Minetest logo

IRC log for #minetest-dev, 2014-11-13

| Channels | #minetest-dev index | Today | | Google Search | Plaintext

All times shown according to UTC.

Time Nick Message
00:24 ShadowNinja hmmmm: Does #1835 look good to you?
00:24 ShadowBot https://github.com/minetest/minetest/issues/1835 -- Add option eased to NoiseParams by SmallJoker
00:27 shadowzone joined #minetest-dev
00:34 RealBadAngel joined #minetest-dev
00:37 RealBadAngel VanessaE, had no net for a moment, have you checked PR again?
00:37 VanessaE RealBadAngel: I can if you want, what am I looking for?
00:37 RealBadAngel your request ofc
00:38 * VanessaE looks...
00:40 VanessaE hm, hard-coded to 32px?
00:41 hmmmm ShadowNinja, no it does not.
00:41 hmmmm I have other plans for NoiseParams that I simply did not get the opportunity to get accomplished
00:41 shadowzone joined #minetest-dev
00:41 RealBadAngel VanessaE, yes, so texture packs > 32x could have it
00:41 VanessaE ok, lemme look.
00:41 hmmmm also that patch as-is has a fairly large bug in it that'd cause memory corruption
00:42 VanessaE I's highly recommend you make that threshold configurable though.
00:42 VanessaE I'd*
00:42 ShadowNinja hmmmm: Alright, note that in the issue then.
00:42 RealBadAngel VanessaE, if some1 will rebuild settings tab to hold all those settings then yes
00:43 RealBadAngel until then it doesnt make any sense
00:43 VanessaE RealBadAngel: naw, I meant put it in .conf
00:43 VanessaE no need for a menu setting
00:43 VanessaE not now anyway
00:44 RealBadAngel also such setting could be sensible if it was affecting all the textures in the game, not just wielded
00:45 VanessaE RealBadAngel: that doesn't seem to work
00:46 VanessaE well it doesn't work on blocks anyway
00:46 VanessaE but items seem to work
00:47 VanessaE wielded blocks I mean
00:47 RealBadAngel ofc it doesnt work on nodes
00:47 VanessaE nono, I mean the wielded item
00:47 RealBadAngel only on extruded items
00:47 VanessaE ok
00:47 RealBadAngel nodes looks the same way on the ground and in hand
00:47 VanessaE for extruded items it seems fine
00:55 OldCoder joined #minetest-dev
01:11 paramat joined #minetest-dev
01:12 paramat hi hmmmm O/
01:18 VanessaE is this meaningful to anyone?  http://pastebin.com/eRCPDW1K
01:19 VanessaE (I presume not.  there's a lengthy memory map also)
01:26 RealBadAngel joined #minetest-dev
01:39 Miner_48er joined #minetest-dev
02:37 NakedFury joined #minetest-dev
02:57 VanessaE RealBadAngel: have a good rest?
02:57 VanessaE :)
02:58 RealBadAngel i was just waiting for travis
02:58 RealBadAngel it was a somehow a bit late
03:39 hmmmm hey paramat
03:39 hmmmm your commit - couple of things about it
03:39 Zeno` joined #minetest-dev
03:39 paramat hi yes
03:40 hmmmm 1).  you add the constant value of 8 to account for lack of eased noise - why not implement eased 3d point-value noise?  or at least wait for me to do it
03:40 hmmmm or maybe it'll be a placeholder for me to fix when it is implemented
03:40 hmmmm 2).  the method of searching downward is somewhat suspect
03:41 hmmmm you search by big leaps of 16 first but what if there's a ridge at 16 nodes under where a surface node happens to be
03:41 paramat ah yes it could miss a thin ledge
03:41 hmmmm 3).  it's probably way too slow at the cost of being perfect
03:42 hmmmm that being said, it did give me an idea of how to solve the generateBiomes() issue at chunk borders
03:42 paramat if i can work out how to code eased noise at point i will
03:43 paramat i was keen to have an approximate spawnplayer position to avoid burial, so this code is temporary
03:43 hmmmm maybe there could be a "slow but perfect terrain" flag for the mapgen the cases where the mapgen is unable to determine what's supposed to be on top on the bottom of the current chunk, that would use the point-value noise for finding the supposed ground level
03:44 hmmmm be careful though, because if it's too high up it'll kill the player
03:44 paramat in 50 or so tests that didn't happen
03:44 hmmmm there was some kind of issue where i screwed up mapgen v6's getGroundLevelAtPoint by a small amount and it kept dropping the player to their death upon spawning
03:45 paramat ah i have a method for fixing y = 47
03:45 hmmmm what's that
03:45 paramat next task for me
03:46 hmmmm oh you want to implement what I just said?
