Time |
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04:15 |
neoascetic |
I really want build for OSX be part of testing process. But currently travis-ci doesn't allow multi-os tests, so we need a workaround. |
04:15 |
neoascetic |
As far as you know I monitor all changes on master and trigger travis build for the OSX: https://travis-ci.org/neoascetic/minetest |
04:15 |
neoascetic |
neoascetic |
04:15 |
neoascetic |
I want this process to be moved to minetest repo: before normal build start, script need to merge changes and push them to special OSX repo to trigger OSX-specific build, and after normal build ask build status through travis' APIwhat do you think? |
04:41 |
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04:46 |
VanessaE |
ok networking in current master HEAD is really glitchy noew |
04:46 |
VanessaE |
now* |
04:46 |
VanessaE |
players showing up as flat "green guy", connecting but not really being there (like the "player deleted" bug #1550) |
04:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/1550 -- Disallow object:remove() if the object is a player by kahrl |
04:47 |
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04:47 |
VanessaE |
"Areas" HUD not always working |
04:47 |
VanessaE |
this is acting a lot like when sapier was first rewriting the network stack around the time 0.4.9 came out |
04:48 |
VanessaE |
this is not good. |
04:49 |
VanessaE |
I suggest reverting nrzkt's network patches and moving them to a separate branch |
04:49 |
VanessaE |
this is not gonna work for production |
05:09 |
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05:26 |
DFeniks |
does areas HUD "not working" in new way? because it was not working every other time from at least halfway from 4.10 to 4.11 as far i can remember |
05:29 |
DFeniks |
from my previous message it was not clear . correction: its not working in 4.11 and 4.12 either |
05:31 |
VanessaE |
*usually* it works fine, but it's just glitchy beyond reason now. |
05:39 |
DFeniks |
althought is it the same issue ? mine is when areas hud never shows up , and "couldnt load areas texture" or similar . i dont remember exact message |
05:40 |
VanessaE |
I didn't look to see if there were any "couldn't load xxxx" errors, but yeah the "Areas:" HUD item not being visible is what I mean |
05:40 |
VanessaE |
whether it has the same underlying cause, I can't say. |
05:41 |
VanessaE |
is there anyone here besides us? |
05:50 |
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06:35 |
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06:35 |
nrzkt |
can you proove that VanessaE ? can you point the packet which cause problem ? |
06:36 |
nrzkt |
because revert is not an option for this compat layer. If nobody tests, then the fixes cannot come. I have tested all packets separately since the particle bug and i didn't notice any bug. If you find an exact way to reproduce the problem it could be tested |
06:36 |
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06:36 |
VanessaE |
no, I cannot. I can only relate the very close similarity to sapier's original rewrite efforts around the time of 0.4.9 |
06:36 |
nrzkt |
i'm not sapier :) |
06:36 |
VanessaE |
I know :) |
06:37 |
VanessaE |
just connect to my creative server |
06:37 |
nrzkt |
and the protocol has bugs |
06:37 |
VanessaE |
you'll see the issues |
06:37 |
nrzkt |
i haven't time, i go to work now, but i look at this in two hours |
06:37 |
nrzkt |
which issue exactly ? |
06:38 |
VanessaE |
you'll either connect and get a few mapblocks before timing out, or you'll come up with the flat sprite player object witht he "green guy" skin (press F7 to see it), or your player object will be flat but you'll have the current skin file (so it looks garbled), or no "Areas:" HUD. |
06:38 |
VanessaE |
by "timing out" mean you'll just seem to stall and nothing loads. |
06:39 |
nrzkt |
it's not due to packet rewrite, the thing you mention here is a protocol sync problem it seems |
06:39 |
nrzkt |
i need to go, see you |
06:52 |
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07:26 |
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07:53 |
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07:53 |
nrzkt |
sfan5, Zeno`, okay for rename do-unittests to run-unittests then ? |
07:54 |
Zeno` |
I prefer that |
07:55 |
Zeno` |
nrzkt, it seems that *sometimes* the server doesn't see the client leave |
07:56 |
nrzkt |
i haven't see this issue yet |
07:56 |
nrzkt |
but the current clientiface implementation is not very correct and some rare cases are mishandled |
07:57 |
nrzkt |
like when the server disconnect the client doesn't see the servers was done |
07:57 |
Zeno` |
yeah |
07:58 |
nrzkt |
