Time Nick Message 00:19 VanessaE damn it. 00:19 * VanessaE kicks HLuaBot 00:21 * VanessaE looks around and discretely sweeps the scattered bolts under the nearest table 00:28 ShadowNinja https://github.com/minetest/minetest/pull/1606 00:30 VanessaE "Use require() or anything in the package library (require() and some package functions can load C modules, the rest are only useful if you have access to the other functions)." <--- how will this affect the IRC mod? 00:36 VanessaE "This isn't quite ready yet, you can still load bytecode if init.lua is a bytecode file" <--- Is there any legit use case for bytecode files in Minetest? 00:37 ShadowNinja VanessaE: Hiding the source code. 00:37 VanessaE besides that. 00:37 VanessaE mauvebic is not a legit use case :P 00:38 ShadowNinja VanessaE: Super-optimizing things (SoniEx does that). 00:38 VanessaE ehm 00:39 ShadowNinja You can do things like foo[1]:bar() in bytecode. 00:39 VanessaE interesting. 00:40 VanessaE frankly I'm not one to suppose closed-source at all but that's not what your pull is about, so better to approach that some other time. 00:41 VanessaE s/suppose/support/ 03:37 zat Simple deco_types DON'T respect biomes option!!!!!!!!!!!!!!!!!!!! 03:44 gentoobro with mapgen v7? 03:45 gentoobro they work for me, but there was some strange behavior i found dealing with decorations that were buildable-to combined with 'falling' mg7 dust nodes 03:45 gentoobro basically, a dusting of snow or sand would "squash" my grass 03:46 zat yes they work you are right lol 03:46 zat uh 03:46 zat schematics are the real buggy ones 03:47 gentoobro i haven't experimented much with those; my plan is to use special placeholder nodes and a one-time abm 03:47 gentoobro kind of like moretrees 03:51 zat gentoobro: I am doing that right now 04:07 gentoobro how's it working out for you? 04:21 zat gentoobro: horrible 04:40 gentoobro :( 04:51 zat really, its a ugly hack 04:55 gentoobro schematics in general, or this application of them? 05:03 zat using normal decos with abms 08:26 Zeno` what is legacy_mineral? In minetest.register_node() 08:26 Zeno` e.g. https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua 08:31 Krock legacy is to support older worlds 08:38 Zeno` So, I guess it doesn't harm if it's left there (will just be ignored) 08:38 Zeno` Thanks 09:25 Zeno` so much fun 09:39 Zeno` geez 09:39 Zeno` Why didn't he just implement the SIMPLE solution where on_generated callbacks can be ordered? 09:40 Zeno` That SOLVED the problem 09:40 Zeno` Now there is some problem that nobody seems to even be aware of (well, very few people) 09:41 Zeno` I suppose the modern trend is to do it the hard way 09:41 Zeno` no K.I.S.S 09:42 Zeno` just add crap until it doesn't work hehe 09:42 Zeno` obvious solution is obviously no good 09:49 Zeno` who peer-reviewed and approved f3eefeb7948b8b8d1a98f2f89baa39abc807f72d, 9e4e7072da8f565eef37da7558053a436b9cbba3 and 3fa4f782d90dac0d800251a9ab0f0afb9d32560c 09:49 Zeno` I can't see a pull request 09:49 Zeno` I thought 2 core devs had to approve pull requests 11:41 Zeno` who peer-reviewed and approved f3eefeb7948b8b8d1a98f2f89baa39abc807f72d, 9e4e7072da8f565eef37da7558053a436b9cbba3 and 3fa4f782d90dac0d800251a9ab0f0afb9d32560c <--- Can these commits be taken out of master? 11:45 Krock *reverted 12:40 sol_invictus can anyone give me a hint on why /clearobjects causing pos over limit exception when generation limit is lower than 31000? 12:41 sol_invictus I was thinking the cause is the *blocks* over the limit being processed, but it's not 14:00 RealBadAngel Zeno`, why do you want those commits to be reverted? 14:38 VanessaE RealBadAngel: because they broke something about the way vmanips behave, in that they are now causing server crashes 14:39 VanessaE ERROR: An unhandled exception occurred: caught (...) 