessaE oops? :)
02:16 hmmmm http://ompldr.org/vaHluZQ
02:22 kaeza https://github.com/minetest/minetest/pull/589
02:23 RealBadAngel kaeza, im pretty sure this will fuck up stargates ;)
02:23 kaeza how so?
02:23 RealBadAngel 8/9 segments of it doesnt have selection box
02:24 RealBadAngel 9th covers them all
02:24 kaeza hmm...
02:24 RealBadAngel can you test it?
02:25 kaeza sure
02:25 kaeza lemme fetch technic
02:25 RealBadAngel i may be wrong, maybe the bigger one will override it
02:26 RealBadAngel hmmmm, is this supposed to be cavegen?
02:26 hmmmm no
02:26 hmmmm that's just terrain
02:26 VanessaE hmmmm: I *like* that last screenshot
02:26 VanessaE THAT is the sort of terrain most have been wanting, I think
02:26 VanessaE except those distant mountains are a little too simple, maybe
02:27 hmmmm no shit
02:27 VanessaE (but you said this was indeed simple for the moment)
02:27 hmmmm like i'm not trying to fix that
02:28 kaeza wait... RealBadAngel you said 8/9 of your stargates do not use a selection box. you mean a nil selection box or a 0x0x0 selection box?
02:29 RealBadAngel not defined at all
02:29 RealBadAngel only bottom middle node has the selection box to cover 3x3 area
02:30 kaeza well... let's see if this breaks 'em
02:32 Exio i think i got *where* is the problem
02:33 RealBadAngel is my system broken then?
02:34 Exio haha
02:35 Exio enviroment.cpp:2025-2103 (at least here, but if you see
02:35 Exio gets a infinite loop
02:35 Exio if you see the code you will get where it is) *
02:36 Exio now to check the code and see what really is wrong
02:37 kaeza RealBadAngel, how do I get/craft a stargate?
02:37 RealBadAngel no craft recipe yet
02:37 kaeza itemstring?
02:37 RealBadAngel use givme stargate:stargate
02:37 kaeza ok
02:38 kaeza cannot give an unknown item
02:38 RealBadAngel i havent made one yet cause im not sure stargates should be standalone or tied to technic
02:38 RealBadAngel ahh, wait
02:39 kaeza well... I'd prefer stargates to be standalone.. but it's your mod anyway :P
02:39 RealBadAngel stargate:gatenode8_off
02:40 kaeza that worked
02:40 kaeza there isn't any conflict with my change and the stargates it seems
02:41 RealBadAngel good :)
02:46 kaeza probably unrelated: 23:43:53: ERROR[main]: ServerError: LuaError: error: ...sting/mods/calinou_mods/moreblocks/redefinitions.lua:191: attempt to index local 'ret' (a nil value)
02:46 kaeza that happened when right-clicked the stargate after activation
02:48 Exio hahahaha
02:48 Exio got teleported to -90 with the trampolines
02:48 Exio VanessaE: i got that stuff
02:48 Exio -nan!
02:49 VanessaE hah!
02:49 VanessaE but did it send the server to never-never land?
02:49 Exio never-never land? no idea, my coords are, actually: 832, -nan, 327
02:49 Exio and everything is grey :)
02:50 VanessaE as in the RAM+CPU insanity :-)
02:50 Exio one cpu at 100% the others normally, between 10 to 30%
02:50 Exio %
02:51 Exio and nope, not eating my ram
02:52 ShadowNinja hmmmm: https://github.com/minetest/minetest/pull/590
02:57 Exio -215000
02:57 Exio my y cord VanessaE
02:57 VanessaE heh
02:57 VanessaE well at least you can see one of the bugs :)
02:57 Exio and 4 FPS
02:57 VanessaE I'm kinda surpri.......
02:57 VanessaE uh oh.
02:57 VanessaE better check your RAM/CPU usage :)
02:58 Exio it wasn't high
02:58 Exio i added a "limit" to the infinite loop causing that
02:58 VanessaE oh?
02:58 Exio i'm debugging it :P
02:59 VanessaE have fun :-)
03:00 Exio 10 FPS! when limiting to 250 instead of inf
03:01 VanessaE heh
03:01 Exio it is funny because my player is now in, .. nonwhere?
03:01 VanessaE yup, you're in The Voice
03:01 VanessaE fuck!
03:01 VanessaE yup, you're in The VOID
03:01 Exio i leaved the matrix
03:01 Exio >:D
03:01 * VanessaE takes some of exio's red pills
03:02 Exio haha
03:02 Exio wooo
03:03 Exio 8309249873236578271260856811520
03:03 Exio my y coord
03:03 VanessaE WTF?
03:03 VanessaE O_O
03:03 Exio yep
03:04 Exio i see why mt gets stuck xD
03:04 Exio so, the problem is not that while
03:04 ShadowNinja oh, make sure you enable text-wrap for the coords :-)
03:05 Exio hahaha
03:16 Exio if(bouncy_jump && control.jump){
03:16 Exio m_speed.Y += movement_speed_jump*BS;
03:16 Exio i think i've found what is wrong
03:18 VanessaE which is?
