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IRC log for #minetest-dev, 2013-06-23

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Time Nick Message
00:32 ShadowNinja joined #minetest-dev
00:51 diemartin joined #minetest-dev
00:54 PilzAdam hmmmm, isnt it kinda inconsistent to have different ways of not setting a node in a schematic in the raw or file format?
00:54 hmmmm if you can come up with a way to fit more than 256 values in 8 bits, please do so
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01:16 VanessaE hmmmm: the default is fff = 4096, how's that related to an 8-bit number?
01:17 VanessaE also, I've been running this on my machine and so far, it works perfectly other than unmodified clients being unable to connect.
01:17 hmmmm vanessae, we were talking about something different
01:17 VanessaE oh ok
01:18 VanessaE oh hell
01:18 VanessaE I missed a couple of words in there.
01:18 VanessaE anyway, that aside, it works perfectly fine here.
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01:31 VanessaE hmmmm: khonkhortisan is on my server now with that same change.  he says it's working fine for him also.
01:32 hmmmm yes, i am not doubting that it's going to instantly break
01:32 hmmmm that it won't*
01:33 VanessaE what will likey break?
01:33 hmmmm that's not the point though.  the point is that simply changing it is doing it the wrong way
01:33 VanessaE likely*
01:33 hmmmm i am not doubting that it works okay*
01:33 VanessaE ah, that reads better.
01:33 hmmmm sorta distracted
01:33 VanessaE s'ok
01:34 VanessaE I can understand if that one-liner was the "wrong" way to fix the problem, but it *does* fix it
01:34 VanessaE can't a concession be made to do it the "wrong" way now and put in the "right" way some time later on?
01:34 hmmmm the thing that's broken here is having so many nodes and they're merely 100 different colors of the same exact thing
01:34 hmmmm no, because nobody ever does..
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01:35 VanessaE *sigh*
01:35 VanessaE as for 100 different colors, actually no.
01:35 hmmmm ah yes, 89 if i recall
01:35 VanessaE sure there are tons of colored blocks
01:36 VanessaE but that's not the issue now
01:36 VanessaE in fact what pushed it "over the line" if you will, was a mod that adds two new pipeline types to my pipeworks mod.
01:36 VanessaE s/pipeline/tube circuit/    ...  they're color-coded sure, but originally they were gonna be called things like "cobble tube" and so on.
01:37 hmmmm it just seems like there are 100 minor variations of every node featured in every mod
01:37 hmmmm like, "oh, but this one's a left-right-top corner connector!"
01:37 VanessaE that's because there's simply no better way to do it
01:37 hmmmm "oh, but this one connects top left and bottom middle"
01:37 VanessaE not if you're talking about pre-existing code anyway
01:38 khonkhortisan "oh, but this one can connect left-right, forward-back, or both at the same time!"
01:38 hmmmm :/
01:38 VanessaE (6d facedir can help to some degree, but in my install it would only trim a couple hundred nodes off the total)
01:38 hmmmm now how is it that minecraft can do so much with less than 256 nodes
01:38 khonkhortisan I made that one, the crossover soon-to-be in mesecons
01:38 VanessaE I think minecraft does more than that.
01:38 khonkhortisan redstone makes there be more nodes
01:38 VanessaE someone said 4096 was their limit also
01:38 khonkhortisan or dust?
01:39 khonkhortisan the one that gets added to the surface
01:39 hmmmm i mean the amount of nodes they actually have registered
01:39 hmmmm and people seem more than happy with that
01:39 VanessaE khonkhortisan: that's just "redstone" I think.
01:39 khonkhortisan the one you make a wire out of, is that added to what you put it on, or is it in the air?
01:39 hmmmm I think it would be worthwhile to have some sort of code that makes all different permutations of nodeboxes
01:39 VanessaE khonkhortisan: I think it's a dust when it's still in-hand.
01:40 kahrl yes, MC's limit is 4096, it was 256 before Anvil
01:40 VanessaE hmmmm: define "all different permutations"
01:40 khonkhortisan stairs + wires
01:40 VanessaE nodeboxes are floating point
01:40 hmmmm or like fences
01:40 VanessaE there's no such thing as "all possible permutations"
01:40 hmmmm i mean all different permutations of right right left, right left, top corner, right corner, lower right corner, blah blah
01:40 VanessaE oh that
01:40 kahrl the difference with MC is that mods can redefine the rendering code easily, so they can do fancier stuff with their versions of param1/param2
01:40 VanessaE no thank you.
01:40 hmmmm i mean, i can't help but look at that and think to myself, how absurd
01:40 VanessaE pipeworks already has that area cornered.
01:41 VanessaE as does mesecons.
01:42 VanessaE (and technic, and half a dozen other mods that have to use similar tricks)
01:43 VanessaE I say raise the limit.  if someone hits it again at 64k, THEN we can get into discussions about what is or isn't the best way to code a mod :)
01:43 kahrl eh
01:43 kahrl and you're complaining the item extruding is so slow :P
01:43 VanessaE kahrl: item extruding is on a per-texture basis, right?
01:43 kahrl per-item
01:44 VanessaE hrm.  Even with nodeboxes, the extrude code has to be run?
01:44 kahrl yeah, at least with preload, it extrudes every item (including every node even if it can't ever be in the inventory)
01:44 VanessaE and item extruding IS slow - I mentioned once of a VERY simple test that proves it, and no one listened.
01:45 VanessaE well it seems to me that if you're extruding textures for nodes/nodeboxes you're already doing it wrong.
01:45 VanessaE that code shouldn't be run on anything that isn't flat, sprite, or plantlike
01:45 VanessaE (and even then, it should be made possible to just skip it)
01:46 kahrl well not extrude, but it has to generate a mesh for the item and do the render-to-texture magic
01:46 VanessaE but that's not the argument here.
01:46 VanessaE care to try my test?
01:47 kahrl I'm busy doing some other stuff but later I can
01:47 VanessaE open GIMP.  Make a file, 512x512 pixels.  give it an alpha channel.  Fill it with some pattern that sets approximately 50% of the pixels to black.  The other 50% transparent.
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01:47 VanessaE save that as a png.  Make say 10 copies of it.
01:47 kahrl oh, I know that's slow
01:47 VanessaE but give each a subtle difference so they have different hashes.
01:48 VanessaE you'll find those 10 images take longer than the entirety of vanessae_game combined (default textures)
01:48 VanessaE I discovered this last year
01:48 VanessaE and as usual no one listened to me.