14:39 VanessaE [C]: in function 'get_data' 14:39 VanessaE stuff like that, unless he's found a new bug, that is. 14:41 casimir It's #1607 14:43 VanessaE ok then it's two bugs. 14:44 Krock RealBadAngel, one (or more) (or all together) caused a new bug which destroys by-lua-generated terrain 14:45 Krock nyan cats are not affected. only VM stuff 14:54 VanessaE nice. 14:55 VanessaE zeno and I discussed this earlier (in /msg) as well 14:55 VanessaE so the crash is something new, related or not idk.. 15:34 sapier Hello do we have more information about that malformed packet crash? because according to the dump crash happens in send thread not in receive thread? 15:35 VanessaE sapier: look closer - there were two crashes - one in the send thread and one in the receive thread. 15:35 VanessaE at separate times, on separate servers. 15:35 sapier ah 15:36 VanessaE I can't confirm if the malformed packets were the cause; all I got from it was that dmesg dump after the fact. 15:36 sapier I've already found something wrong if a packet with size 0 is received but I'm not sure how this is supposed to cause a crash 15:44 sapier I've pushed the fix, yet I don't really believe this was reason for it 15:51 sapier hmm I don't see any way a empty packet could cause a crash :-( VanessaE if it's still happening can you try to find out what has to happen and how to reproduce? 15:51 VanessaE sapier: it's totally random 15:51 VanessaE seems like every time that happens, I'm asleep or afk 15:52 VanessaE and it may not be network related at all - only reason I highlighted you was that both crashes were preceded by those malformed packets. 15:53 VanessaE I had one crash the other day out of the blue that was a sudden, extremely high memory usage (as in, tried to allocate tens of GB all at once) 15:53 VanessaE OOM killer caught it 15:54 sapier what's size of textures on that server? 15:54 VanessaE they're just normal defaults. 15:54 VanessaE most are 16px 15:54 VanessaE a couple dozen 64px inventory images, that's about it 15:55 sapier ok so our known attack most likely wont work 15:55 VanessaE (used for stuff where the client can't render the model correctly, that sorta thing) 15:56 VanessaE heh, no 15:56 VanessaE this was just...a couple guys were digging some stone, probably deep mining or something (I didn't note the coords) and then BAM, the server mem usage shot right off the top of the chart, ran off into swap for a few hundred megs, and the OOM killer nailed it. 15:57 sapier that's fit, some memory corruption happening prior allocating memory 16:02 sapier question is who does it. Happening in send/receive thread is actually quite logic as those do frequent memory allocations. 16:09 sol_invictus I confirm these crashes, had another one today 16:09 sol_invictus should I provide the log? 16:13 sapier of course, that bug most likely will be hard to track down any piece of information could provide the hint we need 16:15 VanessaE hmmmm: you need to address #1607 right away. 16:15 VanessaE major regression 16:15 VanessaE sol_invictus: I don't suppose you got a gdp backtrace of it? :) 16:15 VanessaE gdb* 16:16 sol_invictus VanessaE: am I supposed to run the server with gdb? xD 16:16 VanessaE sapier: see? ;) 16:17 sapier if you can run your server within gdb and reproduce it that could help yes 16:17 sapier but if you can reproduce it explaining how to reproduce it would be even better ;-) as there are plenty of ways to use gdb which are quite hard to explain 16:19 sol_invictus I wish I knew how to reproduce it 16:19 sapier me too ;-) 16:19 sol_invictus would higher debug level help tracking it down? 16:20 sapier possible but it's still pure luck 16:20 sol_invictus maybe I should compile debug version? 16:20 sapier right now I guess chances someone finds this bug by accident are as good as us looking for it 16:20 sapier yes if you intend to run it in gdb you should do that 16:21 sol_invictus okay, will try that when I'm done with some other stuff 16:23 sol_invictus sapier: what exactly logstream is? 16:23 sapier right now a stream you don't get 16:23 sapier I just changed it to errorstream and pushed 16:23 sapier uncought exceptions are errors for sure 16:31 sol_invictus ok, I hope next time I will get more detiled output 16:35 sol_invictus q 16:44 sol_invictus so, anyone can help me on this clearobjects problem? 