Time |
Nick |
Message |
00:03 |
|
sapier left #minetest-dev |
00:10 |
|
proller joined #minetest-dev |
00:11 |
|
jin_xi joined #minetest-dev |
00:40 |
|
Piggybear87 joined #minetest-dev |
01:21 |
|
cerulean256 left #minetest-dev |
02:07 |
|
stormchaser3000 joined #minetest-dev |
03:04 |
|
Piggybear87 joined #minetest-dev |
03:36 |
|
Exio4 joined #minetest-dev |
03:41 |
|
us`0gb joined #minetest-dev |
04:16 |
RealBadAngel |
hi |
04:17 |
RealBadAngel |
SoniEx2, my code dosnt like what? |
04:17 |
RealBadAngel |
wtf is t[x] ? |
04:50 |
|
BrandonReese joined #minetest-dev |
06:12 |
|
Eater4 joined #minetest-dev |
06:27 |
|
Mimilus joined #minetest-dev |
07:10 |
|
PenguinDad joined #minetest-dev |
07:18 |
PenguinDad |
~tell sapier Forget what I said about gui_scaling yesterday |
07:18 |
ShadowBot |
PenguinDad: O.K. |
07:40 |
|
darkrose joined #minetest-dev |
07:48 |
|
rdococ joined #minetest-dev |
08:01 |
|
diemartin joined #minetest-dev |
08:15 |
|
arjun joined #minetest-dev |
08:34 |
|
sapier joined #minetest-dev |
08:40 |
|
tomreyn joined #minetest-dev |
09:01 |
RealBadAngel |
hi sapier, whats up? |
09:04 |
|
deltib joined #minetest-dev |
09:10 |
sapier |
don't know RealBadAngel do you have anything new? |
09:11 |
|
cerulean256 joined #minetest-dev |
09:15 |
RealBadAngel |
have you checked changed built-in item? |
09:16 |
sapier |
not yet did you create a pull request yet? |
09:21 |
|
jin_xi joined #minetest-dev |
09:21 |
RealBadAngel |
sapier, i am makin one atm, hold on |
09:25 |
|
khonkhortisan joined #minetest-dev |
09:27 |
RealBadAngel |
there is, #1308 |
09:27 |
ShadowBot |
RealBadAngel: Error: Delemiter not found in "Page is too big." |
09:27 |
RealBadAngel |
ha ha ha :P https://github.com/minetest/minetest/pull/1308 |
09:28 |
sapier |
hmm is there a way to write it using less levels of indention? .... especially for crapy editors using 8 spaces (like github) thats quite hard to read ;-) |
09:29 |
sapier |
hmm I guess we'd need "continue" to do it |
09:31 |
RealBadAngel |
http://pastebin.com/a2jBAuBy |
09:32 |
RealBadAngel |
if you wanna try what it does, split some stack, and drop it one by one on the ground, at the very same spot. watch what happens |
09:32 |
sapier |
I'll have a look at it, but I suggest making ShadowNinja look at it too, he's even more experienced to lua then I am |
09:33 |
sapier |
hmm that'd reduce the too many objects issue drastically :-) |
09:33 |
RealBadAngel |
thats the point of it |
09:33 |
sapier |
that's not related but what do you think about making items die afer some time too? |
09:34 |
RealBadAngel |
thats also good idea, each dropped item should have TTL |
09:35 |
sapier |
yes It's quite anoying to have useless items "burried" within solid nodes eating up available objects ... but that's something to discuss with other core devs as well as some modders too |
09:35 |
RealBadAngel |
not that hard to implement, item_drop mod already have a timer on items, in this case for delayed possibility to auto pick-up the item back |
09:36 |
RealBadAngel |
without it, it was impossible to drop an item away ;) |
09:37 |
sapier |
it's not about beeing hard to implement but it's a change in game mechanics that might cause behaviour not desired by everyone ;-) |
09:38 |
RealBadAngel |
not everyone may like bringing the order, but thats what shall be done |
09:40 |
sapier |
still we'd should ask them if everyone is against it but us it's hard to explain why we do it ;-) |
09:47 |
RealBadAngel |
https://www.youtube.com/watch?v=e-AOw1xvQyY |
09:54 |
|
Calinou joined #minetest-dev |
09:59 |
|
Jordach joined #minetest-dev |
10:06 |
|
ImQ009 joined #minetest-dev |
10:32 |
|
alexxs joined #minetest-dev |
11:04 |
|
PilzAdam joined #minetest-dev |
11:19 |
|
RealBadAngel joined #minetest-dev |
11:20 |
RealBadAngel |
PilzAdam, here? |
11:20 |
PilzAdam |
yes? |
11:26 |
RealBadAngel |
have you saw item entity merge pull? |
11:27 |
|
kahrl joined #minetest-dev |
11:27 |
RealBadAngel |
also what do you think about adding TTL to item entities? |
11:28 |
|
nore_ joined #minetest-dev |
11:55 |
cerulean256 |
RealBadAngel: will that be built in and configurable? |
11:56 |
cerulean256 |
I like having my items lay on the ground indefinitely... it avoids me having to build a harvesting chest to temporarily put overflow. |
11:57 |
RealBadAngel |
