Time |
Nick |
Message |
00:01 |
hmmmm |
i think i'm going to change "schematic" to "model" |
00:01 |
hmmmm |
sounds more appropriate |
00:02 |
PilzAdam |
"model" is used for the 3D meshes of entities too |
00:02 |
hmmmm |
decoration model |
00:02 |
PilzAdam |
and WE used schematic for a long time |
00:02 |
hmmmm |
w/e. |
00:03 |
VanessaE |
"blueprint"? |
00:04 |
hmmmm |
even worse |
00:04 |
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03:36 |
hmmmm |
i just went onto a multiplayer server, and it seems like the stuttering i was mentioning earlier happens on there too; so it's client side. obviously, it's either meshthread or the main render thread |
03:52 |
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06:41 |
hmmmm |
wonder where to put the schematic files |
06:41 |
hmmmm |
obviously in the mod folder, but not in a separate directory since we don't want people to confuse it with media that the client fetches |
06:42 |
hmmmm |
there's no unwritten rule that only lua files can be in the mod's top level directory, right? |
06:44 |
hmmmm |
basically i'm at the point where i just need to flesh out the tiny details; schematic decoration type is basically finished |
06:44 |
hmmmm |
basically. |
07:57 |
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11:49 |
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11:53 |
kaeza |
hmmmm, I say use own 'schematic' subdir. some mods (e.g. homedecor and technic) already have too many Lua files. |
11:57 |
PilzAdam |
yea, I prefer putting them in an own subdirectory, too |
11:58 |
kaeza |
I don't see how having subdirs could confuse modders. |
11:58 |
PilzAdam |
if a mod has tons of schematics it would just mess up everything |
11:59 |
kaeza |
you could drop in a notice in the relevant section of lua_api.txt that the files in this dir are local to the server |
12:49 |
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16:29 |
celeron55 |
00:59:37 <+hmmmm> hey guys, anybody know of a function that sorts v3s16 members? |
16:29 |
celeron55 |
01:00:17 <+hmmmm> e.g. p1 = {1, 2, 3}, p2 = {-1, 5, 6} sorted would be p1 = {-1, 2, 3}, p2 = {1, 5, 6} |
16:29 |
celeron55 |
irrlicht has some axis-aligned box stuff that will probably do what you want |
16:29 |
celeron55 |
could be too bloaty but anyways |
16:30 |
celeron55 |
(also, 18 hour response time is fine, right?) |
16:30 |
hmmmm |
way too late; i added something to util/numeric.h |
16:34 |
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17:44 |
ShadowNinja |
Whoever manages the "Minetest-c55" Google plus page: The name should be changed and a post about 0.4.7 made. |
17:46 |
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17:58 |
hmmmm |
for storing probabilities, erm, how about this |
17:59 |
hmmmm |
a list of positions and the probability values get passed along to create_schematic, which is then handled after the initial blit-from-map-to-buffer |
17:59 |
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18:00 |
hmmmm |
so basically: to the mod that implements this, do more of your own work |
18:02 |
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18:04 |
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18:15 |
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18:29 |
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18:39 |
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18:55 |
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19:01 |
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19:11 |
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19:58 |
PilzAdam |
https://github.com/minetest/minetest/pull/780 comments? |
20:11 |
BrandonReese |
I like it |
20:20 |
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20:23 |
sapier |
#780 +1 too |
20:33 |
Calinou |
did I read 10 second drowning? sucks |
20:33 |
Calinou |
this isn't a fast FPS ;-; |