03:18 VanessaE (I don't know how that code works)
03:19 Exio it just adds the "speed jump" to the actual speed
03:19 Exio i added a "printf" after that for the value of m_speed.Y
03:19 Exio http://dpaste.com/1043754/
03:20 VanessaE lol
03:20 VanessaE um
03:20 VanessaE yeah that would be the problem
03:20 Exio well, that makes me feel a bit less useless ^^
03:21 Exio now to get a proper, or at least decent, fix
03:21 VanessaE m_speed += movement_speed_jump*BS; if ( m_speed > 5000 ); then m_speed = 500; fi
03:21 VanessaE or something similar
03:21 VanessaE I don't know enough C++ to get that right the first time :-)
03:21 VanessaE er, that was supposed to be a 500, not 5000
03:21 Exio a speed_cap?
03:21 Exio i'll do that and send a pull request
03:21 VanessaE yeah.  assuming that's nodes/sec, 500 is already quite insane
03:22 VanessaE might want to define some constant at 500 or 1000 or something and use that, so it can be easily referenced later.  e.g. your speed_cap idea
03:23 VanessaE but first see if that works ;)
03:23 Exio i'll check what it does when i limit the m_speed.Y=5000 and then talk
03:23 Exio hehe, yeah
03:24 VanessaE yeah, make both 5000
03:25 Exio it seems a "perfect" fix
03:25 VanessaE I have to assume that X and Z will need similar limits eventually, though for now it's okay
03:25 Exio the only change what is "done" in the "bouncy stuff" is for the Y coord, not the X or Z
03:25 VanessaE oh ok
03:25 VanessaE right, that makes sense.  duh. :D
03:26 Exio ehm... i wonder what happened when i started writing here..
03:26 Exio now it is in ... -nan other time
03:26 VanessaE eh?
03:27 Exio exactly, no idea what happened :P
03:28 VanessaE but it's okay now?
03:28 Exio nah, now it crashes, but after more time of jumping
03:28 VanessaE (I assume the NaN is from a divide-by-zero error or so)
03:28 Exio s/crashes/gets stuck/
03:29 Exio new value of m_speed!!!!!!!!11111!!one: 5000.000000
03:29 Exio new value of m_speed!!!!!!!!11111!!one: -1464338519404052480.000000
03:29 Exio VanessaE: +5000 and -5000
03:30 VanessaE oh my
03:30 VanessaE oh yeah, I guess you need a negative cap of 0
03:30 VanessaE or is m_speed more of a delta thing than a raw speed?
03:31 Exio i'm not fully sure
03:31 Exio but i'd say it is more like a raw speed, but i repeat
03:31 VanessaE what's the variable type being used here?
03:31 Exio NOTSURE :P
03:31 hmmmm ENOTSURE
03:31 VanessaE trying to figure out how it's wrapping around to -14 bazillion
03:31 Exio double, i think, if not, float :P
03:31 hmmmm what are you doing
03:32 VanessaE hmmmm: he's fixing the client hang/crash that happens with certain usages of the jumping code
03:32 hmmmm the correct way to fix the collision thing is to add bounds to how much is allocated
03:32 VanessaE place a jeija "jumping" trampoline, place another 3 nodes above it.  set both to max.  jump on the bottom one.  You die + client crash.
03:32 VanessaE this is a different bug
03:33 VanessaE he found it before the collision bug :D
03:33 hmmmm ah
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03:33 Exio is there other bug about this?
03:33 VanessaE Exio: there's a bug in the collision code too, related but different than this
03:34 VanessaE hmmmm: did you see his debug output?
03:34 VanessaE new value of m_speed!!!!!!!!11111!!one: 26659528970266221230541500217032704.000000
03:34 VanessaE Exio: I think it's an absolute speed, so a lower-end cap of 0 should be fine.
03:34 hmmmm yes, i see that in the channel, but i don't know what code is doing that so i can't comment on it
03:35 Exio hmmmm: localplayer.cpp:325~ (as i modified some lines so not sure :P)
03:36 Exio VanessaE: i didn't see any <0 value in legits jumps, i think the same
03:36 hmmmm anyway, i hope you fixed the actual cause of the crash
03:36 hmmmm because if not, somebody could make an exploit for it, if you're just fixing what causes the crash
03:36 hmmmm fixing a situation in which the crash happens*
03:37 Exio yep, the actual cause is just a "raw" +
03:37 Exio what adds until infinite
03:39 VanessaE hmmmm: the reason this came up, btw, was my server had another accel+collision crash
03:41 Exio what should be the commit message?
03:43 VanessaE "Add cap to jump speed" maybe?
03:43 VanessaE that's what I'd say anyway
03:43 VanessaE "Add jump speed cap, stops client crash with certain uses of jumping code."
