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IRC log for #minetest-dev, 2015-10-09

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All times shown according to UTC.

Time Nick Message
00:04 hmmmm okay
00:04 hmmmm i'll have to take a look
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03:46 hmmmm paramat:  we can fix the oregen crash by switching to PcgRandom
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03:52 paramat ah okay
03:52 paramat good idea
03:54 hmmmm what do you think about 3237
03:55 hmmmm #3237
03:55 ShadowBot https://github.com/minetest/minetest/issues/3237 -- PseudoRandom always generating same sequence with big seed
03:55 paramat hm yeah, a dilemma
03:57 hmmmm oh darn
03:57 hmmmm paramat, I just noticed something about the fractal mapgen
03:57 hmmmm you didn't include mapgen_fractal.cpp in the android makefile
03:58 paramat i did in a following commit
03:58 hmmmm ahh good
03:58 paramat but yes stuff broke for a day
03:59 paramat does 3237 affect core mapgens too?
04:00 hmmmm it affects anything unfortunately
04:00 hmmmm any time you add a new source file, it needs to be added there
04:00 paramat ok
04:00 hmmmm i really do not like the way our android build system operates but it's like that until somebody who is knowledgeable enough about the android build can fix it
04:02 paramat so issue 3237 is only for seeds used in on-gen functions, so just mods and lua mapgens?
04:03 hmmmm the blockseed is 64 bit in all new mapgens i think
04:03 hmmmm it's still 32 bit in v6
04:04 paramat ah yes i remember mgv5/v7 being updated to a new blockseed creation
04:04 paramat anyway for the fractal bug i'll try some different 'getters' and also try using v3fs for some parameters
04:04 hmmmm yeah one of the problems with v6 is that the blockseed used a VERY bad 'hash' of the position coords and seed
04:05 hmmmm the bottom bits had zero enthropy depending on whether the seed was even or odd
04:05 hmmmm ahh okay, getBlockSeed2 is 32 bit as well
04:05 hmmmm it just has improved enthropy
04:11 paramat the fractal mapgen bug repeatedly throws up this number 163148516993831175979008.0 i wonder if that's familiar to anyone ..
04:12 hmmmm paramat, how have you been selecting the fractal mapgen btw?
04:12 hmmmm just wondering
04:13 paramat well when it was just a local branch normally, now of course it's hidden so i use a mod using 'set mapgen params'
04:13 paramat buh was present both ways
04:13 paramat (bug)
04:13 hmmmm oh okay
04:13 hmmmm was about to say, that's pretty telling
04:13 paramat buhhh ...
04:14 paramat getFloatNoEx seems to work in mgv6
04:14 hmmmm first I need to fix the mapgen selection
04:22 hmmmm hmmm this is gonna be hard with the way formspec works
04:23 hmmmm so, my idea was to get the full list of mapgen names as well in create_world_formspec()
04:23 hmmmm if the mapgen name isn't in the publically available list, then check the full list
04:23 hmmmm if it's in the full list, set the contents of the combobox to that mapgen name, but don't add it to the dropdown
04:24 hmmmm maybe even add a label to the side that says "(EXPERIMENTAL)" or something along those lines
04:24 hmmmm however we can't do this without adding a new formspec type
04:24 paramat i noticed i couldn't select a hidden mapgen using .conf, only by a mod
04:25 hmmmm right, obviously this doesn't matter so much for singlenode but for the fractal mapgen this might be a real problem
04:25 hmmmm not really sure how to "fix" this
04:26 paramat currently i like how maogens can be well hidden, and only knowledgeable users know how to select with a mod
04:26 paramat devving a mapgen that is 'in' is a relief
04:27 hmmmm fair enough, i guess
04:27 paramat i have another one i might like to add hidden soon
04:29 hmmmm the way caves are asymmetrical kind of ruins the fractal mapgen imo
04:29 kahrl how about showing the fractal mapgen in the menu, but only if mg_name is set to fractal
04:29 paramat lol, normal v7 tunnels
04:30 hmmmm paramat, at y=62.5 there are abnormal shadows
04:30 hmmmm just dyi
04:30 hmmmm fyi*
04:30 hmmmm how do you replicate this problem?  just by joining & leaving the game repeatedly?