01:49 kahrl it's more like everyone knows that the code is slow in many cases but no one has a good idea how to improve it
01:49 VanessaE then why complain about the number of nodes?  let ME and MY USERS worry about whether it's slow or not :)
01:50 VanessaE you guys got bigger fish to fry, I'm sure
01:50 kahrl it's just that there shouldn't have to be a googolplex of variations of every node
01:51 VanessaE I can see your reasoning, but to be, there may very well have to be if you want the maximum possible amount of flexibility in those nodes
01:51 VanessaE to me*
01:52 Exio the way MC manages the stuff is having, for example, one node for all the wood and a "param1" for the type, param2 for the rotation (or "whatever" that can be translated to MT), and other for slabs, other for double slabs, and so on
01:52 Exio (for hmmmm)
01:53 kahrl MC has a separate .java file for every block (node) so they can do that
01:53 Exio MC doesn't have a mod api
01:53 VanessaE what you're talking about is so fundamental a change in the way nodes are defined that it basically means ripping up every mod out there that uses some kind of variation from node to node and rewriting them from the ground up.
01:53 Exio they can hardcode stuff and be happy forever
01:53 kahrl VanessaE: no I'm not
01:53 VanessaE exio ^^^
01:53 Exio what
01:54 Exio yes, i know it isn't what MT is doing by now
01:54 VanessaE defining a node model and then assigning textures to it separately would require a completely different way than we use now
01:54 Exio and what is wrong with having a better way to do the same stuff?
01:54 VanessaE nothing at all
01:55 VanessaE except I'm trying to get this done NOW since the change is so easy to make,. and leave the more complicated stuff for another day
01:55 VanessaE -.
01:55 kahrl if you just change this the nodedef serialization becomes extremely inefficient
01:56 kahrl sure it works
01:57 Exio working stuff != stuff working in the right way
01:57 VanessaE I'm saying to put that $10 radiator hose in now because it'll get you to work, and worry later about the engine overhaul the car needs.
01:57 Exio a hacky-fix because it is easier-fix-to-do and will keep forever
01:58 Exio the forever-temporal-fix
01:58 kahrl Exio: exactly
01:58 VanessaE Exio: a hacky fix that can be undone as quickly as it was applied?
01:58 kahrl it can't be undone without completely breaking your server, for example
01:59 kahrl and client/server compatibility hell
01:59 VanessaE kahrl: break it how?
01:59 Exio don't you have >4096 nodes defined?
01:59 VanessaE (other than having to remove a mod no one's using yet)
01:59 kahrl it will be used once the change is in
01:59 VanessaE Exio: yes, and only because I'm helping kacey test a new mod based on one of mine.
02:00 Exio lets imagine now MT reduced the node "limit", your server now would crash like it died
02:00 Exio did *
02:00 VanessaE kahrl: what do you mean "it will be used"?
02:00 Exio that was quickly undone!
02:01 VanessaE Exio: in which case I'd uninstall whatever mods are used the least and alias the dead nodes to something sane
02:01 Exio VanessaE: people will use 4000 mods
02:01 Exio defining 20 nodes each
02:01 VanessaE sure.  so let them.  but I don't care about them right now - I care about the one server and two clients that have this change in place for testing and the fact that it *works*
02:02 VanessaE let someone use 50, or 5000 modes, I just don't care about that.
02:02 VanessaE they're not stupid and can decide for themselves what is and is not a good use of their time, memory, network bandwidth, etc.
02:02 Exio the idea is not add more hacky-fixes to minetest
02:02 Exio it already has a lot of them
02:03 Exio VanessaE: and you were the one who used the "I"
02:03 Exio you may not care
02:03 hmmmm indeed
02:03 VanessaE well whatever, I give up.
02:03 hmmmm having a higher limit just reduces creativity
02:03 VanessaE hmmmm: do you play?
02:03 hmmmm if we make the limit 65534, people will just use up that many
02:03 hmmmm and then they'll complain more
02:04 hmmmm "make the limit 4.2 billion"
02:04 hmmmm 32678 in all directions isn't enough
02:04 hmmmm gotta increase that too
02:04 Exio VanessaE: you are complaining about minetest being slow
02:04 Exio and then want it be more slower :P
02:04 hmmmm an increase in these limits would just encourage inefficiency
02:04 VanessaE *facepalm* I refuse to listen to slippery slope arguments.
02:04 Exio haha
02:04 hmmmm well
02:05 VanessaE well nothing.
02:05 hmmmm i guess you don't care for inductive inference
02:05 hmmmm which is a primary facet of logic
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02:05 hmmmm we've seen it before
02:05 hmmmm i want to come up with something smarter instead of just adding more flack
02:05 VanessaE I don't care for claiming things will be stretched to their logical extremes and then using those as reasons not to do something.
02:06 VanessaE people will *always* stretch things to the extremes.
02:06 hmmmm right, like you :)
02:06 hmmmm stretched the node usage to the extreme
02:06 VanessaE hardly.
02:06 hmmmm and beyond
02:06 hmmmm hell, you're the one who got it higher than 2048
02:06 hmmmm 2048 is pretty extreme.  i think i use 68 nodes total myself
02:07 Exio i really think a "200~400" nodes is pretty ok for a featured-gameplay
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02:07 hmmmm now, i'm not saying we shouldn't increase the limit
02:07 VanessaE ok, server's back to the normal unmodified code and the extra mod removed.  nothing broke.
02:07 hmmmm i'm just saying it's stupid to do so
02:08 hmmmm for reasons other than technical
02:09 hmmmm i hope the colorlike node type will help matters... but like you said, it won't help you much
02:09 hmmmm i'm sure we'll think of something.
02:09 Jordach hmmmm, so colorlike adds more to the node data usage
02:09 Jordach so why dont we have colored torches then
02:10 hmmmm erm, no it doesn't
02:10 kahrl VanessaE: out of curiosity, what is the mod that consumes the most nodes on your server?
02:12 VanessaE um
02:12 VanessaE I would guess pipeworks or moreblocks.
02:12 VanessaE (moreblocks w/stairsplus)
02:12 VanessaE colorlike is stupid, I'm sorry
02:13 VanessaE you proposed, when you last said, eight colors if the node has facedir.
02:13 Exio what do you suggest for that
02:13 hmmmm seriously, you say it's stupid, but those are the constraints
02:13 hmmmm if you can come up with something better, code it yourself!
02:14 hmmmm doing > whining
02:14 VanessaE those are the constraints because you're still trying to treat this like it's an old 8-bit system (i.e. limited disk/network)
02:14 Exio (without making MT 25x times slower)
02:14 hmmmm zz
02:14 hmmmm then fork minetest and make param2 bigger
02:14 * VanessaE sighs
02:14 hmmmm make param1 store colored light while you're at it
02:14 VanessaE point: missed.
02:15 hmmmm so we'll have param2 be 2 bytes, param1 will store 3 bytes, leaving 3 bytes for content
02:15 hmmmm there, 1.67 million nodes
02:15 Exio loading the world will take about other 1.67 million of seconds, no?
02:15 hmmmm haha :/
02:15 hmmmm actually probably twice as long
02:15 VanessaE sure if you're stupid about how to use the damn map data
02:16 hmmmm no idea, actually it might take the same amount of time
02:16 VanessaE I mean come on, this stuff was figured out decades ago.  Dynamic packet length.