03:43 hmmmm hmm
03:44 hmmmm for the biome calculation i'm going to do something pretty different from what i was originally going to do, by celeron's suggestion
03:45 hmmmm biome boundaries are calculated as with a voroni diagram from points such as heat/humidity/etc.
03:46 Exio VanessaE: the only "code" what can cause the crash i fixed is with the bouncy stuff, btw https://github.com/EXio4/minetest/commit/231ec89c1d9a2e095bad7f2f4db1477a5ecdd060
03:46 Exio anything to change or i just throw the pull request?
03:46 hmmmm i didn't really like this because adding one biome messes up all the others, and you might want to control biome frequency
03:46 hmmmm exio, question for you, what was the actual crash message?
03:47 VanessaE Exio: looks good to me, short and simple.
03:47 VanessaE hmmmm: it hangs/locks up the client
03:47 Exio that
03:47 hmmmm thiught you said it crashes
03:47 hmmmm thought
03:47 VanessaE yeah, sorry.  not the right word
03:47 VanessaE the client locks up solid and has to be killed.
03:47 VanessaE (to me, that's a form of a crash)
03:47 Exio and when you reconnect you are at 1334534783243463745734085564580345
03:48 Exio or -238324349856085354093845-453465
03:48 VanessaE lol yep
03:48 Exio real numbers
03:49 Exio hmmmm: it gets "hanged" in a infinite (while) loop at enviroment.cpp:2025~
03:51 Exio (when you reconnect you get "hanged" in that infinite while loop, too)
03:52 Exio a way to see that is adding a && loopcount < 100 or 75 or so for keeping the client with more than 5~10 FPS and a printf or whatever with the "loopcount" variable, values between 1 to 10 'max', suddenly, the 100
03:53 hmmmm ah
03:53 hmmmm with a huge player speed, dtime_max_increment would become very small but not 0
03:53 Exio Setting this to 0 (no -=dtime_part) disables an infinite loop
03:53 Exio when dtime_part is so small that dtime_downcount -= dtime_part
03:53 Exio does nothing
03:53 hmmmm yeah i can see that
03:54 hmmmm hmm how to fix that isn't immediately obvious to me
03:55 hmmmm i guess a lower bound can be set for dtime increments
03:56 Exio fix what of that? the 'infinite loo' at that thing?
03:56 hmmmm yes
03:57 Exio starting for players a 20000 or more blocks of the world limit...
03:57 Exio i really think there should be a way to enforce the "be" inside the world_limit (as, ANYTHING will NEVER be outside the map, if yes, it gets back
03:57 hmmmm you know, i would put a clamp on player_speed too if i were you
03:58 Exio "clamp"?
03:58 hmmmm yeah
03:58 hmmmm like on line 2007
03:58 ShadowNinja hmmmm: did you see my pull?
03:58 hmmmm player_speed = MYMIN(player_speed, 5000)
03:58 hmmmm shadowninja, i did
03:59 Exio ah, got it
03:59 Exio should i add it to my commit too?
04:07 hmmmm erm
04:07 hmmmm nah
04:08 hmmmm prestidigitator seems to be watching us from the channel logs
04:08 Exio why you say that when i already push -f
04:08 hmmmm hi, prestidigitator, great job at being creepy :)
04:08 Exio hahahaha
04:09 hmmmm i thought he was "done with this political BS"
04:09 Exio in any case, does this seems ok for a pull request? https://github.com/EXio4/minetest/commit/48cbec2bf30f042e38442d78a4ca31b0bec55682
04:09 hmmmm yeah, that's fine
04:09 hmmmm actually
04:10 Exio yep?
04:10 hmmmm you know, it's probably better if the server had hard limits on things like speed too
04:10 hmmmm but i don't know, can someone really screw up the server if they go too fast?
04:10 hmmmm from what you said before, it seemed to be only the client having the problems
04:10 Exio ask VanessaE
04:10 Exio i only had problems with the server
04:10 Exio err, client
04:11 Exio but no idea really
04:14 Exio can anyone access to coursera.org?
04:14 Exio or a ping, at least
04:15 Exio 25 packets transmitted, 0 received, 100% packet loss, time 24193ms
04:15 VanessaE hmmmm: correct - the bug he was addressing is, afaik, strictly client-side
04:15 VanessaE I've never crashed my server from it anyway
04:17 Exio now i need help from VanessaE for saying in a decent english what was the bug and the fix
04:17 Exio because i'm going to write nonsense :P
04:18 kaeza +continue
04:18 kaeza :P
04:18 VanessaE Exio: "Sometimes jumping speed can exceed the limits of XXXXX - cap speed to 0 <= N <= 5000.  Fixes client lockup with certain uses of jumping devices such as trampolines."
04:18 VanessaE Change XXXX to the variable type in question.
