Time |
Nick |
Message |
00:24 |
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00:41 |
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01:31 |
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01:40 |
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02:50 |
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03:22 |
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04:17 |
est31 |
can I push https://github.com/est31/minetest/commit/8e83ca4b624a9bcc49087c126993c23504d1a97a |
04:31 |
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04:38 |
est31 |
did a PR |
04:46 |
hmmmm |
looks good to me |
04:47 |
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05:21 |
est31 |
btw wheather has been FULLY removed, right? |
05:22 |
est31 |
I mean: do we still need the hack of commit 06cdce1e12? |
05:22 |
est31 |
I mean 06cdce1e12 |
05:28 |
est31 |
btw why has it been removed? |
05:36 |
OldCoder |
Has mapformat.txt been deleted? |
05:36 |
OldCoder |
A vanilla build just failed |
05:36 |
OldCoder |
file INSTALL cannot find |
05:36 |
OldCoder |
"/opt/minebest/src/core/server/minetest/doc/mapformat.txt" |
05:36 |
est31 |
ahhh |
05:37 |
est31 |
sorry my fault |
05:37 |
est31 |
OldCoder, yes it has been renamed to worldformat.txt |
05:37 |
est31 |
because it not just documents the map's format |
05:37 |
est31 |
but of the whole world |
05:38 |
OldCoder |
But the build fails? |
05:38 |
OldCoder |
Generic make && make install gives that error |
05:38 |
OldCoder |
file INSTALL cannot find |
05:38 |
OldCoder |
"/opt/minebest/src/core/server/minetest/doc/mapformat.txt" |
05:38 |
OldCoder |
? |
05:38 |
est31 |
well surely it does have to be fixed |
05:39 |
OldCoder |
So, a recent change? |
05:39 |
OldCoder |
Nobody but me has compiled recently? Odd |
05:39 |
est31 |
yes |
05:39 |
est31 |
well I have compiled but I never do make install |
05:40 |
OldCoder |
Heh |
05:40 |
OldCoder |
Well, my bug report is submitted |
05:40 |
OldCoder |
Presently, MT can't be built |
05:41 |
* OldCoder |
patches it temporarily by cp -p doc/worldformat.txt doc/mapformat.txt |
05:42 |
OldCoder |
|
05:42 |
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Hunterz joined #minetest-dev |
05:42 |
OldCoder |
BTW VE says mapgen7 does not work with the types of lighting in moretrees |
05:43 |
OldCoder |
Does anybody know if that is corrected? |
05:43 |
est31 |
perhaps you have luck and paramat appears |
05:43 |
est31 |
he's on github at least |
05:44 |
OldCoder |
One step at a time |
05:44 |
OldCoder |
Have recently tried mg7 and seems to work |
05:47 |
est31 |
OldCoder, can you look whether I've done a typo : https://github.com/est31/minetest/commit/b3682e7dae87580c91de955ced90c574ddf56925 |
05:50 |
OldCoder |
Hi |
05:50 |
OldCoder |
est31, Reviewing |
05:50 |
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paramat joined #minetest-dev |
05:51 |
paramat |
can you link me to 06cdce1e12 ? |
05:51 |
OldCoder |
paramat, HI |
05:51 |
OldCoder |
est31, let me repull the code |
05:51 |
OldCoder |
Moment |
05:51 |
paramat |
moretrees still has shadow bugs, more common in mgv7, not fixed |
05:52 |
OldCoder |
Hi; thanks! |
05:52 |
paramat |
weather was proller's weather and had many issues |
05:52 |
paramat |
(dynamic weather) |
05:53 |
OldCoder |
./CMakeLists.txt:install(FILES "doc/mapformat.txt" DESTINATION "${DOCDIR}") |
05:53 |
OldCoder |
est31, that is in the code; odd, your change is not present |
05:53 |
OldCoder |
I see no typo |
05:53 |
est31 |
ok pushed |
05:53 |
OldCoder |
The change simply isn't there |
05:53 |
OldCoder |
Ah |
05:53 |
OldCoder |
This is new |
05:53 |
OldCoder |
Repulling |
05:55 |
OldCoder |
est31, rebuild works |
05:55 |
OldCoder |
t y |
06:08 |
|
kaeza joined #minetest-dev |
06:20 |
est31 |