adding TTL to items is for unload unecessary objects on servers, that pushes the items limits |
11:58 |
RealBadAngel |
if you want them that way, you can have simple mod that disables that |
11:58 |
RealBadAngel |
but for server env, such limitations have to be made |
11:58 |
cerulean256 |
of course, agreed |
11:59 |
cerulean256 |
right now there is a mod the removes items that were dropped from the world already |
11:59 |
cerulean256 |
dropped to* the world |
12:00 |
RealBadAngel |
it wont be needed if the items were dissapearing after some time |
12:01 |
RealBadAngel |
world would clean itself |
12:01 |
cerulean256 |
true; however, what's the benefit if there is already something out there that does the same thing (other than doing things internally and it being wee bit faster)? |
12:02 |
cerulean256 |
I take you plan on implementing this in C++ and not LUA :p |
12:02 |
SoniEx2 |
RealBadAngel, try this: t = {}; t['test'] = 'something'; t[t] = 'yep you can use t itself as a key'; |
12:03 |
RealBadAngel |
SoniEx2, can you tell me whats that and what for? |
12:03 |
RealBadAngel |
because i dont get what do you mean at all |
12:04 |
SoniEx2 |
RealBadAngel, https://github.com/minetest/minetest/pull/1305 |
12:04 |
RealBadAngel |
"Safe way to check if function of name given exists." |
12:04 |
SoniEx2 |
yeah |
12:04 |
SoniEx2 |
I could pass it sometable.somefunc |
12:04 |
SoniEx2 |
or sometable['somefunc'] |
12:04 |
sapier |
I don't see any need to do this in engine cerulean256 |
12:04 |
RealBadAngel |
shall i made "name" in bold? |
12:05 |
RealBadAngel |
name is not a table or whatever |
12:05 |
RealBadAngel |
its a fuckin string |
12:05 |
SoniEx2 |
sometable.somefunc = sometable['somefunc'] |
12:06 |
SoniEx2 |
oh so you have problems with using [] for table indexing? |
12:07 |
RealBadAngel |
i dont have any problems, it seems like you are trying to find a hole in straight and simple thing |
12:07 |
SoniEx2 |
well make it support _G['print'] at least |
12:09 |
cerulean256 |
sapier: so basically adding TTL to entities would be nothing more than bringing parts of PlizAdam's builtin_item mod into top-level minetest? so it's part of minetest and not running in mod space anymore. |
12:09 |
cerulean256 |
or am I missing the point? |
12:09 |
sapier |
we're not talking about ttl for entities but only about ttl for "item entities" that's a big difference |
12:10 |
cerulean256 |
sapier: mind elaborating a bit :) |
12:10 |
sapier |
and ttl check isn't something to be done multiple times per second but within minute range, so why do you believe it's performance critical? ;-) |
12:11 |
|
deltib joined #minetest-dev |
12:11 |
cerulean256 |
who said anything about performance critical? |
12:11 |
|
BlockMen joined #minetest-dev |
12:11 |
sapier |
"beeing faster" isn't a reason to do something in core ... at least not a standalone reason |
12:12 |
cerulean256 |
hence why I mentioned that as an exception |
12:12 |
cerulean256 |
so avoid hearing someone use speed as an excuse ;) |
12:12 |
sapier |
everything done in mods would be faster in core, still we moved a lot from core to mods to make it configurable :-) |
12:13 |
cerulean256 |
and that's a good thing, imo :) |
12:13 |
cerulean256 |
so I am just looking for the justification as to why ttl is suggested to be reinvented. |
12:14 |
sapier |
so unless there's a pressing need to get the last % of speed I don't see a reason to implement a feature in core that can be done with no functional limitation as lua code too :-) |
12:14 |
sapier |
and doing a ttl check, lets say any 5 minutes wont cause any regular minetestserver to have issues |
12:15 |
RealBadAngel |
while having dozens of forgotten items floating around causes issues already... |
12:15 |
cerulean256 |
sapier: stop explaining the reasoning to not do things in core, I get that. :) |
12:16 |
|
rubenwardy joined #minetest-dev |
12:16 |
sapier |
I was already done cerulean256 ;-) just wanted to be sure there's no missinterpretation ;-) |
12:17 |
cerulean256 |
cool. :) Anyway, right now (with PilzAdam's mod) if I dig an item it drops the __builtin:item entity... after 300 seconds they get removed. |
12:17 |
cerulean256 |
it the propsition to make this default behaviour instead of a mod? |
12:17 |
cerulean256 |
proposition* |
12:18 |
sapier |
yes |
12:18 |
BlockMen |