but let the network rework fix that, master without network patches isn't my priority for network issues. |
08:02 |
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08:12 |
Zeno` |
bbl |
08:24 |
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08:46 |
nrzkt |
ok, --do-unittests renamed as --run-unittests in master |
09:16 |
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09:21 |
BlockMen |
@game_team: I plan to add https://github.com/BlockMen/beds to minetest_game. Comments? |
09:29 |
Hunterz |
colored (wool color) beds will be fine :) |
09:31 |
VanessaE |
note that homedecor has beds :P |
09:31 |
VanessaE |
(though you can't "sleep" in them) |
09:32 |
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09:32 |
BlockMen |
Hunterz, the game should net get bloated. for that there can be mods. |
09:32 |
BlockMen |
furthermore this beds mod has an api to add easily more beds |
09:32 |
BlockMen |
VanessaE ^ |
09:32 |
Hunterz |
ah |
09:33 |
BlockMen |
then you can sleep in them ;) |
09:33 |
Hunterz |
instead of bed make sleeping bag, for early game stage... |
09:35 |
BlockMen |
Hunterz, IMO a bed is fine |
09:36 |
Hunterz |
:) |
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12:48 |
kilbith |
http://minetest.net/mods must be reworked. so i did a small list of top-quality/massively mods by category : http://pastie.org/9978099 |
12:48 |
kilbith |
your opinions ? ^ BlockMen |
12:48 |
kilbith |
*massively used |
12:58 |
BlockMen |
kilbith, better use transportation (not vehicles) and move travelnet there. furthermore building needs more mods. the category mobs/play is a strange mix. |
12:59 |
BlockMen |
and sort them. either by name or by views/hits |
12:59 |
kilbith |
yep, i take note |
13:01 |
kilbith |
Mobs/Player -> Entities, would be OK ? |
13:01 |
BlockMen |
better mobs and search a better place for 3d armor |
13:02 |
kilbith |
hmmm |
13:02 |
Hunterz |
instead misc will be better [Server Tools] |
13:02 |
BlockMen |
maybe a new category and add some other mods like player effects or such |
13:02 |
kilbith |
i don't see where, kind of particular mod |
13:02 |
BlockMen |
and environment->mapgen and add moreores |
13:03 |
kilbith |
and for Ambience sounds ? |
13:03 |
VanessaE |
environment |
13:03 |
kilbith |
moreores is no longer maintained by Calinou (redundant ores with default in here) |
13:03 |
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13:13 |
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13:21 |
kilbith |
better ? (sorted by names and various moving) : http://pastie.org/9978194 |
13:21 |
kilbith |
^ BlockMen |
13:24 |
kilbith |
oops, mistakes. fixed : http://pastie.org/9978208 |
13:24 |
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13:31 |
VanessaE |
kilbith: More Blocks, More Trees, More Ores (each should be two separate words) |
13:32 |
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13:32 |
VanessaE |
also More Trees probably should be listed after Plantlife (even though that defies alpha order) |
13:32 |
VanessaE |
Home Decor Modpack, also. |
13:33 |
kilbith |
ok for the word-splitting why More Trees after Plantlife ? |
13:33 |
kilbith |
but why* |
13:34 |
VanessaE |
because usually you can't have More Trees without at least plants_lib from Plantlife |
13:34 |
VanessaE |
(except if you have the mg mod) |
13:35 |
kilbith |
well, Plantlife is listed, so there's no problem |
13:35 |
VanessaE |
I mean it doesn't seem logical to list a mod before the thing it depends on :) |
13:35 |
VanessaE |
but ok |
13:36 |
kilbith |
they are next to each other... |
13:37 |
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13:37 |
kilbith |
anything else to say ? |
13:38 |
VanessaE |
nope |
13:40 |
BlockMen |
kilbith, looks good to me. if noone complains or comes with a better suggestion i will changed it later |
13:50 |
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13:51 |
nrzkt |
are you talking about mod integration into minetest_game ? |
13:52 |
kilbith |
BlockMen: ok, here's with mods+links : http://pastie.org/9978273 |
13:53 |
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13:54 |
BlockMen |
nrzkt, no. about minetest.net/mods |
13:54 |
nrzkt |
ok |
13:54 |
BlockMen |
kilbith, thx |
13:54 |
VanessaE |
bbl |
14:08 |
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14:39 |
kilbith |
BlockMen, also i've reworked the main screenshot. before: https://lut.im/p9ioB61Y/fkVaQyKS | after: https://lut.im/420LFLDz/T9QZCGtz | download: https://lut.im/Z2Bz9ZUH/ngkwAnoT |
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14:57 |
BlockMen |
kilbith, -1 . current looks better IMO |
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15:56 |
domtron |