really, to be honest, the serialisation version is the totally wrong place to send wheather data |
06:20 |
est31 |
to indicate that |
06:20 |
est31 |
I mean |
06:21 |
est31 |
and the serialized mapblock is the wrong place to send the wheather data |
06:21 |
est31 |
yes, it fits with the client's memory structure |
06:21 |
est31 |
but that sholdn't be used to design a protocol |
06:23 |
est31 |
or not? |
06:23 |
est31 |
I'm not sure |
06:24 |
paramat |
i'll remove those commented-out lines then merge #3175 |
06:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/3175 -- Firelike drawtype: Improve code by paramat |
06:24 |
est31 |
okay |
06:29 |
paramat |
hm actually i can simplify it more by replacing hOffset and hOffsetBot by literals, those were probably variables only for easy adjustment of the drawtype |
06:30 |
est31 |
yea its better to have variables |
06:30 |
est31 |
then you can tune easier |
06:30 |
est31 |
and make less mistakes |
06:32 |
est31 |
well I guess ill leave the wheather serialisation as it is right now |
06:33 |
hmmmm |
weather data has not been part of minetest for quite some time now |
06:33 |
hmmmm |
when we got rid of proller's shit |
06:34 |
est31 |
it still gets sent |
06:34 |
est31 |
hardcoded to 0 |
06:34 |
hmmmm |
ugh |
06:34 |
est31 |
with a comment // deprecated |
06:35 |
est31 |
look at MapBlock::{DeS,s}erializeNetworkSpecific methods |
06:35 |
est31 |
they were added by proller's commit |
06:37 |
est31 |
still I wonder what the actual reason was why we have no wheather |
06:37 |
est31 |
anymore |
06:37 |
paramat |
i was just imagining the season changing and all the snow on a mountain melting to water =s |
06:39 |
hmmmm |
if minetest had stayed in that direction, the season would change and half the snow on the mountain would melt to water, before crashing |
06:39 |
hmmmm |
and then the water would probably get stuck or something |
06:39 |
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06:41 |
est31 |
yea its a nightmare to get optimized |
06:42 |
est31 |
imagine all loaded blocks being modified by the server all the time |
06:42 |
est31 |
just because of seasons |
06:42 |
hmmmm |
lol, not even that |
06:42 |
hmmmm |
last time i checked, proller's finite liquid is STILL buggy |
06:43 |
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06:44 |
est31 |
the problem here is that we have to do a very unrealistic simulation of nature |
06:44 |
est31 |
one that doesnt take resources |
06:44 |
est31 |
in nature however, there is tons of "resources" spent on tons of things |
06:51 |
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blaze joined #minetest-dev |
07:02 |
paramat |
now merging 3175 |
07:03 |
|
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07:07 |
paramat |
complete |
07:26 |
paramat |
~tell sfan5 i'm going through some old PRs for mtgame, are 2 '-1's enough to close an old PR? such as game#165 game#178 |
07:26 |
ShadowBot |
paramat: O.K. |
07:32 |
paramat |
~tell sfan5 perhaps it should be 3 '-1's as that's a majority. perhaps you could add your vote to the threads i am updating? |
07:32 |
ShadowBot |
paramat: O.K. |
07:34 |
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07:41 |
est31 |
game#165 |
07:41 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/165 -- Add moonflower mod by RealBadAngel |
07:41 |
est31 |
game#178 |
07:41 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/178 -- Add tin by Zeg9 |
07:43 |
est31 |
the real big problem of VAEs is lighting |
07:44 |
est31 |
we can't update our per-node lighting maps every time a VAE moves |
07:46 |
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07:47 |
est31 |
I mean VAEs should influence each other |
07:47 |
est31 |
when you place a torch at a spaceship or so |
07:47 |
est31 |
lol a flying problem |
08:00 |