03:46 paramat just generate everything up to maxp.y + 1
03:46 hmmmm hrmm??
03:46 paramat drop biomes from there and calculate lighting from there, it works
03:46 hmmmm oh i see what you mean
03:46 hmmmm have a tiny bit of overlap
03:46 paramat 'overgeneration'?
03:47 paramat yes
03:47 hmmmm yeah I wanted to do that at one point but the caves
03:47 hmmmm well you can never help the caves
03:48 paramat well i tried this in mgv5, there may be issues i haven't thought of
03:48 paramat mgv6 may be difficult
03:48 hmmmm hmm nah
03:48 paramat oh good
03:49 hmmmm i'm trying to come up with problems with Y-direction overgeneration and i can't at the moment
03:55 paramat i'll make a pull with this method, it will need a custom 'calclighting' function. i think it will be much faster than using get ground at point, screenshot coming.
03:57 paramat here i am at y = 47 in mgv5 with overgeneration of 1 node https://cdn.mediacru.sh/LRUAdm4ixTAX.png
03:58 hmmmm it still has a similar problem though
03:58 paramat the amount of overgen determines how deep the biome continuity is, but this reduces safety margin for trees
03:58 paramat i was thinking 2 nodes max
04:02 hmmmm aghk
04:02 hmmmm i'm done.
04:03 hmmmm https://github.com/kwolekr/minetest/commit/7616537bc071bc93f8d36c84b94603528be1efb0  this is the thing I was working on for the past week or so
04:03 paramat really good to see you working on MT!
04:03 hmmmm basically here's the idea
04:03 * paramat looks
04:04 hmmmm biomes, ores, decorations, and schematics are all things related to the mapgen and you register them in lua before the server starts
04:04 hmmmm so this unites them into one single framework
04:04 hmmmm schematics are now a separate entity from decorations
04:04 hmmmm DecoSchematic still exists, but it contains a reference to a Schematic entity
04:05 paramat good stuff
04:06 hmmmm it's coded in such a way that it's safe to add, modify, and remove any of these registered things *on runtime*
04:06 Tesseract joined #minetest-dev
04:06 hmmmm so convceivably you can add/remove biomes, ores, and so on after the server had already been running
04:06 paramat wooo
04:06 hmmmm and I do this without any locks
04:15 deltib joined #minetest-dev
04:20 paramat hmmmm, do you approve of having a new occasionally used base terrain node added to default: 'freshwater', in order to be a marker for rivers in future mapgens. it will be non-renewable and have a range of 2, to hold it's shape on steep river slopes
04:20 Gethiox joined #minetest-dev
04:20 hmmmm i think it might be a good idea, hyeah
04:21 hmmmm i've tried rivers before but that was the main problem
04:21 hmmmm the amount of spread of the liquid
04:21 paramat cool
04:21 paramat unrelated https://cdn.mediacru.sh/lP1uRQxmMjKr.png
04:21 hmmmm wow, really nice
04:22 VanessaE interesting.
04:22 paramat (ores need separating of course)
04:37 hmmmm if there are no objections i'm going to push that commit
04:40 hmmmm ooooooookay then
04:50 hmmmm paramat, use NoisePerlin3dEased for now
04:50 hmmmm again... this is all temporary
04:50 hmmmm I have a huge plan to fix noiseparams once and for all
05:12 Fritigern Building of the latest commit fails: http://pastebin.com/8Tp4KfV1
05:13 paramat okay
05:14 Robby joined #minetest-dev
05:14 hmmmm fooo
05:14 hmmmm thank you firigigern
05:15 Fritigern You're welcome hrmmmm :-)
05:15 hmmmm just curious, what distro is that you're using
05:16 Fritigern I use Kubuntu 14:10
05:16 hmmmm hrmm
05:16 hmmmm well i'm not going to think too hard about it.
05:16 Fritigern Pervious commits built just fine, it's just this one
05:16 hmmmm there you go, update to HEAD
05:18 Fritigern It builds but i do get warnings
05:18 Fritigern 3 lines, shall i paste here, of pastebin it?
