Time |
Nick |
Message |
00:03 |
VanessaE |
RealBadAngel: the screenshots look nice but they also look like you're shining a spotlight on the landscape |
00:03 |
VanessaE |
why are the centers of the shots brighter than the sides? |
00:04 |
RealBadAngel |
intentional |
00:04 |
RealBadAngel |
specular lighting uses view vector to generate shades |
00:05 |
RealBadAngel |
it is tuned down, to be barely visible (but noticeable) |
00:06 |
RealBadAngel |
thx to it surfaces are shadowing themselves |
00:06 |
VanessaE |
yeah but the screenshots make it look like the light source is right above your head |
00:06 |
VanessaE |
this is surely not intended. |
00:06 |
VanessaE |
the light source should be wherever the sun is |
00:06 |
RealBadAngel |
check it ingame |
00:06 |
VanessaE |
(and any other light sources, eventually) |
00:06 |
RealBadAngel |
i mean irl |
00:06 |
RealBadAngel |
;) |
00:07 |
RealBadAngel |
shadows are depending on view angle |
00:08 |
RealBadAngel |
and i dont mean specular lighting here |
00:09 |
RealBadAngel |
shadows are done in two ways |
00:10 |
RealBadAngel |
first is geometry oclussion |
00:10 |
RealBadAngel |
then bumpmapping |
00:10 |
RealBadAngel |
angle of camera determines strenght of the effect |
00:16 |
RealBadAngel |
http://realbadangel.pl/images/tin_ceiling.png |
00:16 |
RealBadAngel |
example of very detailed, self shadowing texture |
00:17 |
VanessaE |
code? |
00:18 |
RealBadAngel |
code is out there for weeks |
00:18 |
VanessaE |
link? |
00:18 |
RealBadAngel |
i mean my branch |
00:19 |
RealBadAngel |
point is to master gimp |
00:19 |
VanessaE |
you mean the branch with the half-documented shader settings, busted water, parallax mapping that makes textures slide around on the cube surfaces, etc? |
00:19 |
RealBadAngel |
thats why i have abandoned Haven |
00:19 |
RealBadAngel |
and created Haven Next Gen |
00:20 |
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EvergreenTree joined #minetest-dev |
00:20 |
RealBadAngel |
water is a subject to another pull |
00:20 |
VanessaE |
then start using proper branches and forks so this shit can be kept separate! |
00:20 |
RealBadAngel |
mode 2 of parallax is mixed with mode 1 |
00:20 |
RealBadAngel |
and there are no more modes |
00:21 |
RealBadAngel |
code limits itself |
00:22 |
VanessaE |
so, where is the fork+branch of the code where only the solids shaders have been redone? |
00:22 |
RealBadAngel |
on my hdd |
00:22 |
VanessaE |
... |
00:23 |
RealBadAngel |
i am askin if i can pull it |
00:23 |
VanessaE |
no one's gonna approve what they can't test reliablt. |
00:23 |
VanessaE |
reliably* |
00:25 |
RealBadAngel |
i am playing with evolving HavenNG for weeks already |
00:26 |
RealBadAngel |
branch is aviable with many builds |
00:26 |
VanessaE |
the code, damn it. not the texture files :) |
00:26 |
RealBadAngel |
jesus christ superstar :P |
00:26 |
RealBadAngel |
code is weeks old |
00:27 |
RealBadAngel |
havent changed |
00:27 |
VanessaE |
yes and is part of a fork that completely breaks the water when shaders are enabled, remember? |
00:27 |
RealBadAngel |
shit |
00:27 |
RealBadAngel |
what have i said? |
00:28 |
VanessaE |
unmolested source or it's all photoshopped :) |
00:28 |
RealBadAngel |
<RealBadAngel> i would like to push reworked shaders part (solids) |
00:28 |
RealBadAngel |
<RealBadAngel> without water atm |
00:28 |
VanessaE |
push != pull |
00:29 |
RealBadAngel |
semantics |
00:29 |
RealBadAngel |
u know what i mean |
00:29 |
VanessaE |
no, I don't. |
00:30 |
RealBadAngel |
i mean with it: code is stable enough for me to create and enjoy 256x new generation texture pack |
00:31 |
RealBadAngel |
which leaves all behind |
00:31 |
RealBadAngel |
and i MEAN it |
00:33 |
VanessaE |
so post the code to a clean repo somewhere so we can try it out? |
00:34 |
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NakedFury joined #minetest-dev |
00:39 |
kahrl |
there is a feature freeze in effect, this can't go in before 0.4.8 is released |
00:40 |
kahrl |
(why isn't this in the topic?) |
00:47 |
RealBadAngel |
kahrl, i dont demand it to be merged prematurely |
00:48 |
RealBadAngel |
im far from it |
00:48 |
kahrl |
oh, I misunderstood then |
00:48 |
RealBadAngel |
im rater askin if i will pull it |
00:49 |
kahrl |
what do you mean by pull? |
00:49 |
RealBadAngel |
other devs would like to test it |
00:49 |
kahrl |
you can always make pull requests, no need to ask |
00:49 |
RealBadAngel |
because imho its a feature thx to which game can shine |
00:50 |
kahrl |
quite literally ;) |
00:50 |
RealBadAngel |
kahrl, to be honest. before i was fighting for each and every line of code to be included |
00:51 |
RealBadAngel |
now im askin folks to test what have i done |
00:51 |
kahrl |
there are more core devs now so it might go faster |
00:51 |
RealBadAngel |
i know the rules and i could use it |
00:52 |
RealBadAngel |
*them |
00:52 |
RealBadAngel |
shit, i just wanted a bit of applause ;) it took me a few months :) |
00:53 |
RealBadAngel |
and all i got was c55 saying: its not my style |
00:54 |
RealBadAngel |
kahrl. do you know what attribute for shaders is? |
00:55 |
kahrl |
I think that's a field in the vertex structure? |
00:56 |
RealBadAngel |
attribute is an variable set for each shader instance (material) |
00:56 |
RealBadAngel |
tangent is such a variable |
00:57 |
RealBadAngel |
there are global variables |
00:57 |
RealBadAngel |
which we can use |
00:57 |
RealBadAngel |
but irrlicht is missing per material (per shader instance) variables |
