Time |
Nick |
Message |
00:02 |
PilzAdam |
Im going to sleep now |
00:24 |
hmmmm |
alright, so i think i'm going to get rid of the height_min height_max biome stuff and have a height_point |
00:24 |
hmmmm |
it just makes sense because biomes are always an inexact nature anyway |
00:25 |
VanessaE |
um |
00:28 |
RealBadAngel |
heh i just got another sapiers funded issue i think |
00:29 |
RealBadAngel |
some1 made setting enable_shaders set to true |
00:29 |
RealBadAngel |
i bet its sapiers |
00:29 |
RealBadAngel |
caused all the shaders code not to work at all |
00:30 |
RealBadAngel |
while this setting can be 0, 1 or 2 |
00:31 |
RealBadAngel |
i rebased all my stuff, double and triple checked everything and it was not working |
00:32 |
RealBadAngel |
took me a while to find a reason :) |
00:32 |
khonkhortisan |
then it shouldn't be called enable_ |
00:32 |
RealBadAngel |
menu changes fucked up enable_shaders setting |
00:33 |
RealBadAngel |
# 0: disable shaders |
00:33 |
RealBadAngel |
# (1: low level shaders; not implemented) |
00:33 |
RealBadAngel |
# 2: enable high level shaders |
00:33 |
RealBadAngel |
#enable_shaders = 2 |
00:34 |
RealBadAngel |
clickin on enable shaders in menu sets the value to true |
00:34 |
khonkhortisan |
lol |
00:34 |
khonkhortisan |
there should be [\] half a checkmark for 1 |
00:35 |
VanessaE |
or jut a bunch of checkboxes for each type of shader |
00:35 |
RealBadAngel |
basic ones could be level 1 |
00:35 |
VanessaE |
so that for G*d sakes I could disable the one that makes the tops of stuff get brighter, without losing alpha support. |
00:35 |
RealBadAngel |
so, im goin to push now my own changes |
00:36 |
RealBadAngel |
then fix the sapier's bug |
00:36 |
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00:37 |
* khonkhortisan |
votes to rename enable_shaders to shader_level |
00:37 |
khonkhortisan |
but why is it creative_mode? |
00:38 |
khonkhortisan |
full_block_send_enable_min_time_from_building = 2.0 *sigh* |
00:39 |
kaeza |
who needs comments when you have self-explaining variables? |
00:42 |
RealBadAngel |
+ if fields["cb_shaders"] then |
00:42 |
RealBadAngel |
+ engine.setting_setbool("enable_shaders",tabbuilder.tobool(fields["cb_shaders"])) |
00:42 |
RealBadAngel |
+ end |
00:43 |
RealBadAngel |
thats sapier's change |
00:43 |
RealBadAngel |
shall i follow it and modify engine to use true/false or keep 0,1,2 values? |
00:44 |
VanessaE |
true/false on multiple variables |
00:44 |
VanessaE |
since not everyone will necessarily want the same set of shaders. |
00:44 |
RealBadAngel |
i can adapt the engine. sapier is the one to change the code to fit the current state |
00:46 |
RealBadAngel |
imho shaders should use true/false and then detailed settings anyway |
00:46 |
RealBadAngel |
low level/high level means nothing |
00:54 |
VanessaE |
well a true/false to enable shaders to begin with maybe, but each type of shader needs a control |
00:55 |
VanessaE |
maybe one person will want only top-side brightness and alpha, another might just want the bumpmapping and nothing else, etc etc. |
00:55 |
khonkhortisan |
creative_mode = 0, 1, 2 |
00:55 |
khonkhortisan |
enable_shaders = false |
00:55 |
khonkhortisan |
crash_game = -inf |
00:55 |
RealBadAngel |
http://i.imgur.com/nYZACIQ.jpg |
00:55 |
RealBadAngel |
newly generated world :) |
00:59 |
RealBadAngel |
http://i.imgur.com/RE4G6mp.jpg |
00:59 |
RealBadAngel |
and with Haven TP |
01:03 |
VanessaE |
what, no screenshot with HDX? :) |
01:04 |
RealBadAngel |
you make it |
01:04 |
RealBadAngel |
well hold on |
01:06 |
Anchakor |
this is with shaders? |
01:06 |
Anchakor |
what the shaders do? |
01:07 |
RealBadAngel |
bumpmapping |
01:07 |
RealBadAngel |
for starters with fixed light source |
01:08 |
RealBadAngel |
also theres specular effect coded |
01:08 |
RealBadAngel |
fixed too |
01:09 |
RealBadAngel |
now we do need to add light sources just for it to shine bright |
01:35 |
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09:42 |
|
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/ |
09:43 |
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11:40 |
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13:25 |
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13:29 |
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13:29 |
RealBadAngel |
hi all |
13:32 |
RealBadAngel |
PilzAdam, sorry for delay yesterday. it came it was not my fault |
13:32 |
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13:33 |
RealBadAngel |
thx to testing before pushing i traced sapier's bug |
13:34 |
PilzAdam |
RealBadAngel, https://github.com/minetest/minetest/issues/807 |
13:34 |
PilzAdam |
and why have you added an extra setting for this? |
13:35 |
Calinou |
PilzAdam: quick disabling, for packs that have normal maps? |
13:35 |
Calinou |
else you have to move the normal maps by hand |
13:36 |
RealBadAngel |
every shader will come with its own setting |
13:37 |
Zeg9 |
Better have a setting for it until it works everywhere... |
13:37 |
PilzAdam |
why is enable_shaders an s32 then? |
13:37 |
RealBadAngel |
you ask me? |
13:37 |
RealBadAngel |
ask c55 |
13:37 |
RealBadAngel |
btw its wrong |
13:38 |
RealBadAngel |
and sapier's bug can turn out good |
13:38 |
PilzAdam |
you could enable bumpmapping if enable_shaders >= 3 |
13:38 |
RealBadAngel |
no |
13:38 |
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13:38 |
RealBadAngel |
you shall be able to enable shaders at all, and select which ones you want to use |
13:40 |
RealBadAngel |
current system (not finished anyway) assumes that we can turn off the shaders, or enable all the power eatin shaders without choice |
13:42 |
RealBadAngel |
PilzAdam, and >=3 or >=30 make completely no point when there are dozens of shaders to come |
13:44 |
RealBadAngel |
only tab in menu with enable/disable each of them makes sence |
13:45 |
celeron55 |
PilzAdam: enable_shaders has settings 0, 1 and 2, of which 1 is assembly shaders and 2 is high-level language shaders |
13:45 |
RealBadAngel |
so user will be able to pick up water reflections, god rays but no bumpmapping for example |
13:45 |
celeron55 |
by testing it was determined that assembly shaders are useless |
13:45 |
Taoki |
RealBadAngel: Hi |
13:46 |
celeron55 |
and nobody will code them anyway |
13:46 |
celeron55 |
so it could be just had as a true/false setting instead |
13:46 |
RealBadAngel |
celeron55, so i got the meanin of the setting wrong |
13:46 |
RealBadAngel |
i thought 1 for very basic ones, depending on hardware |
13:46 |
Taoki |
RealBadAngel: Saw my mention about bumpmapping causing black surfaces instead of working? |
13:47 |
celeron55 |
RealBadAngel: no, anything like that shouldn't be done |
13:47 |
RealBadAngel |
