Time |
Nick |
Message |
02:19 |
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08:43 |
ImQ009 |
gface |
08:43 |
ImQ009 |
Erm. Sorry, wrong channel. Hi |
09:07 |
celeron55 |
i didn't read the full discussion about doxygen, but if doxygen is taken into use, i recommend using it so that only per-file doxygen comments are used |
09:07 |
celeron55 |
no doxygen comemnt blocks near functions, as they *will* end up being very idiotic |
09:08 |
celeron55 |
comment* |
09:09 |
celeron55 |
once some doxygen comments are put in, we are doomed to have pull requests like "add idiotic doxygen blocks to every function" |
09:09 |
celeron55 |
we need to have a pre-made plan for what to have and what to not have |
09:11 |
celeron55 |
by doing it the way i propose, we have browseable documentation of headers, and the not easily understandable concepts and techniques involved can be explained in clear language in the top comment of the file |
10:44 |
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13:41 |
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13:42 |
PilzAdam |
hmmmm, this fixes all mapgen memory leaks: https://github.com/PilzAdam/minetest/commit/197ac62559191b87c3beab9c680bae17cf609219 |
14:20 |
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15:48 |
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15:54 |
hmmmm |
it does |
15:55 |
hmmmm |
but i'd rather duplicate a noiseparams from the default values |
15:55 |
hmmmm |
sapier did something like this already but there was something else that i wasn't happy about, which i forget... again, i'll do it in due time |
15:56 |
hmmmm |
i am not really sure what the hurry is to do this for one, and two, i'll be available to work on it in literally 2 days |
15:56 |
hmmmm |
maybe sooner depending on how fast i'm able to get this crap done |
15:57 |
hmmmm |
but... yes, i do like how you clean up the noiseparams in the mapgenparams |
15:57 |
hmmmm |
that's the way it's supposed to be done |
15:59 |
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16:03 |
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17:17 |
iqualfragile |
idea for minetest: instead of blocking 4 quickbar spaces for the tools just choose the apropriate tool automaticly |
17:17 |
iqualfragile |
it should have visual feedback (like: pointing at stone ==> hand changes into pickaxe) |
17:20 |
rubenwardy |
There is a mod like that |
17:25 |
hmmmm |
that wouldn't be necessary if the tools weren't so unbalanced |
17:25 |
hmmmm |
i have no idea why pilzadam did that but i really don't like it. i'm sure most others don't either |
17:38 |
iqualfragile |
i dont think that has anything to do with balancing the tools |
17:46 |
hmmmm |
if they were balanced properly, you wouldn't always _need_ to be using the right tool |
18:00 |
iqualfragile |
its more about the quickbar space for me |
18:01 |
iqualfragile |
(and it makes sense that you cant destroy stone with your bare hands) |
18:16 |
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18:29 |
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18:46 |
VanessaE |
my/celeron55's idea of scattering rocks (not "stone" or cobble), and making the player only able to dig leaves by hand to get sticks, use those to build an adze (a primitive pick) which can mine stone and cut the rest of the tree down. |
18:46 |
VanessaE |
...would help add some balance |
18:47 |
sfan5 |
you should be able to dig trees by hand IMO |
18:47 |
VanessaE |
(rocks would be somewhat uncommon, maybe as much so as mese is, but found on the surface) |
18:47 |
VanessaE |
then get rid of wooden axe/pick/sword |
18:47 |
VanessaE |
(keep the shovel) |
18:48 |
VanessaE |
replace wooden sword with a club |
18:48 |
iqualfragile |
that would actualy make sense |
18:48 |
iqualfragile |
but its an complete different discussion |
18:49 |
VanessaE |
iqualfragile: not really - part of proper tool balance is establishing uses for the tools we have, which make sense, and replacing tools that make no sense with ones that do |
18:49 |
VanessaE |
the only reason we have wooden tools is because MC does. |
18:51 |
iqualfragile |
i know, but my idea was to place the apropriate tool (just hands for leaves, axe for tree, pickaxe for stone, special tool x for special material y) into the players hands |
18:51 |
VanessaE |
yes I know |
18:51 |
iqualfragile |
wich would free the qickbar for more materials to build |