RealBadAngel, im against #1308. Single items should stay single items unless player or a mod "merges" them. |
12:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/1308 -- Item entity stacks merge on the ground. by RealBadAngel |
12:18 |
SoniEx2 |
I think they should update every 10 seconds |
12:18 |
SoniEx2 |
so mods can make them last longer |
12:20 |
cerulean256 |
ok.. the that means it gets merged into the main minetest product (for a lack of better terms), right? - exactly what I asked earlier ;) |
12:20 |
RealBadAngel |
BlockMen, have you saw hundreds of single cobble floating at one pos? or leaves? |
12:21 |
rubenwardy |
Maybe make it overrideable |
12:22 |
RealBadAngel |
solution to make it easy shall be deault, if you want hardcore, then apply a mod |
12:22 |
cerulean256 |
RealBadAngel: does your item entity merge only merge items the fall on the same node spot? |
12:23 |
RealBadAngel |
it triggers only when item hits the ground and only for items in range 1 |
12:23 |
RealBadAngel |
so the very same spot |
12:23 |
sapier |
in mobf I decide between playerspawned mobs and autospawned maybe items dropped by a player shoud behave different to digged ones too? |
12:24 |
cerulean256 |
sapier: I was experimenting with a similar thing yesterday evening |
12:24 |
RealBadAngel |
the patch makes no difference from wher item comes from |
12:25 |
cerulean256 |
I actually overrode the builtin item entity and add parameters to determine if it was forcibly dropped or not. |
12:25 |
RealBadAngel |
if it hits the ground it looks for items of the very same kind |
12:25 |
RealBadAngel |
so it can be fallen leaves, dropped item, dug stone, machine output, whatever |
12:26 |
RealBadAngel |
it just doesnt allow hundreds of same items spinning at one position |
12:26 |
BlockMen |
sapier, i like the idea of different behavior |
12:26 |
RealBadAngel |
which was just nonsense and pain in the ass |
12:26 |
BlockMen |
so i would be fine with auto-merge of player droped items |
12:26 |
RealBadAngel |
lol |
12:27 |
cerulean256 |
so if I make a wshing machine node that you can put wool in and it poops them out to right right 1 by 1 each minute and they all land onf the same node.. I'll only see 1 wool entitiy... right? |
12:27 |
cerulean256 |
washing machine* |
12:27 |
RealBadAngel |
that was not the idea behind that patch at all |
12:27 |
RealBadAngel |
it was made for leaves and dug drops :P |
12:27 |
BlockMen |
^ and im against this |
12:27 |
RealBadAngel |
not for some moron that is sitting and drops 1000 of cobble at one spot |
12:27 |
RealBadAngel |
hehehe |
12:28 |
SoniEx2 |
cerulean256's thingy makes sense IRL |
12:28 |
BlockMen |
RealBadAngel, write a mod for that |
12:28 |
SoniEx2 |
I mean... in a way... |
12:29 |
cerulean256 |
the more I think about it.. the more I agree with BlockMen.. it's a cool idea and definitely useful.. but is probably best left in mod space :) |
12:29 |
RealBadAngel |
BlockMen, ofc i can, but i cant stand seeing core keeping nonsense solutions |
12:29 |
|
BrandonReese joined #minetest-dev |
12:29 |
cerulean256 |
but think for my washing machine node, RealBadAngel... |
12:29 |
RealBadAngel |
and see folks that are using non modified game and complaing why it sucks big time |
12:30 |
cerulean256 |
I like watching my mashing machine poop out items :) |
12:30 |
cerulean256 |
washing* |
12:30 |
RealBadAngel |
and it sucks because of dozens of such little things |
12:30 |
sapier |
hmm another suggestion why not remove the item entity core code and make it a item entity mod? |
12:30 |
BlockMen |
RealBadAngel, just because you think its nonsense it does not mean it is. |
12:30 |
sapier |
what would be necessary to separate it that way? |
12:30 |
RealBadAngel |
it is |
12:30 |
BlockMen |
and a bit realism is good in games |
12:30 |
BlockMen |
i have never seen saplings bcoming stack in world |
12:30 |
RealBadAngel |
it slows down a server, makin it push the limits |
12:30 |
RealBadAngel |
make drops almost impossible to pick |
12:31 |
cerulean256 |
then get better hardware :p |
12:31 |
BlockMen |
^ that :D |
12:31 |
RealBadAngel |
ha ha ha, laughed the queen and died |
12:31 |
RealBadAngel |
are you nuts? |
12:31 |
cerulean256 |
it's a server... minetest is geared for low end 'c;ient' devices.. not servers |
12:32 |
RealBadAngel |