so i request Sapier to fix the bug then |
13:47 |
celeron55 |
(unless there is a VERY good reason to) |
13:47 |
RealBadAngel |
formspec changes fucked up this very setting |
13:49 |
RealBadAngel |
Taoki, please send me all the details, GFX card youre using, OS, Drivers and sample screenshot |
13:50 |
Taoki |
RealBadAngel: openSUSE 12.3 64bit, Radeon HD 6870, fglrx driver (proprietary ATI driver). Others reported the issue too. Before I get screenshots, what I can say is that all textures are black... I only see the sky and the fog on black nodes |
13:50 |
RealBadAngel |
what about downloading texture pack? |
13:51 |
Taoki |
Using the Sphax pack with normal maps |
13:52 |
RealBadAngel |
ok, we will try to hunt down the reason |
13:53 |
RealBadAngel |
its 4 pm now at my time zone |
13:53 |
RealBadAngel |
i will be back online in four or five hours |
13:53 |
Taoki |
5pm (almost) here :) |
13:53 |
Taoki |
ok |
13:53 |
Taoki |
Need to go in an hour too, will be back about the same time after |
13:53 |
RealBadAngel |
so youre +1, not much |
13:54 |
RealBadAngel |
great |
13:54 |
RealBadAngel |
we will try to reproduce steps to get or avoid errors |
13:55 |
RealBadAngel |
GFX stuff is hard to debug |
13:55 |
Zeg9 |
RealBadAngel: try running minetest with LIBGL_ALWAYS_SOFTWARE=1 |
13:55 |
RealBadAngel |
i know that my code is workin on either very old and brand new GPU's |
13:55 |
Taoki |
RealBadAngel: Oh, and no error messages in console about it happening |
13:55 |
Zeg9 |
Apparently the GL software renderer has this issue too |
13:56 |
RealBadAngel |
if so it can be caused by drivers |
13:56 |
RealBadAngel |
i already know that all open source drivers for linux are worth shit |
13:57 |
RealBadAngel |
so only propertiary and proper version of it |
13:57 |
RealBadAngel |
there should not be such problem for windows on the other hand |
13:57 |
Taoki |
fglrx is the proprietary driver, same as what Windows users have for ATI cards. The free drivers are getting goog also |
13:58 |
Taoki |
I actually think Minetest is a little faster with the free Radeon driver. But I need fgorx for other rojects that can't work without it |
13:58 |
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13:58 |
RealBadAngel |
but from my experience before i got proper one, i had to reinstall ubuntu 5 or 6 times |
13:59 |
RealBadAngel |
because i was using too old gpu |
13:59 |
RealBadAngel |
and amd already showed a finger |
14:00 |
RealBadAngel |
its not like on windows that newer driver will properly use older hardware |
14:00 |
RealBadAngel |
at some point theyre dropped |
14:01 |
RealBadAngel |
thats why Thorvalds said "Fuck you Nvidia" |
14:01 |
RealBadAngel |
he just forgot to add 'and all of you manufacturers mafia' |
14:02 |
RealBadAngel |
because they made it on purpose, to force users to buy new hardware |
14:03 |
RealBadAngel |
it was good? its still working? fuck it, lets cause drivers stop to work with it |
14:03 |
celeron55 |
ha, planned obsolescence, the best thing ever |
14:03 |
RealBadAngel |
its a fact |
14:03 |
celeron55 |
it should be illegal |
14:04 |
RealBadAngel |
tv switches are planned to work exact numer of times |
14:04 |
RealBadAngel |
then they broke |
14:04 |
RealBadAngel |
same for phones |
14:05 |
RealBadAngel |
and it is legal |
14:05 |
celeron55 |
well, really they're planned so that "how can we make this the cheapest possible given that it has to work N times" |
14:05 |
celeron55 |
but it results in the same thing |
14:06 |
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14:06 |
RealBadAngel |
look at the time of live for any electronic product |
14:06 |
celeron55 |
except some shit that doesn't even make any sense while still exists (like some of the printer stuff and whatever) |
14:06 |
RealBadAngel |
when you buy it you can read its ages after new solutions |
14:07 |
RealBadAngel |
how to force you to buy new one? |
14:07 |
RealBadAngel |
design it to break after certain time |
14:07 |
RealBadAngel |
even swiss watches dont have now lifetime warranty |
14:08 |
RealBadAngel |
on the other hand, i was living in berlin some time ago |
14:08 |
RealBadAngel |
we were doing some renovation to an old flat |
14:09 |
RealBadAngel |
he have found radio receiver from before ww2 |
14:09 |
RealBadAngel |
we just turned it on and enjoyed POLISH stations |
14:10 |
RealBadAngel |
the feature none of the modern receivers didnt have |
14:11 |
RealBadAngel |
over 60 yrs old, still functionin and better than nowadays one? curious isnt it? |
14:11 |
RealBadAngel |
last year i bought a very good keyboard |
14:12 |
RealBadAngel |
aluminium casing, with 2 possible led key background light |
14:12 |
RealBadAngel |
perfect to code at night |
14:12 |
RealBadAngel |
aluminum is durable |
14:13 |
RealBadAngel |
what a coder would dream more of? |
14:13 |
RealBadAngel |
of keys that dont loose paint |
14:13 |
RealBadAngel |
after that year im writing blindly |
14:13 |
RealBadAngel |
because all the black cover from keys went off |
14:14 |
RealBadAngel |
well, from most of them |
14:14 |
RealBadAngel |
most used |
14:14 |
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14:15 |
RealBadAngel |
ok, im goin off. i will be back in a few hours |
14:16 |
RealBadAngel |
and please somebody tell sapier to fix the shaders menu entry |
14:19 |
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14:35 |
hmmmm |
:s |
14:40 |
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14:50 |
hmmmm |
well i have something but i'm not sure if i like it because it happens too often: http://en.zimagez.com/full/0f0be4c37c9186f7329a618ec91320d4a10e6c790bba27dd6924c0fb25bf0a9de5684f47ec63e547ca4ef03d73fdc2b5.php |
14:54 |
hmmmm |
and i think i'm pretty much back to the start when it comes to biome selection and the height component.. that entire area in the screenshot would be "plains" but it certainly isn't, etc. i feel like i'm going back to the period where i had a terrain variance point as a parameter, except this totally won't work anymore with the 3d noise |
14:55 |
hmmmm |
and much of the terrain from my new version of v7 seriously looks like it's a level from Far Cry |
14:56 |
PilzAdam |
the way it is currently in master works pretty good (at least for what I need it to be) |
14:56 |
PilzAdam |
though the height of the biomes should be more random |
14:56 |
hmmmm |
i'm sure it is, but there are real problems with it that i set out to fix and i came up with something completely different instead |
14:58 |
PilzAdam |
just make sure that the interface dont get overcomplicated |
14:58 |
hmmmm |
.. |
14:58 |
hmmmm |
erm.... |
15:09 |
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16:47 |
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16:53 |