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08:07 |
rubenwardy |
what about collision, est31? That would require a lot of map look ups. |
08:10 |
est31 |
thats a problem as well |
08:12 |
celeron55 |
collision isn't impossible at all, but there's not much room for sloppy design or coding in it |
08:12 |
celeron55 |
any special lighting has to wait for a huge lighting rework; it's useless to even think about that in the current system |
08:14 |
est31 |
any ideas how the new system could look like |
08:14 |
celeron55 |
buildat has VAEs and it uses bullet (through urho3d's wrapping of it) for their physics collisions |
08:15 |
|
leat joined #minetest-dev |
08:16 |
celeron55 |
i don't know; lighting is problematic because people are used to how lighting in minetest works and for example switching to more traditional 3d lighting would really put people off |
08:17 |
celeron55 |
you need something special to make caves work as well as they do now |
08:18 |
celeron55 |
and houses and whatever |
08:18 |
waressearcher2 |
what is VAE ? |
08:18 |
rubenwardy |
Voxel Area Entities |
08:18 |
rubenwardy |
see |
08:18 |
rubenwardy |
~dev todo |
08:18 |
ShadowBot |
TODO - Minetest Developer Wiki -- http://dev.minetest.net/todo |
08:21 |
celeron55 |
basically to get it right we'd need something that is called "global illumination" |
08:21 |
waressearcher2 |
there is 0.5.0 coming soon ? |
08:22 |
est31 |
no idea |
08:22 |
rubenwardy |
versions don't matter that much, waressearcher2 |
08:23 |
celeron55 |
(minetest kind of weirdly has global illumination in its current voxel-based ligting, believe it or not) |
08:23 |
nrzkt |
waressearcher2: 0.4.13 has been released 1 month ago, wait :) |
08:24 |
waressearcher2 |
est31: its just I'm reading http://dev.minetest.net/TODO#Big_protocol_changes "The point of this section is to list such features so that they can be merged at once: a one-time incompatibility, perhaps coinciding with the release of 0.5.0, is better than breaking compatibility all the time" |
08:25 |
waressearcher2 |
I thought its like "embrase yorselves 0.5.0 is coming" |
08:26 |
est31 |
yea for a time this was how things looked like |
08:26 |
est31 |
then sb tried to implement breaking changes some people vetoed |
08:26 |
celeron55 |
it's more like "embrace yourselves, this will take forever to happen" |
08:26 |
est31 |
now we regard backwards compat as something very important |
08:27 |
est31 |
lol |
08:28 |
est31 |
but if there is really a feature that needs a breaking change... why not then |
08:28 |
est31 |
but right now I haven't seen any feature that was worth it |
08:28 |
est31 |
and which really needs that change |
08:30 |
waressearcher2 |
how about a clean slate ? |
08:30 |
rubenwardy |
as long as there are world convertors, and mods still work, it's fne |
08:30 |
rubenwardy |
waressearcher2, a rewrite? |
08:30 |
rubenwardy |
do you realise how much work that would be? |
08:31 |
waressearcher2 |
right, with all that experience, new fresh start will be better |
08:31 |
est31 |
there are tons of half finished minecraft clones out there |
08:31 |
rubenwardy |
~g hexahedra |
08:31 |
ShadowBot |
rubenwardy: https://en.wikipedia.org/wiki/Hexahedron | A hexahedron (plural: hexahedra) is any polyhedron with six faces. A cube, for example, is a regular hexahedron with all its faces square, and three squares ... |
08:31 |
rubenwardy |
hexahedra.net |
08:31 |
rubenwardy |
it's a project that apparently is based on the idea of Minetest |
08:31 |
rubenwardy |
[citation needed] |
08:32 |
rubenwardy |
anyway, this isn't really #minetest-dev quality |
08:32 |
kahrl_ |
waressearcher2: http://www.joelonsoftware.com/articles/fog0000000069.html |
08:36 |
paramat |
yeah i prefer organic evolution of code, mgv7 was almost scrapped but now look at it |