and you want to keep server trashed with lotsa entities |
12:32 |
RealBadAngel |
good luck with that :P |
12:32 |
cerulean256 |
if my server can handle it.. fine with me. |
12:32 |
RealBadAngel |
no it cant |
12:32 |
cerulean256 |
it becomes a problem when the clients can't |
12:32 |
RealBadAngel |
theres a limit |
12:32 |
RealBadAngel |
49 |
12:32 |
SoniEx2 |
well dig down 1000 trees and see if the client still works |
12:32 |
BlockMen |
normal drops of items are not that much that it "trashes" a server. and if you use something that drops that much entities than blame that specific mod |
12:33 |
cerulean256 |
but the limit is 49.... right? |
12:33 |
SoniEx2 |
if it doesn't, RealBadAngel has a point |
12:33 |
cerulean256 |
a single node can only hold 49 item entities.. is that correct? |
12:33 |
sapier |
no |
12:34 |
sapier |
a block can only hold 49 entitie |
12:34 |
sapier |
s |
12:34 |
sapier |
block beeing 16x16x16 ...that's quite a limitation |
12:34 |
|
Hunterz joined #minetest-dev |
12:35 |
cerulean256 |
I see... what happens to drops that exceed this? |
12:35 |
cerulean256 |
do they just .. not happen? |
12:35 |
sapier |
entities are deleted with a error message on server |
12:35 |
RealBadAngel |
got deleted :P |
12:35 |
Hunterz |
hi, how i can debug why see lag during putting item to chest on the server? |
12:35 |
sapier |
and I'm not sure if it's the last one or some other |
12:35 |
cerulean256 |
ok well... that being the case... can we make the merging smarter.. |
12:35 |
sapier |
it'S your rtt hunterz |
12:36 |
sapier |
not a bug but a design issue |
12:36 |
cerulean256 |
in the sense that if the block is comming up on it's limit that it then starts merging? |
12:36 |
Hunterz |
what is rtt ? |
12:36 |
cerulean256 |
rtt = Real Time Trading :p |
12:36 |
RealBadAngel |
cerulean256, i cant agree on that |
12:37 |
sapier |
each inventory action is done remote on server so to see the result of an action you have to wait for data beeing transmitted to server processed there and the result beeing sent back to you |
12:37 |
cerulean256 |
just kidding, Hunterz |
12:37 |
Hunterz |
oki |
12:37 |
RealBadAngel |
i dont want fuckin thousands of cobble deleting tubed items in my machines setups |
12:37 |
RealBadAngel |
because they was made by player action for example |
12:38 |
sapier |
Hunterz: it's by definition more then ping time to server |
12:38 |
Hunterz |
server is on my network |
12:39 |
Hunterz |
ping is very low |
12:39 |
sapier |
what's your server step? |
12:39 |
RealBadAngel |
also, we had falling leaves before |
12:39 |
RealBadAngel |
and because we didnt have merging we dont have them anymore |
12:39 |
sapier |
e.g. if a packet arrives at server just after server step completed it's gonna be handled at next server step. If you have mods taking a lot of time in server step that time will add too |
12:39 |
cerulean256 |
Hunterz: what's the time it takes for your ping to receive a response? |
12:39 |
Hunterz |
ping is 6 miliseconds |
12:40 |
RealBadAngel |
instead of a solution, effect was disabled |
12:40 |
RealBadAngel |
sick |
12:40 |
Hunterz |
it is inside my isp network |
12:40 |
cerulean256 |
Hunterz: btw rtt = Round Trip Time, the time it takes for a packet to leave your computer and get a response back |
12:40 |
sapier |
well in this case your lag is most likely caused by mods running on server delaying the server step |
12:40 |
Hunterz |
maybe |
12:41 |
cerulean256 |
yeah.. maybe too many item entities :p |
12:41 |
sapier |
yes entities do cause server step increas as any other thing to process |
12:41 |
Hunterz |
have minetest something like profiler? |
12:42 |
sapier |
yes try some of the f keys in debug build ... but you wont find out what exactly causes it |
12:42 |
Hunterz |
btw i know rtt, i am network engineer :) |
12:42 |
sapier |
only the fact that it is the server step |
12:43 |
cerulean256 |
Hunterz: then why'd you ask? |
12:44 |
|
grrk-bzzt joined #minetest-dev |
12:44 |
Hunterz |
i know RTT |
12:44 |
Hunterz |
:) |
12:44 |
sapier |
basicaly worst case inventory latency is rtt + max serverstep + serverdelay + some small servercommand queue overhead |
12:44 |
sapier |
rtt as well as max_serverstep are variables |
12:44 |
Hunterz |
hmm overhead with one player on the server... |
12:45 |
Hunterz |
i will try it wihout mods |
12:45 |