sapier |
Am I correct enable shaders only has values 0 and 2? |
16:56 |
Calinou |
0, 1 (not used yet), 2 |
16:57 |
Calinou |
0 disable, 1 low level shaders, 2 high level shaders (GLSL) |
16:57 |
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16:57 |
sapier |
3 values can't ne set by a checkbox ;-) |
16:57 |
Calinou |
red eclipse begs to differ |
16:57 |
celeron55 |
Calinou: s/not used yet/not used anymore and never will be/ |
16:57 |
Jordach |
yep |
16:58 |
Calinou |
three-state checkboxes are possible, but maybe not in irrlicht |
16:58 |
Calinou |
oh |
16:58 |
Calinou |
then just use 0 and 2 |
16:58 |
celeron55 |
thus, the original suggestion of sapier was 100% correct |
16:58 |
sapier |
you can build 10 states checkboxes too by some way still principle of a checkbox is true/false ... anything else would be better a dropdown |
16:59 |
sapier |
if we want different ways for shaders we can add a dropdown? |
17:00 |
sapier |
if we really want 0/2 only I suggest changing to true/false as this simplifies menu code and isn't a big deal in engine (I guess) |
17:01 |
celeron55 |
it probably should be |
17:01 |
sapier |
btw is it common consens to remove the vertical labels from all tabs? |
17:02 |
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17:02 |
celeron55 |
i guess so; i can't really care if you rewrote the whole thing anyway |
17:03 |
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17:04 |
sapier |
it's not a big deal to remove it and I don't care if those labels are there or not I just don't want to remove them just to put them back tomorrow ;-) |
17:05 |
celeron55 |
they were made by me and afaik everyone hates them |
17:05 |
celeron55 |
8) |
17:05 |
sapier |
not everyone I don't hate them ;-) |
17:06 |
sapier |
if I knew that before I wouln't have had to add a special formspec ;-) |
17:11 |
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17:42 |
hmmmm |
awwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww |
17:42 |
Jordach |
yes hmmmm |
17:42 |
hmmmm |
that's the cause of the discontinuity in the original v7 |
17:43 |
hmmmm |
i forgot to use fabs() instead of abs() and it kept rounding persistence to either 0 or 1 |
17:43 |
celeron55 |
nice 8D |
17:54 |
ironzorg |
8=D |
17:54 |
Jordach |
hmmmm, now that's what i call dumb |
17:54 |
Jordach |
(at times) |
17:54 |
hmmmm |
..... |
17:54 |
hmmmm |
you don't even know what the problem was |
17:56 |
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18:05 |
hmmmm |
alright, better... http://i39.tinypic.com/2e5il4i.png |
18:18 |
Jordach |
hmmmm, looking good |
18:18 |
Jordach |
(but the land should be more flat near rivers...) |
18:22 |
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19:05 |
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19:10 |
celeron55 |
hmmmm: with some surface detail that will surely blow the brains out of some people |
19:10 |
* celeron55 |
knows how people work |
19:29 |
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19:32 |
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19:35 |
proller |
is any objections for yet another random liquid patch? https://github.com/proller/minetest/commit/f6262876c87457d867bafeeb45fa0881ca28c36f |
19:38 |
Taoki |
I don't understand what it does but if it fixes something it works, absoultely not and quite the opposite |
19:43 |
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19:45 |
proller |
Taoki, its make better 8) |
19:46 |
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19:52 |
celeron55_ |
http://paste.dy.fi/U8D |
19:52 |
celeron55_ |
^ forum moderators wake up and read |
19:53 |
PilzAdam |
is that celeron55_ smiley in there intentional? ;-) |
19:53 |
celeron55_ |
it's the pastebin software acknowledging my glorious presence |
19:54 |
PilzAdam |
AFAIK he was temp banned for replying to spam |
19:54 |
PilzAdam |
(and generally being stupid) |
19:54 |
Taoki |
Replying to spam is a reason to temp ban someone? :/ |
19:55 |
PilzAdam |
sfan5 said so |
19:55 |
sfan5 |
<PilzAdam> AFAIK he was temp banned for replying to spam |
19:55 |
Taoki |
Kinda weird |
19:55 |
sfan5 |
i didn't |
19:55 |
Taoki |
ah ok |
19:55 |
Taoki |
Prolly a mistake or his account got hacked. Unless he did something bad |
19:56 |
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19:56 |
sfan5 |
Taoki: someone called "sdssddsdds" posted 5 posts of NSFW spam |
19:56 |
sfan5 |
-> http://forum.minetest.net/profile.php?id=6474 |
19:57 |
sfan5 |
caught him while he was online |
19:57 |
Taoki |
Prolly spam bots, those are indeed horrible |
19:57 |
celeron55_ |
umm |
19:57 |
celeron55_ |
wtf |
19:57 |
celeron55_ |
that guy is with the name Dan Duncombe on the forum, and he definitely isn't banned: http://forum.minetest.net/profile.php?id=5529 |
19:58 |
sfan5 |
and his IP is different from the sdss... guy |
19:59 |
Taoki |
Maybe the broken ban was fixed |
19:59 |
sfan5 |
the ban entry looks good |
19:59 |
Jordach_ |
his avatar was ugly troll |
19:59 |
sfan5 |
what the fuck PunBB |
19:59 |
celeron55_ |
hmm, maybe it's an IP ban? |
20:00 |
celeron55_ |
but how do we know |
20:00 |
sfan5 |
celeron55_: go to the sdss.. profile, click on the ip, click on the "show other users with this ip"... |
20:00 |
sfan5 |
"Dan Dunbcobe" appears |
20:00 |
sfan5 |
*Dumbcobe |
20:00 |
sfan5 |
probably because he previously had the ip of the spammer |
20:01 |
celeron55_ |
is the time of posting for each IP available |
20:01 |
celeron55_ |
i mean, each user |
20:01 |
celeron55_ |
actually, that dan seems to be an old user |
20:02 |
sfan5 |
PunBB confuses me |
20:02 |
sfan5 |
79.xx.226.128 is the last ip he used according to his IP stats, but on the profile another ip is shown |
20:03 |
celeron55_ |
well it's his last ip |
20:03 |
celeron55_ |
dan obviously now has the ip of the spammer and can't log in with it |
20:03 |
celeron55_ |
so it doesn't update |
20:03 |
* Taoki |
dislikes punbb because it's so simple |
20:03 |
Taoki |
We don't even have smileys :o |
20:03 |
celeron55_ |
smileys are deliberately disabled |
20:03 |
celeron55_ |
because i say so |
20:04 |
celeron55_ |
sfan5: it seems to be a UK address |
20:04 |
Taoki |
<celeron55_> because i say so - Ah, that explains a lot then. Thanks. ;) |
20:05 |
celeron55_ |
Taoki: smileys are annoying and distract from the actual text and people abuse them way too much |
20:05 |
Taoki |
Yeah, that is true in many cases. Even if a forum looks dead without them too (MT is the first one that's the case I frequent) |
20:05 |
Taoki |
But not an important thing so sure |
20:06 |
Taoki |
At this stage at least, the forum is more important for discussing how things work and the like. |
20:06 |
sfan5 |
celeron55_: so what do we do now? remove the ip from the ban entry? |