18:51 |
VanessaE |
I'm reacting more to hmmmm's comment than yours really. |
18:52 |
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18:55 |
iqualfragile |
ok |
18:56 |
VanessaE |
I'm sure how I feel about auto-switching of tools/weapons though |
18:56 |
VanessaE |
in other games where that feature exists, I turn it off |
18:57 |
iqualfragile |
you mean like in lets say unreal tournament where it chooses the "best" weapon for you? |
18:57 |
iqualfragile |
yeah, thats annoying |
18:57 |
iqualfragile |
but its not realy compareable to minetest |
18:58 |
VanessaE |
naw, I'm thinking more like Q3/OA where it switches weapons when you pick one up |
18:58 |
VanessaE |
I'm just used to using Q/E to switch manually |
19:07 |
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19:07 |
sapier |
https://github.com/minetest/minetest/pull/724 formspec mainmenu squelched and fixed documentation |
19:09 |
VanessaE |
sapier: squashed* |
19:14 |
sapier |
oops ... i already thought the word looks strange ... now I know what's strange about it thx |
19:14 |
sapier |
oh I forgot it's rebased to latest master too |
19:16 |
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19:24 |
sfan5 |
may I push a fix for the uk/minetest.po file, so updatepo.sh doesn't fail on first run |
19:24 |
sfan5 |
? |
19:45 |
PilzAdam |
hmmmm, I was bored and valgrind just went crazy about the mapgen leaks, so I fixed them |
19:51 |
PilzAdam |
there seem to be 2 more thinks that still leak: shaders and sqlite |
19:51 |
PilzAdam |
and I have no idea how to fix them |
19:52 |
sapier |
shaders can't be fixed pilzadam |
19:52 |
sapier |
it's a irrlicht issue |
20:10 |
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20:40 |
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20:45 |
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21:28 |
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21:50 |
ShadowNinja |
Minetest on arch segfaults if you leave and rejoin a server. Is this a known issue? Can someone fix it? |
21:51 |
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21:52 |
sapier |
:-) I tend to say "don't use bleeding edge software if you don't want crashes" ... but most likely this crash is not related to arch ;-) |
21:52 |
sapier |
I think there's already a bug known very similar to what you tell |
21:54 |
ShadowNinja |
sapier: Would you like some info from valgrind/gdb? (If I can figure out how to use gdb ;-)) |
21:55 |
sapier |
no I think this bug is already known and needs further investigation for a clean fix |
21:56 |
* PilzAdam |
cant reproduce |
21:56 |
sapier |
if it's the bug I remember it's a double free happening in some situations due to a (partly) incorrect memory leak fix recently added |
21:56 |
PilzAdam |
ShadowNinja, do you run latest git? |
21:56 |
sapier |
:-) I suggest using defined test environment not a moving target like arch ;-) |
21:58 |
ShadowNinja |
PilzAdam: Yes, from the AUR. |
21:58 |
ShadowNinja |
(That is the only version that compiles) |
21:59 |
sapier |
AUR? |
22:01 |
ShadowNinja |
Arch User Repository. A huge software repository by the arch community. |
22:02 |
sapier |
why don't you use github version? |
22:03 |
sapier |
unless arch really added some crazy bugs sooner or later we have to get compatible to whatever gcc/glibc version is included in there |
22:03 |
ShadowNinja |
It won't compile. |
22:04 |
sapier |
fix it |
22:05 |
PilzAdam |
ShadowNinja, when was a the version AUR compiled? what commits does it include? |
22:05 |
ShadowNinja |
How? It is looking in /usr/lib/x86_64-linux-gnu for zlib in /usr/lib/lib64 |
22:05 |
Exio |
ShadowNinja: check what the PKGBUILD does |
22:05 |
ShadowNinja |
PilzAdam: It is minetest-git. Installing it pulls the git version before compiling it. |
22:05 |
PilzAdam |
ah, so its not a prebuild package |
22:05 |
ShadowNinja |
Exio: I did. I didn't see anything that would affect it. |
22:06 |
PilzAdam |
can you compile in debug mode? |
22:07 |
PilzAdam |
i.e. cmake -DCMAKE_BUILD_TYPE=Debug |
22:08 |
PilzAdam |
then run it in gdb with: "gdb ./minetest" and type "start" and then "continue" in the gdb prompt |
22:09 |
PilzAdam |
reproduce the bug and type "bt" in the gdb prompt and paste the output |
22:10 |
ShadowNinja |
The PKGBUILD pulls, cds to it and runs cmake . -DCMAKE_INSTALL_PREFIX=/usr |
22:10 |
ShadowNinja |
make DESTDIR=${pkgdir} install |