sapier |
I don't think the overhead will be noticable it's within completely different range compared to rtt and serverstep |
12:46 |
Hunterz |
maybe default setting of my mods are not perfect |
12:46 |
Exio4 |
how many mods did you "install"? |
12:46 |
sapier |
and what mods |
12:46 |
Hunterz |
i will see mmt |
12:47 |
SoniEx2 |
do blocks have a 49 entity limit or 49 _item_ entity limit? |
12:47 |
sapier |
mobf for example is known to take quite a lot of cpu power, especially with "wrong" settings |
12:47 |
sapier |
entity |
12:47 |
|
Piggybear87 joined #minetest-dev |
12:47 |
SoniEx2 |
eww |
12:47 |
SoniEx2 |
why? |
12:47 |
sapier |
historic reasons |
12:48 |
SoniEx2 |
does the player count as an entity? |
12:48 |
Hunterz |
http://pastebin.com/b4NdKws8 |
12:48 |
Hunterz |
modlist |
12:48 |
sapier |
there's been a bug duplicating entities for quite some time, thus limiting to 49 was a workaround, I think that bug has been fixed. but noone did increase it by now |
12:49 |
sapier |
I'd try minetest-mod-weather first |
12:49 |
Hunterz |
weather is off |
12:49 |
sapier |
and maybe technic, but there's none beeing known to be critical (at least to me) |
12:50 |
cerulean256 |
sapier: what did it used to be, b4 it was 49? |
12:51 |
sapier |
I don't know that's been long before I started to contribute |
12:51 |
cerulean256 |
I'm gonna have a look |
12:51 |
SoniEx2 |
so a bad workaround is better than a good workaround? |
12:52 |
SoniEx2 |
the good workaround would be use entity ids and destroy duplicated entity ids |
12:52 |
Exio4 |
there shouldn't be duplicated entities at all |
12:52 |
sapier |
SoniEx2: you're about 3 months late for what I know the bug is fixed |
12:52 |
SoniEx2 |
yes I know |
12:52 |
SoniEx2 |
I'm complaining to whoever made that workaround |
12:52 |
Exio4 |
that workaround is a dirty hack that would let to a unfixed bug forever |
12:53 |
SoniEx2 |
because the workaround still exists |
12:53 |
SoniEx2 |
also IMO the limit should be set to 65535 |
12:53 |
BlockMen |
Hunterz, what version of hud? old versions made ugly lags |
12:53 |
sapier |
not really but it should be bigger then 49 for sure |
12:54 |
SoniEx2 |
then 32767 |
12:54 |
SoniEx2 |
or 1024 |
12:54 |
cerulean256 |
minetest/src/defaultsettings.cpp:settings->setDefault("max_objects_per_block", "49"); |
12:54 |
cerulean256 |
there.. now rebuild with a higer value and test :) |
12:54 |
Exio4 |
no... |
12:54 |
cerulean256 |
:p |
12:54 |
Exio4 |
max_objects_per_block = 1024 in config |
12:54 |
sapier |
LOL |
12:54 |
cerulean256 |
hahaha |
12:55 |
cerulean256 |
why so ruin someones joke, Exio4 |
12:55 |
Exio4 |
because i found it too dumb |
12:56 |
* cerulean256 |
shrugs |
12:57 |
RealBadAngel |
anyway, im letting the patch to be voted |
12:58 |
RealBadAngel |
if most ppl will decide they do want fucked up situation, their problem. i will take the code to my game |
12:59 |
Exio4 |
i'd like to see the "merge nodes" patch merged |
12:59 |
Exio4 |
just for sayin' you're not alone rba :P |
13:00 |
RealBadAngel |
thx :) |
13:00 |
RealBadAngel |
so lets the voting season start :) |
13:00 |
cerulean256 |
It think it's a good idea, but I have mixed feelings about it |
13:01 |
diemartin |
I think it would be better as a mod, but as mt_game is dead... |
13:03 |
SoniEx2 |
the config should be in Lua |
13:04 |
SoniEx2 |
Lua makes it easier to input 2^31-1 |
13:23 |
RealBadAngel |
config is way too overloaded |
13:24 |
RealBadAngel |
and most of folks out there are not even aware of what can be turned on |
13:24 |
RealBadAngel |
also, when mt is going to hit android market |
13:24 |
RealBadAngel |
its even worse |
13:25 |
RealBadAngel |
they in practice wont be able to configure the game, well at least not so easily |
13:25 |
RealBadAngel |
imho, game shall focus at settings that will bring less harm to the gameplay |
13:26 |
RealBadAngel |
soft and smooth, that shall be the rule |
13:26 |
RealBadAngel |
if some1 decide to overuse it? free to go, if he have enough knowledge |
13:27 |
RealBadAngel |
but main, clikable to play shall be as easy, and causing as few problems as possible |
13:27 |
RealBadAngel |
and thats the point of latest patches |
13:28 |
RealBadAngel |
wanna fuck around and click the very same spot several dozens of times? youre free to go, just allow that in config |
13:29 |