04:18 VanessaE (int or whatever)
04:19 VanessaE too verbose? :)
04:19 Exio nah, perfect
04:20 Exio but it is not only or when jumping, it is when "bouncy jumping" if we can say
04:20 VanessaE right
04:20 VanessaE add in "bouncy" then
04:20 Exio (check the code of the trampolines, bouncy = stuff)
04:23 Exio well, something
04:24 Exio here we go, a very cool and nice pull request https://github.com/minetest/minetest/pull/591
04:27 ShadowNinja hmm, 52 pull requests, maybe a few more active pushers would be a good idea, kwolekr seems to be doing it all
04:32 Exio there is some stuff what is delayed because the feature freeze and similar
04:35 ShadowNinja well yes, but I havn't seen it below 40, he is just barely keeping up
04:38 Exio https://github.com/minetest/minetest/pull/326 https://github.com/minetest/minetest/pull/575 + luajit should be for the 0.4.7 "rc"
04:40 Exio and https://github.com/minetest/minetest/pull/585 too
04:40 Exio about the last, just as "fixing mem leaks"
04:43 hmmmm i got it to 39 once
04:45 ShadowNinja well that is still just once, it hasn't been steadily decreasing
04:47 Exio hmmmm: suddenly, more features :P
04:48 ShadowNinja heh, everyone aims to get them in before feature-freeze and just misses :-)
04:53 Exio well, i'm going to sleep now
04:53 Exio good night
06:16 celeron55 hmmmm: you should both add and subtract with 3D noise - both are good
06:21 celeron55 ---
06:21 celeron55 i think all Exio's fixes are wrong
06:22 celeron55 the speed should be limited in collisionMoveSimple, not elsewhere
06:22 celeron55 this way you're doomed to get the bug somewhere else and cluttering other code with copypasta checks that don't belong there
06:23 celeron55 the problem is the collision and movement code, not the speed that some entity happens to have; the collision and movement code should 100% handle any values given
06:24 celeron55 and then there will be no more problems, ever
06:30 VanessaE I don't even see where it's calling that function at all here..
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07:14 kaeza you know what? screw that selection box fix. It would be better to use the node box directly as selection box.otherwise things like technic or mesecons wires willseeno benefit at all
07:14 kaeza will see no*
07:18 VanessaE kaeza: what's needed is a way to set the selection box based on the nodeboxes, such that the selection box exactly follows the nodebox shape -- but...
07:18 VanessaE ... with the selection box blown out a bit.
07:18 kaeza hmm...
07:18 VanessaE maybe by like 25% or some configurable number.  like the "grow selection" function in an image editor
07:19 VanessaE selection_box = { type = "auto", auto = "25%" }
07:19 VanessaE or something like that
07:20 kaeza that wouldrequire C++ changes, no?
07:20 kaeza I ain't touching that
07:20 VanessaE it could theoretically be done entirely in Lua
07:20 VanessaE but it would be a bitch.
07:20 kaeza not hard to do in Lua, but somebody would complain it's "too hacky"
07:22 kaeza doing that would be as follows: recognize "auto" in the sel box on register_item(), calc the boxes (based on the "auto" param), and replace the sel box type to "fixed" and the list of boxes
07:23 kaeza too hacky?
07:23 VanessaE actually that sounds good. the issue is calculating each of the boxes' coordinates.
07:24 VanessaE you have to blow each coordinate pair out by twice the given value, then re-center that pair against the original nodebox, then repeat for every coordinate pair that's specified
07:24 kaeza that shouldn't be hard. it's just calc'ing the center, the width (and height and length) and adding as much as needed to every side
07:24 VanessaE It could be done in Lua, and it wouldn't be slow at all (not that it matters much at startup).
07:25 VanessaE *shrug* give it a shot :_0
07:25 VanessaE :-)
07:31 kaeza actually, I don't need the centers :)
07:44 VanessaE bbl
07:48 kaeza forget about that. It looks ugly >.<
07:54 kaeza https://github.com/minetest/minetest/pull/592
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09:29 Topic for #minetest-dev is now **FEATURE-FREEZE FOR 0.4.6 IN EFFECT** | Minetest core development and maintenance. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/
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13:59 Exio celeron55: for me, having an entity or anything at THAT speed is not something what should be "ok"
14:01 Exio there should be a limit, even if it is high, (even if it should be in other place, i don't know "the whole" code of MT about that stuff, i just tried to look around)
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14:46 hmmmm well
14:46 hmmmm i'm not going to reply to the last prestidgititoatr message on the forums because i think he made my point well enough, and i decided that i won't respond more than twice anyway
14:50 hmmmm i was supposed to go to school today but my alarm clock was set for the wrong time :( meh, it's just one class today
14:51 Exio /ctcp hmmmm time
14:54 hmmmm i am going to work on the mapgen until 1pm, then i'm going to cut it short and get school-related things done
14:55 Exio what time where you live?