20:07 |
celeron55_ |
sfan5: i think yes |
20:07 |
celeron55_ |
i'll do that and reply to him |
20:07 |
hmmmmm |
just tell dan dumbcomb or whatever to reset his router |
20:07 |
PilzAdam |
have you thought about that he probably is the spammer? |
20:07 |
hmmmmm |
what's his ISP? |
20:08 |
Taoki |
Either he spammed (can't be known so far so it's unfair to accuse) or someone used his router to, or through some amazing coincidence a spambot caught his dynamic IP |
20:08 |
celeron55_ |
hmm |
20:08 |
hmmmmm |
uhh, correct me if i'm wrong, but that spammer was banned a while ago, and this guy has been posting up until today, right? |
20:08 |
hmmmmm |
oh he registered today |
20:09 |
celeron55_ |
yes, and he has been posting from a different IP |
20:09 |
celeron55_ |
Registered: 2013-05-10 |
20:09 |
celeron55_ |
the spam account was registered today |
20:09 |
sapier |
https://github.com/minetest/minetest/pull/806 should be checked and merged to fix most pressing bugs |
20:09 |
hmmmmm |
well, two people can't be on the same IP |
20:10 |
hmmmmm |
i guess that guy is the spammer |
20:10 |
celeron55_ |
probably the spammer just got a new ip and that guy happened to get it then |
20:10 |
sfan5 |
yeah |
20:10 |
celeron55_ |
the MT userbase sure is large as this can even happen at any probability 8) |
20:10 |
sfan5 |
bad luck i guess |
20:10 |
hmmmmm |
that would be the ultimat coincidence though |
20:10 |
sapier |
btw I don't see any chance to add ; support within labels does anyone have a good idea? |
20:10 |
PilzAdam |
^ |
20:10 |
hmmmmm |
ultimate* |
20:10 |
hmmmmm |
if you confront the guy he'll probably say "oh that was my brother messing around" |
20:10 |
celeron55_ |
i'll remove the IP ban for now, if he messes up again, that's a permban then |
20:10 |
sfan5 |
this seems similar to the birthday problem |
20:10 |
hmmmmm |
i'd ask him about it before unbanning |
20:11 |
hmmmmm |
see what his response is |
20:11 |
celeron55_ |
nah |
20:11 |
RealBadAngel |
hi sapier |
20:20 |
celeron55_ |
he already sent a second e-mail too, saying he's annoyed and "will give up Minetest and play Minecraft" "if this happens again" 8) |
20:20 |
celeron55_ |
people are so impatient |
20:21 |
kahrl |
<hmmmmm> well, two people can't be on the same IP |
20:21 |
hmmmmm |
practically speaking |
20:21 |
kahrl |
of course they can, we live in an age where some ISPs NAT all their customers |
20:21 |
celeron55_ |
oh yes, that's wrong; some ISPs NAT many people behind a single IP these days |
20:21 |
celeron55_ |
especially mobile ISPs |
20:21 |
sfan5 |
"will give up Minetest and play Minecraft" oh, no we'll be losing everyone </sarcasm> |
20:22 |
sapier |
yea some mobile providers nat their whole net |
20:22 |
hmmmmm |
what sort of 3rd world shithole would you need to live in for them to do *that*? |
20:22 |
Taoki |
Ok, me and RBA are finding out why bump mapping isn't working for me. It seems shaders are entirely broke with fglrx driver for Minetest |
20:22 |
celeron55_ |
hmmmmm: apparently GB |
20:22 |
hmmmmm |
sounds about right |
20:22 |
celeron55_ |
8D |
20:22 |
Taoki |
http://pastebin.com/raw.php?i=5nRt6N05 |
20:24 |
kaeza |
hmmmmm, here, 4G isn't widespread yet |
20:24 |
celeron55_ |
the sad thing about that IP though is that if the spammer continues, that guy *will* get IP banned |
20:24 |
celeron55_ |
and it actually can happen |
20:24 |
celeron55_ |
that's shit 8) |
20:24 |
PilzAdam |
suddenly: IPv6 |
20:24 |
kaeza |
also, the ISPs here do that |
20:25 |
sapier |
hmm ip bans aren't really a good solution nowadays ... but I guess we don't have another option? |
20:25 |
celeron55_ |
suddenly: you can't pay for a VPN either: https://torrentfreak.com/mastercard-and-visa-start-banning-vpn-providers-130703/ |
20:25 |
sfan5 |
<PilzAdam> suddenly: IPv6 |
20:25 |
sfan5 |
does punbb even work with IPv6? |
20:26 |
hmmmmm |
of course not, gotta win the war on terrorism! |
20:26 |
hmmmmm |
AND protect our children |
20:26 |
celeron55_ |
yeah, terrorists like this: http://www.npr.org/blogs/alltechconsidered/2013/07/03/198129617/teen-jailed-for-facebook-comment-reportedly-beat-up-behind-bars |
20:27 |
celeron55_ |
it's not very convincing when people with that much power are *that* dumb |
20:27 |
celeron55_ |
i bet the real terrorists are basically laughing their asses off |
20:27 |
celeron55_ |
8D |
20:28 |
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20:28 |
Taoki |
The real terrorists are making the laws and running the US |
20:28 |
sfan5 |
^ |
20:28 |
sapier |
:-) true but I guess thats a #minetest topic ;-) |
20:29 |
Taoki |
Ok, I'm pretty sure that sometime (a few months ago) a change caused shaders to break in Minetest for fglrx driver |
20:29 |
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VanessaE joined #minetest-dev |
20:29 |
celeron55_ |
oh also, good luck when the police comes to your door because the IRC transfers the word "terrorist" into your clients |
20:30 |
celeron55_ |
(i'll shut up now) |
20:30 |
sfan5 |
:D |
20:30 |
sfan5 |
anyway, good night |
20:30 |
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EdB joined #minetest-dev |
20:36 |
RealBadAngel |
for the record, im using fglrx drivers (also older radeon here) and everything works fine |
20:36 |
RealBadAngel |
kubuntu 12.04 here |
20:37 |
RealBadAngel |
im pretty sure that Taoki's drivers are fucked up. NONE of mt shaders are workin for her |
20:37 |
RealBadAngel |
its not just bumpmapping issue |
20:37 |
Taoki |
I think it's either Irrlicht or Minetest that broke suppport for my driver at some point |
20:37 |
Taoki |
I run a lot of other engines with a lot more detail and shaders, and all works fine at perfect performance |
20:39 |
hmmmmm |
irrlicht is such a ghetto |
20:39 |
hmmmmm |
why, why, wasn't ogre3d used |
20:39 |
Taoki |
If it was a driver issue, all other Linux native 3D engines would have issues too. I play Xonotic, Stuntrally, and others that have shaders, and they work |
20:39 |
PilzAdam |
hmmmmm, because GUI |
20:40 |
hmmmmm |
and it's not even a good gui frankly |
20:40 |
sapier |
this question is useless too as I don't think anyone will volonteer to switch everything ... anyone? |
20:40 |
hmmmmm |
hah |
20:40 |
hmmmmm |
haha |
20:40 |
VanessaE |
eh... if you wanna do it, go for it ;) |
20:40 |
VanessaE |
Taoki: enable_shaders in minetest.conf - is it "true" or a number |
20:41 |
VanessaE |
? |
20:41 |
Taoki |
OGRE might have been a good laternative. Too late now though |
20:41 |
Taoki |
VanessaE: 2 |
20:41 |
VanessaE |
ok. |
20:41 |
VanessaE |
I ran into a glitch yesterday that happened from that, thought I'd check. |
20:42 |
Taoki |
VanessaE: If you're using fglrx you might have shaders ont working as well |
