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IRC log for #minetest-dev, 2015-09-12

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All times shown according to UTC.

Time Nick Message
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00:16 blert2112 Was a spatialindex problem, disabled it and it went past. Now I'm dealing with cURL issues. Arg!
00:17 VanessaE heh
00:17 VanessaE what are you building on anyway?
00:21 blert2112 Win7 minGW64
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00:22 paramat #3171
00:23 ShadowBot https://github.com/minetest/minetest/issues/3171 -- Firelike drawtype: Simplify and improve by paramat
00:24 VanessaE paramat: game#672
00:24 ShadowBot https://github.com/minetest/minetest_game/issues/672 -- water mist by pinkysnowman
00:28 VanessaE paramat: you should give my idea a try regarding plantlike (copy the polys, offset their pitch by some amount without changing their yaw)
00:28 VanessaE (so that each pair forms a "V" shape)
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01:06 paramat VanessaE interesting, perhaps for a new drawtype that is used less often. plantlike needs to remain simple though because it is so heavily used in mapgen and affects fps
01:06 VanessaE paramat: that's the idea, yeah
01:07 paramat firelike grass is another option
01:07 VanessaE regular plantlike for most things, plantlike_fancy or some such for others
01:07 VanessaE I'm not a big fan of the square pattern that firelike creates
01:08 VanessaE (besides, the individual faces are too unevenly spaced for grass et al.)
01:08 paramat yeah
01:09 est31 ever heard of settings?
01:09 est31 people with fast boxes can tune them up people with slow boxes leave them the way they are
01:09 est31 everybody is happy
01:10 VanessaE est31: won't work for plantlike drawtype.
01:12 est31 why
01:12 VanessaE because it's used for some stuff that would only look right if the drawtype remains exactly as it is right now (such as table legs, leaves in realtest, spider webs, and other things). :)
01:12 est31 so why is then there discussion at all
01:13 VanessaE well, this proposed "fancy" drawtype would make the plants look thicker and mostly eliminate the problem you mentioned of not being able to see them well from above.
01:13 est31 leaves in realtest are laughable
01:13 est31 they really are
01:13 VanessaE (versus RBA's idea to just extrude)
01:13 RealBadAngel about plantlike to make it more lovely setting param2 on place would do
01:13 est31 super low FPS
01:13 est31 and if you look to the sky, you see the sun
01:14 est31 even in dense forests
01:14 RealBadAngel why do you want to make things harder?
01:14 RealBadAngel ive made that to bring more variety to plants
01:14 est31 what do you mean exactly with copy the polys VanessaE
01:15 est31 there are no polygons for plantlike, currently, no?
01:15 RealBadAngel est31, thats the price, but fps gain is huge
01:15 paramat we could have an option for an alternative drawtype for grass, no problem
01:15 RealBadAngel damn
01:16 RealBadAngel its and option aviable for half a yr already
01:16 VanessaE est31: instead of two faces in an X shape (as seen from above), there would be four faces arranged into two v-shaped pairs, with the pairs still offset in an X shape
01:16 est31 what
01:16 RealBadAngel use it for christ sake
01:16 est31 RealBadAngel, what is an option
01:17 VanessaE the two faces in each V would be tilted away from one another by somewhere around 30 or 40 degrees.
01:18 est31 would look good I guess for small plants, but large plants will still have issues
01:18 VanessaE yeah
01:18 est31 also, we would still have the backface problem
01:18 paramat well as you know i find plantlike fine-rotation is very unsuitable for default mapgen, fine for more specialist uses
01:19 est31 hrmm it seems to be abled to render the backfaces
01:19 est31 so nvm here
01:25 VanessaE est31: I think you're right about realtest's leaves.
01:25 VanessaE I should change those back.
01:32 VanessaE done.
01:40 RealBadAngel est31,  when param2 is set to something other than zero plant is rotated
01:41 RealBadAngel 0-179
01:42 RealBadAngel atm game is not using that feature
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02:16 paramat hi hmmmm, fractal mapgen is almost ready for merge but i have a bemusing bug described here https://github.com/minetest/minetest/pull/3088#issuecomment-134002097 perhaps sometime you could look at the code? no rush i know you're busy
02:31 paramat back later
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02:49 RealBadAngel paramat. with ur change to waiving platlike is more like a grid
02:50 RealBadAngel please do consider again possibly testing rotations to the plantlike
02:54 est31 man trees grow faster than fire spreads
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04:45 est31 Tesseract, could you teach the bot to respond to website issues?
04:45 est31 Tesseract, e.g. you say website#11
04:46 est31 Tesseract,  and it links to https://github.com/minetest/minetest.github.io/issues/11
05:04 T4im minetest/minetest.github.io#11
05:04 T4im hm, no github style references either :/
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13:35 nrzkt https://www.phoronix.com/scan.php?page=news_item&px=EA-Frostbite-No-Linux
13:35 nrzkt oops :p
13:35 nrzkt wrong chan :)
13:48 Krock you destroyed at least 6 hours and 15 minutes of silence!