14:56 hmmmm EST zone
14:58 Exio ah, a bit more of time than here (nearly 12AM)
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15:42 celeron55 PilzAdam:
15:42 celeron55 Hello Celeron,
15:42 celeron55 My name is neron on the minetest forums, and I have been banned by
15:42 celeron55 user account and IP with the message "getminecraftforfree spam" I
15:42 celeron55 believe it was due to the post I made to PilzAdam about MiniTest. I
15:42 celeron55 think it was misunderstood that I was spamming. I was actually hoping
15:42 celeron55 that PilzAdam might be able to more accurately redesign minecraft by
15:42 celeron55 using a free copy. I am sorry that it looked liked I was spamming.
15:42 celeron55 Would you please consider lifting the ban? Thanks,
15:43 celeron55 neron
15:43 celeron55 oh god, not this newline crap again
15:43 celeron55 well, i guess 'lll learn to copy-paste some day
15:44 PilzAdam oh, I remember his post
15:44 PilzAdam dunno who banned him
15:45 celeron55 well, sounds like sfan5 or Calinou; they have a track record of doing silly things
15:49 Calinou sfan5 banned him, not me
15:49 Calinou xyz*
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15:50 Calinou PilzAdam: should his ban be removed?
15:51 PilzAdam dunno
15:51 PilzAdam I guess yes
15:54 celeron55 throw him a PM then so he knows (i think the forum sends those by e-mail by default)
15:56 hmmmm hrmm
15:56 hmmmm http://www.minecraftwiki.net/wiki/Data_values#Biome_IDs
15:56 hmmmm notice how there's no pattern to the biome ids
15:57 hmmmm pretty dumb if you ask me... i'm making biomes a bitfield with a value for each of the three attributes
15:58 celeron55 well, it's just made by something like this http://www.minecraftwiki.net/wiki/File:BiomesGraph.png
15:59 hmmmm if you do add terrain variance to that, it doesn't correlate at all
16:00 celeron55 i don't know how they do that
16:00 celeron55 i guess it's been reworked a lot since the early biomes
16:01 hmmmm anyway i need to go with your voroni diagram idea.. i realized that I can get around the problem of a biome occuring more often than you'd like by being able to place points that are compared against outside of the range of acceptable values
16:03 hmmmm i feel like i should also include some kind of utility for people to see the voroni diagram with their biome setup, so they can visualize how common a biome really is
16:04 hmmmm if we're going to include minetestmapper in the core, it'd make sense to do this as well
16:07 celeron55 points could have weights to them though too
16:07 celeron55 it doesn't complicate it much i think
16:08 hmmmm it does make it less predictable though, which shouldn't be a problem if people can actually see the distribution of their biomes
16:08 celeron55 how are you going to visualize it, as the map is going to be 3d?
16:09 celeron55 (temprature, humidity, and height or something related to it)
16:09 hmmmm that's the thing, i don't know if it's going to be 3d or not
16:09 celeron55 i think it kind of has to be
16:09 hmmmm height itself is a more unrelated factor
16:09 celeron55 or, well...
16:09 hmmmm it just won't work at all for hell/sky biomes
16:10 hmmmm height variance on the other hand, i see that as something that could be an attribute on top of temperature/humidity
16:10 celeron55 if the height is simply taken into account for temperature and humidity, i guess it will work
16:10 celeron55 like, higher is colder and dryer
16:10 hmmmm that would make sense, but i'd rather not do that
16:10 celeron55 what will you do then?
16:11 hmmmm i don't have everything figured out, i've only been thinking about this for a couple hours
16:11 hmmmm i've tossed some ideas around passively, but i just added them to the list of ideas and never went to fully consider them until now when i'm actually working on it
16:11 celeron55 i still think this latest suggestion of mine would work well
16:12 hmmmm i can try it, but i have a feeling it might make things too boring
16:13 celeron55 well; maybe - it's the issue of real life being boring
16:13 celeron55 but it's a trivial solution which has a good chance of working 8)
16:13 hmmmm what i have now for terrain generation is really great but i have a feeling people will bitch about there being a couple floating blocks
16:14 hmmmm wonder if i should do a post-generation gravity check
16:14 celeron55 i suggest not caring about that bitching; there are way more people who love flying blocks than those who hate them
16:14 celeron55 but only those who are unhappy will say anything
16:14 hmmmm also, it would be interesting if you were in a desert, and then above you is a single floating blob with snow and ice
16:15 celeron55 dunno
16:16 celeron55 if the desert is very dry and hot, not really; of course if it's a chilly-ish desert, then it would make some sense (and would actually work via my suggestion)
16:16 hmmmm in real life, all deserts are cold at nighttime
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16:18 BlockMen hello
16:18 BlockMen celeron55, have you seen the pull request for homepage?
16:19 celeron55 yes; i'm not really in the mood of going through it now
16:19 hmmmm i saw that pull request, i don't really want to be "glorified" like that
16:19 celeron55 it's a lot of code
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16:20 BlockMen ok, np
16:20 BlockMen hmmm, what do you mean?
16:20 BlockMen *hmmm
16:20 thexyz wut
16:20 hmmmm all the developers on the front page?  :/
16:20 thexyz so, now spamming about "free" minecraft is allowed, right?
