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 |
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00:34 |
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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 |
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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 |
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01:11 |
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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 |
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01:39 |
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02:37 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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05:34 |
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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 |
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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 |
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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 |
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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 |
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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 |
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07:13 |
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07:18 |
Zeno` |
Not in depth but it seems ok |
07:18 |
Zeno` |
Weild hand in HDX is weird |
07:37 |
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07:43 |
RealBadAngel |
Zeno`, have a screenshot? |
08:00 |
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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 |
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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 |
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10:18 |
Zeno` |
RealBadAngel, did you test the PR? |
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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 |
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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 |
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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 |
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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 |
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19:22 |
RealBadAngel |
hi folks, whats up? |
19:25 |
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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 |
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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 |
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21:32 |
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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 |
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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 |
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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 |
gingerpollard72gmail.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 |
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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 |
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23:27 |
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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 |
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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 |
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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. |