20:42 |
Taoki |
VanessaE: Is water surface still 2 pixels lower for you with shaders turned on? |
20:42 |
VanessaE |
yep. |
20:42 |
Taoki |
interesting |
20:42 |
VanessaE |
shaders work for me with fglrx |
20:42 |
Taoki |
VanessaE: In Catalyst Control Center, what is "Catalyst AI" set to?? |
20:43 |
VanessaE |
"standard" |
20:43 |
VanessaE |
if I set it to "advanced" it causes all kinds of weird glitches. |
20:43 |
Taoki |
VanessaE: Can you test if shaders still work when you set it to Advanced and click Apply? |
20:44 |
Taoki |
hmmm |
20:44 |
Taoki |
Maybe that's why |
20:44 |
VanessaE |
try it in standard mode |
20:44 |
Taoki |
I forgot... do I need to restart the system to apply changes to catalyst AI for newly opened programs |
20:44 |
VanessaE |
in advanced mode basically the game either doesn't render at all or the window's filled with garbage |
20:44 |
VanessaE |
nope. |
20:44 |
celeron55_ |
hmmmmm: i selected irrlicht because ogre didn't have an equally free license at the time and frankly was at equal development stage; irrlicht seemed more established |
20:44 |
VanessaE |
it's immediate. |
20:44 |
celeron55_ |
hmmmmm: it's a long time ago |
20:45 |
Taoki |
VanessaE: For me it renders and works |
20:45 |
Taoki |
VanessaE: No as in shaders don't work? |
20:45 |
VanessaE |
Taoki: if it matters, I'm using Debian 7 Sid with the driver downloaded directly from AMD. |
20:45 |
VanessaE |
nope as in you don't need to re-boot/re-login to make those changes work. |
20:46 |
Taoki |
ok |
20:46 |
VanessaE |
(afaict, that only applies to changes in the display manager and display options sections) |
20:47 |
Taoki |
Ok, shaders work in the raw Irrlicht examples |
20:47 |
Taoki |
It's more likely a Minetest - fgrlx issue |
20:47 |
Taoki |
I'll try with standard and no catalyst AI |
20:48 |
proller |
https://github.com/minetest/minetest_game/pull/185 |
20:48 |
proller |
sponge! |
20:48 |
Taoki |
Wait... |
20:49 |
Taoki |
One more thing: I hafe ssa set to 4 (anti-aliasing). lthough that doesn't work either |
20:49 |
Taoki |
I'll try to turn it off |
20:50 |
VanessaE |
I have all the extra settings turned off/down |
20:51 |
Taoki |
Disabled FSAA and Catalyst AI, still no working shaders |
20:51 |
VanessaE |
Taoki: there's another consideration - are you by chance picking up bits and pieces from two different irrlicht installs? |
20:52 |
Taoki |
VanessaE: No, I only have one Irrlicht source (by system packages) |
20:52 |
VanessaE |
ok |
20:52 |
VanessaE |
(I compile it from source since Deb 7 has 1.8, but 1.7.3 works better for me) |
20:52 |
Taoki |
ok, vsync wasn't it either |
20:52 |
VanessaE |
Taoki: there is a caveat: |
20:53 |
VanessaE |
when bumpmapping is turned on, the "top sides are brighter" shader does NOT work for me. |
20:53 |
VanessaE |
and in fact, liquids go opaque too |
20:53 |
VanessaE |
you know what, let me re-check the water level too |
20:54 |
Taoki |
Trying without bump maps enabled, shaders still don't work for me |
20:54 |
RealBadAngel |
for Taoki it seems like that opengl is not working at all |
20:54 |
VanessaE |
water is definitely lower than a whole block. |
20:54 |
Taoki |
And yes, t's just Minetest. I even compiled the Irrlicht examples and the shaders example works |
20:54 |
VanessaE |
(but wasn't "new style water" fixed recently?) |
20:54 |
Taoki |
RealBadAngel: So if its only Minetest and OpenGL isn't working at all, it means for some reason MT doesn't detect my opengl |
20:58 |
Taoki |
Nothing seems to get rid of them :/ |
20:58 |
Taoki |
http://pastebin.com/raw.php?i=UsFGNJvu |
20:59 |
RealBadAngel |
youre using global or DRUN_IN_PLACE=1? |
20:59 |
VanessaE |
(fwiw: I use a global install) |
20:59 |
RealBadAngel |
please do make fresh compile from git |
21:00 |
RealBadAngel |
and use -DRUN_IN_PLACE=1 |
21:00 |
RealBadAngel |
cmake . -DRUN_IN_PLACE=1 |
21:00 |
Taoki |
-tested the Irrlicht samples. No doubt, all shaders work. So it's just Minetest and something on my end with it |
21:00 |
Taoki |
ok |
21:00 |
RealBadAngel |
then |
21:00 |
RealBadAngel |
make -j2 |
21:01 |
khonkhortisan |
seed = 7735349607834205003 position = (-303.47,38.15,-13.54) watch water fail to fill a cave from both ends |
21:01 |
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SpeedProg joined #minetest-dev |
21:01 |
VanessaE |
khonkhortisan: you mean floating sources? |
21:01 |
Taoki |
I use cmake-gui. I enable RUN_IN_PLACE there right? |
21:01 |
Taoki |
The checkbox |
21:02 |
RealBadAngel |
dont be lazy |
21:02 |
khonkhortisan |
yes, and a wall of them |
21:02 |
VanessaE |
I use the command line for cmake, maybe that's why? |
21:02 |
RealBadAngel |
open your console |
21:02 |
khonkhortisan |
and flowing not going anywhere |
21:02 |
VanessaE |
khonkhortisan: happens with lava too. |
21:02 |
VanessaE |
(the floating part) |
21:02 |
VanessaE |
khonkhortisan: flowing, /set -n liquid 10000 |
21:02 |
RealBadAngel |
i noticed one thing |
21:02 |
VanessaE |
that'll restore the previous default value. |
21:03 |
RealBadAngel |
23:50:18: INFO[main]: Compiling high level shaders for test_shader_3 |
21:03 |
RealBadAngel |
23:50:18: INFO[main]: SourceShaderCache::getOrLoad(): Loading path "/windows/D/Small games/Minetest/Minetest_GIT/bin/../client/shaders/bumpmaps_solids/base.txt" |
21:03 |
RealBadAngel |
since when /bin is on the way to get into /client/shaders ... |
21:04 |
VanessaE |
wait a sec here... |
21:04 |
VanessaE |
this is run-in-place? |
21:04 |
VanessaE |
why is it reading from ~/.minetest ?? |
21:04 |
Taoki |
Cimpiling with run_in_place enabled |
21:04 |
VanessaE |
23:50:16: INFO[main]: Selected world: Mircea [/home/mircea/.minetest/worlds/Mircea] |
21:04 |
RealBadAngel |
i can see ".." |
21:04 |
VanessaE |
surely this is wrong? |
21:05 |
Taoki |
Yeah, I used the default cmake setup. Which by default takes data from my user dir |
21:05 |
proller |
khonkhortisan, liquid_finite? |
21:05 |
Taoki |
I'm trying without it too |
21:05 |
VanessaE |
ah, ok |
21:05 |
Taoki |
Also, I run the minetest binary from Minetest_GIT/bin which I hope is ok |
21:05 |
khonkhortisan |
no, infinite |
21:05 |
proller |
its not water 8-) |
21:06 |
Taoki |
BRB 5 minutes |
21:06 |
RealBadAngel |
me too, going to eat something |
21:07 |
proller |
its 4d jujube |
21:11 |
Taoki |
back |
21:13 |
Taoki |
RealBadAngel: Same issue with run_in_place ;( |
21:13 |
Taoki |
http://pastebin.com/raw.php?i=PdEwte8b |
21:13 |
Taoki |
I'll try with a fresh minetest.conf too |
21:15 |
Taoki |
Same issue with fresh minetest.conf and shaders on |
21:15 |
Taoki |
I don't know what could be causing this :( |
21:17 |
RealBadAngel |
atm me neither |
21:17 |
Taoki |
The problem it complains about though is not finding a path to the glsl files. Not a general opengl issue |