16:21 thexyz sorry, didn't know that
16:21 BlockMen on the community page
16:21 hmmmm please tell me that i misread it and that was the about page, or better, a contributor's page
16:21 BlockMen so a sub-page
16:21 celeron55 thexyz: was it his first post?
16:21 hmmmm alright, better i guess
16:22 thexyz celeron55: no, i guess
16:22 celeron55 if not, then banning is kind of too much; if yes, then whatever; we have too many spammers to be any more thorough in decisions
16:23 celeron55 if somebody new but one who has already posted legit stuff is misbehaving on the forum, such should be warned about first; ban comes second
16:24 thexyz ok
16:24 thexyz i just got really tired by those free minecraft ads at our forum
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16:26 BlockMen_ thexyz, can you add the views to extern.php->rss (at the forum)?
16:28 thexyz so, what's the point of asking a question and leaving right after?
16:28 thexyz oh
16:28 thexyz i'm blind
16:28 thexyz BlockMen_: well, send me a patch
16:29 thexyz BlockMen_: i'm not going to mess with it
16:29 BlockMen_ thexyz, sry, client crashed
16:29 BlockMen_ so if i code that you would implement?
16:30 thexyz sure, just tell me what did you mean by saying "views"
16:33 BlockMen_ thexyz, i mean the views of a topic (like on viewforum.php)
16:33 BlockMen_ and great, i will let you know when i coded
16:33 thexyz oh, so, count of views
16:34 BlockMen_ yes
17:03 hmmmm hmm?  pilzadam, you seem to be generating a lot of buzz with the whole being-able-to-see-yourself modification
17:03 hmmmm how did you do it that's so hacky, exactly?
17:04 PilzAdam I just made the CAO of the local player visible and set the animation and position in its on_step
17:04 PilzAdam but we cant really know the animation it
17:04 PilzAdam we even dont know if it uses a mode at all
17:05 hmmmm do you think you'll polish that up?
17:05 hmmmm i think it'd be a great addition, and it has much positive feedback
17:05 celeron55 have you made some kind of a shortcut or is it lagged by the network?
17:06 PilzAdam celeron55, Its client side
17:06 PilzAdam I hard coded the animation frames
17:06 PilzAdam hmmmm, I dont think I can polish it
17:06 hmmmm i think it's better without any server interaction
17:06 PilzAdam it would require some restructure of the whole player model thing
17:07 hmmmm hmm
17:07 celeron55 hmmmm: the key here is that to make the player animate and move immediately, you have to do it locally - but the player model and it's animations can really be *anything*, as said by the server
17:07 PilzAdam we should add a minetest.set_player_animation({dig_start=167, dig_end=178;…})
17:07 celeron55 hmmmm: so you can just guess
17:07 hmmmm guessing isn't really that bad
17:07 sfan5 celeron55: :/
17:08 celeron55 i guess there should be a static specification of animations (like what frames or some kind of an animation name (whatever a format supports) is walking, digging and whatever)
17:08 hmmmm pilzadam, ?  digging animations setable from within lua?
17:08 * sfan5 does not like the "they have a track record of doing silly things" part
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17:08 celeron55 and that specification should be sent from the server to the client
17:08 PilzAdam hmmmm, just the frame ranges to set the animations for the default actions
17:08 hmmmm oh
17:09 hmmmm yeah i get it now
17:09 hmmmm now i think that's great, and we send it to the client all in a single packet
17:09 celeron55 sfan5: it's my experience of things - of course it's not so bad i'd remove the moderator status though
17:09 hmmmm as long as it can be displayed instantly
17:11 hmmmm ah
17:11 hmmmm can't you get the walking and what not from ClientEnvironment?
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17:12 hmmmm i don't think what you did is really that hacky, but to do it right, it'd require another packet (or tack the fields onto an existing packet, for that matter...)
17:12 PilzAdam in the current state it is hacky
17:13 PilzAdam but it can be made better
17:13 celeron55 is there something else that is hacky than the hard-coded animations?
17:13 hmmmm i just looked at the code and honestly it doesn't seem so
17:14 celeron55 just make them somehow mod-defined (just like the model) then and it's good to go
17:14 PilzAdam Ill see if I can improve it
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17:17 celeron55 you may want to consider one thing: if someobdy wants to make a game where the player is a... ehm, bird or something, he should be able to make the client not do any animations on it's own and just wait for the server to tell them
17:17 celeron55 but feel free not to; it's not really in the scope of today
17:18 BlockMen_ thexyz, http://pastie.org/private/mlpqayxmfhfep6djzx0ua
17:23 hmmmm ahhhhhhh, i am regretting two of my design choices right now
17:24 hmmmm one, not making flat its own mapgen, because now BiomeSuperflat won't work the way I originally intended it to
17:24 hmmmm two, actually beliving that i'd be able to generate all the terrain I needed at once in a single pass
17:25 hmmmm (well, i *could*, but you're not able to do many interesting things with this setup)
17:31 BlockMen_ thexyz, same but highlighted changes now  http://pastie.org/private/mlpqayxmfhfep6djzx0ua#137,448,493
17:35 thexyz BlockMen_: done
17:35 thexyz i'd prefer .patch though
17:40 BlockMen_ thexyz, that was fast
17:40 BlockMen_ ty :)
18:32 PilzAdam in wich file should I add minetest.set_player_animation()?