00:59 |
RealBadAngel |
theres no problem to get normal vector |
00:59 |
RealBadAngel |
but tangent IS a problem |
01:00 |
RealBadAngel |
makin the problem more general |
01:00 |
RealBadAngel |
theres no way to pass variables, vectors, data to shader |
01:00 |
RealBadAngel |
per instance, not in general, for all of them at once |
01:01 |
kahrl |
if you only need tangents, you can use S3DVertexTangents I believe |
01:01 |
kahrl |
but yeah that solution doesn't scale to more attributes |
01:01 |
RealBadAngel |
i should transform SMesh to IMesh |
01:02 |
kahrl |
transform? |
01:02 |
RealBadAngel |
smesh and imesh are not compatible |
01:02 |
kahrl |
SMesh is a subclass of IMesh |
01:03 |
RealBadAngel |
from what ive read, to get tangent space in shaders |
01:03 |
RealBadAngel |
you have to make a copy of mesh |
01:03 |
RealBadAngel |
with tangents |
01:04 |
RealBadAngel |
but problem is we are using different ones |
01:04 |
kahrl |
with IMeshManipulator::recalculateTangents? |
01:05 |
RealBadAngel |
createMeshWithTangents |
01:05 |
RealBadAngel |
or so |
01:05 |
RealBadAngel |
but it would mean to get whole mt world |
01:06 |
RealBadAngel |
and recalculate tangents for it |
01:06 |
kahrl |
can't it be done at the end of mesh generation? |
01:07 |
RealBadAngel |
i do have tangents calculated in mapblockmesh |
01:07 |
RealBadAngel |
i just need a way to pass it to shader |
01:07 |
RealBadAngel |
as an attribute |
01:09 |
RealBadAngel |
i managed to achieve this for a somple switch |
01:09 |
RealBadAngel |
*simple |
01:09 |
RealBadAngel |
material texture set to be black or white |
01:10 |
RealBadAngel |
so i have bound to instance bool value |
01:10 |
RealBadAngel |
im using it to indicate if normal texture is provided or not |
01:11 |
kahrl |
isn't it expensive to check that switch in every instance of the shader? |
01:11 |
kahrl |
wouldn't it be faster to use a different shader depending on the switch? |
01:11 |
RealBadAngel |
no, its one pixel check |
01:12 |
kahrl |
still |
01:12 |
RealBadAngel |
sorry, texel |
01:12 |
RealBadAngel |
at the start i also thougth so |
01:12 |
RealBadAngel |
but i do have many effects |
01:13 |
RealBadAngel |
it ended with cascade of shader instances |
01:13 |
RealBadAngel |
this off that on |
01:13 |
RealBadAngel |
endless chain of copy pasta with slight changes |
01:14 |
RealBadAngel |
now im back to 3 shaders |
01:14 |
kahrl |
I see |
01:14 |
RealBadAngel |
lemme point you to the code |
01:15 |
kahrl |
wasn't there a plan to automatically generate a shader from a set of effects? |
01:15 |
RealBadAngel |
https://github.com/RealBadAngel/minetest_GLSLshaders/blob/master/client/shaders/solids_shader/opengl_fragment.glsl |
01:16 |
RealBadAngel |
this doesnt work such way |
01:16 |
RealBadAngel |
we should render to a buffer for multiple shaders be able to work on the data |
01:17 |
kahrl |
unfortunately framebuffers can be very slow on less fortunate hardware, or so I heard |
01:18 |
RealBadAngel |
yes |
01:18 |
RealBadAngel |
but "if" is not so slow |
01:19 |
RealBadAngel |
im on 1.8ghz dual core, 4gb ram |
01:19 |
RealBadAngel |
radeon hd 4670 |
01:19 |
kahrl |
well, I meant more concatenating the scripts for the individual effects to get one shader |
01:19 |
RealBadAngel |
with 256x textures, with all my changes i do get 60 fps |
01:19 |
kahrl |
rather than applying each effect as an individual shader |
01:20 |
kahrl |
that's pretty nice |
01:20 |
RealBadAngel |
its used box |
01:20 |
kahrl |
I don't get 60fps with the current shaders :P |
01:20 |
iqualfragile |
kahrl: please take a look at the pull requests |
01:20 |
iqualfragile |
there are lots qued up, i think at least some of them deserve merging and all deserve reaction |
01:20 |
RealBadAngel |
kahrl, my shaders code have some speed ups ;) |
01:21 |
RealBadAngel |
but still |
01:21 |
RealBadAngel |
i need some1 to work with me on the subject |
01:21 |
kahrl |
iqualfragile, there were 80+ a few days ago |
01:21 |
kahrl |
now there are less than 69 |
01:21 |
iqualfragile |
which is progress |
01:21 |
iqualfragile |
but not a good state yet |
01:22 |
RealBadAngel |
ive managed to get oclussion to usable state |
01:22 |
RealBadAngel |
thx to many weird tricks |
01:22 |
kahrl |
iqualfragile: I can take a look at them occasionally but don't have time to do it on a regular basis |
01:23 |
kahrl |
and they just keep pouring in |
01:23 |
iqualfragile |
i am just worriing a bit… |
01:23 |
RealBadAngel |
kahrl, would you like to help me with it? |
01:23 |
iqualfragile |
it seems like nobody would realy feel responsible for minetest development… |
01:24 |
kahrl |
RealBadAngel: I don't really have the time for it :/ |
01:29 |
iqualfragile |
there are pull requests still open from over a year ago |
01:30 |
iqualfragile |
maybee create some special date where some coredevs gather? |
01:30 |
iqualfragile |
merge-monday? |
01:31 |
kahrl |
well you mean like #238 |
01:32 |
kahrl |
> local fuck = {} |
01:32 |
iqualfragile |
no, not like that one |
01:32 |
iqualfragile |
that one would be closable |
01:33 |
iqualfragile |
more like that one https://github.com/minetest/minetest/pull/237 |
01:33 |
iqualfragile |
it is realy not that much of a change |
01:33 |
iqualfragile |
and the only thing that people fight about is how long it should sleep |
01:34 |
iqualfragile |
and then nothing happens |
01:34 |
iqualfragile |
bikeshed phenomen |
01:35 |
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01:35 |
kahrl |