02:16 hmmmm if most of that data is 0 it'd compress well
02:17 VanessaE you only need a single spare bit somewhere in the existing data (and as I recall, we have three). if that bit is set, then and only then does that node have extra data bytes to specify more parameters/features/whatever.  If it's not set, use the format we use right now.
02:18 hmmmm then how do i access the node at (2, 5, 7) in the mapblock?
02:18 VanessaE by...breaking the map into proper database records?
02:18 hmmmm ???
02:18 Jordach stop using sql, thats why
02:18 VanessaE tag it by whole chunks if you have to
02:18 Exio hmmmm: how do i access the node at (2, 5, 7) in a fast way*
02:18 Jordach levelDB is superior
02:18 VanessaE (tag = use that set/not set bit)
02:19 hmmmm exio:  I am asking vanessa a rhetorical question so she realizes that it's the worst idea ever proposed
02:19 VanessaE *shakes head*
02:20 hmmmm zzzzzzzzzzzzzzzzzzzzzzzzzz
02:20 Exio hmmmm: i guessed :P
02:20 hmmmm if you guys can do better, DO IT!
02:20 hmmmm seriously!
02:20 hmmmm stop talking about it and actually do it!
02:20 VanessaE how many nodes do you suppose the average map has stored?  a few billion on redcrab's server?
02:20 VanessaE (5 or 6GB map as I understand now)
02:20 Jordach VanessaE, its gone beyond 10gb
02:21 VanessaE that big eh?  wow.
02:21 Jordach its either going to collapse from size soon
02:21 Jordach sql isnt meant for that level of usage
02:21 hmmmm lol
02:21 kahrl wut?
02:21 VanessaE how do you suppose enterprise companies store those massive databases they have?  I'll give you a hint, it ain't with SQlite and it ain't without using some kind of easily-indexable records.
02:22 hmmmm erm
02:22 hmmmm in all seriousness
02:22 VanessaE I'm being serious.
02:22 hmmmm sql dbs are way bigger than you give it credit for
02:22 hmmmm you only get into NoSQL and what not at the google level
02:22 VanessaE I'm no coding noob and don't appreciate being talked down to like such.
02:22 VanessaE I just don't have (or care to gain) any skills with C++.
02:23 VanessaE I'm trying to do everything I can to help this project along, in any direction I am able to push it.
02:23 kahrl VanessaE: that was meant as a reply to <Jordach> sql isnt meant for that level of usage
02:23 VanessaE kahrl: I know.
02:23 Jordach kahrl, the map format likes to break when its used too much
02:24 kahrl sql != sqlite
02:24 hmmmm and he's gone.
02:25 hmmmm hey kahrl, have you seen that missing mapblock schematic bug any more after that?
02:25 kahrl I haven't tried
02:25 hmmmm mmmmeh
02:25 hmmmm well at least we're aware of it
02:27 VanessaE so, are you going to address my comment on extending the map format or just continue to treat me as an idiot?
02:28 hmmmm variable length packets... i shouldn't even have to point out the problem with this
02:28 hmmmm where's the random access
02:28 hmmmm we need that.
02:28 VanessaE hash/link table.
02:29 VanessaE Berkeley Softworks had that figured out 30 years ago for crying out loud.
02:29 hmmmm so you're saying we should have a 4096 element hashtable for every single mapblock that we use to look up the locations of mapnodes to modify for the purpose of........ what again?
02:29 kahrl and if you change the first node in a mapblock, you redo all links?
02:29 VanessaE we called it VLIR back in the day, I'm not sure what the proper term is now.
02:29 hmmmm anyway
02:30 hmmmm sounds like a great idea, you should fork minetest and try it out for yourself
02:30 hmmmm if it works out well, you have every right to tell us how much better vanessatest is.
02:30 VanessaE "you should fork"..."why don't you fork it"....    *sigh*
02:30 hmmmm yae
02:31 hmmmm because doing is better than talking about
02:31 hmmmm 'sides, i already have a lot of work cut out for me to do
02:32 VanessaE well I give up.  You won't find any better way either because you're too busy worrying about other stuff
02:32 VanessaE and no one else will bother because no one else even cares.
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02:34 VanessaE this discussion started out as a request for temporary change that fixes a bug c55 himself shouldn't have existed, and morphed into a big long philosophical discussion about every other damn thing except what I original asked.
02:34 VanessaE +ly
02:35 kahrl it's not a bug
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02:35 kahrl but whatever
02:35 VanessaE c55 said it was.
02:35 kahrl link?
02:35 VanessaE it was supposed to be limited to 65534.
02:35 VanessaE gimme a few to find it.
02:36 VanessaE looks like back around 0.4.1
02:37 VanessaE http://irc.minetest.ru/minetest-delta/2012-09-08#i_2490113
02:38 VanessaE "due to a leftover constant" = a bug, in my book
02:40 kahrl "by the way, if the size of that static table is set to 65536, it will always consume at least 50MB of RAM"
02:40 kahrl ^ if that is fixed I'm okay with upping the constant
02:41 VanessaE kahrl: which is why I said up it anyway and fix the reason for the 50MB-usage later.
02:41 Exio fixing things later = fixing it in 4 years
02:42 Exio (or never, what works better)
02:43 VanessaE Exio: and what is there to force it to get fixed *at all* then?
02:44 VanessaE (in other words, it's just as likely to go unchanged for 4-years-to-forever if left in its current state as it would be if it were tweaked as previously indicated.
02:44 VanessaE (and I'm not trying to imply that this is what will happen, but considering the date on that log entry...well...you do the math)
02:55 hmmmm [07:42 PM] <hmmmm> first of all in order to do that we'd need to change it from a statically sized array to a vector
02:55 hmmmm [07:42 PM] <hmmmm> and then you also need to fix node id mapping serialization
02:55 hmmmm [07:43 PM] <hmmmm> it's not a one liner fix
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02:56 VanessaE hmmmm: forget about it.  you guys have already made up your minds what will be done and when.
02:57 kahrl it's not a one liner but not that tough either
02:57 kahrl there's only about a dozen references to MAX_CONTENT in the codebase
02:58 kahrl most of them trivial to change to a dynamic sized vector
02:58 kahrl the only slightly tough one is the serialization
03:03 kahrl is there any current pull request that would update the protocol version?
03:13 Tesseract kahrl: Sapier had a animation one that could be done in a nicer way with a protocol version increment.
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03:28 kahrl #774? that doesn't increase the protocol version
03:29 Tesseract kahrl: I know. He said it could be done in a better way but he didn't want to raise the protocol version for it IIRC.
04:43 hmmmm oh pilzadam
04:43 hmmmm for your most recent commit, you should've passed a reference to the player name, not the entire string itsel
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05:40 hmmmm when a lua api returns an array to you, do you like it to start at 0, or 1?