18:38 hmmmm scriptapi.cpp
18:39 hmmmm it doesn't really matter, sapier would take care of where it's placed when he updates the scriptapi cleanup to 0.4.6 for merging
18:42 hmmmm adam, i think we might want to add the trampoline bugfix before 0.4.6, since it's rather critical, doesn't change much, and most people running clients only (windows users) would be using 0.4.6, not the latest git build
18:42 PilzAdam hm
18:43 PilzAdam yea, throw it in :-)
18:43 VanessaE hmmmm: celeron55 said he doesn't like it
18:43 hmmmm what's wrong...
18:44 VanessaE [04-02 02:22] <celeron55> i think all Exio's fixes are wrong
18:44 VanessaE [04-02 02:22] <celeron55> the speed should be limited in collisionMoveSimple, not elsewhere
18:44 VanessaE [04-02 02:23] <celeron55> this way you're doomed to get the bug somewhere else and cluttering other code with copypasta checks that don't belong there
18:44 VanessaE [04-02 02:24] <celeron55> the problem is the collision and movement code, not the speed that some entity happens to have; the collision and movement code should 100% handle any values given
18:44 VanessaE [04-02 02:24] <celeron55> and then there will be no more problems, ever
18:44 VanessaE (however, I'd have done it the same way exio did)
18:44 hmmmm i did say something similar, but this is still acceptable
18:45 hmmmm (then again, i didn't know that collisionMoveSimple had anything to do with the player speed, common sense tells you that it would only deal with position)
18:45 VanessaE that's what I thought.
18:46 hmmmm perhaps it checks the collision with the current position + next step in speed
18:46 hmmmm cba to check
18:47 PilzAdam particles also use collision_move_simple()
18:48 VanessaE yeah but this issue is in the bouncy code adding huge acceleration values that blow out even over 64 bit int without capping it.
18:48 VanessaE not directly related to the server huge RAM+CPU+crashing issue
18:50 hmmmm hmm, "better to both add and subtract 3d noise"? i'm very satisfied with the terrain currently being generated and i'd rather not screw it up
18:50 hmmmm i'll experiment later
18:53 Exio it is an "non controlled" speed problem, there should be a limit somewhere, maybe i just did it in the wrong place
18:53 hmmmm yes exio, he clearly said that the right place to do it in is collisionMoveSimple
18:54 VanessaE this fix breaks my suicide-client-crasher booth though :D
18:54 Exio ah
18:54 Exio yes, read
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18:55 Leoneof hello devs!
18:56 Leoneof i've downloaded minetest from git, and compiled, but i can't run it, i get these errors http://pastebin.com/CtVqFFbG
18:56 Jordach Leoneof, is nouveau installed?
18:56 hmmmm sounds more like a driver problem
18:56 Leoneof Jordach: no, it's nvidia driver from offical website
18:57 Jordach Leoneof, i would have probably installed the driver through your normal software channels
18:57 VanessaE PilzAdam: regarding your partially-visible player patch, I like that idea.
18:59 VanessaE there's been a pretty big call for making a player's wielded item visible to others.  Any chance we can get that feature into the 0.4.7 cycle?
19:02 Jordach mmmm, yeah
19:02 Jordach it does make it easier to detect items like lava buckets, potentially finding griefers easier
19:03 PilzAdam its not easy since the "default" model isnt part of the engine
19:04 Jordach PilzAdam, minetest.conf as default for builds
19:04 PilzAdam we could just move the current model into the engine
19:04 Jordach which makes this less painful
19:04 Jordach and more of a polished game
19:17 RealBadAngel Leoneof, googled for your error and found this: https://forum.kag2d.com/threads/crashing-before-game-even-runs-d.1275/
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19:53 BlockMen thexyz, could you replace 50 with 300 at this position (http://pastie.org/private/mlpqayxmfhfep6djzx0ua#287)?
20:04 hmmmm hmmm... I am changing the BiomeDefManager to be entirely contained within the EmergeManager
20:05 hmmmm even though it does have some non-mapgen-related things to (in the future) it's just better not directly in Server
20:05 jojoa1997|Tablet hmmmm would it be possible to make the biome definer use lua to define the params but C++ to do the actual work
20:05 Exio he is working in that stuff
20:05 hmmmm jojoa, that's the entire point of the new mapgen...