05:19 hmmmm hold on, let me guess what they are:
05:19 hmmmm tmpnam() possibly used incorrectly
05:20 hmmmm comparison always true/false with variable "whatever" due to out of range type
05:20 Fritigern Nope, that's an old, old warning
05:20 Fritigern It has something to do with GenElement....
05:20 hmmmm oh let's hear it
05:20 hmmmm ohh
05:20 hmmmm this is a newer GCC isn't it
05:21 hmmmm depreciated covariant return type warning?
05:21 paramat hmmmmm just found your eased noise commit, thanks for that i'll update my pull soon
05:22 Fritigern ACK! I have troupble pasting, so i will do it one line at a time
05:22 hmmmm paramat it might be a good idea to have an optional boolean on your getGroundLevelAtPoint
05:22 Fritigern Or did it paste?
05:22 hmmmm one does that "full" downward probe and the other, default one uses the same probing strategy as v7 does
05:22 hmmmm Fritigern, it didn't paste, try pastebin instead
05:23 Fritigern http://pastebin.com/kgD9qwct
05:23 paramat okay
05:23 Fritigern I was already on it ;-)
05:23 hmmmm well, that's not good
05:23 Fritigern It still builds though
05:24 Fritigern But i figure that a new warning, is something that you guys should know about
05:24 hmmmm yeah
05:24 hmmmm it's *very wrong* but it technically won't break anything
05:24 hmmmm i'll get that sometime later when I'm fixing up the whole genelement crap
05:25 hmmmm i originally made update/delete return booleans for success, but i changed them to return the old element it's replacing in case the caller wants to free the resource or something
05:25 Fritigern refactors are always fun, huh? :-)
05:28 Zeno` Can anyone review #1833 please?
05:28 ShadowBot https://github.com/minetest/minetest/issues/1833 -- Remove most exceptions from getNode() (and variants) by Zeno-
05:31 sol_invictus joined #minetest-dev
05:34 Miner_48er joined #minetest-dev
05:38 hmmmm it looks good
05:38 hmmmm man
05:38 hmmmm mapnode result should've been returned by reference, and success should've been the return value
05:39 hmmmm that way you'd be able to do if (!map->getNodeNoEx(pos, n)) { handle failure here; return; } ... do normal flow stuff here
05:39 hmmmm that'd be way too huge of a change to be worth it though
05:40 Zeno` yes, it would touch many more files
05:41 Zeno` same with renaming getNodeNoEx() to getNode (getNode() doesn't exist anymore)
05:41 Zeno` I did it but... too much to test
05:41 Zeno` So I aborted heh
05:52 Zeno` Ok, I'll test for a few more hours and then merge unless there are objections in the mean time
05:55 Zeno` hmmm mapgen.cpp line 296 is segfaulting on shutdown
05:55 Zeno` in the GenElementManager dtor
05:56 Zeno` hmmmm ^
06:13 hmmmm i can't replicate it
06:14 hmmmm is it a double free perhaps?
06:14 CraigyDavi` joined #minetest-dev
06:18 hmmmm heh i replicated a segfault on shutdown.. but it's not mapgen related at all
06:18 hmmmm _pthread_mutex_init_calloc_cb()
06:18 Zeno` yes it is. Happens every time I run single player game
06:19 hmmmm which GenElementManager is it that's crashing
06:20 Zeno` ~Server ---> ~OreManager ---> ~GenEelementManager
06:20 ShadowBot Zeno`: Error: Spurious ">".  You may want to quote your arguments with double quotes in order to prevent extra brackets from being evaluated as nested commands.
06:20 Zeno` I upset the bot
06:22 Zeno` oops ~Server ---> ~EmergeManager ---> ~OreManager ---> ~GenEelementManager
06:22 Zeno` I'll see if it still segfaults in a RELEASE build
06:22 paramat left #minetest-dev
06:24 hmmmm hmm i don't see where else i could be deleting an ore
06:26 hmmmm ha that's funny
06:27 hmmmm it only crashes when it's not being debugged
06:27 hmmmm weird, it's not doing it when i try to run it from the console
06:28 Zeno` It's trying to be cunning and hide
06:28 hmmmm it's rather inconsistent
06:28 hmmmm i was only able to get it to happen twice
06:30 Zeno` might be related to l_mapgen.cpp (according to valgrind anyway)
06:31 hmmmm what's valgrind say?