20:34 |
sapier |
time can be adjusted later ;-) |
20:34 |
Calinou |
20 would be probably better |
20:34 |
sapier |
first value wont be correct no matter what it'll be |
20:34 |
Calinou |
oh also, it'd be nice if you recovered breath slowly when not being in water, unlike in MC |
20:34 |
PilzAdam |
Calinou, 20 seconds without damage; another 40 until you dies |
20:34 |
Calinou |
(1 bubble per second when not being in water?) |
20:34 |
Calinou |
ah ok |
20:34 |
Calinou |
read it wrong then |
20:34 |
PilzAdam |
Calinou, also the breath is restored slowly |
20:35 |
Calinou |
ah cool |
20:35 |
Calinou |
didn't see |
20:35 |
PilzAdam |
can you please stop guessing things? |
20:35 |
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20:35 |
Calinou |
oh also, why not add drownable to solid nodes that aren't nodeboxes? suffocation :P |
20:35 |
Calinou |
also, no, i won't |
20:35 |
Calinou |
i'm perfectionistr |
20:35 |
Calinou |
-r |
21:08 |
proller |
trying to find path to: (-49.4880027771,24,11.796000480652) |
21:08 |
proller |
terminate called after throwing an instance of 'ServerError' |
21:08 |
proller |
Abort trap: 6 (core dumped) |
21:09 |
proller |
#6 0x00000000004f3844 in Server::step |
21:10 |
sapier |
pathfinder may result in crash if you try too far |
21:10 |
sapier |
out of memory |
21:11 |
hmmmm |
oh, no, drowning :/ |
21:11 |
sapier |
no drowning? |
21:11 |
PilzAdam |
hmmmm, there is a mod that disables it |
21:11 |
hmmmm |
errm |
21:11 |
hmmmm |
oh well |
21:12 |
proller |
32g ьуьщку |
21:12 |
proller |
32g memory |
21:12 |
hmmmm |
we'll figure out the client side prediction along with HP |
21:12 |
proller |
crash every ~15-20 hours |
21:12 |
hmmmm |
eventually |
21:13 |
hmmmm |
pilzadam, more important than expanding builtin hud items.... don't you see a huge, glaring flaw? |
21:13 |
hmmmm |
you forgot to update the contentfeatures version |
21:13 |
PilzAdam |
nope |
21:13 |
sapier |
proller who calls pathfinder? mobf? |
21:14 |
PilzAdam |
hmmmm, it will be updated if the protocol version is changed next time (see the comment there) |
21:14 |
hmmmm |
i don't see any comment... |
21:14 |
proller |
installed mobf and mobs |
21:15 |
PilzAdam |
hmmmm, " // Stuff below should be moved to correct place in a version that otherwise changes |
21:15 |
PilzAdam |
// the protocol version" |
21:15 |
hmmmm |
i don't really see where that is... |
21:16 |
PilzAdam |
https://github.com/minetest/minetest/pull/780/files#L9L280 |
21:16 |
PilzAdam |
https://github.com/minetest/minetest/pull/780/files#L9L344 |
21:16 |
hmmmm |
ah |
21:16 |
sapier |
i guess I need to do some investigations proller the error message doesn't really tell what's wrong it may even be unrelated to pathfinder .... but of course it's most likely pathfinding |
21:18 |
proller |
http://paste.org.ru/?w2160v - gdb bt |
21:18 |
hmmmm |
well that's a helpful backtrace :/ |
21:18 |
proller |
last message always trying to find path to |
21:19 |
sapier |
hmm maybe stack overflow pathfinder uses recursion |
21:20 |
sapier |
there's a max recursion depht but maybe this isn't enough |
21:21 |
sapier |
what os do you use proller? |
21:21 |
proller |
freebsd |
21:21 |
PilzAdam |
hmmmm, why dont you like drowning? |
21:21 |
hmmmm |
err, it's just adding more things to the client in a non-modular way that i'm not too fond of |
21:21 |
sapier |
I adjusted max recursion depth on linux .... maybe it's too much for freebsd's default stacksize |
21:21 |
proller |
sapier, its server with 1000+ mountains, with hard to move |
21:22 |
hmmmm |
this just increases the incentive to get client side lua in, maybe |
21:22 |
PilzAdam |
Im all for client side Lua, but for now we have the other system |
21:22 |
sapier |
could be another factor proller yes |
21:22 |
hmmmm |
what other system |
21:23 |
PilzAdam |
"adding more things to the client in a non-modular way" |