RealBadAngel |
or install a mod for that |
13:29 |
RealBadAngel |
and allow others to have single click (touch) by default |
13:30 |
RealBadAngel |
theyre not so smart as you do |
13:31 |
RealBadAngel |
they have problems with adding mods, editing configs etc |
13:32 |
RealBadAngel |
you may like it or not, but youre creating a game for the masses |
13:32 |
RealBadAngel |
or at least hoping to do so |
13:32 |
RealBadAngel |
but still you are focused on hardcore solutions |
13:33 |
RealBadAngel |
and keep reading forums "hey, that doesnt work, that crashes, that says "unknown error" " |
13:34 |
RealBadAngel |
make it KISS for christ sake, for good of all of us |
13:40 |
|
grrk-bzzt_ joined #minetest-dev |
13:57 |
|
Eater4 joined #minetest-dev |
14:05 |
|
Zeitgeist_ joined #minetest-dev |
14:18 |
cerulean256 |
where is the setting that I can enable logging on loglevel info to show up in debug.txt or even in game? |
14:26 |
|
Megaf joined #minetest-dev |
14:26 |
Megaf |
sapier, VanessaE, I think you might like to look at this |
14:26 |
Megaf |
http://paste.debian.net/100181/ |
14:27 |
Megaf |
That's pretty much the average use |
14:27 |
Megaf |
gtg by now |
14:28 |
RealBadAngel |
cerulean256, for terminal logs use command line switches (run game with --help to get info) |
14:28 |
RealBadAngel |
for logging to debug.txt use config file setting |
14:29 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/minetest.conf.example#L345 |
14:33 |
|
hmmmm joined #minetest-dev |
14:35 |
cerulean256 |
debug_log_level = 3 |
14:35 |
cerulean256 |
that did the trick |
14:40 |
|
ShadowNinja joined #minetest-dev |
14:40 |
|
LemonLake joined #minetest-dev |
14:41 |
LemonLake |
Hey all, having trouble getting the Koneki debugger to work. I've gotten to the point where the game crashes with no warning. The debugger is in my system path and luasocket is in /bin/ as luarocks was not working at all |
14:44 |
LemonLake |
http://imgur.com/oSXag2g |
14:57 |
|
jin_xi joined #minetest-dev |
15:09 |
|
nore joined #minetest-dev |
15:17 |
|
Zeitgeist_ joined #minetest-dev |
15:17 |
|
Zeitgeist_ joined #minetest-dev |
15:39 |
LemonLake |
No help? |
15:44 |
|
rubenwardy_ joined #minetest-dev |
15:44 |
|
rubenwardy_ joined #minetest-dev |
15:44 |
|
PilzAdam joined #minetest-dev |
15:46 |
LemonLake |
Does anyone at all here use the Koneki debugger/have managed to get it to work at some point? |
15:46 |
PilzAdam |
LemonLake, sapier has AFAIK |
15:47 |
LemonLake |
Aight, are they active right now? |
15:49 |
Amaz |
I don't think so... |
15:49 |
LemonLake |
Dang :/ |
15:55 |
|
troller joined #minetest-dev |
15:59 |
|
Calinou joined #minetest-dev |
16:06 |
|
sapier left #minetest-dev |
16:10 |
LemonLake |
Does anybody have an updated method of compiling the game for Windows, or do I have to just figure it out on my own? |
16:12 |
CraigyDavi |
LemonLake, try using buildwin32.sh |
16:12 |
LemonLake |
Found where? |
16:13 |
LemonLake |
Nevermind. |
16:14 |
|
Calinou joined #minetest-dev |
16:14 |
LemonLake |
I have to convert that to bat? That's out. |
16:14 |
LemonLake |
Is there a manual method? |
16:15 |
Jordach |
LemonLake, that script only works on linux |
16:15 |
LemonLake |
I don't have access to my Linux right now. Nor a method to transfer all the files to it. |
16:16 |
LemonLake |
So, is there a manual method or not? |
16:16 |
kaeza |
CMake should generate appropriate makefiles/project files for your compiler |
16:17 |
kaeza |
which compiler are you using? |
16:17 |
CraigyDavi |
LemonLake, http://dev.minetest.net/Compiling_Minetest#Compiling_on_Windows |
16:17 |
LemonLake |
For what exactly? I don't have a specific compiler chosen, I've literally just been told that I need to recompile it without LuaJIT. |
16:18 |
PilzAdam |
LemonLake, there are instructions how to build on windows in the README.txt |
16:18 |
LemonLake |
Thanks |
16:20 |
LemonLake |
And yes, PilzAdam, I'm aware. They're the same ones on the Git page which are supposedly outdated. |
16:20 |
PilzAdam |
how are they outdated? |
16:20 |
LemonLake |
"- This section is outdated. In addition to what is described here: |
16:20 |
LemonLake |
- In addition to minetest, you need to download minetest_game. |
16:20 |
LemonLake |
- If you wish to have sound support, you need libogg, libvorbis and libopenal" |
16:20 |
LemonLake |