06:31 Zeno` I have no idea, it's confusing me
06:32 Zeno` I'll run it again
06:36 Zeno` http://pastebin.com/2tU89Mg3
06:36 Zeno` brb
06:38 hmmmm that is some extremely useless output
06:39 Hunterz joined #minetest-dev
06:40 Zeno` yes
06:40 Zeno` GenElementManager::~GenElementManager() (mapgen.cpp:296)    <--- there is a compiler warning on that line as well
06:40 hmmmm what is that?
06:41 zat joined #minetest-dev
06:42 Zeno` nvm
06:42 Zeno` it's on a different line heh
06:42 Zeno` same one as Fritigern was talking about
06:43 hmmmm yeah that was a simple fix
06:43 hmmmm nothing to do with memory allocation though
07:04 RealBadAngel hi Zeno`
07:04 RealBadAngel have you checked wielded commit?
07:05 NakedFury joined #minetest-dev
07:13 daswort joined #minetest-dev
07:13 andre_pl joined #minetest-dev
07:18 Zeno` Not in depth but it seems ok
07:18 Zeno` Weild hand in HDX is weird
07:37 jin_xi joined #minetest-dev
07:43 RealBadAngel Zeno`, have a screenshot?
08:00 kilbith joined #minetest-dev
08:06 Zeno` RealBadAngel, I think it's an issue with HDX actualyl
08:10 Zeno` RealBadAngel, #1833
08:10 ShadowBot https://github.com/minetest/minetest/issues/1833 -- Remove most exceptions from getNode() (and variants) by Zeno-
08:15 Zeno` I guess I should profile setNode* as well and see if its worth doing the same (as a separate PR)
08:16 RealBadAngel i had same situation when speeding up digging and placing a node
08:17 RealBadAngel but that was quite shorter code ;)
08:18 RealBadAngel the PR looks ok at the first sight
08:19 Zeno` give it a try out if you get time ;)
08:19 Zeno` Some people were getting an extra 15 FPS on VE-S
08:21 andre_pl joined #minetest-dev
08:21 Zeno` Or maybe 20... I can't remember
08:30 RealBadAngel applied without warnings, no no white spaces ;)
08:30 RealBadAngel *so no
08:42 RealBadAngel crashed on exit to menu
08:42 RealBadAngel http://pastebin.com/R0BURBDH
08:45 Zeno` yeah that's in master
08:45 Zeno` I've told hmmmm about it and I'm also trying to track it down, but I'm about to give up
09:54 Zeno` I can't work it out... hmmmm will have to ;(
10:07 FR^2 joined #minetest-dev
10:16 ImQ009 joined #minetest-dev
10:18 Zeno` RealBadAngel, did you test the PR?
10:36 Amaz joined #minetest-dev
10:58 GrimKriegor joined #minetest-dev
11:30 Megaf_ joined #minetest-dev
12:18 Zeno` has anyone looked at #1835? I just tested and it seems fine
12:18 ShadowBot https://github.com/minetest/minetest/issues/1835 -- Add option eased to NoiseParams by SmallJoker
12:19 Zeno` I think it should be merged
12:41 kilbith Zeno`, 1835 could have conflict with that recent commit : https://github.com/minetest/minetest/pull/1835/files
12:41 kilbith (I guess)
12:45 Zeno` kilbith, conflict with what? The patch does seem to apply cleanly
12:45 ImQ009 joined #minetest-dev
12:45 Zeno` I doubt 1835 could conflict with itself :D
12:45 kilbith both writes noise.h
12:52 Zeno` kilbith, double checked and it's ok
12:52 kilbith ok
13:38 shadowzone joined #minetest-dev
13:59 BENJI_ joined #minetest-dev
14:20 Chicken_shadow joined #minetest-dev
14:52 shadowzone joined #minetest-dev
15:07 PenguinDad joined #minetest-dev
15:20 ImQ009 joined #minetest-dev
15:34 hmmmm joined #minetest-dev
15:39 MinetestForFun joined #minetest-dev
16:18 CraigyDavi` joined #minetest-dev
16:24 AnotherBrick joined #minetest-dev
16:27 selat joined #minetest-dev
16:30 Calinou joined #minetest-dev
16:37 selat joined #minetest-dev
16:53 zat joined #minetest-dev
17:03 DuDraig The developer wiki site account creation page is broken. It says to select a cat photo in a box below to prevent automated accounts but there is not box and no photos. When you provide your new account information, it returns an error message about a missing confirmation code.
17:08 Tesseract DuDraig: Known.  Ask an admin to create your account (I think PilzAdam's one, I'm only one on the user wiki).