16:49 VanessaE [09-06 08:41] can anyone give me a hint on why /clearobjects causing pos over limit exception when generation limit is lower than 31000? 16:49 VanessaE wat 16:50 VanessaE ok that's just wrong. 16:50 VanessaE that should NEVER happen 16:50 VanessaE wtf is causing the mapgen to create blocks outside the normal limits? 16:59 sol_invictus maybe I explained wrong 16:59 sol_invictus I have set #define MAP_GENERATION_LIMIT (15000) 17:00 sol_invictus tried to run /clearobjects 17:00 sol_invictus got pos over limit 17:00 sol_invictus uncaught exception 17:01 sol_invictus VanessaE: maybe there is a way to run clearobjects on a particular area, not all loadable blocks? 17:01 VanessaE well you can use worldedit to clear selected areas 17:01 VanessaE but otherwise that's a bug :) 17:02 sol_invictus I tried, but it fails when you select a huge area 17:02 sol_invictus even crashes the server iirc 17:02 sol_invictus okay, if it's a bug, I shoulld run it with gdb and reproduce it? 17:03 sol_invictus because output is not clear in that case either 17:03 Krock sol_invictus, where's that mapgen limit defined? 17:04 sol_invictus constants.h 17:04 Krock kty 17:13 Krock This leads me to the following feature request: https://github.com/minetest/minetest/issues/1608 17:19 sol_invictus yeah, that's a surprise it's still not there 17:20 Krock possibly because it's a define, so minetest-wide 17:20 sol_invictus btw Krock, remote media takes longer than expected, we need to harden our servers first 17:21 sol_invictus there is no conf setting as well 17:22 sol_invictus which is super easy 17:30 sfan5 remote_media takes longer? 17:31 sol_invictus adding remote_media takes longer* 17:37 davexunit hello all. I'm currently working on packaging minetest for the GNU system distribution. 17:38 davexunit in order to make minetest's modular subgames work well in the system, I have created a patch that adds support for a MINETEST_SUBGAME_PATH environment variable: https://github.com/minetest/minetest/pull/1609 18:17 RealBadAngel https://www.youtube.com/watch?v=znvySoFWum8&feature=youtu.be 18:17 RealBadAngel preview of node highlighting 18:19 davexunit RealBadAngel: neat :) 18:27 f-a just downloaded compiled minetest, good job guys 18:40 sfan5 uh, thanks 18:46 sol_invictus RealBadAngel: that's awesome, but in my opinion it could blink a bit slower 18:46 VanessaE agreed. 18:46 RealBadAngel im trying now to fine tune it 18:47 RealBadAngel it should also be not as bright at night 18:50 Krock RealBadAngel, looks good. I hope it won't depend on shaders 18:51 RealBadAngel Krock, its not shaders feature 18:51 Krock god 18:51 Krock +o 18:51 Krock well, at night it looks to bright 18:52 VanessaE [09-06 14:48] it should also be not as bright at night 18:52 Krock k. 18:52 Krock VanessaE ninja'd me once more again 18:53 sol_invictus someone on forum said me that kaeza was working on head animations, anyone has details on that? 18:54 Krock I've read it on the IRC 18:54 sol_invictus is it ever going to be implemented? (: 18:54 sol_invictus that feels so frustrating, you can't even nod to someone 18:54 * VanessaE pokes Taoki[laptop] 18:54 Taoki[laptop] hi 18:55 VanessaE Taoki[laptop]: I think that ^^^ is your department? :) 18:55 Krock ^^^^ 18:55 Taoki[laptop] sol_invictus: I wanted to do head animations too, but there's a problem: Irrlicht breaks models when you try to animate bones directly 18:56 Taoki[laptop] The Lua function in Minetest to allow that already exists. But if you use it, the model will simply break and stop animating and get flipped and stuff. It's an Irr problem, and I'm hoping it will get fixed 18:56 VanessaE sol_invictus: what I find frustrating is simply others not being able to see that you're looking up or down at something 18:56 Taoki[laptop] i don't know if it happens with both b3d and x models. I only tried with x 18:56 VanessaE Taoki[laptop]: have you looked into it recently? surely by now this has been fixed. 