Ah wait, now I read it like that it makes sense. |
16:20 |
Calinou |
<LemonLake> I don't have access to my Linux right now. Nor a method to transfer all the files to it. |
16:21 |
Calinou |
VirtualBox :-) |
16:21 |
LemonLake |
Yes., |
16:21 |
Calinou |
but Minetest may not run fast in it |
16:21 |
LemonLake |
Yes. |
16:21 |
Calinou |
(I've tried; it ran playably in it) |
16:21 |
LemonLake |
I have also tried. |
16:26 |
|
rubenwardy joined #minetest-dev |
16:29 |
|
ImQ009 joined #minetest-dev |
16:41 |
|
Piggybear87 joined #minetest-dev |
16:51 |
Megaf |
13:51:49: ERROR[ServerThread]: Server::ProcessData(): Cancelling: No player for peer_id=6 |
16:52 |
Megaf |
this bloody bug again |
16:52 |
Megaf |
fix it already please! |
16:53 |
Megaf |
or is it fixed? |
16:55 |
CraigyDavi |
I still get peer timeouts :( |
16:55 |
CraigyDavi |
That was supposed to be fixed. |
16:56 |
Megaf |
i wonder what EmergeThread does |
16:56 |
troller |
warms cpu |
17:04 |
|
tomasbrod joined #minetest-dev |
17:05 |
|
ImQ009 joined #minetest-dev |
17:15 |
|
PilzAdam joined #minetest-dev |
17:19 |
|
zat joined #minetest-dev |
17:32 |
|
smoke_fumus joined #minetest-dev |
17:35 |
RealBadAngel |
<LemonLake> For what exactly? I don't have a specific compiler chosen, I've literally just been told that I need to recompile it without LuaJIT. |
17:35 |
RealBadAngel |
if theres no luajit aviable in your system, game wont use it |
17:36 |
RealBadAngel |
it checks for presence of luajit at startup |
17:36 |
RealBadAngel |
no recompilation needed |
17:40 |
Calinou |
not having it is quite slower |
17:40 |
LemonLake |
Realbadangel |
17:40 |
LemonLake |
I've already started compiling, got an error now (will say in a minute) |
17:41 |
LemonLake |
"<sapier> koneki debuger does only work with pure lua, did you compile with luajit? " |
17:41 |
|
ImQ009 joined #minetest-dev |
17:42 |
LemonLake |
D:\MinGW\bin\ar.exe: unable to rename 'liblua.a'; reason: File exists |
17:44 |
LemonLake |
Oh, a rerun seemed to fix that. |
17:45 |
RealBadAngel |
idk why sapier said that about luajit |
17:45 |
RealBadAngel |
game is using luajit libraries provided by system |
17:45 |
RealBadAngel |
and is not compiling them |
17:46 |
RealBadAngel |
hmm, but it checks for it at compile time, well that might be somehow true |
17:48 |
|
Hunterz joined #minetest-dev |
17:48 |
|
blaise joined #minetest-dev |
17:49 |
|
blaise joined #minetest-dev |
17:56 |
LemonLake |
"The procedure entry point _analysis_output_always could not be located in the dynamic link library libvorbis.dll" |
17:59 |
|
[PavelS] joined #minetest-dev |
18:15 |
|
tomasbrod left #minetest-dev |
18:58 |
|
werwerwer joined #minetest-dev |
19:24 |
LemonLake |
The libvorbisfile.dll provided seems to be corrupt. |
19:24 |
LemonLake |
And manually compiling it does not go well. |
20:05 |
cerulean256 |
RealBadAngel: I've been tinkering a bit to try to really justify the auto entity merging... |
20:06 |
cerulean256 |
I have implemented a drop consolidaton mechanism along with a removal of item entities after a period of time. |
20:07 |
BlockMen |
~tell sapier im fine with #1269 |
20:07 |
ShadowBot |
BlockMen: O.K. |
20:08 |
cerulean256 |
this works quite well. Basically, I tackled the issue a little differently and from a different angle. |
20:11 |
cerulean256 |
I dont really like the auto merging that your patch does, but I do think PilzAdam's item drop mod needed some improvement... |
20:12 |
cerulean256 |
the drop mod basically will take a drop like "default:snow 60" and spawn 60 independent item entities. |
20:12 |
cerulean256 |
so you can suicide a server with a drop of 4096 :) |
20:14 |
cerulean256 |
I put drop consolidation so that it will group the drops by the max stack size for that item.. and then spawn the entities required to sustain the total. |
20:16 |
cerulean256 |
e.g. a drop of 500 default:snow, which has a max stack of 99, results in 6 item entities with counts of 99, 99, 99, 99, 99, 5 |
20:18 |
cerulean256 |
and of course if they aren't picked up after x amount of seconds.. they get removed by the server... and the server checks once every 15 seconds. |
20:38 |
|
werwerwer_ joined #minetest-dev |
20:41 |
VanessaE |
http://pastebin.ubuntu.com/7480204/ |
20:41 |
VanessaE |
opinions? |
20:41 |
VanessaE |