17:23 Hunterz joined #minetest-dev
17:25 ShadowNinja hmmmm: So update_map is update_lighting, but it calls an old, slower, lighting function?  If so do you think you can optimize that function?  It's probably the same lighting function that RBA was telling me was slowing down L-Systems treegen.
17:25 DuDraig Thx Tesseract.
17:32 hmmmm it is the same lighting function, yeah.
17:32 ShadowNinja hmmmm: Do you think you can fix it?
17:33 hmmmm mapgen lighting is really fast but i don't think it could necessarily replace map lighting to be slow and accurate
17:33 ShadowNinja :-|
17:33 hmmmm i can try, but it's just one more of many things for me to do right now
17:33 ShadowNinja What makes regular lighting so much slower?
17:33 hmmmm i think most of the time is taken up using the queue container for light sources
17:34 hmmmm it's just the algorithm with which celeron decided to use
17:35 ShadowNinja hmmmm: So then Map::updateLighting can probably be made a lot faster?
17:35 hmmmm i'm sure it can be
17:47 rubenwardy joined #minetest-dev
17:48 rubenwardy joined #minetest-dev
17:50 Krock joined #minetest-dev
17:56 rubenwardy joined #minetest-dev
18:29 rubenwardy joined #minetest-dev
18:29 CraigyDavi_ joined #minetest-dev
18:50 guigui__ joined #minetest-dev
19:22 RealBadAngel hi folks, whats up?
19:25 FR^2 joined #minetest-dev
19:34 CraigyDavi joined #minetest-dev
19:37 casimir joined #minetest-dev
19:41 casimir Is someone familiar with this error? http://pastebin.com/rara5AP3
19:43 casimir On that server I have one (run in place) minetest that works fine. This other is fresh complied with -DRUN_IN_PLACE=1 -DENABLE_SOUND=0 -DBUILD_CLIENT=0 -DENABLE_CURL=1
19:46 Krock add "EnvArgsEnd" to map_meta
19:50 casimir at the end?
19:50 Krock yes
19:50 casimir does change nothing.
19:51 Krock oh wait. map_meta should contain "[end_of_params]" at the end
19:51 casimir it does
19:52 Krock and env_meta, "EnvArgsEnd"
19:53 casimir Oh now I now. env_meta is empty.
19:53 Krock ah. that's the thing
19:54 casimir Thank you it works :)
19:55 Krock np
19:59 Sokomine casimir: ah yes. that was a problem with the files you offered for download as well. i didn't think more of it and just copied a suitable file from another world over. if that file's missing on your server, that might be the cause of it not comming back up
20:00 casimir It's now up again. Strangely the world runs on my local pc even with an empty env_meta.
20:01 Krock diffrent builds?
20:01 Sokomine ah, fine. i hope you'll address the other problems (it beeing a server and not a singleplayer world, so locked chests and spawn are not optional but required). it's very likely that other people here might be able to help you with getting the server announced on the list
20:01 * Sokomine points at krock who successfully runs 1-2 servers who announce themshelves on the public list :-)
20:02 Krock and I didn't even define a server address
20:02 Krock possibly, that's the fault. the address points to somewhere else and the IP changed
20:02 RealBadAngel joined #minetest-dev
20:02 Sokomine ups. sorry for discussing this on dev. seems to be a #mt topic. confused channels
20:03 casimir We can fix the serverlist problem some other time. Actually I have no time at all this weekend.
20:09 GrimKriegor joined #minetest-dev
20:45 sol_invictus joined #minetest-dev
21:07 RealBadAngel joined #minetest-dev
21:11 Miner_48er joined #minetest-dev
21:12 _Esteban joined #minetest-dev
21:22 _Esteban left #minetest-dev
21:22 RealBadAngel joined #minetest-dev
21:29 _Esteban joined #minetest-dev
21:29 _Esteban left #minetest-dev
21:32 Amaz joined #minetest-dev
21:33 MinetestForFun Hi everybody, someone here has already installed MTSatellite ? i need help :)
21:34 MinetestForFun I followed the "COMPILE" steps (https://bitbucket.org/s_l_teichmann/mtsatellite/src/default/COMPILE.md), but when i enter "go get -u bitbucket.org/s_l_teichmann/mtsatellite/cmd/mtdbconverter", it returns to me "38: error: 'leveldb_free' undeclared (first use in this function)" however, libleveldb-dev has been installed correctly
21:35 MinetestForFun libleveldb-dev is correctly installed, but the error line seems to be a libleveldb-dev problem...