well obviously none of the core devs get 100% cpu usage in the pause menu so it never was an issue for them |
01:36 |
kahrl |
and finding a value that works for everyone and doesn't look ugly is actually the hard part |
01:36 |
iqualfragile |
might be true but just setting that to 50 ms would help the case a lot |
01:36 |
iqualfragile |
you could even make it configurable later on |
01:36 |
iqualfragile |
but right now nothing changed |
01:40 |
iqualfragile |
i think the best way to deal with this would in fact be a merge monday where at least 3 coredevs gather and merge or close at least 5 pull requests |
01:44 |
RealBadAngel |
kahrl, from what i know you were the one that brought shaders to mt |
01:44 |
RealBadAngel |
so youre the one i should ask for help |
01:44 |
kahrl |
RealBadAngel: indeed I did |
01:45 |
RealBadAngel |
i am failing with very basic things |
01:45 |
RealBadAngel |
passing vectors or tables bound to material |
01:46 |
kahrl |
although I pretty much only read some tutorial on how to load and compile GLSL/HLSL shaders with irrlicht and made that into a ShaderSource class |
01:46 |
RealBadAngel |
so did i |
01:46 |
kahrl |
I don't actually know anything about shader programming |
01:46 |
RealBadAngel |
last months ive learned a lot about opengl |
01:47 |
RealBadAngel |
now i can understand what i need |
01:47 |
RealBadAngel |
and irrlicht engine confuses me |
01:47 |
kahrl |
iqualfragile: well at the moment only RBA and I are online, and neither of us are very active in the pull requests scene. maybe ask again when other core devs are online? |
01:47 |
kahrl |
is* |
01:47 |
iqualfragile |
i did and i got ignored multiple times… |
01:48 |
RealBadAngel |
did you know that parallax maping is a material type in irrlicht? |
01:48 |
kahrl |
I guess they don't want to then |
01:48 |
iqualfragile |
but i have to admid that i was not monitoring minetest actively in the past month or so |
01:48 |
iqualfragile |
which core devs do you think are most active at the moment? |
01:48 |
RealBadAngel |
so bumpmapping is |
01:49 |
kahrl |
RealBadAngel: yeah irrlicht has some odd mix of fixed pipeline and shaders |
01:49 |
RealBadAngel |
and, to be more as a joke |
01:49 |
RealBadAngel |
all those effects are hardcoded in asm |
01:49 |
RealBadAngel |
as a shaders of course |
01:49 |
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01:51 |
kahrl |
iqualfragile: can't really say |
01:51 |
iqualfragile |
is anyone realy active? |
01:51 |
Exio4 |
they are but at different times |
01:51 |
kahrl |
the new ones do quite a lot of stuff right now |
01:51 |
iqualfragile |
names? |
01:51 |
Exio4 |
shadowninja |
01:52 |
Exio4 |
and nore? and sapier? |
01:52 |
Exio4 |
and kahrl is somewhat active, too! ;P |
01:52 |
kahrl |
BlockMen, nore/Novatux, ShadowNinja, sapier |
01:52 |
Exio4 |
blockmen is coredev? didn't know |
01:53 |
kahrl |
heh, I'm just procrastinating in here but not actually working on code |
01:59 |
|
Topic for #minetest-dev is now Don't forget your scarf, it's feature freezin'. 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/ |
02:01 |
iqualfragile |
oh, wonderfull, now its too late |
02:01 |
iqualfragile |
i strongly disagree with the timing of this feature freeze |
02:02 |
kahrl |
the feature freeze has been going on for over a week |
02:02 |
kahrl |
nobody bothered to put it into /topic for some reason |
02:10 |
iqualfragile |
oh… ok |
02:11 |
iqualfragile |
was it announced anywhere? |
02:11 |
kahrl |
dunno |
02:11 |
iqualfragile |
will 0.4.8 be the christmas release? |
02:12 |
kahrl |
yes |
02:12 |
iqualfragile |
hmm… |
02:12 |
kahrl |
note that I didn't say christmas 2013 or 2014 or ... ;P |
02:12 |
iqualfragile |
well, anyways, good night |
02:13 |
kahrl |
night |
02:15 |
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proller joined #minetest-dev |
02:17 |
proller |
again destroyed env_meta.txt and all files in players ... |
02:38 |
RealBadAngel |
kahrl. i will post rework tomorrow,hope u cold review it |
03:23 |
VanessaE |
ok, we got map corruption going on here along the bottom edge of the world |
03:23 |
VanessaE |
22:15:42: ERROR[EmergeThread1]: Invalid block data in database (0,-1933,-1) (SerializationError): deSerializeBulkNodes: decompress resulted in invalid size |
03:23 |
VanessaE |
third time this has happened, again at the same Y coordinate, but this time at a different X/Z location |
03:23 |
VanessaE |
0.4.8 CANNOT GO OUT like this! |
03:26 |
Warr1024 |
are you using leveldb or sqlite? |
03:27 |
VanessaE |
sqlite. |
03:27 |
VanessaE |
I've reproduced this in singleplayer also, on a new map |
03:40 |
kahrl |
what mods? |
03:41 |
VanessaE |
well tons of mods of course, but nothing I haven't been using for months on-end |
03:41 |
Warr1024 |
isn't there some maximum size for a compressed mapblock, so that having too much node metadata, or a very incompressible node arrangement, could cause problems, couldn't it? |
03:42 |
VanessaE |
the root question though kahrl, isn't what mods do I have (none that can write to the map, afaik), but why the engine is allowing writes to a block that can't possibly exist, and why it's bothering to try to read from that block. |
03:43 |
kahrl |
well you did mention the bedrock mod |
03:43 |
VanessaE |
no |
03:43 |
VanessaE |
I removed that mod, and it turns out that mod wasn't configured to generate a bedrock layer anyway |
03:43 |
VanessaE |
so about all it did was add a few nodes. |
03:44 |
kahrl |
because I can't seem to reproduce the same problem with just minetest_game and a new map |