21:17 |
Taoki |
In the latest log I just posted above at least |
21:17 |
VanessaE |
Taoki: I know it's a really long shot, how about a run-in-place build but done entirely with the standard command-line stuff? |
21:17 |
VanessaE |
rm CMakeCache.txt; cmake . -DRUN_IN_PLACE=1 ; make -j2 and nothing more |
21:17 |
Taoki |
VanessaE: I''m using run in place now and re-compiled from scratch |
21:18 |
RealBadAngel |
i aleady suggestet it |
21:18 |
VanessaE |
ok, thought I'd try |
21:18 |
RealBadAngel |
Taoki, have you compiled it from command line? |
21:18 |
Taoki |
RealBadAngel: http://pastebin.com/raw.php?i=PdEwte8b What is the opengl issue itself here? Since I only see errors about it not finding the shader files |
21:19 |
Taoki |
And running cmake from command line generates the cache and bbuild folder in the root git folder and makes a mess. How do I indicate ./build as the folder? |
21:19 |
RealBadAngel |
the issue is it doesnt see glsl libraries at all i think |
21:19 |
RealBadAngel |
because it is looking for files that are not a part of minetest |
21:19 |
VanessaE |
what's cmake . -LH show? |
21:20 |
VanessaE |
(stupid, obvious question of course) |
21:20 |
RealBadAngel |
i could see that with your earlier log errors |
21:20 |
Taoki |
VanessaE: http://pastebin.com/raw.php?i=nFShWgtK |
21:20 |
VanessaE |
no luajit? for shame ;) |
21:20 |
* VanessaE |
reads more... |
21:21 |
Taoki |
Not distributed in my system packages and I don't think it makes a difference I care enough about :P |
21:22 |
Taoki |
But really, this makes no sense |
21:22 |
RealBadAngel |
2 times faster makes no difference? funny ;O |
21:22 |
VanessaE |
ANYway |
21:22 |
Taoki |
I'm also not seeing any other opengl errors apart from the shaders themselves. |
21:23 |
VanessaE |
for me, it's "-- Found OpenGL: /usr/lib/x86_64-linux-gnu/libGL.so" |
21:23 |
VanessaE |
so at least that much is right |
21:23 |
RealBadAngel |
can you go back to 0.4.3 or whatever and check if shaders work? |
21:24 |
Taoki |
Ah, good idea. I'll see which version of minetest is offered in system packages |
21:24 |
VanessaE |
ubuntu, right? |
21:24 |
Taoki |
erm, 0.4.6 |
21:24 |
Taoki |
Anyone got a 0.4.3 build for Linux? |
21:24 |
VanessaE |
heh, nope. my builds only go back to 0.4.6 |
21:24 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/builds/ |
21:24 |
VanessaE |
see if one of those works for you |
21:24 |
sapier |
why is opengles found for taoki? |
21:25 |
Taoki |
sapier: shaders arent found and working for me |
21:25 |
sapier |
yes on your build opengles is found and enabled is this same for vanessae? |
21:25 |
RealBadAngel |
opengl lib is found |
21:25 |
sapier |
opengles is embedded opengl |
21:25 |
Taoki |
opengles? |
21:26 |
RealBadAngel |
s for software? |
21:26 |
sapier |
Found system opengles2 library /usr/lib64/libGLESv2.so; ... |
21:26 |
celeron55_ |
http://en.wikipedia.org/wiki/OpenGL_ES |
21:26 |
Taoki |
Interesting. Didn't even know what that is |
21:26 |
RealBadAngel |
ah |
21:26 |
celeron55_ |
it's used on every smartphone |
21:27 |
Taoki |
So minetest is compiled with openGL embedded? Can I turn that off for cmake? |
21:27 |
celeron55_ |
and android and iOS thing |
21:27 |
Taoki |
ah ok, not relevant then |
21:27 |
sapier |
i guess opengles has limited shader support |
21:27 |
Taoki |
celeron55_: http://pastebin.com/raw.php?i=PdEwte8b Can you logically make anything as to why I get those shader errors? I don't understand |
21:27 |
RealBadAngel |
disable it then |
21:27 |
Taoki |
And no one else can |
21:27 |
sapier |
not sure but if your minetest runs on opengles instead of opengl that might explain shaders not working |
21:27 |
Taoki |
RealBadAngel: Is there a cmake option? |
21:28 |
celeron55_ |
Taoki: put opengl in minetest's config as video_driver or whatever |
21:28 |
VanessaE |
sapier: I don't see opengles on mine, no. |
21:29 |
celeron55_ |
actually... no, there's no way MT could use opengl es by default |
21:29 |
Taoki |
Did, still not working |
21:30 |
sapier |
so wrong trace |
21:30 |
celeron55_ |
THANKS SO MUCH! THIS IS GREAT! I CAN FINALLY VIEW THE FORUM AGAIN! SORRY |
21:30 |
celeron55_ |
FOR THE SECOND EMAIL SAYING I WOULD GIVE YOU BAD FACE! I AM SORRY! THANKS |
21:30 |
celeron55_ |
AGAIN! |
21:30 |
celeron55_ |
lol this guy isn't the stable sort of people |
21:30 |
Taoki |
What's even funnier: VanessaE has fglrx too, and for her it works. And for me it worked too in the past |
21:31 |
RealBadAngel |
move that ES library to trash or whatever |
21:31 |
RealBadAngel |
and compile again |
21:31 |
RealBadAngel |
easiest way to check if its involved |
21:32 |
Taoki |
SourceShaderCache::getOrLoad(): No path found for "/opengl_vertex.glsl" |
21:32 |
RealBadAngel |
i said compile again |
21:32 |
RealBadAngel |
you dont have such fast box ;) |
21:32 |
Taoki |
Errr, I'm not hacking into my system even dead! I'll remove the ES path from cmake using the Advanced view |
21:33 |
sapier |
No path found for "/opengl_vertex.glsl" is the shader really there? |
21:33 |
Taoki |
There's also libEGL.so |
21:33 |
Taoki |
sapier: GIt/client/shaders exists well and intact |
21:33 |
sapier |
yes but maybe lookup path is messed up |
21:35 |
Taoki |
I removed the OPENGLES include dir and lib path from cmake, compiling again |
21:35 |
VanessaE |
Taoki: did you try one of my older builds? |
21:35 |
Taoki |
VanessaE: I'll try to find the oldest now |
21:36 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/builds/minetest-git-run-in-place-20130410_dda2071c.tgz |
21:36 |
VanessaE |
found it ;) |
21:36 |
Taoki |
minetest-git-run-in-place-20130410_dda2071c.tgz |
21:36 |
Taoki |
thx :) |
21:36 |
VanessaE |
ninja'd :D |
21:36 |
VanessaE |
you'll need to install the luajit package from roughly that date also (or at least, try the one in your system repo) |
21:37 |
Taoki |
lol, my screen is covered in build consoles with text lines flowing like in The Matrix |
21:37 |
VanessaE |
lol |
21:37 |
Taoki |
green text to make it even more appropriate |
21:38 |
Taoki |
Compiling your oldest repo but with new cmake settings (it surely wouldn't even build otherwise) |
21:38 |
VanessaE |
just re-compiled freshly pulled git and shaders are working for me, or at least bumpmaps are. |
21:38 |
Taoki |
Since it's still a different platform |
21:38 |
Taoki |
Yeah, only for me they aren't. And I can't wait to find out whty |
21:39 |
Taoki |
VanessaE: Can you send me your compiled minetest binary file? So I can see if it's something with the build process for me |
21:39 |
VanessaE |
sure |
21:39 |
Taoki |
On a file host or something |
21:39 |
Taoki |
Thanks. If it runs on my Linux distro, it would help understand a lot |
21:39 |
VanessaE |
catch. |