21:35 MinetestForFun Maybe someone has already installed this mod can help me ? Or a C++ dev ?
21:36 MinetestForFun "mod" it's not a mod, sorry, it's a mapper
21:39 MikeFair joined #minetest-dev
21:42 EvergreenTree joined #minetest-dev
21:49 kilbith MinetestForFun, inappropriate channel. ask on the forum.
22:03 VanessaE OldCoder: *poke*
22:06 VanessaE hey, guys?  are you ever gonna fix this shit?
22:06 VanessaE 17:04:47: ERROR[ServerThread]: ServerEnv: Trying to store id=28312 statically but block (3,1,54) already contains 500 objects. Forcing delete.
22:07 VanessaE (last message repeated 200+ times)
22:07 OldCoder VanessaE, Hello
22:07 VanessaE OldCoder: false alarm.
22:07 OldCoder VanessaE, my version of Sapier patch works at last
22:07 OldCoder Need to get it added
22:07 VanessaE my Creative server is locked at 100% because of that ^^^^^^^^
22:08 VanessaE (the entity thing)
22:08 OldCoder I know the feeling
22:08 VanessaE looking at my stats page, it's been deadlocked for the last 3 1/2 hours
22:08 VanessaE and it was deadlocked all day yesterday too
22:09 OldCoder http://minetest.org/141108-network.txt
22:09 * OldCoder recommends this patch for inclusion in core ^
22:09 RealBadAngel wasnt that ammount a setting?
22:09 VanessaE the 500 is.
22:09 OldCoder Or death stalks worlds
22:09 VanessaE forget that.
22:09 VanessaE what about the "last message repeated 200 times" part?
22:09 RealBadAngel i was hoping TTL could help that
22:09 VanessaE ghost entities being created out of nothing and deadlocking my servers
22:10 VanessaE TTL is useless if they're ghosts.
22:10 RealBadAngel what creates them?
22:10 VanessaE the engine does.  I'll bet if I go there right now (I just restarted it), there'll be nothing there.
22:11 VanessaE ok in this case it's a bunch of quarries.
22:13 RealBadAngel if there is really excesive number of entities, its ok to delete them
22:13 RealBadAngel but the message for each over the limit is the problem
22:13 VanessaE yes
22:13 RealBadAngel so it should be just squashed
22:14 VanessaE there were 7 quarries here
22:14 RealBadAngel to single line message
22:14 VanessaE there's no way they were creating 200(+) * 500 entities
22:14 RealBadAngel block is saved just once
22:14 VanessaE that's just impossible
22:14 RealBadAngel idk this code, so i cant judge
22:15 VanessaE doesn't matter
22:15 VanessaE that device can't create entities that fast.  it's impossible.
22:15 VanessaE the engine's doing something weird here.
22:15 RealBadAngel propably some weird error
22:16 RealBadAngel some1 should nail the beast
22:16 cg72 joined #minetest-dev
22:16 RealBadAngel the problem of code and coders is that code is strict, coders are not
22:17 RealBadAngel and nobody have invented yet good interface code to coders ;)
22:17 VanessaE in this case it's just a small-ish 30x10 hole made with several quarries.
22:18 VanessaE there's no way those machines could possibly make THAT many entities.
22:18 RealBadAngel sometimes single bit shift could do that
22:19 RealBadAngel until youre not deep in that part you wont know
22:19 RealBadAngel thats a price of C++
22:19 RealBadAngel you have to know what you are doing. exactly know
22:20 cg72 RealBadAngel: did you ever find the skybox rotate code ?
22:20 RealBadAngel yes
22:20 cg72 yeah :)
22:20 RealBadAngel you want that in the mainstream?
22:20 cg72 doesnt matter to me
22:21 cg72 but i would like it :)
22:21 RealBadAngel i do have the code on my box at work, leave here an email
22:21 RealBadAngel i will send you docs tommorow
22:22 cg72 gingerpollard72@gmail.com    and thanks :)
22:22 RealBadAngel np
22:22 cg72 any chance to get a normal sun/moon inside a skyboy??
22:22 cg72 skybox*
22:23 RealBadAngel for that we would need a dome
22:23 RealBadAngel and at least 2 skyboxes
22:23 RealBadAngel its doable, there are projects around there
22:24 RealBadAngel just ask uncle for irrlicht skydome
22:24 cg72 uncle????