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07:25 proller try #7: ipv6.
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07:25 proller 5 minutes to merge..
07:28 proller 3..
07:32 proller 0!
07:37 Calinou :cyisfor happy face:
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07:45 celeron55 hmmmm: of course at 1; lua's built-in array handling stuff expects that
07:45 celeron55 you don't want those to break
07:49 celeron55 (also all users expect that because it's how it's designed9
07:49 celeron55 )*
08:06 celeron55 also, it's funny how VanessaE alternately complains about slowness and proposes things that would make everything so slow it wouldn't be even funny
08:06 celeron55 8D
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08:15 Calinou propose what :P
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11:59 proller https://github.com/minetest/minetest/pull/659
11:59 proller no json in config 8(
12:07 Calinou json, overrated since 2009
12:10 sapier json is very very ugly if you need to pass it to lua
12:11 sapier e.g. the online server list
12:18 proller Calinou, why?
12:18 proller sapier, lua more ugliest
12:20 sapier even in c++ parsing json isn't quite beautiful ;-)
12:20 proller show me how to easy get from lua structure like {"distance":0.01, "center":{"x":5,"y":-100,"z":42},}
12:21 PilzAdam {distance=0.01, center={x=5,y=-100,z=42}}
12:21 proller PilzAdam, how to transfer in in c++
12:21 proller in json:   params["center"]["x"].asFloat()
12:22 proller for getting center.x
12:22 proller very easy
12:22 sapier it's not meant to be transfered proller lua isn't a datastructure but a full language
12:22 sapier while json is a container format only
12:22 proller for math mapgen needed only container
12:23 proller language useless
12:23 sapier if it's not meant to be changed make it hardcoded ;-) if it's meant to be changed there should be a reasonable way to add a gui by some time
12:24 proller maybe
12:24 proller but there is 10-20 params depend on generator
12:24 proller its complex gui
12:25 sapier of course in best case it'd be a "advanced settings" gui hidden by default
12:25 proller for stipid sphere: radius, center(xyz), offset(xyz)
12:26 proller i can commit it, and then think how to better handle params
12:27 kahrl one problem is that settings.h is included almost everywhere
12:28 kahrl and now everything will therefore have to include json.h --> compile time nightmare
12:29 proller simplest is making lot of math_generator, math_center_x, ........ params, but they must be exist in 3 places
12:29 sapier my concern is more that we had to implement/include json in lua if there was a setting in json format
12:29 sapier do all those parameters really need to be modified?
12:29 proller by default all ok
12:30 proller but you can want to change 3-5 params
12:30 sapier no my question is does it really make sense to change single parameters?
12:30 proller yes
12:30 proller you can change world
12:31 sapier does anyone except those who designed it understand meaning of parameters?
12:31 proller make very different from default
12:31 proller everyone who know someting about fractals
12:31 sapier I guess ppl want to change e.g "0-100%" below water level mountain height ...
12:32 sapier if I remember correctly I wouldn't have any idea what parameter to change to get what I want
12:32 sapier or am I completely wrong?
12:33 proller params can be described
12:34 proller for mandelsponge you can want to change pillars weight
12:34 proller or level of sponge
12:34 sapier I don't have any Idea what you're talking about ;-)
12:35 proller its hard without trying
12:36 sapier are we talking about a very special mapgen not to be used by many ppl?
12:36 proller http://en.wikipedia.org/wiki/Menger_sponge
12:36 proller sapier, yes
12:37 proller its more for fun
12:37 sapier ok don't get me wrong I'm absolutlely positive about different mapgens in minetest, but do you expect anyone to even try it without a easy gui?
12:38 proller 3-5 peoples - yes 8)
12:38 sapier and moreover I guess ppl would want to change the settings per world not globaly
12:38 sapier so what about hardcoding reasonable default values giving ppl a gui to choose on world creation and maybe save those settings as templates to separate files?
12:39 proller but its impossible now via gui
12:39 sapier proller that's why I added formspec mainmenu .. you can add a button to show your own gui
12:40 proller i try it when it would be merged
12:40 sapier ok saving json from formspec/lua would be difficult but at least minetest.conf wouldn't explode by parameters most ppl don't even need
12:40 kahrl sapier: these are mapgen params so they will be saved in map_meta.txt
12:41 proller btw it was saved it map_meta.txt in json string, but i remove it because nobody wants json in config
12:41 sapier yes for that world of course but maybe someone want's to save setting to reuse it in other worlds
12:42 proller now in my branch all params is hardcoded on good default, you spawn inside mandelbox and can explore it
12:42 proller if someone wants to change params - he must recompile
12:43 proller next step - trying to make gui
12:43 proller but separate from mapgen
12:43 sapier proller you should do it in mainmenu branch it's formspec support is improoved drasticaly
12:44 proller ok
12:44 proller but firs i want to commit hardcoded into master
12:45 proller https://github.com/minetest/minetest/pull/659/files
12:45 sapier is there a way to decide which mapgen to use on world creation?
12:45 proller in config
12:46 sapier :-/ I think it'd be way more usefull if it was a parameter
12:46 proller mg_name = math
12:46 sapier maybe I should add dropdown support to formspec too
12:46 proller someone planned make gui for mapgen select
12:46 PilzAdam we need a gui to set all mapgen params at world creation, using the settings in minetest.conf only as default value
12:47 sapier PilzaAdam yes but imho that gui should only be shown if user pushes a button
12:47 sapier no need to bother users with parameters they most likely don't understand
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13:23 sapier hmmmmm I guess the voxel manipulator already contains lots of parts for transactional support at leat it's concept is already quite similar
13:51 PilzAdam joined #minetest-dev
13:58 sapier can someone explain to me what exactly conlock is expected to protect?
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13:59 proller and final! https://github.com/minetest/minetest/pull/659/files
14:00 proller if no BIG objections - will merge
14:00 PilzAdam ummmm
14:00 PilzAdam you have merged upstream/master into your working branch
14:00 PilzAdam thats the worst thing you can do with git
14:00 proller i will squash
14:00 proller git worst itself
14:01 PilzAdam remove the merge commits and rebase instead
14:01 PilzAdam no, git is awesome, you just have to know how to use it
14:01 proller i will commit to master with squash
14:01 proller and i hate rebase
14:01 sapier git is awsome because of not limiting anything ... some ppl call it horrible because of exactly same thing ;-)
14:03 proller unlimited ways to get conflict or lost commit
14:04 sapier git is designed for extreme concurrency and (version control) skilled programmers
14:09 sapier https://github.com/minetest/minetest/pull/785 just a small fix plz pull
14:11 sapier yes it's very unlikely to happen but in very rare cases (most likely due to other issues) this happens
14:12 PilzAdam yay! another useless mapgenerator
14:12 proller yes!