21:39 |
kaeza |
khonkhortisan, VanessaE, it's liquid_loop_max, not liquid |
21:40 |
VanessaE |
kaeza: oh, it was changed? |
21:40 |
kaeza |
I set that to 10000 and it fixed the flowing problem |
21:40 |
VanessaE |
forgot abotu that. |
21:40 |
Taoki |
DCC is working. This will be worth seeing |
21:40 |
VanessaE |
jesus, 26MB for a binary? doesn't that seem just a little...hefty for MT? |
21:41 |
kaeza |
25MB are debugging symbols |
21:41 |
Taoki |
VanessaE: Wait to see it when you compile the Debug version instead of release ;) |
21:41 |
Taoki |
Ah, that IS a debug version then |
21:41 |
VanessaE |
odd, I don't recall building a debug build. |
21:41 |
Taoki |
I build release |
21:41 |
Taoki |
See if Debus is set instead of Release for cmake |
21:41 |
Taoki |
Either way this file is ok for now once it transfers |
21:41 |
Taoki |
already at half |
21:42 |
VanessaE |
cmake . -DIRRLICHT_SOURCE_DIR=$IRRLICHTDIR -DCMAKE_INSTALL_PREFIX:PATH=/usr -DRUN_IN_PLACE=0 -DENABLE_FREETYPE=0 #-DCMAKE_BUILD_TYPE=Debug |
21:42 |
RealBadAngel |
it could be not the first time that debug code crashes tested code ;) |
21:42 |
VanessaE |
(as you can see, debug is commented-out) |
21:43 |
Taoki |
VanessaE: Still not working with me compiling your oldest GIt build. Will see your binary next |
21:44 |
VanessaE |
ok |
21:45 |
VanessaE |
done. |
21:45 |
Taoki |
Meh... that binary won't work |
21:45 |
Taoki |
./minetest: error while loading shared libraries: libbz2.so.1.0: cannot open shared object file: No such file or directory |
21:46 |
Taoki |
Whatever that lib is :P |
21:46 |
VanessaE |
so install the necessary lib ;) |
21:46 |
VanessaE |
probably from zlib or so |
21:46 |
Taoki |
I have the package |
21:46 |
Taoki |
Prolly your binary looks for a different path, being a different platform and all |
21:47 |
Taoki |
Dunno any more :( |
21:47 |
celeron55_ |
probably VanessaE's binary looks for a different version of libbz2 (which is a different thing than zlib, in case you didn't know) |
21:47 |
* VanessaE |
shrugs |
21:47 |
VanessaE |
sowwy. :) |
21:47 |
celeron55_ |
or alternatively VanessaE's binary assumes it's statically contained in the irrlicht library |
21:47 |
Taoki |
Yes, I searched for libbz2 and the package for that is installed |
21:47 |
celeron55_ |
or whatever odd |
21:47 |
Taoki |
NP |
21:48 |
Taoki |
This shader issue makes no sense though, and now I'm really curious to find out why it doesn't work only for me |
21:48 |
celeron55_ |
you can't really share binaries like that between linux systems |
21:48 |
VanessaE |
Taoki: what are you running anyway? |
21:48 |
celeron55_ |
you need to actually take care that all library dependencies are sane and portable |
21:48 |
Taoki |
Erm, someone else reported black bumpaps today. So maybe it's someone else to |
21:48 |
Taoki |
VanessaE: openSUSe |
21:48 |
VanessaE |
o |
21:48 |
VanessaE |
ok |
21:49 |
Taoki |
I don't know what else to try about those shaders... |
21:49 |
Taoki |
Clearly my build of minetest has a problem |
21:49 |
Exio |
are you making a self-contained linux portable binary? |
21:50 |
VanessaE |
Exio: Taoki is trying to just sort out a build issue, we're just trying different binaries to see if anything works at all |
21:50 |
Taoki |
I use the default cmake settings, apart from Freetype support |
21:51 |
Taoki |
VanessaE: What version of irrlicht do you locally compile with? |
21:51 |
VanessaE |
1.7.3 |
21:51 |
VanessaE |
(1.8 is evil) |
21:51 |
Taoki |
Maybe it's because I have 1.8.2, dunno |
21:51 |
Taoki |
But the irrlicht samples I tested (which work) are also 1.8 |
21:51 |
Taoki |
Most likely at least |
21:52 |
Taoki |
Anyone here compiles Minetest on Irrlicht 1.8? |
21:53 |
Taoki |
RealBadAngel: What's your Irrlicht? |
21:54 |
Taoki |
VanessaE: Can you temporarily build on top of 1.8 and see if shaders still work? Asking you cuz you also have fglrx like me so it would be most accurate |
21:54 |
VanessaE |
sure, gimme a few mins |
21:54 |
Taoki |
Sure. Thanks |
21:55 |
Taoki |
Only logical explanation would be this, really. Minetest might not be handling something properly for Irrlicht 1.8.2 |
21:56 |
Taoki |
If so, I'll need to get 1.7.3, unpack it somewhere, and tell Minetest from cmake to use the include path there |
21:56 |
VanessaE |
Unpacking libirrlicht1.8:amd64 (from .../libirrlicht1.8_1.8+dfsg1-2_amd64.deb) ... |
21:56 |
VanessaE |
this version is suitable? |
21:56 |
Taoki |
I have 1.8.2. Would be most accurate to try with that one |
21:57 |
VanessaE |
ok, lemme go grab it |
21:57 |
Taoki |
If your distro has it of course |
21:57 |
Taoki |
ok |
21:57 |
Taoki |
Just wanna be fully sure and safe it's that |
21:57 |
RealBadAngel |
1.8 |
21:57 |
Taoki |
And I feel it might be. Cuz I don't see what else could |
21:57 |
Taoki |
ah |
21:57 |
Taoki |
RealBadAngel: 1.8.2? |
21:57 |
VanessaE |
is the zip from the irrlicht download page sufficient? |
21:58 |
Taoki |
Not sure, I always let cmake detect irrlicht from system path |
21:58 |
RealBadAngel |
if i were Taoki i would try different drivers |
21:59 |
Taoki |
RealBadAngel: If you were me you'd be too scared to play around with drivers much on the main machine :P (cuz well, that's just me) |
21:59 |
Taoki |
I will switch to the free Radeon driver eventually, but not now cuz many games still don't work with it |
21:59 |
RealBadAngel |
i had similar case here |
21:59 |
Taoki |
I HATE having to need fglrx |
21:59 |
RealBadAngel |
i had to rollback to legacy drivers |
22:00 |
RealBadAngel |
current drivers just refused to work or caused weird effects |
22:01 |
Taoki |
Problem with the free Radeon driver is: 1 - No power management. The fans and GPU are either always running low (underclocked and games barely work) or always running high (fully clocked and fans are noisy). And 2 - No correct support for RAM - VRAM transfers |
22:01 |
Taoki |
If the VRAM is filled, and textures must be swapped with the RAM, hell breaks lose. fglrx does it way more quickly |
22:01 |
RealBadAngel |
and no hardware acceleration |
22:01 |
Taoki |
Once those are solved I'll gladly dump fglrx |
22:01 |
Taoki |
HW accel seemed to work last time. Xonotic ran as fast (almost faster in some spots) with shaders and effects turned on |
22:02 |
RealBadAngel |
open ones are 20%-30% of speed as legacy ones |
22:02 |
Taoki |
So I think that one got done so far |
22:02 |
RealBadAngel |
and still windows one are faster than legacy |
22:03 |
VanessaE |
Taoki: building against whatever 1.8.x that zip was (I see nothing that clearly says what the .x is or where to get .2 save for maybe the svn repo) |
22:03 |
Taoki |
It's mostly one game I need fglrx for: Xonotic. And well some Windows games I run on WINE, like Need for Speed (yes, it runs natively on WIne very well) |