08:37 |
est31 |
actually I am really impressed by their mapgen |
08:37 |
est31 |
https://www.youtube.com/watch?v=_uSFLOPTVdE |
08:37 |
est31 |
those mountains |
08:37 |
rubenwardy |
have you seen their mapgen specification language? |
08:37 |
est31 |
no |
08:38 |
rubenwardy |
1 sec |
08:38 |
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08:38 |
celeron55 |
that project seemed to die about a year ago |
08:39 |
rubenwardy |
http://forum.hexahedra.net/t/development-for-0-2/41/13 |
08:40 |
rubenwardy |
no commits since the 4th of December |
08:40 |
rubenwardy |
https://github.com/Nocte-/hexahedra/ |
08:41 |
paramat |
for a moment i thought it had voxel-resolution realtime shadows, i like the idea of that |
08:41 |
celeron55 |
my problem with hexahedra is that it's even more less clear what it's trying to do than in minetest's case |
08:41 |
est31 |
yea |
08:41 |
celeron55 |
it's less of a game, and it's less extendable than minetest |
08:41 |
celeron55 |
so what is it then |
08:42 |
rubenwardy |
a wip |
08:42 |
celeron55 |
yes, but what's the goal |
08:42 |
rubenwardy |
no idea |
08:43 |
kahrl_ |
it's more infinite than minetest at least :) |
08:43 |
rubenwardy |
a Minetest-clone |
08:43 |
rubenwardy |
less of a complicated mess, I guess ;) |
08:43 |
est31 |
interesting |
08:43 |
celeron55 |
that's just stupid in my opinion; minetest is already vague enough, why would anyone in their right mind clone minetest, lol |
08:43 |
est31 |
Tesseract will like this |
08:44 |
est31 |
their server is hexaedra-server |
08:44 |
est31 |
not hexaedraserver |
08:44 |
rubenwardy |
as a rewrite, probably |
08:44 |
est31 |
minetest did some things right |
08:44 |
est31 |
cubic mapblocks |
08:44 |
est31 |
leading to limitless height |
08:45 |
celeron55 |
hexahedra has a completely different Lua API, right? |
08:45 |
est31 |
totally dynamic nodedefs (nothing hardcoded) |
08:45 |
rubenwardy |
limitless, as in 31,000 |
08:46 |
est31 |
we have some uglier things though as well |
08:46 |
rubenwardy |
The author has been developing the custom made noise library that Hexahedra uses, last at 22 Jul |
08:47 |
est31 |
like what you say |
08:47 |
rubenwardy |
Minetest's API isn't faultless |
08:47 |
est31 |
that limit |
08:47 |
celeron55 |
minetest is faulty has hell but at least some people find it useful |
08:48 |
rubenwardy |
it's still being developed, and isn't really a working product yet |
08:49 |
celeron55 |
the largest issue is that we, and i, don't actually understand why MT is as popular as it is and might just screw up everything like idiots 8) |
08:50 |
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08:50 |
est31 |
not doing anything is bad as well :) |
08:51 |
est31 |
I like minetest (and all minecraftlikes in general but I only have minetest experience) because it has so many variations. in an RTS you can only place buildings, in a shooter you can only shoot at people |
08:51 |
est31 |
in minetest you can shoot at people while placing buildings |
08:52 |
est31 |
well, the shooting isnt as good as in ego-shooters |
08:53 |
celeron55 |
that's the "ridiculous sandbox" aspect, which i agree is a pretty strong point |
08:53 |
est31 |
perhaps its only because we live in the 2010s |
08:54 |
est31 |
its a thing that is popular for a short time |
08:54 |
est31 |
then vanishes |
08:54 |
celeron55 |
(i think i actually wrote a blog post about that a year or two ago) |
08:54 |
est31 |
(regarding voxellikes) |
08:54 |
est31 |
perhaps I've read that and my brain didnt store it with proper attribution |
08:55 |
est31 |
stupid brain |
08:57 |
celeron55 |
i'm referring to this http://c55.me/blog/?p=1491 |
08:57 |
celeron55 |
i don't entirely like what i wrote in that but it still has some merit to it in my opinion |