03:45 |
VanessaE |
I was able to reproduce it simply by teleporting down, clearing a small room, and placing a few torches. |
03:45 |
VanessaE |
I figure it's ore generation doing it |
03:46 |
VanessaE |
and when someone did the same on the server, they were able to make it crash by adding a travelnet box, which is just a normal node that triggers the teleport-player function |
03:46 |
VanessaE |
(with a formspec) |
03:48 |
kahrl |
maybe I need to try a different seed |
03:48 |
kahrl |
restarted the server a couple times, dug a lot of nodes, nothing so far |
03:49 |
VanessaE |
one sec and I'll upload the current iteration of my game |
03:50 |
kahrl |
oh! |
03:50 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/VanessaE_Game.tar.bz2 |
03:50 |
kahrl |
I managed to get the "suspiciously large amount of objects detected" message |
03:50 |
VanessaE |
oh good! |
03:50 |
VanessaE |
that's what I was getting in singleplayer |
03:50 |
kahrl |
by punching a pile of gravel that generated at the very bottom |
03:51 |
VanessaE |
now add a travelnet box ( https://forum.minetest.net/viewtopic.php?id=4877 ) there and at the surface, and transport up/down a few times |
04:03 |
kahrl |
the longer you stay at the bottom of the map at a time, the larger the number of removed objects gets |
04:04 |
kahrl |
I suppose this makes the mapblock hit some kind of sqlite blob size limit or something |
04:05 |
Warr1024 |
maybe the mapgen should just stop generating falling_node stuff below a certain depth? |
04:05 |
Warr1024 |
or alternative, deal with them in some better way if they fall into oblivion |
04:07 |
kahrl |
I haven't waited long enough to actually hit the limit yet (it hasn't crashed yet) |
04:07 |
kahrl |
but yes something needs to be addressed |
04:07 |
kahrl |
I wonder what it does if I were to apply #1000 |
04:07 |
VanessaE |
thing is, in my singleplayer test, there were NO entities in the area. |
04:08 |
VanessaE |
the number of objects must be the result of misreading some other field |
04:08 |
VanessaE |
kahrl: I have #1000 applied already |
04:10 |
kahrl |
how long did you have to stay at the bottom for it to crash? |
04:10 |
VanessaE |
idk, I didn't get a crash out of the singleplayer test, but cheapie managed to get several crashes in a row within a couple of minutes after it started |
04:11 |
VanessaE |
all I got out of singleplayer was the same error you got |
04:13 |
kahrl |
I didn't get the message until I played with entities (made the gravel fall or dropped some item into oblivion) |
04:14 |
VanessaE |
maybe because I have wield3d |
04:14 |
VanessaE |
it uses an entity attached to the player's hand to create the wielded item |
04:14 |
kahrl |
ah, yeah |
04:16 |
kahrl |
20000000 objects (which took around 5 minutes to accumulate) are not enough to trigger the crash |
04:16 |
VanessaE |
it may not crash in single player at all |
04:16 |
VanessaE |
try running that map in a standalone server maybe? |
04:17 |
kahrl |
unlikely since singleplayer is a server and a client |
04:18 |
kahrl |
I just suspect the guy on your server was doing something else and had the offending mapblock loaded for a long time |
04:18 |
VanessaE |
I'd have thought so too, but I've had instances in the past where a singleplayer combo behaved very differently from separate server/client instances |
04:19 |
kahrl |
I might go to sleep and leave minetest running |
04:21 |
kahrl |
maybe not... it's starting to swap |
04:21 |
VanessaE |
try it as separate instances first. might save some time |
04:21 |
VanessaE |
oh my! |
04:22 |
RealBadAngel |
kahrl, will you be there tommorow at the same time? |
04:23 |
kahrl |
I don't know |
04:23 |
RealBadAngel |
what is your time zone btw? |
04:24 |
kahrl |
cat /etc/timezone => Europe/Berlin |
04:24 |
RealBadAngel |
shit! |
04:24 |
RealBadAngel |
i was living in Berlin for a few yrs |
04:25 |
RealBadAngel |
Ick bin ein Berliner ;) |
04:26 |
kahrl |
:) |
04:27 |
hmmmm |
ryantitan:/home/ryan % cat /etc/timezone |
04:27 |
hmmmm |
cat: /etc/timezone: No such file or directory |
04:27 |
hmmmm |
what |
04:27 |
VanessaE |
kahrl: the reason it actually crashes for me might also be because I have like, a metric assload of RAM. maybe it reaches some "totally b0rk3d" point before I run out of RAM? |
04:27 |
RealBadAngel |
no clocks on titan? |
04:28 |
kahrl |
VanessaE: sounds plausible |
04:29 |
VanessaE |
I had Survival suddenly go off into la-la land earlier. It hit 11GB before the OOM killer nailed it |
04:29 |
RealBadAngel |
btw, VanessaE complained before bout 512x not workin anymore on her linux |
04:29 |
hmmmm |
sapier didn't commit his RequestQueue patches? |
04:29 |
VanessaE |
(though Creative is where the map bug happened) |
04:30 |
RealBadAngel |
i were using 128x on debian and got 30-40fps |
04:30 |
VanessaE |
512px works, RBA, but unusably slow at the spawn on either of the two above servers. Different subject entirely. |
04:30 |
RealBadAngel |
now im using enhanced shaders 256x, fresh win7 instal |
04:31 |
RealBadAngel |
60+ fps always |
04:31 |
VanessaE |
hmmmm: I have that patch on my client, though idk if it's up-to-date. |
04:32 |
VanessaE |
RealBadAngel: but is it in the same map and area of the map? |
04:32 |
RealBadAngel |
even when loggin onto your server |
04:32 |
VanessaE |
at the creative spawn? |
04:33 |
hmmmm |
anyway I suppose that a big part of the reason why the original emergethread was so unstable was because it used RequestQueue |
04:33 |
hmmmm |
which corrupts memory |
04:33 |
VanessaE |