22:03 |
Taoki |
VanessaE: ok, that's fine |
22:03 |
Taoki |
RealBadAngel: And for Xonotic, Radeon driver is only slower due to the huge textures. And vram getting filled. If it's only handling the rendering, effects and acceleration, it works well :) |
22:05 |
VanessaE |
whoa, wtf |
22:05 |
VanessaE |
everything's black |
22:05 |
Taoki |
VanessaE: Turn bump mapping off. If it's the same thing as me that's why |
22:06 |
Taoki |
That's where this whole thing initially started from |
22:06 |
Taoki |
That likely sounds like shaders not working for you too now |
22:06 |
VanessaE |
ok, hold a sec. |
22:06 |
Taoki |
And it's Irrlicht 1.8's fault |
22:06 |
Taoki |
VanessaE: Without bump mapping but with shaders set to 2, check water level. If water surface isn't 2-3 pixels lower, then shaders are bork |
22:06 |
VanessaE |
yep, turning off bumpmapping restores it to normal functionality, including the usual default shaders. |
22:07 |
Taoki |
And they work? |
22:07 |
VanessaE |
http://pastebin.ubuntu.com/5845015/ |
22:07 |
Taoki |
Did you check the waater surface? |
22:07 |
VanessaE |
lemme check again just to be sure |
22:07 |
Taoki |
ok. If water is lower by 2-3 pixels then default shaders work |
22:08 |
VanessaE |
huh, water level is even with the top of other blocks for me |
22:08 |
VanessaE |
but the tops of blocks are considerably brighter than the sides |
22:08 |
Taoki |
VanessaE: Yep, same as me. So it's clear... Irrlicht 1.8 breaks shaders |
22:08 |
Taoki |
VanessaE: One more thing please... |
22:08 |
VanessaE |
yes? |
22:08 |
Taoki |
VanessaE: Can you set debug_log_level = 3 in minetest.conf, delete debug.txt, run Minetest (enter the world) then close it, then paste the content of the new debug.txt? |
22:09 |
Taoki |
That way we can see the error and be fully sure |
22:09 |
VanessaE |
sure, sec. I wanna see how this behaves on my server also. |
22:09 |
VanessaE |
*waits 43 years for 48395748932 nodes to download and render* ;) |
22:11 |
VanessaE |
seems normal there, save for shaders being non-functional |
22:11 |
VanessaE |
ok, log level... |
22:11 |
Taoki |
Yes, the content of debug.txt |
22:12 |
VanessaE |
http://pastebin.ubuntu.com/5845024/ |
22:12 |
VanessaE |
debug.txt ^^ |
22:12 |
Taoki |
18:12:33: INFO[main]: SourceShaderCache::getOrLoad(): No path found for "/opengl_vertex.glsl" |
22:12 |
Taoki |
No doubt |
22:12 |
VanessaE |
*looks* |
22:12 |
Taoki |
RealBadAngel: ^ Case solved. Irrlicht 1.8 f***s when ran with fglrx |
22:13 |
Taoki |
Well, partly solved |
22:13 |
VanessaE |
indeeds so |
22:13 |
VanessaE |
-s |
22:13 |
Taoki |
Here's the weird part. I downloaded Irrlicht 1.8 SDK just now, compiled the examples, and its shaders WORK |
22:13 |
Taoki |
So it's only Minetest + Irrlicht 1.8 + fglrx that doesn't |
22:13 |
Taoki |
That's the lethal combination |
22:13 |
VanessaE |
*nod* I'd agree with that |
22:13 |
VanessaE |
question is, how to fix it? |
22:13 |
VanessaE |
(short of telling irrlicht 1.8 to take a hike) |
22:14 |
Taoki |
celeron55_: Any chance the devs could find out in more detail how this happens? |
22:14 |
Taoki |
Anyway, I'll look fir 1.7.3 and compile MT with that for now |
22:14 |
Taoki |
But at least we know what it is. Your test helped a lot with that VanessaE, thanks :) |
22:15 |
VanessaE |
no prob |
22:15 |
VanessaE |
btw, 1.7.3 is here: http://downloads.sourceforge.net/irrlicht/irrlicht-1.7.3.zip |
22:16 |
|
sapier left #minetest-dev |
22:17 |
Taoki |
Compiling MT on Irrlicht 1.7.3 now and will see how that goes |
22:18 |
Taoki |
If shaders work for me now (and by any sane logics they will), this should be bug reported quickly |
22:19 |
Taoki |
Only remaining question is, is it an Irrlicht issue or Minetest issue? Because the shader samples that come with Irrlicht work (I compiled those for 1.8). |
22:23 |
VanessaE |
Taoki: do the samples use the same methods that the MT shaders use? |
22:23 |
Taoki |
That I didn't check. But I ran the shader sample under opengl |
22:24 |
Taoki |
wait |
22:24 |
Taoki |
No. Strange... the Irrlicht folder with the sample doesn't contain any *.glsl files |
22:24 |
Taoki |
soo they MIGHT not be the same |
22:26 |
VanessaE |
wonder what language they are if not GLSL? |
22:26 |
Taoki |
Not sure |
22:31 |
Taoki |
Damn it. I can't compile Irrlicht 1.7 with libirrlicht.so >.< |
22:33 |
VanessaE |
Taoki: all I ever do is cd irrlicht-1.7.3/src/Irrlicht; make -j8 |
22:33 |
VanessaE |
always worked for me |
22:33 |
Taoki |
VanessaE: Does it generate a libirrlicht.so or libirrlicht.a? |
22:34 |
VanessaE |
vanessarainbird:~/work/irrlicht-1.8/lib/Linux$ ls |
22:34 |
VanessaE |
libIrrlicht.a |
22:34 |
Taoki |
Actually, given I use Irrlicht from a custom path, it's best I go with .a |
22:34 |
Taoki |
Ah, ok. I'll go with that too |
22:34 |
VanessaE |
er, that was 1.8 duh :) |
22:34 |
VanessaE |
lemme check 1.7 |
22:34 |
VanessaE |
same thing. |
22:34 |
Taoki |
Only difference is that .a libs are embedded into the minetest binary, while .so are read dynamically |
22:35 |
Taoki |
Compiling with 1.7.3 now |
22:35 |
VanessaE |
when I compile against irrlicht, I just do -DIRRLICHT_SOURCE_PATH=/path/to/irrlicht-1.7.3 (i.e. the top level) |
22:35 |
* Taoki |
wonders if RealBadAngel is away, or I managed to upset him too |
22:36 |
VanessaE |
probably just away |
22:40 |
hmmmmm |
i really don't know why sapier added the mapgen choice |
22:40 |
Taoki |
And yep... bump mapping works for me too now |
22:41 |
Taoki |
Strangely though, water level is still not any lower o.o |
22:41 |
VanessaE |
Taoki: can you confirm that water turns opaque? |
22:41 |
Taoki |
It was opaque before, but sure |
22:41 |
VanessaE |
well set it to not-opaque first :) |
22:44 |
Taoki |
it's still transparent with shaders yes, regardless of the "opaque water" option |
22:45 |
VanessaE |
for me, it's opaque if bumpmap is enabled. |
22:45 |
Taoki |
Ah yes, bumpmap is enabled too |
22:45 |
Taoki |
It works now |
22:45 |
Taoki |
Anyway, reporting this bug then heading off |
22:47 |
VanessaE |
Taoki: interestingly, other alpha items work, such as stained glass. |
22:50 |
VanessaE |
Taoki: and, with bumpmapping, water is indeed slightly lower than surrounding blocks. |
22:50 |
VanessaE |
so other shaders are working except the one that makes the top sides brighter. |
23:05 |
|
kaeza joined #minetest-dev |
23:09 |
Taoki |
http://forum.minetest.net/viewtopic.php?pid=98135 Summary and conclusion of what went down |
23:11 |
VanessaE |
bbl |
23:46 |
PilzAdam |
furnaces are broken |
23:47 |
PilzAdam |
the "^[lowpart" in the formspec needs to be changed to "^[[lowpart" |
23:47 |
PilzAdam |
this breaks mods |
23:47 |
PilzAdam |
(broken since Lua menu) |
23:56 |
* hmmmmm |
claps |