08:58 |
est31 |
hexahedron is affero GPL 3 |
08:58 |
est31 |
O-o |
08:58 |
celeron55 |
oh god why |
08:59 |
paramat |
i like that post |
09:03 |
waressearcher2 |
celeron55: why don't you like gpl3 ? |
09:03 |
waressearcher2 |
torvalds also doesn't like it |
09:03 |
celeron55 |
Affero GPL is not free enough |
09:04 |
celeron55 |
LGPL is the least free i personally accept |
09:04 |
nrzkt |
go to BSD licenced :D |
09:05 |
est31 |
my thought to this is: if I want to make money with something, why should I not give a part of it to the original creator (you)? |
09:06 |
est31 |
copyleft just separates the concepts of free software and proprietary software |
09:07 |
est31 |
but LGPL is OK IMO, we are an engine |
09:09 |
est31 |
and parts of minetest are even MIT licensed |
09:19 |
rubenwardy |
by free do you mean permissive? |
09:20 |
est31 |
me? or c55? |
09:23 |
rubenwardy |
<celeron55> Affero GPL is not free enough |
09:23 |
waressearcher2 |
est31: "should I not give a part of it to the original creator", because some people just like Steve Jobs ? |
09:23 |
est31 |
yeah, thas his definition. I can understand him |
09:24 |
est31 |
what does this have to do with steve jobs? |
09:24 |
waressearcher2 |
est31: he lied to wozniak about bonus money |
09:26 |
celeron55 |
rubenwardy: in my head free and permissive are quite the same things |
09:27 |
rubenwardy |
okay |
09:27 |
rubenwardy |
It's just that GNU defines free as copyleft, which is confusing |
09:27 |
celeron55 |
but there might be some language barrier in there |
09:27 |
rubenwardy |
*FSF |
09:28 |
celeron55 |
oh, that too; i don't really listen to anything FSF says |
09:38 |
est31 |
btw about the VAE phyics implementation in buildat |
09:39 |
est31 |
how do you give the VAE's shape to bullet? |
09:42 |
celeron55 |
buildat constructs a bullet object thingy (i don't remember what they are called) and just adds a lot of boxes to it |
09:42 |
celeron55 |
not one box per node but it optimizes them somewhat |
09:43 |
celeron55 |
the whole ground in it is actually just VAEs put next to each other |
09:46 |
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09:49 |
celeron55 |
est31: http://i.imgur.com/MHCP2UP.jpg |
09:49 |
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09:52 |
est31 |
cool |
09:54 |
celeron55 |
those physics get kind of weird if you for example fall really fast into the ground |
09:55 |
celeron55 |
you might fall into the ground and get weirdly squeezed in between of some boxes |
09:55 |
celeron55 |
then you have to walk and jump and wiggle yourself out from there 8) |
09:58 |
|
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09:59 |
waressearcher2 |
celeron55: is that screenshot from minetest ? |
09:59 |
celeron55 |
no, it's from this crazy experiment https://github.com/celeron55/buildat |
10:01 |
est31 |
I think a good goal for minetest would be to be modular |
10:02 |
est31 |
e.g. what zeno does |
10:02 |
est31 |
(that we can use multiple renderers) |
10:02 |
est31 |
not as modular as buildat |
10:03 |
est31 |
also not as generic as it |
10:09 |
|
paramat left #minetest-dev |
10:09 |
est31 |
also, we should federate minetest's data formats |
10:09 |
est31 |
minecraft is the big player here with extra wikis created just by people who create minecraft compatible minecraft clones |
10:10 |
est31 |
but I think devs should adopt minetest's formats because they are better in many regards |
10:11 |
est31 |
minecraft is very simple compared to us |
10:11 |
est31 |
but yeah, perhaps they are the HTTP/1.0 and we are the HTTP/1.2. who implements us as a hobby project xD |
10:17 |
celeron55 |
minetest's formats aren't that great, but if they are revised some day, then i imagine people might want to use them |
10:17 |
est31 |
what do you think are problems |