14:12 sapier I'm gonna add a dropdown to select mapgen in mainmenu
14:13 sapier more detailed settings is up to the one responsible for that special mapgen ;-P
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14:14 PilzAdam <hmmmm> for your most recent commit, you should've passed a reference to the player name, not the entire string itsel
14:14 PilzAdam ^ hm?
14:14 hmmmm yeah, i really don't see a reason why you'd do an entire copy just to print out a name
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14:16 PilzAdam hmmmm, btw, I get "warning: multi-character character constant [-Wmultichar]" in mapgen.cpp:692 and 688
14:17 hmmmm yeah, i know.
14:17 hmmmm it's a stupid warning, really.
14:18 sapier ? do we use utf16?
14:18 kahrl does the standard define bit order of these?
14:20 kahrl proller: // Mapgen Singlenode parameter read/write
14:20 kahrl should be Math
14:20 PilzAdam "proller authored 13 minutes ago" -> dont rewrite history
14:21 kahrl new commit then
14:21 proller ok
14:22 hmmmm the rule is a new commit is needed after 5 minutes and nobody seems to have pulled
14:22 PilzAdam hmmmm, nope, 10 minutes
14:22 kahrl time is relative
14:23 PilzAdam well, 5 minutes if you are moving really fast compared to the GitHub server
14:23 hmmmm lol
14:23 hmmmm new rule:  nobody can commit anything if they're moving relative to github near the speed of light
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14:33 proller and can commit in past, if can moving faster than light
14:43 hmmmm anyway last night i layed down some initial code for LuaVoxelManip (that's the name i decided on)
14:44 hmmmm i've decided that it's not going to be overcomplicated, and pretty close to the bare metal
14:44 sapier ok I'm looking forward to it
14:45 hmmmm as a demonstration i'll make a simple complete lua mapgen
14:45 Jordach paramat will be happy
14:45 Jordach i suggested that a while back
14:47 proller hmmmm, 10x slower&
14:48 hmmmm i'm going to do a side-by-side comparison of the same thing done in the core and in lua using pure get/set_node calls
14:48 hmmmm i suspect it'll be reasonably good though
14:50 sapier hmmmm do you intend to support async api?
14:50 hmmmm i can't with this
14:51 sapier for what reason?
14:51 hmmmm because it hardly spends any time at all in the core
14:52 sapier meaning everything is done in lua?
14:53 hmmmm yes
14:53 Exio wait, a random thing
14:53 sapier but that's exactly what async is intended to improove?
14:53 Exio there was something about making the light_update cause after the on_generate, instead of "after every set_node"
14:54 hmmmm there's an update lighting function
14:54 Exio what's up with that? for making old-set_nodes faster + new api that is even faster
14:54 hmmmm and you can also cancel the mapgen's calcLighting)
14:54 hmmmm so no wasted effort here
14:55 sapier exio of course if there's an option to improve old one
14:55 hmmmm someone's going to have to rewrite VoxelArea in lua
14:55 hmmmm ugh
14:55 hmmmm btw i hate lua
14:56 proller +1
14:56 proller lets make js api
14:57 hmmmm lol
14:57 celeron55 as if hmmmm liked javascript 8D
14:57 hmmmm i wrote a cloud fractal generator in javascript
14:57 hmmmm the pixels were CSS rectangles of different colors
14:58 sapier hey after scriptapi split you can add almost any backend ;-P it's just a lot of work
14:58 celeron55 javascript is like lua designed in a haphazard ad-hoc manner
14:58 sapier you only have to preserve cpp_api interface
14:59 sapier imho lua isn't worse than any other lightweight script language
14:59 celeron55 lua is pretty much the best all-around embeddable scripting language
14:59 sapier it lacks object orientation support but you can get close to it
15:00 celeron55 some other language might be slightly better as a language, but their implementations just plain suck
15:00 hmmmm wondering, how do you set members of objects to values in lua?  do you have to muck around with that metatable crap?
15:00 sapier and once you have understood stack concept even interfacing from c/c++ isn't that bad
15:01 sapier you need to set up your stack correctly and then push the new value
15:01 celeron55 hmmmm: uhm
15:01 sapier at least if you mean objects as tables
15:02 celeron55 hmmmm: that question is somewhat arbitrary because lua doesn't really have a thing called "object"; the definition of that term is really specific to how you use lua
15:02 hmmmm right, right, i know, everything's a table
15:02 sapier get table index
15:02 celeron55 but the answer probably is no, you just say myobject.foo = 1
15:02 sapier get field index
15:02 sapier push new value
15:02 celeron55 or if you mean in C, just set it as in a table
15:03 celeron55 hmmmm: you use metatables in lua in order to do stuff like the object prototype pattern that javascript uses
15:04 celeron55 or mechanism
15:04 celeron55 whatever
15:04 celeron55 in lua it's a pattern, in js it's a mechanism 8)
15:05 sapier hmm I thought I had some example code in lua mainmenu but there's only code to read elements of a table
15:06 sapier maybe writing s similar
15:06 hmmmm i'm not going to bother with it, i just have multiple returns
15:07 sapier wait you only want to return it?
15:07 sapier that's quite easy
15:07 hmmmm eh
15:07 hmmmm i'm going with the easiest route here
15:07 hmmmm don't really feel like doing anything fancy
15:08 sapier if you want some return value of style
15:08 sapier {
15:08 sapier somename1 = val1,
15:08 sapier somename2 = val2,
15:08 sapier }
15:08 sapier that's not even fancy :-)
15:09 hmmmm local vm = minetest.env:get_voxelmanip(); local ndata, emerged_p1, emerged_p2 = vm:read_chunk(p1, p2); <do stuff here> vm:write_back(); vm:update_map();
15:09 hmmmm of course, s/;/\n/
15:10 hmmmm vm:write_back(ndata), rather
15:10 hmmmm does that seem sane to you guys?
15:11 celeron55 doesn't really matter as long as you're open about someone possibly reworking the returns after seeing the whole thing
15:11 PilzAdam hmmmm, you can use ; instead of \n in Lua AFAIK
15:11 hmmmm yeah i really don't care, you guys can do whatever you'd like
15:11 hmmmm pilzadam:  good to know, thanks
15:12 PilzAdam but its against our code style guidelines in Minetest
15:12 celeron55 it's discouraged practice because it makes code less predictable to read
15:12 sapier hehe hmmmm and his semicolons ... a fantastic tale in 3 books :-P
15:12 celeron55 but it makes single-line examples like that valid without explanations
15:13 sapier "less practical to read"? guys I just copied that code added \n to understand it ;-)
15:22 PilzAdam proller, why isnt "sphere" solid?
15:23 proller disable dungeons
15:23 proller and caves
15:23 proller in config
15:24 proller it uses v7 code for everything
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15:25 PilzAdam still not solid
15:27 proller maybe cave disabling ignored..
15:27 proller will check..