21:23 |
hmmmm |
that's hardly a system though |
21:23 |
proller |
sapier, mob can spawn on 3x3 flying island, or smaller like 1x1 |
21:23 |
PilzAdam |
I dont see a reason to block things just because someone can think of a better system that is in far future |
21:23 |
hmmmm |
woah |
21:23 |
hmmmm |
i didn't say anything about blocking things |
21:23 |
PilzAdam |
oh, good :-) |
21:24 |
sapier |
proller yes some ... cow's shouldn't spawn there ... depends on the spawn algorithm |
21:24 |
sapier |
proller try reducing max level in pathfinder.cpp it's set to 1000 |
21:25 |
sapier |
i guess this should be replaced by a define to be set in pathfinder.h |
21:25 |
PilzAdam |
hmmmm, so, do you have anything against the pull request as it stands now? |
21:26 |
hmmmm |
not really... |
21:27 |
sapier |
proller if reducing helps we have two options either set stacksize to a fixed value or calculate max recursion depth based uppon current stack size |
21:30 |
proller |
now run with 500 |
21:34 |
PilzAdam |
hmmmm, I merge it then |
21:55 |
PilzAdam |
what about these 2 commits: https://github.com/PilzAdam/minetest/commits/stuff ß |
21:55 |
PilzAdam |
s/ß/? |
21:56 |
sapier |
I've just removed 100 lines of code from game.cpp ;-P ... but the content seems to be fine |
22:01 |
PilzAdam |
sapier, any merge conflicts? |
22:01 |
sapier |
only on file base not by content |
22:01 |
sapier |
I guess automerge will handle this |
22:01 |
PilzAdam |
git tracks contents, not files |
22:02 |
sapier |
yes still your changes are in completely different areas of the file so this should work without problems |
22:02 |
PilzAdam |
good |
22:03 |
VanessaE |
PilzAdam: the prediction and interact-related commits? good ideas, both. |
22:04 |
sapier |
I'm planing to add (limited) client side lua after my current commits are included and bugfixed ... any objections? |
22:05 |
sapier |
with client side I still mean configured by server |
22:05 |
PilzAdam |
sapier, would be best if we discuss the feature list for the client API first |
22:05 |
PilzAdam |
but the basic concept would be that the server sends functions to the client |
22:06 |
sapier |
yes it'll be quite limited as my current working thesis is server sending code to client |
22:06 |
sapier |
e.g. how to predict door open |
22:06 |
PilzAdam |
yep |
22:07 |
sapier |
therefor sandboxing will have to be very strict in this lua instance I wont even discuss about allowing full filesystem access or network access from those functions |
22:08 |
sapier |
any modfication or data transmission done from within client side api has to be restricted to minetest data or be actively whitelisted by user so she/he is aware of what's gonna happen |
22:10 |
sapier |
first thing to implement is setup of lua instance as well as server -> client function transfere, I'll do this without discussion next is api |
22:11 |
sapier |
but this won't be done until late summer ;-) |
22:11 |
PilzAdam |
awww, I thought it would be done tomorrow :-p |
22:12 |
sapier |
did you just volonteer to implement until tomorrow? ;-) |
22:12 |
hmmmm |
pilzadam, yep, those two commits are good also |
22:13 |
hmmmm |
ah yes these are the smaller details we've been missing that give everything a polished feel |
22:17 |
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23:11 |
PilzAdam |
https://github.com/PilzAdam/minetest/commit/181db5df467c0f9d33932f0a306b4b9847e83a9e |
23:11 |
VanessaE |
PilzAdam: +1 |
23:11 |
PilzAdam |
is there any way to not break compatibility with the old system? |
23:11 |
PilzAdam |
(i.e. use collisionbox if selection_box is not set) |
23:12 |
VanessaE |
probably you should do exactly that actually. |
23:13 |
VanessaE |
bbl |
23:13 |
PilzAdam |
VanessaE, I dont know how to do it; I fear its not possible, it seems like selection_box is nil when using the override function |