RealBadAngel: go ahead. I dare you :) |
04:33 |
RealBadAngel |
what could i say |
04:34 |
RealBadAngel |
Thorvalds already shown them a finger |
04:35 |
RealBadAngel |
its all about drivers |
04:35 |
RealBadAngel |
mt is way faster on windiows |
04:36 |
VanessaE |
of course on my system, I've noticed things like windows that don't properly save and restore their contents, so a terminal under a minetest window will make the minetest window flicker and jump as it scrolls |
04:36 |
RealBadAngel |
at least client |
04:37 |
RealBadAngel |
30fps max on lnux and 60+fps on windows |
04:38 |
RealBadAngel |
sad to say, but windowss is cool to test my shaders code |
04:39 |
VanessaE |
so, is minetest/irrlicht just not using the linux drivers to their fullest? surely there's a reason |
04:42 |
VanessaE |
maybe c55 is right and we need to bring the texture atlas back...but make it way bigger |
04:43 |
VanessaE |
(darkrose made minetest-classic's atlas 4x the size of 0.3.3's. 512px works great there) |
04:47 |
VanessaE |
kahrl: so...anything interesting yet? :) |
05:09 |
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05:13 |
Warr1024 |
so this whole thing runs on udp, so it has to do retransmissions manually, right? |
05:13 |
Warr1024 |
does anyone know how long it takes for the server to retransmit during a player emerge? |
05:14 |
Warr1024 |
I keep getting stuck at downloading Node Definitions, probably due to a lost packet due to wifi timing shit. |
05:15 |
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05:31 |
hmmmm |
there's TCP but apparently it doesn't work right for some reason and nobody can really investigate because nobody has the time to do so |
05:32 |
hmmmm |
on another note, it's amazing what funding can do. I can really understand now why celeron wanted to try to monetize minetest or at least a derivative of it |
05:33 |
hmmmm |
if people had a way to live off of working on minetest they'd sure as hell find time to work on this stuff |
05:35 |
Warr1024 |
it would probably be pretty hard to make enough to support more than one developer... |
05:35 |
Warr1024 |
so at best, you might be able to swing one full-time guy. |
05:35 |
Warr1024 |
seems like you'd be lacking something though without other members of the core team... |
05:35 |
hmmmm |
that's definitely true, everybody brings something to the table |
05:36 |
Warr1024 |
yeah, and it's not like you can spread the funding around so that each of the core devs can quit like 2% of his/her job. |
05:37 |
Warr1024 |
of course, a full-time reviewer and integrator (with some time left over for some dev) might not be bad. |
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05:57 |
RealBadAngel |
============================================================================================================]] |
05:58 |
VanessaE |
allright who let RBA's cat onto thekeyboard? |
06:03 |
OldCoder |
Can he or she code? |
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12:27 |
nore |
does anyone know why proller closed all his pull requests? |
12:28 |
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12:34 |
nore |
celeron55, is #1000 finished, or should we wait a bit more for it? |
12:39 |
celeron55 |
has VanessaE reported that it works? |
12:39 |
celeron55 |
or someone else with some heavy testing on it |
12:57 |
Jordach |
celeron55, i've seen client side dupes, but no actual true dupes |
12:59 |
Jordach |
celeron55, http://i.imgur.com/zrlAcfz.png |
13:00 |
Jordach |
1000 works, but client side dupes happen too |
13:14 |
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13:16 |
iqualfragile |
proller: why did you close all your pull requests? |
13:19 |
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13:30 |
troller |
iqualfragile, they joined into one: https://github.com/minetest/minetest/pull/1010 |
13:31 |
iqualfragile |
troller/proller that is quite a bad idea |
13:31 |
troller |
i cant support lot of pulls, too many conflicts |
13:31 |
iqualfragile |
the chance of getting that merged are minimal |
13:31 |
troller |
its not my problem |
13:33 |
troller |
i want to make something good, and i cant with 20+ pulls |
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13:44 |
PilzAdam |
lol, troller, that will never be merged |
13:44 |
troller |
as other pulls.. |
13:48 |
iqualfragile |
PilzAdam: what would you think about a merge-monday |
13:48 |
PilzAdam |
I dont have time at mondays |
13:49 |
iqualfragile |
where you (as in the core devs) force yourselve(s) to merge or close/comment at least 5 pull requests |
13:49 |
iqualfragile |
well, it does not have to be a monday |
13:49 |
iqualfragile |
because right now the situation is horrible |
13:49 |
iqualfragile |
there are lots of people willing to contribute to minetest but they get frustrated because of missing feedback |
13:49 |
PilzAdam |
we actually merged quite a lot of pull requests last weekend |
13:50 |
iqualfragile |
i know, around 12 |
13:50 |
iqualfragile |
which is progress |
13:50 |
iqualfragile |
but thera are still tons of pull requests |
13:50 |
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13:50 |
iqualfragile |
and some are more then a year old |
13:50 |
PilzAdam |
the problem with a set task is that the quality might suffer |
13:50 |
iqualfragile |
troller/proller i would recommend to close this pull request and reopen the smaller ones |
13:51 |
iqualfragile |
this one will never be merged |
13:51 |
iqualfragile |
PilzAdam: how so? |
13:51 |
iqualfragile |