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15:29 PilzAdam http://mg.viewskew.com/mgoblin_media/media_entries/31/Unbenannt.png
15:29 PilzAdam ^ I doubt this is caused by the cave generator
15:30 proller woow
15:31 proller looks like "hello" from v7
15:31 proller show config about mapgen
15:31 proller and water level
15:33 PilzAdam http://mg.viewskew.com/u/pilzadam/m/math-sphere-bug/
15:33 PilzAdam see description
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15:35 proller ok will fix in ~ hour
15:36 PilzAdam have you pushed that without testing?
15:46 sapier how is singlenode mapgen intended to behave?
15:46 PilzAdam sapier, it places "mapgen_singlenode" everywhere; if its not defined, then air
15:46 Calinou ^
15:46 proller fuck yeah: 19:46:36: ACTION[ServerThread]: proller [::ffff:192.168.0.241]  joins game. List of players: proller
15:47 proller PilzAdam, it tested it 1-2 months
15:47 sapier ok so if not defined it's an empty map ... exactly what I experience
15:48 PilzAdam proller, I always test it again before pushing to upstream
15:48 proller PilzAdam, its from lower water
15:50 proller and you have sphere, maybe not complete ... 8)
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15:52 sapier guys it's great you always modify guiFormspecMenu.cpp/h in core
15:56 proller btw: Segmentation fault: 11   always when exiting in menu from game, freebsd
15:57 proller PilzAdam, its not bug, its mouse eat cheese
16:07 PilzAdam proller, also the lighting is not correct
16:15 celeron55 i don't think proller is going to be able to fix the lighting (it's a long-standing corner case in the chunk-based map generator)
16:15 celeron55 (most likely)
16:16 proller able, just disable calcLighting
16:16 proller and make nodes with max light
16:16 proller 60% complete..
16:17 celeron55 what i mean is the one where the map generator isn't able to correctly handle a situation where the bottom part of something generates first and then the upper chunk is generated, in which case sunlight that incorrectly went into the bottom part isn't erased
16:18 celeron55 (0.3.x is able to handle it, IIRC)
16:19 PilzAdam proller, yea, fullbright would be fine I guess
16:20 proller its was working, but then i want trees and caves and other stuff and switch to v7 base
16:23 proller works!
16:25 proller https://github.com/proller/minetest/commit/8c37364fe445818197166302d6a4db607c5027f9
16:26 proller good?
16:30 proller commiting!
16:30 Calinou https://github.com/minetest/minetest_game/pull/181
16:33 sapier calinou I can see it's different but imho it's no change in quality
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16:37 PilzAdam proller, wait, we dont change several things in one commit
16:37 proller oops
16:37 proller sorry
16:37 sapier Ooops ... PilzAdam I won't split the formspec mainmenu patch ;-)
16:38 proller call it "one Improvement thing"
16:38 PilzAdam sapier, the Lua menu is one thing
16:39 thexyz https://github.com/minetest/minetest/issues/784
16:39 sapier not exactly it contains online modstore offline zip support, gamemanager, modmanager ... ;-)
16:39 thexyz sapier: all in one commit?
16:39 sapier of course ... no way to split it reasonably
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16:40 sapier at least not without adding mainenance nightmare of merging forward backward between different branches
16:41 sapier and as this pull request is delayed everytime it's growing even more
16:41 celeron55 Calinou: that's not better, it's just different
16:42 Calinou mostly
16:42 celeron55 the only way to make grass better without making it boringly non-textured is to implement pseudorandom selection of texture variations for nodes
16:42 Calinou ingame it tend sto look worse
16:42 celeron55 (not sure if there is an actual term for that; probably is)
16:42 Calinou "random textures" --sp614x
16:43 Calinou optifine (minecraft mod) lets texture makers use random textures, connected textures, repeating textures (that span on several nodes)
16:43 Calinou and there's a "natural textures" option which rotates textures randomly
16:43 sapier proller I just added mapgen selector to formspec mainmenu I guess this will allow a lot more ppl to test it
16:44 sapier at least IF it is added by some time
16:44 proller sapier, cool
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16:45 proller intresting thing: in not random word you can move spawn point, or move world around spawn poing
16:48 sapier I wonder how the mapgen details page should be implemented
16:49 proller lot of param = value
16:49 proller with various types of values
16:53 sapier http://imgur.com/BXDdD8M I thought mor about the api to do that. yes there could be a single hardcoded page but I'd prefere to select it by mapgen name
16:53 sapier a button right of selector "settings" would open that mapgen settings page
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17:23 hmmmm ohh sapier, i was going to do that
17:23 hmmmm once the formspec menu was finished
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17:24 sapier hmmmm it's as finished as it ever will become without more testing
17:25 proller hmmmm, in v7 trees seed planed via boimes ?
17:26 hmmmm yeah
17:32 proller ridges too buggy
17:58 hmmmm 'too buggy'
17:58 sapier https://github.com/minetest/minetest/pull/774 changed set_animation to support client prediction of animation framerate ... problem with changing packets is breakage of compatibility
17:58 hmmmm you modified mapgen v7 i see....
17:59 hmmmm the lighting member should be a mapgen flag
17:59 hmmmm and i was planning to put that in withe luavoxelmanip anyway
18:00 hmmmm the 'ridges' variable is not needed at all... you can set scale to 0
18:01 proller it was fast fix
18:01 hmmmm besides, if you merely disable 'ridges' like that, you screw up getGroundLevelAtPoint()
18:01 hmmmm yeah, we don't like fast fixes though....
18:01 hmmmm same reason why we didn't simply change MAX_CONTENT yesterday
18:01 hmmmm doing things the proper way > doing things fast
18:02 hmmmm also holy crap line socket.cpp line 189
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18:03 hmmmm you should really break up your lines to be around 80-90 if you're modifying files that aren't yours
18:03 sapier https://github.com/minetest/minetest/pull/693 what about merging this? it'll improve entity riding
18:04 Mallot1 hihihihi goood morning :D
18:04 hmmmm lol
18:04 hmmmm i don't even know what stepheight is
18:04 sapier it's a parameter used to decide if player can step up without jumping
18:04 hmmmm aah
18:05 sapier for entities this is hardcoded to ß
18:05 sapier 0
18:05 hmmmm this is for mobs to move around i guess?
18:05 hmmmm move around better
18:05 sapier mobs too yes but most benefit is if you ride a ostrich you don't have to jup on stairs
18:05 hmmmm reminds me of the new minecraft horse feature
18:05 hmmmm wow, we really outdid minecraft....
18:05 sapier NO i've done this first!
18:05 hmmmm good job :)!
18:06 PilzAdam animals mod for MC was first :-p
18:06 sapier what's animals mod for mc?
18:07 sapier did they even steal my old name?
18:07 PilzAdam its "more creatures" or so
18:07 hmmmm moar oars
18:07 hmmmm moar biomes
18:07 hmmmm moar creatures
18:07 hmmmm moar mountain dew
18:07 sapier (-moar + more)*4
18:08 hmmmm whenever i read more ores i think of it said as "moar'
18:08 sapier :-)
18:08 sapier hmm reading the code again do we need a protocol change for that?