22:24 RealBadAngel google
22:24 cg72 oh
22:24 RealBadAngel he knows ;)
22:25 cg72 so anything irrlitch can do minetest can be made to do?
22:25 RealBadAngel basically yes
22:25 RealBadAngel we are built on top of it
22:26 cg72 now for ginger to go get into coding trouble ;)
22:30 exio41 joined #minetest-dev
22:39 VanessaE now, I'm gonna re-iterate...  7 quarries, all digging the same 10x30 patch of ground, down to about -100. Each produces one entity per second, that's a max of 7.  The engine is clearly failing to delete the extraneous entities.
22:39 VanessaE when is this gonna be fixed?
22:40 VanessaE in other words, 7 entities per second is far less than 500*200 that the engine is claiming is being created, especially if they're being thrown into chests, which they were.  I checked the structure when the server came back up.
22:40 cg72 and on a side note, can we make it so it wont delete players enity as i keep doing it to myself when clearing other entities
22:40 VanessaE the CPU usage was normal when the server came back up, which means pipeworks was not doing anything weird, the engine was.
22:41 VanessaE because I was there at the suspect site.  if it were pipeworks acting wrong, the CPU usage would have been bad after the restart, as soon as I teleported to the site.
22:41 VanessaE cg72: that *still* hasn't been fixed?
22:42 VanessaE what the fuck, guys?
22:42 proller nobody cares.
22:48 cg72 proller, do you care?
22:48 proller "its already was fixed in..."
22:54 VanessaE proller: oh really?  prove it.  Download the lastest creative map from my website and put it up on a server, add a world anchor near those coords, and leave it running for a couple of days.
22:54 VanessaE let's see if it hangs up.
22:54 RealBadAngel proller, you forgot to add {tm)
22:54 proller oops, need to make some shortcuts ;)
22:54 VanessaE RealBadAngel: s/\{tm\)/\â„¢/
22:55 RealBadAngel but here, personaly, i like more "when its done" (tm)
22:56 RealBadAngel and meanwhile i will chew bubble gum. and reload :P
22:57 VanessaE proller: the map was last updated on tuesday I think, so that structure should be there.  if it isn't, catch me next tuesday and I will instruct you exactly what to do to reproduce the conditions seen on my server (I have since made changes to the owner's structure to hopefully ensure that it can't trigger that bug again, and removed the quarries)
22:58 RealBadAngel btw
22:58 VanessaE in other words, PUT UP OR SHUT UP.
22:58 VanessaE RealBadAngel: hm?
22:58 proller VanessaE, i will try up public server with your map
22:58 RealBadAngel what if protection mob prevents deleting?
22:59 RealBadAngel *mods
22:59 proller but ещььщкщц
22:59 proller tommorow
22:59 VanessaE RealBadAngel: I don't see how, the engine is supposed to be deleting those entities at a level "below" Lua's access, is it not?
23:00 VanessaE assuming they even exist - recall the "ghost" entities seen on my servers and elsewhere
23:00 RealBadAngel i have an idea, will check it
23:06 RealBadAngel proller, that but was meaning you are pissing on something? that was the sound. idi possmotriet' na prirodu ;)
23:07 RealBadAngel meanwhile im off, c ya all later
23:08 cg72 bye
23:13 jin_xi joined #minetest-dev
23:27 JohnnyComeL8ly joined #minetest-dev
23:28 JohnnyComeL8ly Hi, I was told to make a complaint at github... but I think I should get more info first.
23:28 JohnnyComeL8ly I don
23:29 cg72 ok what complaint???
23:29 JohnnyComeL8ly I don't mean like a nagging one... Just a "bug report"
23:30 JohnnyComeL8ly This guy on #minetest said I should describe it as "Incorrect inventory images displayed"
23:30 VanessaE this is known.
23:30 VanessaE make a github issue
23:30 cg72 yes unfortunatly
23:30 VanessaE with screenshots
23:31 VanessaE try to include details about your hardware
23:31 VanessaE your irrlicht version, opengl version
23:31 VanessaE etc etc
23:31 VanessaE whether you're using a proprietary driver or open source, too
23:31 JohnnyComeL8ly Okay. Is there a cmd for harvesting that info?
23:31 VanessaE lshw, lspci, and minetest will tell you some of it too at startup.