10:18 |
celeron55 |
they are full of legacy crap |
10:18 |
est31 |
yea there is some of it agreed |
10:36 |
est31 |
most from the days there was no mt_game |
10:39 |
OldCoder |
celeron55 I have observed a puzzle for weeks. If ABMs have the same chance, they seem to trigger often on exactly the same nodes. But the C++ code seems to iterate through the ABM list and call myrand for each one... |
10:40 |
OldCoder |
How is it that one node gets triggered a bunch of times simultaneously? |
10:46 |
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10:47 |
celeron55 |
OldCoder: based on the information you just gave, what you said isn't possible |
10:47 |
OldCoder |
All right; will continue to debug... but... |
10:48 |
celeron55 |
i don't remember anything that could cause that |
10:48 |
OldCoder |
What I've observed is that mobs are created by ABMs... even ABMs that are unrelated end up with them clumped together |
10:48 |
OldCoder |
Will look again at the Lua code |
10:48 |
OldCoder |
But this is highly consistent |
10:48 |
OldCoder |
It is not visible in most worlds because |
10:49 |
OldCoder |
People set active object count limit low |
10:49 |
OldCoder |
If the limit is increased, the issue becomes visible |
10:49 |
OldCoder |
Based on what you just said, the issue must be somewhere at the Lua level, but I've traced it down |
10:49 |
celeron55 |
oh, well that could be for example because the iteration order is constant, and the ABM implementation maybe doesn't add a mob if there already are many, in which case the mobs end up in the beginning part of the iteration? |
10:49 |
OldCoder |
One moment; it is this line of C++ code that is of interest: |
10:50 |
OldCoder |
for(std::vector<ActiveABM>::iterator |
10:50 |
OldCoder |
i = j->second.begin(); i != j->second.end(); ++i) { |
10:50 |
OldCoder |
if(myrand() % i->chance != 0) continue; |
10:50 |
OldCoder |
3 lines, excuse me |
10:50 |
OldCoder |
Doesn't this mean that each ABM gets a separate myrand call? |
10:51 |
OldCoder |
Note that I'm referring to multiple distinct ABMs |
10:51 |
celeron55 |
yes; and i do not believe there are any such problems on the C++ side |
10:51 |
OldCoder |
triggering at the same time on the same nodes |
10:51 |
celeron55 |
oh, well that can happen of course |
10:51 |
OldCoder |
Well, I'll continue to trace through the Lua code, then. But different ABMs, different mods, are triggering up to 64 times at once on the same node |
10:51 |
celeron55 |
the nodes are iterated only once, right? |
10:51 |
OldCoder |
Hm? |
10:51 |
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10:52 |
OldCoder |
Yes but each gets its own C++ myrand call, right? |
10:52 |
celeron55 |
yes but that doesn't mean they couldn't activate at the same time, especially if they have a relatively high chance and a big interval |
10:52 |
OldCoder |
They could, yes; but they activate in clumps spread far apart |
10:53 |
celeron55 |
i believe people usually use too big intervals and and too big chances in their ABMs |
10:53 |
celeron55 |
-and |
10:53 |
OldCoder |
Yes; but even so, there should not be clumps. Go on. |
10:53 |
celeron55 |
well, dunno then |
10:53 |
OldCoder |
Comment on too-big chances, do you mean chance too large? |
10:53 |
OldCoder |
I.e. low odds? |
10:53 |
celeron55 |
too high odds |
10:53 |
OldCoder |
All right. No, I have things at chance 50000 |
10:54 |
OldCoder |
Interval 30 |
10:54 |
celeron55 |
okay that's more or less intended usage |
10:54 |
OldCoder |
And they still appear in clumps. Almost certainly a bug at some level. I will report back. |
10:54 |
OldCoder |
The thing is, the ABMs go right down to the minetest.register_abm level |
10:54 |
OldCoder |
So there isn't much Lua to debug |
10:55 |
celeron55 |
wait, chance of 50000... |
10:55 |
OldCoder |