as i said 5 to either merge or close/comment |
13:51 |
PilzAdam |
if we merge for the sake of merging and not to get good code then the quality may decrease |
13:53 |
iqualfragile |
PilzAdam: as i said: merge or close/comment |
13:53 |
iqualfragile |
the only thing it would cost would be a bit of time |
13:57 |
iqualfragile |
additionaly there are quite some pull requests which are quite good but need some kind of litle modification to be perfect, those modifications would cost somebody who knows his way around in the minetest code 20 minutes max |
13:59 |
nore |
I have a question: should I rewrite completely force loading? If so, could you tell me what you would think of the API I'm thinking of? |
14:01 |
nore |
the idea: minetest.get_forceload_handler() -> returns a force_load handler |
14:01 |
nore |
handler has a few methods: -> force_load_block(blockpos) |
14:01 |
iqualfragile |
for example 385 or 237 |
14:02 |
nore |
returns true or false if it can be force_loaded |
14:02 |
nore |
-> free_block(blockpos) --> idem |
14:02 |
nore |
and perhaps some get_loaded_blocks too |
14:03 |
nore |
but the idea would be a limit of forceloaded blocks for each mod |
14:03 |
nore |
and no mod can force load more than that limit of blocks at a time |
14:03 |
nore |
so, what do you think of that? |
14:08 |
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14:13 |
iqualfragile |
nore: force loading is for letting blocks stay active even when all the players leave the area, right? |
14:13 |
nore |
yep |
14:13 |
iqualfragile |
so for example for farming |
14:13 |
iqualfragile |
i think the beter way to deal with this would be to save some timestamp of when the block was unloaded |
14:13 |
iqualfragile |
and then pass the difference between the current time and the timestamp to every node in the block so they can react acordingly |
14:13 |
nore |
that's already done |
14:13 |
iqualfragile |
it is? |
14:14 |
nore |
(there is a pull for that for furnaces working when unloaded wy simulating them again) |
14:14 |
nore |
however, the objective is to be able to change the area even when players are far away |
14:15 |
nore |
for example, there could be a technic quarry that mines items, and sends them 1km further, where a player gets it |
14:15 |
PilzAdam |
https://github.com/minetest/minetest/pull/934 any objectios? |
14:15 |
nore |
to access the area too, and to be able to keep entities active mainly |
14:16 |
nore |
PilzAdam, none |
14:16 |
iqualfragile |
nore: interesting idea |
14:16 |
iqualfragile |
and in fact a totaly different usecase |
14:16 |
iqualfragile |
can you point me to that other pull request? |
14:16 |
nore |
you mean, the current one? |
14:17 |
iqualfragile |
PilzAdam: can you explain why there are mapgen_x materials? |
14:17 |
nore |
https://github.com/minetest/minetest/pull/606 |
14:17 |
PilzAdam |
iqualfragile, the mapgenerator outputs mapgen_* to not depend on certain mod prefixes |
14:18 |
PilzAdam |
its up to the game to decided which material to place at the position of e.g. dirt |
14:18 |
iqualfragile |
nore: nah, i meant the one where the passed time is passed to the nodes upon reloading the block |
14:18 |
nore |
ah, it is https://github.com/minetest/minetest_game/pull/200 IIRC |
14:18 |
PilzAdam |
nore, should I add a mapgen_ice alias to minetest_game? |
14:19 |
nore |
PilzAdam, I think so (dunno if 0gb_us has already done that though) |
14:19 |
PilzAdam |
there is no pull request from him |
14:19 |
nore |
then yes, you should add an alias for that... |
14:19 |
iqualfragile |
nore: well… that one is just for furnaces… |
14:20 |
iqualfragile |
it would be nice to have some kind of uniform thing for that |
14:21 |
PilzAdam |
hmmmm, what do you think about https://github.com/minetest/minetest/pull/934 ? |
14:21 |
nore |
iqualfragile, yes, I know... perhaps an ABM parameter max_block_reload_simulate_times or something like that... |
14:21 |
hmmmm |
ugh |
14:21 |
hmmmm |
I'll scoop it up with my latest mapgen v7 revamp |
14:22 |
hmmmm |
I feel like my mountains are starting to look better now that I'm using an exponential height decay |
14:22 |
PilzAdam |
so #934 can be closed? |
14:22 |
iqualfragile |
PilzAdam: thanks for working on pull requests :D |
14:23 |
hmmmm |
it can |
14:24 |
PilzAdam |
iqualfragile, Im quite limited since we have a feature freeze... |
14:25 |
iqualfragile |
PilzAdam: yes i know |
14:25 |
iqualfragile |
i think the timing for this feature freze is quite bad |
14:25 |
nore |
PilzAdam, what would you think of that new API for force_loading? should it even be done? |
14:26 |
iqualfragile |
there are some pull request which would be wonderfull to have in the christmas release |
14:26 |
iqualfragile |
will list them |
14:28 |
PilzAdam |
when you look at the pull request list then youll notice that pages >= 2 only contain feature enhancements |
14:29 |
nore |
PilzAdam, ^ |
14:32 |
hmmmm |
hmmm |
14:32 |
PilzAdam |
https://github.com/minetest/minetest/pull/1006 I can reproduce the crash and can confirm that it fixes it |
14:32 |
PilzAdam |
it was probably copied code from "tiles", which allowes 6 entries |
14:35 |
PilzAdam |
any objections to merging it? |
14:35 |
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14:35 |
nore |
nope |
14:35 |
hmmmm |
sounds good |
14:36 |
hmmmm |
hmmm |
14:37 |
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14:38 |
nore |
why does nobody want to tell me anything about the force loading new API proposal? |
14:38 |
PilzAdam |
nore, maybe people need to think about it first? |