18:08 Jordach hmmmm, mountain dew sucks...
18:09 hmmmm well, more biomes is actually extra biomes, thank god they didn't call it "more", i think i'd want to shoot something then
18:09 hmmmm sapier, no it doesn't
18:09 Jordach BonusBiomes?
18:09 Jordach BiomesDX?
18:09 sapier so adding the stepheight isn't a big deal am I right?
18:10 hmmmm mod naming rule - if more than one word, they must either rhyme or share the first consonant sound
18:10 hmmmm sapier, it's not
18:10 PilzAdam hmmmm, nope, "Simple Mobs"
18:10 Mallot1 fdsgregfet4gtehthrry yay minetest!!!!
18:10 sapier rename to Multiple Mobs
18:10 hmmmm you only need to change protocol versions if you change something, or add it into the middle of the contentfeatures
18:10 Mallot1 i love ur imple mobs
18:10 Mallot1 was kicked by PilzAdam: Mallot1
18:11 hmmmm lol
18:11 sapier too late mallot1 ;-)
18:14 sapier is travis build broken atm?
18:15 PilzAdam seems so
18:16 hmmmm hmmmmmmmmmmmm
18:16 PilzAdam wait, no, the interface just sucks
18:16 PilzAdam sapier, just your branch is broken
18:16 hmmmm i need to make non-mapgen variants of updateLiquids and calcLighting really bad
18:17 sapier where to get information about what is broken?
18:18 PilzAdam https://travis-ci.org/minetest/minetest/jobs/8364855#L212
18:20 sapier where to find this in new interface?
18:20 whirm joined #minetest-dev
18:21 whirm hi
18:21 whirm I'm getting this segfault when exiting to menu: http://paste.debian.net/12152/
18:21 whirm on current master's HEAD
18:22 * hmmmm claps
18:22 hmmmm great job sapier
18:22 Exio disable the atlas?
18:22 sapier what are you talking about hmmmm? did to many things the last days ;-)
18:22 hmmmm your texturesource cleanup is still broken
18:22 hmmmm evidently
18:22 Exio hmmmm: he is using the texture_atlas
18:23 hmmmm exio, how do you know that?
18:23 Exio 20:19:10: ERROR[main]: TextureSource::buildMainAtlas(): Atlas is full, not adding more textures.
18:23 hmmmm ahh
18:23 hmmmm why would anybody be using the atlas exactly
18:23 Exio old config maybe
18:23 sapier maybe we should just ignore that parameter
18:23 whirm so, should I disable texture atlas?
18:23 hmmmm this is seriously all the more reason why we should rip it out by now
18:23 hmmmm whirm, yeah
18:23 whirm hmmmm: thanks :)
18:24 hmmmm sapier, instead of fixing that, would you rather remove the texture atlas entirely?
18:24 Exio wasn't the idea a bit ago, remove it completely?
18:24 PilzAdam sapier, I linked directly to the error line
18:24 hmmmm yeah but that didn't happen
18:24 sapier I thought I has a pull request somewhere removing it ... maybe I removed the pull request itself
18:25 hmmmm you must've because i don't recall seeing it when all that went on
18:25 Exio iirc there was one
18:25 sapier it's more than one error pilzadam I obviously was a little bit tooo careless when pushing it
18:25 hmmmm haha, pushing things to upstream without even making sure it builds?
18:26 whirm Ok, that worked :D
18:26 hmmmm don't start becoming like me
18:26 sapier seems to :-( shame on me :-/
18:26 Exio now we have two hmmmms! :D
18:26 hmmmm oh wait you didn't push to upstream, just to your branch
18:27 sapier yes I can't push to master ;-)
18:27 sapier it's an experimental feature I didn't expect it to be merged as is
18:27 sapier still it should at least build :-)
18:30 sapier still where to find the travis information from pull window?
18:31 PilzAdam directly under the description or above the "merge" button
18:31 PilzAdam the link is called "Details"
18:32 sapier I don't have a merge button nor do I have a details link (at least I don't see one)
18:34 PilzAdam maybe there is no build for your pull request
18:35 sapier main menu?
18:35 PilzAdam (e.g. there is none for #785)
18:36 sapier ahh there "good to merge" ... ok no build for mainmenu
18:37 PilzAdam here is an outdated one: https://travis-ci.org/minetest/minetest/builds/8363176
18:37 sapier I always wonder why clang is that much faster
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18:39 sapier ok I guess travis doesn't like me anymore :-)
18:42 celeron55 gcc is a convoluted chunk of premature output optimization 8)
18:43 PilzAdam anyone objects to removing builtin/item.lua:314
18:43 PilzAdam +?
18:47 hmmmm sapier
18:47 sapier what have I done?
18:47 hmmmm i put the new file in src/script/lua_api/CMakeLists.txt
18:47 hmmmm not getting compiled
18:47 hmmmm what sort of voodoo do i need
18:48 sapier what feature are you talking about?
18:48 hmmmm i am adding scripts/lua_api/l_vmanip.cpp
18:48 hmmmm trying to anyway
18:48 hmmmm i didn't need to delete the cmake cache before ever
18:48 hmmmm is that the problem?
18:49 sapier I don't think so
18:49 sapier but maybe rerun cmake
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18:49 Mallot1 sorry
18:50 hmmmm whoops
18:50 hmmmm sorry
18:50 hmmmm i added l_vmanip.cpp to the one in src on accident
18:50 hmmmm and it failed to find it so it just executed the executable that was last there
18:50 sapier Mallot1 you shouldn't paste random chars here and chitchat goes to #minetest
18:50 hmmmm or... no i didn't
18:51 sapier you have to add it in lua_api directly
18:52 hmmmm alright i don't see what i'm doing wrong
18:52 sapier is there an error message?
18:53 hmmmm when i run cmake i get this "cannot find source file: $(CMAKE_CURRENT_SOURCE_DIR)/l_vmanip.cpp
18:53 hmmmm cmake error at src/CMakeLists.txt:381 (add_executable)
18:53 sapier wrong brackets
18:53 hmmmm o
18:53 sapier its {}
18:53 hmmmm well, i said i couldn't *see* what was wrong
18:53 hmmmm heh
18:54 sapier :-) yes they're quite similar
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19:02 hmmmm what's the reasoning behind the name STACK_TO_SERVER(L)?
19:03 hmmmm oh nevermind
19:03 hmmmm why is it that you call a lua state a "stack"?  it's way more than a stack
19:03 whirm ok, now I get this stacktrace while playing: http://paste.debian.net/12164/
19:04 hmmmm ahh
19:04 hmmmm that must be the division by 0
19:04 hmmmm whrim, that's a rare occurance, just continue on playing, we'll fix it though
19:04 celeron55 i've never seen a SIGFPE that wasn't a division by zero
19:04 whirm I had it twice in 2 minutes
19:05 hmmmm interesting
19:05 celeron55 do you use the default chunk size?