VanessaE, the gap has been breeched D: we need a moderator on the forums to ban some Spam bots. https://forum.minetest.net/viewtopic.php?f=3&t=11299 https://forum.minetest.net/viewtopic.php?f=3&t=11300 https://forum.minetest.net/viewtopic.php?f=3&t=11302 |
16:01 |
domtron |
rats I posted in the wrong channel -.- |
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18:21 |
BlockMen |
PilzAdam sfan5 : http://irc.minetest.ru/minetest-dev/2015-02-24#i_4166464 |
18:22 |
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18:27 |
rubenwardy |
#2383 is quite annoying for me |
18:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/2383 -- Calling minetest.chat_send_all in minetest.register_on_newplayer causes hanging |
18:27 |
rubenwardy |
Why is on_newplayer called in emergePlayer in server.cpp and on_joinplayer called elsewhere? |
18:29 |
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18:46 |
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18:46 |
ShadowNinja |
BlockMen: Seems O.K., provided that it's stable and and has a clean API. If it's based on PA's beds the history should indicate that and I merged a bunch or fixes here which you should add: https://github.com/ShadowNinja/beds/commits/master |
18:48 |
BlockMen |
ShadowNinja , yes, yes and no. its complete different |
18:50 |
sfan5 |
https://github.com/BlockMen/beds/blob/master/spawns.lua#L18 |
18:51 |
sfan5 |
BlockMen: do you realize that that line(^) has no effect? |
18:51 |
sfan5 |
BlockMen: mods don't run in threads, it's not possible for read_spawns to run while save_spawns runs |
18:52 |
ShadowNinja |
BlockMen: Well, you do `is_singleplayer or false`, and the load lines are at the bottom, and you call get_modpath twice, and the registration function is in nodes.lua. |
18:53 |
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18:55 |
ShadowNinja |
BlockMen: You should probably use minetest.serialize, since it's more extensible. Pass it through minetest.compress if needed. Also, include a version field at the top of the file. |
18:56 |
sfan5 |
BlockMen: basically, I'm ok with adding the beds mod, but your code needs a cleanup |
18:57 |
ShadowNinja |
^ |
18:57 |
BlockMen |
ofc the load lines are at the bottom, like everywhere: https://github.com/minetest/minetest_game/blob/master/mods/default/init.lua#L36 |
18:57 |
BlockMen |
since the helper functions are needed first |
18:58 |
BlockMen |
also the modpath get EVERYWHERE called that often, why is it suddenly something bad? |
18:58 |
BlockMen |
where is the problem that the reg function is in nodes.lua? the descriptis for it is in game_api.txt ofc |
18:59 |
BlockMen |
minetest.serialize made often problems in past, this does not. everyone can easily read and change txt files |
18:59 |
BlockMen |
the sethome mod also uses the same format |
18:59 |
ShadowNinja |
BlockMen: I've never called it more than once in my mods, and I fixed builtin a few months ago. And why is it bad? Because it's a lot slower makes longer lines of course! |
19:00 |
sfan5 |
"everyone else also uses a text fmt." is not an argument |
19:00 |
BlockMen |
AND you have backwards compatibility with PA mods and this, which is used on a lot servers already |
19:01 |
ShadowNinja |
BlockMen: The API should be in the mod itself, you shouldn't need to get the whole game for one mod. |
19:01 |
BlockMen |
^ ofc. i said the description |
19:01 |
ShadowNinja |
The most popular way to serialize data is by far serialize() |
19:02 |
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19:02 |
ShadowNinja |
There are only a few simple mods that don't use it. |
19:02 |
ShadowNinja |
BlockMen: And the problem with it being in nodes.lua is that it isn't a node. |
19:04 |
BlockMen |
ShadowNinja, stop using two standards: https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua#L1111 |
19:04 |
BlockMen |
^ since you are also in _game team now, why didnt you clean up that? |
19:05 |
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19:12 |
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19:13 |
ShadowNinja |
BlockMen: Because I work on about 8 mods, plus Minetest, plus other personal projects, plus jobs, plus school, etc. I have for more things to do than time to work on them. |
19:13 |
ShadowNinja |
far* |
19:16 |
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19:16 |
BlockMen |
you forgot to mention the time you spend usually to just rewrite everything ... |
19:16 |
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19:19 |
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19:21 |
BlockMen |
ShadowNinja: also, when you have that much time problems, why you accepted to maintain _game aswell? |
19:22 |
ShadowNinja |
BlockMen: I didn't, I was assigned. |
19:22 |
BlockMen |
ShadowNinja: ah, ic. should i help you and un-assign you? |
19:23 |
ShadowNinja |