14:39 |
nore |
yeah, but I had not even a word... but I can wait a bit... ;) |
14:40 |
iqualfragile |
ok, categorized them: first fixes ordered in decreasing order of importance: https://github.com/minetest/minetest/pull/1000 https://github.com/minetest/minetest/pull/744 https://github.com/minetest/minetest/pull/977 |
14:42 |
iqualfragile |
next: graphical goodies again most important first: https://github.com/minetest/minetest/pull/799 https://github.com/minetest/minetest/pull/385 https://github.com/minetest/minetest/pull/583 |
14:48 |
PilzAdam |
this seems good: https://github.com/minetest/minetest/pull/998 any comments? |
14:48 |
nore |
yep: it is good |
14:50 |
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14:50 |
hmmmm |
where is that sapierrrr |
14:50 |
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14:51 |
hmmmm |
do you think we should just commit his requestqueue patches for him and release? |
14:51 |
iqualfragile |
nearly done: next gameplay improvements: https://github.com/minetest/minetest/pull/816 (this one would be especialy awsome because minecraft does not have it :D) https://github.com/minetest/minetest/pull/866 https://github.com/minetest/minetest/pull/958 |
14:51 |
PilzAdam |
we need to fix https://github.com/minetest/minetest/issues?milestone=1&state=open too |
14:51 |
iqualfragile |
and then there is this one: https://github.com/minetest/minetest/pull/1001 which would be quite important for server administrators fighting against griefers |
14:51 |
iqualfragile |
if these could get a secound look i would be happy |
14:52 |
iqualfragile |
nearly done: next gameplay improvements: https://github.com/minetest/minetest/pull/816 (this one would be especialy awsome because minecraft does not have it :D) https://github.com/minetest/minetest/pull/866 https://github.com/minetest/minetest/pull/958 |
14:52 |
iqualfragile |
looks like quassele would not handle connection losses very well |
14:55 |
PilzAdam |
nore, I merge it then |
14:55 |
nore |
ok (but I didn't test it though) |
14:56 |
PilzAdam |
well, I have tested it (and I guess sapier too) |
14:59 |
PilzAdam |
iqualfragile, I merged or commented on nearly all pull requests that are mergeable during a feature freeze now |
15:12 |
iqualfragile |
ok, thanks |
15:13 |
hmmmm |
minetest.get_connected_players().... wasn't that optimized by that one guy? |
15:13 |
hmmmm |
just recently |
15:13 |
hmmmm |
that could probably be the source of the problem |
15:14 |
PilzAdam |
https://github.com/minetest/minetest/commit/2170c9958a455c228459c795857ec1a890cd05c5 |
15:14 |
hmmmm |
i suppose what could be done is revert that patch and figure it out for after 0.4.8 |
15:14 |
PilzAdam |
that is already linked in the issue |
15:14 |
hmmmm |
do you see any obvious causes for the bug in that code? i'm looking at it right now |
15:15 |
PilzAdam |
I already wrote about it in the issue |
15:15 |
PilzAdam |
we could check value:is_player() when creating temp_table in misc.lua |
15:16 |
hmmmm |
hmmm the code looks solid |
15:17 |
hmmmm |
see, I'm juggling around 3 scripting languages every day, so forgive me for asking this stupid Lua question: |
15:17 |
hmmmm |
if table.foo is never set to anything, it's nil, right? |
15:17 |
nore |
yep |
15:17 |
PilzAdam |
yep |
15:17 |
hmmmm |
for k, v in pairs(table) would only retrieve values that are not nil |
15:17 |
hmmmm |
regardless of whether they've been set to nil before or not |
15:18 |
nore |
yep |
15:18 |
nore |
wait... so why does the code crash? |
15:18 |
hmmmm |
so that can't be the source of the problem |
15:21 |
hmmmm |
oh disregard that, I didn't realize you already found what's wrong |
15:21 |
nore |
PilzAdam, since you merged #998, you should close #996 and #997 |
15:21 |
hmmmm |
yeah you should add that is_player check |
15:21 |
nore |
ah, p being nil... (I thought it was player too) |
15:22 |
PilzAdam |
nore, thanks for reminding me |
15:22 |
nore |
(I'm quite surprised #997 got labeled as blocker, though) |
15:24 |
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15:32 |
PilzAdam |
VanessaE, can you test if the crash reproduces with this patch: https://gist.github.com/PilzAdam/7501466 ? |
15:32 |
PilzAdam |
(the one in simple mobs has to be removed) |
15:35 |
hmmmm |
PilzAdam, when is that code you pasted in the issue executed? |
15:35 |
hmmmm |
on step or something? |
15:35 |
PilzAdam |
on_step of each mob |
15:35 |
hmmmm |
okay |
15:36 |
hmmmm |
well Environment::step is run after handlePeerChanges() |
15:37 |
hmmmm |
so handlePeerChanges runs, calls on_leaveplayer, which updates the external lua player list |
15:38 |
hmmmm |
so lemme check if objects are updated between the time those two execute |
15:39 |
hmmmm |
which they aren't |
15:40 |
hmmmm |
anyway, the "official" way of getting around this problem is to ignore players with a peer_id of 0. can you access that from lua? |
15:42 |
PilzAdam |
AFAIK no |
15:43 |
hmmmm |
I say that checking is_player() won't work since that only checks to see if the reference to the player is not null; which it won't be since the object list hasn't yet been updated by the time the environment step runs |
15:43 |
hmmmm |
so the recommended fix for this, I'd say, is to introduce a new API that gets the peer id so you can compare against that. |
15:44 |
PilzAdam |
is it for any use for mods? or do we just offer it to builtin? |
15:44 |
hmmmm |
does it matter? |
15:44 |
PilzAdam |
adding useless stuff to the API is not really good |
15:46 |
hmmmm |