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14:22 nrzkt :p
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15:54 rubenwardy hmmmm: no blocks are loading when I join my server, it's possible this is an effect of minetest.delete_blocks, is there any debugging I can do or should I just restart this server?
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17:09 rubenwardy hmmmm: no blocks are loading when I join my server, it's possible this is an effect of minetest.delete_blocks, is there any debugging I can do or should I just restart this server?
17:09 rubenwardy s/it's/is it/
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18:47 hmmmm rubenwardy, I explained why that happens
18:47 hmmmm if you want it to be faster then you need to set sqlite_synchronous = 0
18:48 rubenwardy I'm the only player online
18:48 rubenwardy no mapblocks are loading
18:51 rubenwardy it just looks like a vacuum
18:51 rubenwardy disabling noclip means I can't move
18:52 hmmmm rubenwardy, would you like me to explain again?
18:52 rubenwardy It's not loading slowly, it's not loading at all
18:52 hmmmm yes, I never said that it loads slowly
18:52 hmmmm it isn't loading at all because delete_area is still running
18:53 rubenwardy delete area usually only takes 1 second
18:53 rubenwardy and the server freezes during that time -
18:53 rubenwardy why would it still be running?
18:53 hmmmm delete area takes 1 second for how large of an area?
18:54 rubenwardy 60x60x60
18:54 rubenwardy f5 is logging ~3 packets per line
18:54 hmmmm right now how about how long it takes to delete the size your game uses
18:55 rubenwardy about 1.5 seconds, which is normal
18:55 rubenwardy map is still a vacuum afterwards
18:55 hmmmm well I tested your capture the flag mod and it takes about 40-60 seconds to delete the map
18:55 rubenwardy I use an SSD
18:55 hmmmm after it's done, the mapblocks reload as intended
18:56 hmmmm i am not able to replicate your issue
18:56 rubenwardy and the server uses a smaller arena than the upstream mod
18:56 hmmmm and then I set sqlite to fully asynchronous, which makes delete_area very fast, around 5 seconds
18:56 hmmmm making it work exactly like it's supposed to
18:57 rubenwardy this is the first time it's happened in 3 weeks
18:58 rubenwardy current uptime of 19h
18:59 hmmmm alright
18:59 rubenwardy I'm telling you about it as you asked me to tell you if it happened again - I can just restart the server and carry on as usual
18:59 hmmmm let's assume there's a problem that is not delete_area's inherent slowness
19:00 hmmmm the way I would debug a server freeze is by running minetestserver in a debugger, and then breaking in the debugger when you notice the pause
19:00 hmmmm then looking at a backtrace to see which function the serverthread is in
19:00 rubenwardy the server is running in GDB
19:00 hmmmm ctrl+C breaks it
19:01 est31 note when running with gdb
19:01 est31 make it forward siginfo signals
19:01 rubenwardy this is the script I use: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/Server-scripts/minetestserver-basic.sh
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19:01 est31 instead of handling it itself
19:01 est31 because otherwise it kills minetest
19:01 est31 leading in envargsend errors and worse
19:01 rubenwardy and http://digitalaudioconcepts.com/vanessa/hobbies/minetest/Server-scripts/gdbopts
19:02 hmmmm that's the default behavior est
19:02 T4im hmmmm: would that asynchronous setting also speed up clearobjects?
19:02 hmmmm for me, anyway
19:02 est31 hmmmm, for me it isnt
19:02 hmmmm T4im, only a little bit
19:02 hmmmm the thing about clearobjects is that it needs to read, modify, then write back the blocks
19:03 hmmmm the read and modify would still be slow operations because the database abstraction layer uses a synchronous api
19:03 T4im ah, ok, thanks :)
19:03 hmmmm write back would happen instantaneously
19:03 rubenwardy I'm running the server using a bash file which logs its output to a file, rather than to the terminal
19:03 rubenwardy done &>> $MOREDEBUG
19:03 hmmmm what delete_area does is just deletes everything indiscriminantly so it appears to happen instantaneously
19:03 rubenwardy That's a problem as I can't access the gdb terminal
19:04 hmmmm rubenwardy, sounds like the only thing you can do here is just restart the server without redirection
19:04 est31 rubenwardy, store the PID of the gdb in a file
19:04 est31 then kill that
19:04 est31 or send it sigint
19:06 rubenwardy done, now what?
19:06 est31 well it should be killed now
19:07 rubenwardy great
19:07 rubenwardy you can use: gdb -p 7214
19:07 rubenwardy but I've killed it, so I can't now
19:08 rubenwardy :'(
19:16 OldCoder rubenwardy, it will be all right
19:17 OldCoder Mourn the dead process and move on
19:17 OldCoder :P
19:18 Amaz Or, as Beowulf would recommend, avenge it :P
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21:20 est31 okay reviewed translations, should work now
21:27 est31 pushed
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