04:31 paramat yes either to menu or to OS
04:31 paramat the bug can happen on first session in a new world
04:31 hmmmm and how frequently do you experience the issue?
04:32 paramat it occurs randomly, maybe 25% of sessions
04:33 paramat lighting bugs at y = 63 #2759 in mgv5/v7/fractal
04:33 ShadowBot https://github.com/minetest/minetest/issues/2759 -- Lighting bug at y = 63 in mgv7 and core mapgens in development
04:34 paramat probably due to the alternative 'calc lighting' used in overgenerating mapgens
04:34 hmmmm now is that really the case
04:34 hmmmm the overgenerating mapgens only overgenerate noise
04:34 hmmmm not the actual result
04:34 hmmmm anyway I can't reproduce your problem
04:34 paramat the fractal bug occurs more often in julia mode
04:35 paramat mgfractal_spflags = julia
04:35 hmmmm kudos to making a playable, actually nice looking fractal mapgen
04:35 hmmmm this is miles better than what proller had
04:35 paramat but you'll need to fly east 500-1000 nodes to find it
04:35 hmmmm the most important thing is that it's actually playable
04:36 hmmmm it's not an incoherent jumble of nodes
04:37 paramat the slice param provides a range of different shapes, the julia mode another set of shapes
04:37 paramat all scalable and offsettable for crazy stuff if users want
04:38 paramat anyway i'll try using v3fs for some params in case that helps
04:38 hmmmm eh that's not going to help...
04:38 hmmmm the julia mode seems to be all water
04:39 paramat fly east 500-1000 nodes, if it doesnt appear bug is occuring, re-enter world
04:39 paramat it might then appear
04:40 paramat btw someone else has replicated the bug
04:45 hmmmm yeah sorry paramat, can't reproduce
04:46 paramat no problem, it can take some time to do so
04:48 paramat very frustrating bug *=(
04:49 hmmmm try running with valgrind
04:50 paramat hm i'll have to learn that, about time i did
04:50 paramat now merging 3236
04:54 hmmmm want me to retrofit the decorations to use PcgRandom
04:54 hmmmm ?
04:56 paramat done
04:56 paramat for that ore issue yeah
04:56 paramat oh sorry
04:57 paramat doesn't seem essential, only if you feel like it
04:58 paramat but of course the new PR is better
04:59 paramat i'm up to 100 commits to engine crumbs
05:02 hmmmm heh
05:03 hmmmm hi five
05:03 hmmmm and you originally thought that core development would be too difficult for you to handle
05:06 hmmmm anyway, my initial reaction to the non-user visible mods is to fix that oversight so a mod isn't absolutely necessary to use it, but I think you make a good case for leaving it as-is
05:07 hmmmm non-user visible mapgens i mean
05:08 paramat indeed :}
05:09 paramat as-is is fine for now
05:09 paramat http://i.imgur.com/hFPGIpk.png taste of my rivergen branch
05:11 VanessaE beautiful
05:12 paramat http://i.imgur.com/3Olw5am.png also playing with floatlands in mgv7, easy to add but need to think about how to get up there
05:14 paramat http://i.imgur.com/iNJ0xSP.png for example playing with towers
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05:20 hmmmm rivergen is probably the most realistic looking mapgen
05:21 hmmmm i can't help but look at that first screenshot and think, "yeah, that place exists somewhere in colorado."
05:24 VanessaE I thought the same
05:24 VanessaE or more like "wow, that looks rather real."
05:32 VanessaE bbl
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05:52 waressearcher2 hmmmm: universe should've used some mapgen anyway
05:52 hmmmm huh?