well, alright. since nobody mentioned wanting a peer id from lua, I suppose it could just be a 'middle' function for builtin but not for the end user |
15:46 |
hmmmm |
call it, ObjectRef::is_player_connected() |
15:46 |
hmmmm |
l_is_player_connected() rather |
15:47 |
hmmmm |
ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); lua_pushboolean(L, player && player->id != 0); return 1; |
15:48 |
hmmmm |
make that player->peer_id |
16:06 |
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16:53 |
celeron55 |
proller: what the fuck man |
16:54 |
proller |
what? |
16:54 |
celeron55 |
proller: that's right up being a prick and will only cause harm to everyone; it won't be merged and probably the stuff that it tries to fix will be reverted to their original state... |
16:55 |
celeron55 |
your pull won't and can't be merged; there's no way it will happen because nobody can review that amount of stuff |
16:55 |
hmmmm |
minetest-proller |
16:55 |
hmmmm |
I would actually say that there's enough material there to make your own fork |
16:56 |
proller |
lot of my pulls also "won't and can't be merged" 3+months |
16:56 |
proller |
there is only one problem, how to name fork |
16:57 |
hmmmm |
well, it heavily changes the game dynamics with all the weather and finite liquid related stuff |
16:58 |
PilzAdam |
proller, my impression is that you dont want to create a nice game engine but a nice game; maybe forking 0.3 and bringing all your weather and finite liquids stuff in would suit you better? |
16:58 |
hmmmm |
indeed, I think pilzadam is 100% right on that |
17:00 |
proller |
0.4 is good enough |
17:01 |
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17:02 |
celeron55 |
it would be good if ways to make weather possible without raping the engine nor raping the contributor who is making it were found |
17:03 |
celeron55 |
but if not, then... i think the right action is to not add it and let the possibility emerge from more primitive things that are going to be added in the future |
17:14 |
celeron55 |
the only strong combination of agruments for adding weather in the "proller way" requires the extra supposition that development is going to slow down in the future so much that it would never get done otherwise |
17:15 |
celeron55 |
that's hard to predict, but predicting stuff in a short-sighted way like that can be a self-fulfilling prophecy 8) |
17:17 |
celeron55 |
by the way, does anyone know how to reproduce client-side dupes as mentioned by jordach? |
18:18 |
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18:56 |
artur99 |
hi |
19:07 |
OldCoder |
Hi |
19:08 |
OldCoder |
artur99, you had a font question? |
19:08 |
OldCoder |
https://github.com/minetest/minetest/blob/master/src/main.cpp#L1411 |
19:55 |
artur99 |
Romanian translatio is DONE! :D |
19:55 |
artur99 |
*translation |
20:16 |
OldCoder |
Ah |
20:16 |
OldCoder |
You did announce it. PilzAdam ^ |
20:39 |
OldCoder |
Hi. Reporting a possible bug that has now been observed by multiple people. Sometimes game load stops on Item Definitions and never starts again. Restarting world fixes it. Is this a possible network issue or other problem? |
20:39 |
OldCoder |
Issue has been observed in different worlds by different people. Server is git about a week or two old. |
21:04 |
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21:46 |
thexyz |
OldCoder: how long did you wait before trying to reconnect again? |
21:46 |
thexyz |
OldCoder: I think I had a related issue where server reports that it cannot emerge player |
21:46 |
thexyz |
but after 1-2 mins I can connect to it |
21:48 |
OldCoder |
thexyz, They were stuck for half an hour |
21:48 |
OldCoder |
Multiple people |
21:48 |
OldCoder |
It is happening to me right now |
21:49 |
OldCoder |
Noticed it a week ago but waited to test before reporting it |
21:49 |
thexyz |
what does the server output? |
21:49 |
OldCoder |
Output where? In debug? |
21:49 |
OldCoder |
No special messages in debug.txt. Item definitions simply hang. |
21:49 |
OldCoder |
Happening right now to me |
21:50 |
OldCoder |
harrison had it earlier but I restarted the world and then he got in |
21:52 |
OldCoder |
thexyz, I could restart the world and get in but that would eject harrison. Suggestions are welcome. |
21:52 |
thexyz |
no idea, sorry |
21:52 |
OldCoder |
k |
21:52 |
OldCoder |
thexyz, I think this is a core bug. I will repeat every 2 days or so. Is that all right? |
21:52 |
OldCoder |
Waited a week before speaking. And it is a show stopper. |
21:52 |
thexyz |
I think you should create an issue |
21:52 |
OldCoder |
How is that done? |
21:53 |
OldCoder |
And should I try rebuilding with git current first? But my copy is only about a week old. |
21:53 |
OldCoder |
I restarted client twice and then could get in |
21:53 |
thexyz |
https://github.com/minetest/minetest/issues/new |
21:54 |
OldCoder |
thexyz, thank you! |
21:54 |
OldCoder |
thexyz, I shall rebuild and test with latest. Then report. |
22:38 |
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23:10 |
iqualfragile |
what is the general plan for minetest 0.4.8? for example: should mgv7 be in it? |
23:49 |
iqualfragile |
what license does the minetest icon use? |
23:49 |
PilzAdam |
CC BY-SA 3.0 |
23:54 |
iqualfragile |
PilzAdam: where can i find that? |
23:54 |
iqualfragile |
not the license, the notice that the icon uses that license |
23:55 |
PilzAdam |
https://github.com/minetest/minetest/blob/master/README.txt#L253 |
23:56 |
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