Is there a limit of 32767 or something? |
10:55 |
OldCoder |
The myrand code seems to support unsigned long long arithmetic |
10:55 |
celeron55 |
isn't the return value of myrand() something like int16 or uint16 |
10:55 |
OldCoder |
Checking; moment |
10:56 |
OldCoder |
No it is u32 |
10:56 |
OldCoder |
There was a known bug in the past |
10:56 |
OldCoder |
Where range size could not be too large for PseudoRandom |
10:56 |
OldCoder |
But myrand seems to support u32 |
10:56 |
OldCoder |
Not enough for you to comment further, probably |
10:57 |
OldCoder |
I can add some printf's to the C++ code |
10:57 |
OldCoder |
and see if it is in the myrand code or a different level |
10:57 |
celeron55 |
well the C standard rand() returns int but the reutrnvalue is actually 0...RAND_MAX and RAND_MAX is often 32767 |
10:57 |
celeron55 |
i don't even know what this PcgRandom::next() exactly does; it's not documented properly |
10:57 |
OldCoder |
Reviewing code |
10:58 |
OldCoder |
It is an attempt at a higher quality pseudo-random generator |
10:58 |
celeron55 |
that i know |
10:58 |
OldCoder |
Hm; I could replace it in my copy and see |
10:58 |
celeron55 |
just add a dstream<<myrand()<<std::endl somewhere, lol :P |
10:59 |
OldCoder |
Right in the ABM code |
10:59 |
OldCoder |
is where that would go |
10:59 |
OldCoder |
Got to sleep now; I'll comment if this gets further |
10:59 |
OldCoder |
Zzz |
11:16 |
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14:05 |
Megaf |
Hi celeron55, what can you say about Minetest on Wayland? |
14:06 |
Megaf |
Minetest is the only reason I'm using X.org by the way. |
14:14 |
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14:21 |
T4im |
Megaf: I'm running it on xwayland just fine |
14:22 |
Megaf |
T4im: how do you do it? Here it doesnt pointer lock or somehting like that, pointer acts like an analog joystick |
14:23 |
T4im |
I don't do anything special.. it just worked |
14:24 |
T4im |
(keep in mind: xwayland, not _just_ wayland) |
14:27 |
Megaf |
ok, so how you run it? Here I start GNOME on Wayland, then I try to run Minetest |
14:27 |
Megaf |
so is wayland |
14:28 |
T4im |
I run it just like that, too |
14:28 |
T4im |
gnome under (x)wayland running minetest |
14:30 |
T4im |
xwayland is the compatibility layer,.. basicly a x server on top of wayland.. that's why most stuff should just work out of the box |
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14:51 |
celeron55 |
Megaf: i don't know much about wayland, not being a user of it myself (on desktop that is; my phone does use it though 8)) |
14:51 |
celeron55 |
but i figure it's an irrlicht problem |
14:52 |
celeron55 |
assuming your wayland compositor isn't buggy |
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19:13 |
* VanessaE |
sighs |
19:13 |
* sfan5 |
stares |
19:14 |
VanessaE |
are you guys ever gonna fix the bugs that happen when entities end up out of world bounds? |
19:14 |
VanessaE |
(such as corrupt blocks, huge FPS loss, server crashes) |
19:14 |
VanessaE |
now even my FreeForAll just got bit |
19:14 |
nrzkt |
why did you go to 32XXX,32XXX,32XXX ? :p |
19:15 |
VanessaE |
to chase down a bad block error |
19:15 |
VanessaE |
found a fuckton of entities falling through the void |
19:15 |
VanessaE |
(MOBs in this case) |
19:15 |
nrzkt |
void paths are immersive :D |
19:15 |
nanepiwo |
note: trying something like /area_pos1 99999999,99999999,99999999 would try to create the entity in this void and crash the server as well... |
19:16 |
VanessaE |
nanepiwo: correct. |
19:16 |
nrzkt |
oh, this is great bug ! |
19:16 |
nrzkt |
why is this value allowed ? core ? area mod ? |
19:16 |
VanessaE |
forget why it's allowed. |
19:16 |
VanessaE |
why is the engine crashing instead of just deleting what ends up there? |
19:17 |