05:55 waressearcher2 hmmmm: "that place exists somewhere in colorado", that could mean your mapgen very close to that universe used to create itself
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06:16 hmmmm alright here's what I think I want to do
06:16 hmmmm first I'll finish off what I'm working on
06:16 hmmmm the lua envlock interface
06:16 hmmmm then i'm going to merge est's LuaSecureRandom
06:17 hmmmm then I'm going to combine all the different Randoms into a single base class,
06:17 hmmmm and expose the same kind of object oriented interface through lua
06:17 hmmmm so that way somebody can do local rand = new Random(type="secure") or type="pcg" etc.
06:18 hmmmm or...
06:18 hmmmm local rand = new SecureRandom
06:18 hmmmm so on
06:19 est31 the first two things sound great, about the last, I'm not sure how you want to unify algorithms with different input sizes/output sizes?
06:20 hmmmm the input/output sizes will be interface defined and abstracted over each implementation
06:21 est31 the specific low level methods should still be available
06:21 hmmmm of course
06:21 hmmmm but in general i think more attention ought to be payed to the interface
06:21 est31 some don't need such, like the secure random
06:22 est31 (methods, not attention :p)
06:22 hmmmm everybody wants to add something to the modding api
06:22 hmmmm they don't give a crap if it's symmetrical or makes sense or is consistent with the rest of it or not
06:23 hmmmm i think we owe it to our modders to give them a consistent, predictable interface
06:23 est31 agreed
06:23 hmmmm like even Win32 api is more consistent than what we have right now
06:23 hmmmm christ..
06:23 est31 but we shouldnt also hide away algorithm details from them
06:24 est31 at least not here
06:26 est31 we should provide an api for #3237 like expectations "throw this number at it, let it do something with it" as well as one for those who can handle strict specifications of input/output for algorithms
06:26 ShadowBot https://github.com/minetest/minetest/issues/3237 -- PseudoRandom always generating same sequence with big seed
06:27 est31 but yeah, there are horribly ugly examples of what you talk about, like #2658
06:27 ShadowBot https://github.com/minetest/minetest/issues/2658 -- get_look_yaw, set_look_yaw, get_look_pitch, set_look_pitch unable to use same values as input/output
06:28 hmmmm not only that but this is a perfect of example of why people should wait for the client side modding
06:28 est31 btw why did I say "but"
06:28 hmmmm come on man
06:28 est31 there is no but here
06:29 hmmmm there's so much development TODO, such little time :(
06:29 hmmmm I can't do any meaningful amount of development on minetest outside of vacations
06:30 est31 it still should be fun, not an obligation
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06:37 est31 what do you think hmmmm, once client side modding arrives, should such callbacks be removed?
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06:38 hmmmm which callbacks
06:38 est31 like set_look_pitch for players
06:38 hmmmm that's a callback??
06:39 est31 API callback or whatever
06:39 hmmmm modding API function
06:39 hmmmm we can't really remove things from the modding api
06:39 waressearcher2 est31: is client side modding in development ? it should decrease lag, right ?
06:39 est31 waressearcher2, it is not, but it is planned
06:40 est31 or dont know
06:40 est31 ask hmmmm
06:40 est31 he had parts of a patch a while back
06:40 hmmmm things that obviously should be client side modding get emulated by broadcasting a mod RPC call
06:40 hmmmm yeah it is in development but I put it on pause for a while to fix bugs
06:41 est31 nrzkt, can you replace the line in server.cpp with
06:41 est31 actionstream<<player->getName() <<" [" << ip_str << "] joins game (id " << player->getPlayerSAO()->getId() << "). " << std::endl;
06:42 est31 that gives you the id, once your wife gets deleted, you can look up the id, and find out if indeed that id was scheduled for deletion
06:47 nrzkt est31: good idea, i will add a else in my condition to handle player
06:48 nrzkt i need to fix my puppetmaster , 200 servers are disconnected at work, and i add this condition :p
06:57 hmmmm ShadowNinja:  is there a reason for src/threads.h?
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07:25 hmmmm okay, now that I'm actually working with the new threading interface I have a couple of complaints...
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18:21 est31 btw paramat congrats to your 100th commit
18:24 Krock \o/
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