18:56 VanessaE and if it doesn't happen with b3d then ditch that crusty .x format finally 18:56 RealBadAngel i remember seeing animation with player head movement? 18:57 Taoki[laptop] VanessaE: I need to check again against latest irrlicht (1.8). I don't have a b3d exporter howeveer 18:57 VanessaE RealBadAngel: kaeza did it by sending tons of events over the network from the server --> client 18:57 sol_invictus Taoki: ah, I'm using enchanced model with bending limbs and sometimes I see players disassembled :D 18:57 Taoki[laptop] sol_invictus: Yeah, that's the bug 18:57 sol_invictus it doesn't happen often 18:57 VanessaE sol_invictus, Taoki[laptop] I use that knees/elbows model and I don't see that bug. 18:58 VanessaE however wield3d doesn't work right - the item doesn't stay attached to the player's hand 18:58 VanessaE (it floats around, the faster you move, the further away it floats until you stop moving) 18:58 sol_invictus lol 18:58 Krock VanessaE, that's a movement speed fail 18:59 Taoki[laptop] VanessaE: The attachment system also uses Irrlicht's builtin functions for object-to-object attachment. So the problem is again Irrlicht most likely 18:59 Taoki[laptop] I'm not an Irr dev myself, so I can't do much there 18:59 sol_invictus btw, when I got my lag ~.2s I stopped seeing movement lags on carts 18:59 VanessaE Taoki[laptop]: this needs addressed. I'm sure irrlicht is not the problem here, otherwise it basically couldn't be used with anything. 19:00 Taoki[laptop] possibly 19:00 VanessaE if kaeza could do it over the network from server-->client, then it can be done entirely in-client too 19:01 VanessaE idk how he did it though, probably by modifying the model in realtime 19:04 sol_invictus I'm wondering, why is irrlicht causing so many problems everywhere? 19:04 sol_invictus was it the only choice? 19:04 Krock yeah. why not making our own 3d graphics processing library? 19:04 * Krock headdesks 19:05 sol_invictus I didn't say that 19:05 sol_invictus just curious if it's the only available 19:05 VanessaE in some cases, irrlicht is simply being underutilized 19:05 VanessaE e.g. minetest code being used to do something irrlicht could do better with just a little bit of preprocessing 19:06 VanessaE in some cases, features not being used at all 19:07 sol_invictus hmm, quite likely 19:09 VanessaE Taoki[laptop]: what splitting the head from the body and attaching it as a separate mesh? 19:10 VanessaE do some magic with the texture file to map it properly, etc. 19:10 Taoki[laptop] VanessaE: Slightly more doable. But then it would also have that lag problem, and overall be more complex than needed 19:10 VanessaE sure, it'd have that movement lag problem, but THAT problem needs addressed too by the sound of it 19:11 VanessaE s/what/what about/ 19:13 VanessaE oh well, just trying to spur development a bit :) 19:25 sol_invictus screenshot from lua - is it possible? 19:26 Krock afaik no 19:27 Krock use F12 instead 19:28 sol_invictus ik about F12, it not what I want ): 19:28 sol_invictus it's not* 19:31 kahrl sol_invictus: lua is only run on the server 19:33 sol_invictus I see. that means there is no way you can get a screenshot from client to server (e.g. /screenshot command) without patching the client, right? 19:33 RealBadAngel kahrl, https://www.youtube.com/watch?v=znvySoFWum8&feature=youtu.be 19:34 kahrl RealBadAngel: saw it, good work! 19:34 kahrl IMHO it shouldn't blink though 19:34 T4im sol: other engines only can do that usually because the client runs the game code virtualised clientside as well, unless the client can do it nativly 19:35 RealBadAngel kahrl, blinkin makes it work for all kind of textures, bright or not 19:35 kahrl hmm 19:36 sol_invictus T4im: got it 19:37 kahrl RealBadAngel: you still have the selection box so that shouldn't be a big deal 19:38 RealBadAngel im still playing with the effect, trying to make it look even more nice 19:40 sol_invictus I think bliking just needs to be smoother, so it's not that eye-dragging and it would be fine 21:00 Krock how about merging https://github.com/minetest/minetest/pull/1605 ?