~tell nrzkt You mentioned you were testing my security patch a while ago, have you finished yet? |
19:23 |
ShadowBot |
ShadowNinja: O.K. |
19:23 |
ShadowNinja |
BlockMen: Nah. |
19:24 |
BlockMen |
lol |
19:24 |
ShadowNinja |
I'll work on it when I have more time. |
19:27 |
BlockMen |
kilbith, updated the site. |
19:28 |
kilbith |
ok thanks, BlockMen |
19:32 |
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20:01 |
BlockMen |
ShadowNinja sfan5 : changed everything (except serialization) and will push this soon https://github.com/BlockMen/minetest_game/commit/edb02e9d3361538dea2fdae92f5fe72e712dbbe2 |
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20:03 |
sfan5 |
BlockMen: looks ok |
20:11 |
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20:15 |
ShadowNinja |
BlockMen: .txt -> .md or .rst. Also use beds/API.md/rst and mage game_api link to it. |
20:15 |
ShadowNinja |
make* |
20:19 |
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20:24 |
BlockMen |
ShadowNinja, nope. |
20:24 |
ShadowNinja |
... |
20:28 |
PilzAdam |
BlockMen, where are the colored beds? |
20:28 |
PilzAdam |
https://github.com/minetest/minetest_game/commit/edb02e9d3361538dea2fdae92f5fe72e712dbbe2#diff-8eb62e836e64c72a439c178d35c178a8R45 is this a list of tile definitions? how many tile definitions are required? |
20:29 |
PilzAdam |
https://github.com/minetest/minetest_game/commit/edb02e9d3361538dea2fdae92f5fe72e712dbbe2#diff-9a854be4b2c0541550ae6a2789f244b3R19 wrong indentation |
20:31 |
PilzAdam |
https://github.com/minetest/minetest_game/commit/edb02e9d3361538dea2fdae92f5fe72e712dbbe2#diff-a3d434548f6c2a40908f02f8a79a1c05R86 you should only alias the red bed, since you only have a red bed |
20:32 |
PilzAdam |
with these aliases I am unable to update my beds mod to use the new API you added |
20:33 |
PilzAdam |
and why does register_bed register a recipe too? |
20:35 |
BlockMen |
PilzAdam, there are none. that can be part of mods. tiles: 1-6, depends how your bed should look like. indentation: huh? aliases: will be removed, right |
20:35 |
PilzAdam |
loop bodies should be indented by 1 tab |
20:35 |
PilzAdam |
also your recipes make it unable to create mods for colored beds |
20:37 |
BlockMen |
PilzAdam, you can override the function. so mods can create colored beds |
20:37 |
PilzAdam |
what's the point of the function then? |
20:37 |
BlockMen |
there can be other recipes. like bed + color |
20:37 |
BlockMen |
= colored bed |
20:38 |
PilzAdam |
yes, 3 blue wool make a red bed, plus blue wool makes a blue bed |
20:38 |
PilzAdam |
very logic |
20:39 |
BlockMen |
using just white wool is a limitation aswell |
20:39 |
PilzAdam |
add colored beds to mintest_game then |
20:40 |
BlockMen |
yeah, lets bloat _game |
20:40 |
BlockMen |
we should add homedecor aswell |
20:40 |
VanessaE |
... |
20:40 |
PilzAdam |
remove colored wool then |
20:41 |
PilzAdam |
use white wool only, mods can add other colors if they need it |
20:41 |
BlockMen |
fine, i will change it to white wool and we will see if players complain |
20:41 |
BlockMen |
if so, it get reverted |
20:41 |
BlockMen |
otherwise im fine with |
20:42 |
PilzAdam |
red wool, since the bed texture is red |
20:42 |
BlockMen |
VanessaE, no offence. but homedecor is really huge ;) |
20:42 |
VanessaE |
:P |
20:43 |
BlockMen |
i will use rd red white |
20:43 |
BlockMen |
PilzAdam: ^ |
20:44 |
PilzAdam |
yes, that fits the current recipes in my beds mod |
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21:39 |
VanessaE |
what the fuck is going on with the networking code?! |
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21:53 |
BlockMen |
what was the last state concerning next release, 0.4.13 or 0.5 ? |
22:10 |
sapier1 |
next release? ;-) wasn't there already a release this year? |
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22:13 |
BlockMen |
sapier1, right. once a year is enough ;D |
22:14 |
sapier1 |
just joking I'm sorry but I haven't had much time lately so I can't really tell much |
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22:43 |
VanessaE |
well I've found a simple way to reproduce 23:43:39: ERROR[ServerThread]: ServerEnv: Trying to store id=6340 statically but block (-43,1,-28) already contains 537 objects. Forcing delete. |
22:44 |
VanessaE |
use worldedit to set an area of gravel say 30 x 1 x 30, above ground. dig it. |
22:44 |
VanessaE |
repeat two or three times |
22:44 |
VanessaE |
enough to get the gravel to fall all over itself and start lagging and creating dropped entities. |
22:45 |
VanessaE |
eventually it'll just start throwing those errors over and over and over ad nauseam, even after you have collected all of the dropped entities. |
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