being able to expire events in the log that are more than, say, two weeks old would be good I think |
20:42 |
VanessaE |
cerulean256: use cyisfor's item_drop |
20:42 |
VanessaE |
not PilzAdam's. |
20:42 |
VanessaE |
it's better. |
20:42 |
VanessaE |
https://github.com/cyisfor/item_drop |
20:43 |
VanessaE |
it behaves better, imho. |
20:44 |
VanessaE |
(sorry PA :) ) |
20:44 |
PilzAdam |
why are there billions of forks of my mods and I dont know about them / there are no pull requests? |
20:44 |
VanessaE |
honestly? |
20:45 |
VanessaE |
because people, I think, don't believe that pull requests will be merged anymore |
20:45 |
VanessaE |
(because of how resistant you are re: minetest_game maybe, I'm not sure) |
20:45 |
VanessaE |
I'm just guessing. I don't know for sure. |
20:48 |
jin_xi |
lol, seriously? PilzAdam, thats how you got started if i remember right |
20:48 |
jin_xi |
and theres now PA versions of many mods |
20:48 |
PilzAdam |
jin_xi, I never tweaked a mod |
20:48 |
PilzAdam |
I rewrote most of them |
20:49 |
jin_xi |
so you know the reason for not doing pulls |
20:53 |
ShadowNinja |
cyisfor's fork is a rewrite. |
20:54 |
PilzAdam |
ShadowNinja, I wouldn't call it a fork then |
20:58 |
|
werwerwer joined #minetest-dev |
21:12 |
|
sapier joined #minetest-dev |
21:12 |
VanessaE |
well Github calls it a fork and it has your previous history |
21:12 |
VanessaE |
so I'd say "fork" still applies |
21:13 |
VanessaE |
nevertheless, it works well imho |
21:22 |
cerulean256 |
well I'm writing my own way of handling drops. |
21:22 |
cerulean256 |
I dont really like the magnetic effect in those drop mods :p |
21:22 |
cerulean256 |
it reminds me of sonic the hedgehog games |
21:23 |
cerulean256 |
walking over a block.. ok.. but the zip-line effect of gathering items is something left to a special item that makes you magneto or something ;) |
21:24 |
cerulean256 |
and mine is a total rewrite... bunch of different things. |
21:25 |
cerulean256 |
like my drop consolidation. |
21:25 |
cerulean256 |
looking at making floating items in water too. |
21:26 |
sapier |
any comments to #1269? I'd like to merge it if noone finds issues in there? |
21:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/1269 -- Scene draw cleanup + add various 3d modes by sapier |
21:33 |
cerulean256 |
does anyone know what version of lua minetest uses? |
21:36 |
cerulean256 |
ignore my question :) |
21:37 |
Jordach |
5.1! |
21:38 |
|
Eater4 joined #minetest-dev |
21:46 |
cerulean256 |
thanks for the answer anyway, Jordach. Much appreciated. |
21:51 |
cerulean256 |
it annoys me that lua doesn't have a continue statement |
21:51 |
cerulean256 |
*grumble* |
21:56 |
|
celeron55 joined #minetest-dev |
22:13 |
ShadowNinja |
cerulean256: for i = 1, 100 do if foo() then goto continue end <...> ::continue:: end |
22:14 |
ShadowNinja |
Lua 5.2+-only though. Which Minetest doesn't include yet. LuaJIT includes it and most builds have LuaJIT though. |
22:16 |
|
BlockMen left #minetest-dev |
23:10 |
sapier |
Mintetest does support Lua 5.1 only. everything else may work for pure accident but doesn't have any support. At least for the time beeing. Don't tell wrong things because you want Lua 5.2 in ShadowNinja. |
23:11 |
sapier |
btw that "may or may not work depends on ..." thingy is why we don't want to switch to 5.2 prior luajit fully supports 5.2 api |
23:11 |
ShadowNinja |
sapier: Re-read what I said. It doen't work by accident, it just only works with LuaJIT. |
23:12 |
sapier |
ohhhh .... sorry excuse me |
23:16 |
sapier |
btw anyone trying to use irrlicht "makeColorKeyTexture" ... don't use it for periodic things that function is slow as hell |
23:17 |
sapier |
another thing, having all our windows builds use luajit causes them to be non luadebuggable, koneki doesn't work with luajit |
23:19 |
|
Weedy joined #minetest-dev |
23:19 |
|
Weedy joined #minetest-dev |
23:39 |
|
Piggybear87 joined #minetest-dev |
23:39 |
|
sapier left #minetest-dev |
23:57 |
VanessaE |
ok, the official branch of the Minetest mapper has a big problem. |
23:57 |
VanessaE |
it takes FOR BLOODY EVER to run now, and produces empty images (except for the scale, if --drawscale is specified). |
23:57 |
VanessaE |
Shadowninja's version still works, with the same colors.txt and the same commandline options. |
23:58 |
VanessaE |
by "empty", I mean an all-white image. |