19:05 hmmmm celeron, it's something that proller kept pointing out but he was never able to get a backtrace or anything since it wasn't consistent
19:05 whirm celeron55: I think so, let me check
19:06 celeron55 "chunksize" setting
19:06 hmmmm it has to do with proller's extra large caves
19:06 hmmmm he's using indev
19:07 whirm celeron55: yup, default chunksize, those are my settings: http://paste.debian.net/12168/
19:07 proller again huge caves
19:08 whirm is there anything I can do to help debugging it?
19:08 hmmmm not really, we know exactly what the problem is, thanks though
19:09 proller (float)(ps->next() % ar.Z) + 0.5
19:10 sapier hmmmm yes stack isn't quite exact but most of time you only do stack operations on the state so I thought stack is more fitting
19:10 hmmmm ar.Z is 0, which means max_spread_amount - max_tunnel_diameter / 2 = 10
19:11 hmmmm max_spread_amount = 16, 16 - 12 / 2 = 10, which means max_tunnel_diameter was 12 at that time, which is indeed a possibility
19:12 hmmmm trying to decide whose fault this is
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19:12 hmmmm nobody could've known that it crashes if the planets align
19:12 hmmmm so it's celeron's fault who originally wrote that cave code
19:12 hmmmm therefore the fix belongs in makeCave itself
19:13 hmmmm s16 more = MYMAX(max_spread_amount - max_tunnel_diameter / 2 - insure, 1);
19:14 proller seems good
19:15 sapier 2 - insure ? hope insure never gets 2
19:15 hmmmm insure is a constant 10
19:15 hmmmm besides, order of operations
19:15 hmmmm so that's irrelevant
19:15 sapier yes realized that :-)
19:17 whirm also, the farmesh thingie is broken too, right? (I'm messing with all the settings :D)
19:17 hmmmm farmesh is completely broken
19:17 Exio haha
19:17 hmmmm anyway whirm, download the newest version of minetest, should fix your bug
19:17 * whirm pulling
19:21 proller and i can set max huge cave to 200
19:23 whirm seems to work, thanks
19:23 celeron55 hmmmm: the cave code that is written by me sure can crash if it's stretched to do stuff it wasn't meant to do
19:25 celeron55 it's operation is based on certain things fitting inside each other that may not necessarily do so with some kind of input
19:25 sapier oooops:
19:25 sapier /home/sapier/minetest.folder/minetest_core_contributions/minetest/src/mapblock_mesh.cpp:682: TileSpec getNodeTile(MapNode, v3s16, v3s16, MeshMakeData*): Assertion 'facedir <= 23' failed.
19:26 sapier just standing around
19:26 celeron55 why is that an assertion
19:27 celeron55 there's nothing to actually protect that value from being <= 23 because it's value is context-dependent
19:27 celeron55 meaning*
19:27 celeron55 >23*
19:27 * celeron55 tries to write too fast
19:33 celeron55 i think it should assume facedir=0 if it isn't a sane value
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19:49 roptat hello
19:49 roptat I just wanted to say thank you
19:50 roptat for all your work
19:50 roptat I really enjoy minetest
19:51 Jordach roptat, -> /join #minetest for this
19:51 roptat Well, I also have a bug to report
19:51 roptat but can't find your bug tracker
19:52 Jordach https://github.com/minetest/minetest/issues
19:52 Jordach ^ there
19:52 roptat ok thanks
19:59 celeron55 has somebody looked into this? http://forum.minetest.net/viewtopic.php?pid=94140#p94140 http://forum.minetest.net/viewtopic.php?id=6225
20:00 celeron55 has someone in here tried to go on that server and see if the problem can be reproduced?
20:00 celeron55 if not, someone should take that as their priority
20:03 celeron55 that really shouldn't happen on any working combination of server and client
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20:14 Taoki hmmmm: Since you're working on the voxel manipulator, I thought those screenshots would motivate you: http://forum.minetest.net/viewtopic.php?pid=96297#p96297 Currently my system uses set_node, but once you're done with that and it's upstream I will switch to it, which should be a TON faster
20:15 Taoki Well, granted I can use the voxel manipulator to send a list of nodes to the engine, under the form { {pos1, node1}, {pos2, node2} }
20:16 Taoki http://i43.tinypic.com/2vx0ep1.png
20:17 Taoki Imagine when we can have towns +twice larger than that, also containing way bigger buildings, with nearly no resource efford at all :)
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20:40 kahrl what's up with tile.h:193?
20:41 sapier1 guess there was something lost
20:43 sapier1 nope no define missing in code
20:43 sapier1 maybe someone wanted to add a new one and was interrupted forgetting about it later
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20:53 Topic for #minetest-dev is now 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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21:04 proller falling liquid works!
21:04 proller make it optional ?
21:15 proller how to call lua nodeupdate from c++ ?
21:16 sapier1 is nodeupdate member of minetest?
21:18 sapier1 if it is getfield name of function
21:18 sapier1 push all parameters
21:18 sapier1 do a pcall
21:18 sapier1 fetch results
21:20 celeron55 oh god nodeupdate... once again a lesson in the topic "anything you release in an unstable version will actually be final, no matter what you think"
21:20 sapier1 hehe have a look at german constitution it's a draft for more than 50 years now ;-)
21:21 celeron55 8D
21:21 proller its in builtin
21:21 sapier1 so a local variable?
21:21 proller celeron55, its.... too hard to.. change....
21:21 celeron55 it's a global variable probably
21:22 celeron55 thus in C it's a field in the globals table, however it's accessed (can't remember)
21:22 sapier1 then it's even more easy but you shouldn't rely on builtin features from c
21:22 proller function nodeupdate(p)
21:22 sapier1 yes global
21:22 celeron55 sapier1: it's allowable to rely on them
21:22 proller its need to make real waterfalls
21:22 sapier1 I wouldn't do so as it could be set to nil by anyone
21:22 celeron55 you can break everything horribly by messing up in lua anyway
21:23 celeron55 that's a completely useless concern once again by you
21:23 sapier1 yes but I'd check it at least in core
21:23 proller show any lua function called from c please
21:23 proller and i will copypaste 8)
21:23 sapier1 have a look at mainmenu branch it's done there multiple times
21:23 celeron55 of course it should be checked, but it's not like it couldn't be done
21:23 proller ok
21:24 sapier1 if there's no way to avoid it of course ... in mainmenu it's an explicit interface for example
21:24 celeron55 well it's a fact that there's no C++ implementation of falling nodes, it's all in builtin
21:25 sapier1 ok ok :-)
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23:12 proller very hard to call lua func from map.cpp
23:12 proller no api vars
23:14 proller no server no emerge nothing
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