20:06 Exio i'll look at the speed stuff and limit the speed in the collisionMoveSimple
20:06 hmmmm ok
20:06 jojoa1997|Tablet oh ok
20:06 jojoa1997|Tablet i cant wait to make a snow desert
20:07 jojoa1997|Tablet snow sould be added to minetest for biomes
20:07 hmmmm a lot more textures than that will have to be added
20:07 jojoa1997|Tablet also is there any chance that new trees will be added
20:08 hmmmm there is a chance
20:08 hmmmm it'll be what you want, just trust me
20:08 jojoa1997|Tablet i dont care as long as they are not as big as moretrees
20:08 jojoa1997|Tablet and as numerous
20:09 hmmmm they're going to be moretrees
20:09 hmmmm but if you don't like that, you can make your own trees and use those instead
20:09 jojoa1997|Tablet that is a heavy mod why do you want that
20:10 hmmmm because that was part of the plan
20:10 jojoa1997|Tablet it creates tons of lag why not make regular tree sized ones
20:10 hmmmm the size of the tree isn't what causes the lag, it's the manner in which it's done
20:11 jojoa1997|Tablet ok but one thing is maybe make them a lot rarer cause on my world there is no room to build
20:11 hmmmm lol
20:11 hmmmm i don't have anything do even do with that part, honestly
20:11 jojoa1997|Tablet i know but edit the version of more trees to
20:12 jojoa1997|Tablet have trees per biome and not be as clumped unless in jungle?
20:12 hmmmm moretrees isn't being added as a mod in the default game
20:12 hmmmm you misunderstand
20:12 hmmmm i'd rather not explain it
20:12 hmmmm you'll see
20:12 jojoa1997|Tablet oh
20:12 jojoa1997|Tablet so you are making a mod or not?
20:13 PilzAdam lol
20:13 PilzAdam mapgen v7 as a mod :-)
20:13 hmmmm hahahah
20:13 PilzAdam can you get it to run on 0.3.1?
20:14 jojoa1997|Tablet oh it is the v7 mapgen
20:15 hmmmm "mapgen v7" is really just an umbrella term for a completely new terrain generator that makes much more interesting landforms, biomes, a way to efficiently place arbitrary figures onto the map, and all cool game content that you can make happen with these abilities
20:35 RealBadAngel hmmmm, for those who says trees are to big recommend those: http://forum.minetest.net/viewtopic.php?id=5387
20:35 hmmmm bonzai trees 8)
20:36 RealBadAngel good for dwarves biome ;)
20:38 Jordach or, we could use that for a sapline
20:38 Jordach sapling*
20:39 RealBadAngel thats actually nice idea with multinodeboxes together
20:40 RealBadAngel divide one node into 16x16x16 little cubes (maybe more) and make mini lsystem trees for saplings
20:41 RealBadAngel hell its genial for little plants!
20:42 RealBadAngel all flowers, grass, saplings whatever
20:44 RealBadAngel makin smaller cubes one could generate ultra realistic plants
20:44 RealBadAngel in mods, not the core
20:45 * ShadowNinja would love that as the sapling in default
20:46 hmmmm except saplings don't look like that at all..
20:46 hmmmm bonzai trees, sure.. but....
20:46 RealBadAngel ofc, they would need another axiomes
20:47 RealBadAngel i really love the idea
20:47 ShadowNinja well better than the "plantlike" drawtype
20:48 RealBadAngel hell better
20:48 RealBadAngel most funny, to get HD texture pack modder will have just to redefine the cuboid
20:49 RealBadAngel and the code will generate plants in HD instead of default 16x16x16
20:50 ShadowNinja that would be realy cool
20:51 thexyz BlockMen: done
20:52 BlockMen thexyz, thanks!
20:53 RealBadAngel so for example to get grass or flower in 128x you redefine default:grass cuboid_resolution=128 and done :)
20:54 RealBadAngel in fact in this textures will be just colors of the pixels in 3d model
20:55 * ShadowNinja wonders how you will apply textures properly to a random model
20:56 RealBadAngel same as for trees
20:56 RealBadAngel but at this level texture will be color of the 3d pixel
20:58 Jordach does anyone remember this type of mapgen: http://www.zimagez.com/zimage/screenshot-020413-215803.php
21:01 ShadowNinja Jordach: no, it usualy doesn't generate cloud...
21:02 Jordach ShadowNinja, that's taken from when minetest's mapper was a little more crazy
21:02 Jordach 0.3.x days -> early 0.4 days
21:03 ShadowNinja yea, I have seen flying chunks of rock and dirt :-)
21:04 ShadowNinja but I wish we had stuff like that, everything is a plain with a clif here and there, we should have mountains
21:04 Jordach ShadowNinja, very early versions of 0.4 generate those types of map
21:04 Jordach and everything below 0.3.x generates it too
21:06 hmmmm :(
21:06 hmmmm the order in which things happen is such a pain in the butt
21:06 hmmmm i wish that the environment was created before the scripts run
21:34 BlockMen gd n8t everyone
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23:20 Exio well
23:20 Exio finally, stopped playing redeclipse and stuff, i'll check about the stuff
23:27 Exio well
23:29 Exio is this https://github.com/minetest/minetest/pull/591 right, then?
23:30 Exio just tried and didn't get any hang
23:30 Exio (aka, "works")
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