23:32 VanessaE (well those are the commands in linux anyway)
23:32 VanessaE lemme guess, it's integrated intel gfx
23:32 VanessaE open source driver
23:33 JohnnyComeL8ly I talked with you the other day... so I guess you would know. :-)
23:33 VanessaE I recall the question but not the details :)
23:34 JohnnyComeL8ly Except, I'm using XP... So, I don't think any open source drivers are installed.
23:34 VanessaE ok
23:34 VanessaE well in that case idk how to gather the data you need
23:35 cg72 18:25:18: ERROR[ServerThread]: suspiciously large amount of objects detected: 4783124 in (27,-1933,-13); removing all of them.
23:35 zhongtiao1 joined #minetest-dev
23:35 cg72 on a only default game wtf did this
23:36 VanessaE cg72: you mentioned a corrupt block earlier in /msg
23:36 VanessaE that's probably the cause
23:36 cg72 5 mill objects
23:36 ShadowNinja IIRC there's already an issue for that.
23:36 VanessaE all of them fake, no doubt
23:37 cg72 18:25:58: ERROR[EmergeThread0]: Invalid block data in database (26,-1933,-13) (SerializationError): unsupported NameIdMapping version
23:37 cg72 what about this one
23:37 ShadowNinja JohnnyComeL8ly: ^
23:37 VanessaE cg72: that's happened on my server before as well
23:37 ShadowNinja cg72: Corrupted block.
23:37 JohnnyComeL8ly ShadowNinja: What's up?
23:37 VanessaE ShadowNinja: that's an out-of-range block address...
23:38 cg72 my other servers on 0.4.9 are fine why is 0.4.10 always killing my shit
23:38 ShadowNinja VanessaE: It's +-2048 IIRC.
23:39 ShadowNinja Otherwise it would overflow into other coords.
23:39 VanessaE ShadowNinja: -1933 translates to -30928.  is that not 1 meter beyond the limits of the map?
23:39 JohnnyComeL8ly I don't know why you care about something killing your poo...
23:39 ShadowNinja JohnnyComeL8ly: See my previous message.
23:39 JohnnyComeL8ly I don't know what IIR
23:39 JohnnyComeL8ly C does for me.
23:39 cg72 -30900 is tha bottom of the map
23:40 ShadowNinja VanessaE: It's beyond the normal map generation limit.
23:40 ShadowNinja cg72: -30912 actually.
23:41 VanessaE ok 16 meters beyond :P
23:41 VanessaE I wonder if something's just using the wrong limit when reading back versus what's able to be written
23:41 ShadowNinja cg72: Just delete that block.
23:42 cg72 how sn?
23:42 JohnnyComeL8ly ShadowNinja: Sorry, I didn't know that was an abbreviation.
23:42 ShadowNinja cg72: sqlite3 map.sqlite [...]
23:42 cg72 leveldb!!!!!!
23:42 ShadowNinja delete from blocks where pos = <x>;
23:43 ShadowNinja cg72: Write a C/C++ program to do it then.
23:43 cg72 i know shit of leveldb or sqlite
23:44 JohnnyComeL8ly I know that it is learn-able if it is open source...
23:48 JohnnyComeL8ly I'm not finding it on github... Any keywords I should use, ShadowNinja?
23:49 ShadowNinja JohnnyComeL8ly: It's on Google code (it's a Google project after all).
23:52 cg72 can i w-e the block? but can i set it to 'void' or what
23:52 VanessaE there's no in-engine way to delete the block from the database.
23:53 cg72 there needs to be one added NOW!!!
23:53 cg72 and a regen block
23:53 VanessaE (there was a proposal for one.  whatever happened to that?)
23:53 VanessaE if a block were to be deleted, it would be re-generated almost immediately, I would think
23:53 JohnnyComeL8ly I'm sorry... I'm new to this stuff.
23:54 cg72 well to regen without deleting as well
23:55 JohnnyComeL8ly Do you have a link? I'm having difficulty finding anything with "minetest" on github.
23:56 JohnnyComeL8ly Anything that is relevant, that is.
23:56 cg72 http://github.com/minetest
23:56 cg72 http://github.com/minetest/minetest  << engine
23:56 hmmmm this conversation belongs in #minetest
23:57 kaeza joined #minetest-dev
23:57 JohnnyComeL8ly ShadowNinja said it was a googlecode thing...
23:57 hmmmm in fact I thought I was there until I scrolled up
23:57 JohnnyComeL8ly I'm sorry... (again) I was trying to help.

| Channels | #minetest-dev index | Today | | Google Search | Plaintext