nrzkt |
engine should forbid those operations, not deleting . Stopping everything but don't crash |
19:17 |
VanessaE |
it should delete, too. |
19:17 |
VanessaE |
falling entities should not just "pile up" at the edge. |
19:18 |
VanessaE |
also it causes a huge memory leak as well. |
19:18 |
VanessaE |
see my graph: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/stats-daily.html |
19:19 |
VanessaE |
FFA was using around 2.7 GB by itself. operating totally normally, save for killing my client's FPS once the entities all loaded up |
19:19 |
VanessaE |
crashed when I tried to select the affected area with worldedit (forgot about that crash source) |
19:20 |
VanessaE |
the bad block coords were 1932,-79,-1933 |
19:20 |
VanessaE |
so right at the edge of the world. |
19:22 |
nrzkt |
it's not world border |
19:22 |
VanessaE |
yes, it is. |
19:22 |
nrzkt |
on mu server /teleport 10000 50 10000 works perfectly fine, border is 32XXX |
19:22 |
VanessaE |
those are block coords |
19:22 |
VanessaE |
not node coords. |
19:23 |
VanessaE |
1932*16 -> 30912 |
19:23 |
nrzkt |
k |
19:23 |
asl97 |
VanessaE: 16 is the chunk size isn't it? |
19:23 |
VanessaE |
yes |
19:23 |
VanessaE |
(well it's the mapblock size, I think a "chunk" is 5x5x5 mapblocks) |
19:25 |
asl97 |
ah yea, iirc, there no way to change the mapblock size through the conf |
19:25 |
VanessaE |
in ANY case, it's clearly unsafe to let anyone or anything get near the map edges. |
19:27 |
VanessaE |
here's the backtrace from the crash that worldedit caused when I tried to select the area: http://pastebin.ubuntu.com/12411552/ |
19:27 |
VanessaE |
(in worldedit, you can select an area and do stuff like //clearobjects to just operate in that area) |
19:28 |
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19:30 |
VanessaE |
meanwhile, I did a /deleteblocks in that area, radius 5 and then did a global clearobjects |
19:30 |
asl97 |
how does it fall all the way down though |
19:31 |
VanessaE |
they looked like sand monsters (from carbone_mobs); there is a long, vertical shaft going from there on up past where I could see, so they probably spawned in a surface desert and then fell down at some point. |
19:33 |
VanessaE |
and yes, somehow those mobs managed to *punch* me while both they and I were floating in the out-of-bounds void. |
19:36 |
VanessaE |
and furthermore, my client crashed when it tried to display the server shutdown/crash screen. |
19:44 |
VanessaE |
plus to top it all off, I'm starting to see those "suspiciously large amount of entities in block" and "block already has more than X objects, forcing detele" |
19:45 |
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19:45 |
VanessaE |
with object counts into the 70'000 range |
19:46 |
VanessaE |
...forcing delete* |
19:56 |
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20:27 |
OldCoder |
VanessaE, //deleteblocks won't delete entities, right? Only solution is /clearobjects ? |
20:28 |
OldCoder |
Is there a way to do clearobjects just for the region below -32000 ? |
20:44 |
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21:28 |
hmmmm |
/deleteblocks does delete any entities statically stored in those blocks |
21:28 |
hmmmm |
no objects that are currently active on the map however |
21:34 |
everamzah |
yeah that's a bummer |
21:53 |
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22:05 |
paramat |
now merging game#442 and game#601 |
22:05 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/442 -- Change obsidian glass drawtype to glasslike_framed_optional by MT-Modder |
22:05 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/601 -- Remove beds/Changelog.txt & farming/API.txt by CraigyDavi |
22:12 |
paramat |
complete |
22:32 |
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