22:10 |
sapier |
guys the more I look at where minetest looks for mods the more amazed I am |
22:11 |
ShadowNinja |
PilzAdam: Nope: make[2]: *** No rule to make target `/usr/lib/x86_64-linux-gnu/libz.so', needed by `bin/minetest'. Stop. |
22:12 |
PilzAdam |
well, you actually need to be able to compile it at all if you want to follow my steps to get a backtrace |
22:12 |
ShadowNinja |
I have two issues, the compiling and the segfault. |
22:12 |
sapier |
a game for example adds folders: "games/<some game>/mods" as well as "mods/<some game>" |
22:13 |
PilzAdam |
sapier, the first one is the actual game and the second one is for user installed mods |
22:13 |
sapier |
I assume you have libz development package installed shadowninja? or does arch not have something equivalent? |
22:13 |
PilzAdam |
however, we have decided to change the system |
22:14 |
sapier |
is there some documentation what new style will be pilzadam? |
22:14 |
PilzAdam |
https://gist.github.com/PilzAdam/5554242 |
22:14 |
PilzAdam |
this is for user installed mods only |
22:14 |
PilzAdam |
games will stay as they are currently |
22:15 |
ShadowNinja |
[owenarch normal_git]$ ls /usr/lib64 | grep libz.so |
22:15 |
ShadowNinja |
libz.so |
22:15 |
ShadowNinja |
(libz.so.1 and so.1.2.8) |
22:15 |
sapier |
so two completely different aproaches ... thus the second part I discovered will be removed? |
22:16 |
PilzAdam |
it will be changed |
22:16 |
sapier |
changed to what? |
22:16 |
PilzAdam |
to what is described in the gist |
22:16 |
ShadowNinja |
Also, the AUR build works. What am I doing differently? |
22:16 |
sapier |
gist only describes non game case |
22:17 |
sapier |
still a game description in minetest includes a mod path as well as addon mod paths |
22:17 |
PilzAdam |
yea, games will stay as they are; the mods for them are in $path_{user, share}/games/<game ID>/mods/ |
22:17 |
PilzAdam |
and common will be dropped too |
22:18 |
sapier |
thats only half truth pilzadam according to game structures mods are in $path_{user/share}/mods/<game ID>/ too |
22:18 |
PilzAdam |
<PilzAdam> it will be changed |
22:19 |
sapier |
pilzadam telling "it will be changed" is almost same as telling nothing ;-) ... for time beeing I'm going to assume second path I mentioned is going to be dropped |
22:19 |
ShadowNinja |
Backtrace of the segfault: http://pastebin.ubuntu.com/5669098/ |
22:20 |
sapier |
I'll remove it from formspec menu api too |
22:20 |
PilzAdam |
sapier, mods in mods/<gameID>/ are only user installed mods; they have nothing to do with games |
22:20 |
ShadowNinja |
I don't think this is a dubug build, but I can't get one. |
22:21 |
PilzAdam |
ShadowNinja, that looks like the F10 crash |
22:21 |
sapier |
sorry this is even difficult to understand for me do you really believe any user will understand this? |
22:21 |
ShadowNinja |
The item textures finish loading followed by the segfault. |
22:21 |
sapier |
if a user is able to copy to mods/<gameid> he will be able to copy to games/<gameid> too |
22:22 |
sapier |
games/<gameid>/mods of course |
22:22 |
PilzAdam |
ShadowNinja, a debug build would be nice to get the line numbers where exactly it crashes |
22:23 |
PilzAdam |
sapier, but that would screw up the game and is not intentional |
22:23 |
PilzAdam |
also the default games are installed in $path_share, and the user cant access it in a globally installed version |
22:24 |
ShadowNinja |
PilzAdam: I would love to do that. But I need to be able to compile first. |
22:25 |
PilzAdam |
doesnt AUR have debug versions? |
22:25 |
sapier |
it's screwing up the game either way if user adds wrong mods |
22:25 |
ShadowNinja |
Maybe, if so I don't know how to get them. |
22:26 |
PilzAdam |
ShadowNinja, maybe ask Kray, he does the AUR builds IIR |
22:26 |
PilzAdam |
+C |
22:26 |
sapier |
but I don't want to discuss this issue again ... formspec menu can be customized to whatever you want if you or someone else don't like my suggestion |
22:40 |
PilzAdam |
hmmmm, should I throw the mapgen leak fix in? |
22:42 |
hmmmm |
hmm no |
22:42 |
hmmmm |
unless you'd be willing to make a copy ctor and do all of that |
22:48 |
PilzAdam |
for the MapgenParams? |
22:48 |
hmmmm |
for the noiseparams |
22:49 |
hmmmm |
i have a specific way to handle this in mind |
22:49 |
PilzAdam |
well, I guess its better you do it then |
23:26 |
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