Time  Nick         Message
00:20 bleak_fire_  i now have this problem after installing github version
00:20 bleak_fire_  2015-12-16 00:19:39: ERROR[Main]: Couldn't find a locale directory!
00:21 bleak_fire_  [Main]: Automatically selecting world at [/home/(myusername)/.minetest/worlds/world]
00:21 bleak_fire_  ERROR[Main]: Subgame [] could not be found.
00:21 bleak_fire_  ERROR[Main]: ServerError: Supplied invalid gamespec
00:21 bleak_fire_  is there a new flag i'm supposed to pass?
00:23 RealBadAngel do you have a game in your /games folder?
00:23 bleak_fire_  yes
00:24 bleak_fire_  it was previously in /usr/share/minetest/games
00:24 bleak_fire_  under the slackware package
00:24 bleak_fire_  symlink?
00:24 RealBadAngel could be, can you create new world?
00:25 bleak_fire_  no i mean should i symlink
00:26 SaKeL        hi guys i am getting recently this error:
00:26 SaKeL        ERROR[CurlFetchThread]: servers.minetest.net/announce not found (Timeout was reached) (response code 0)
00:26 SaKeL        and my server is not showing on the server list :(
00:26 SaKeL        maybe someone can help ?
00:27 RealBadAngel bleak_fire_, i can suggest while using dev one to build in place, so all the folders are in build directory
00:27 RealBadAngel so you wont mess your global installation
00:28 RealBadAngel just compile with cmake . -DRUN_IN_PLACE=1
00:28 RealBadAngel this way you will get "portable" one
00:29 bleak_fire_  when i remove .minetest/world and debug.txt i get similar but "Subgame specified in default game [minetest]"
00:30 bleak_fire_  default_game
00:31 bleak_fire_  i'll try a symlink
00:35 bleak_fire_  no still getting the "no locale" and "subgame[]" errors
00:35 bleak_fire_  "subgame [] not found"
00:36 bleak_fire_  what is a subgame?
00:37 RealBadAngel minetest_game is a subgame
00:37 bleak_fire_  --world list correctly lists the world
00:38 RealBadAngel or minimal, or any other one put in /games
00:38 bleak_fire_  were there changes in the config file formats? i know the minetest.conf.example is smaller
00:38 RealBadAngel lately we have chaged setting menu
00:38 RealBadAngel you dont need config file to edit any setting
00:38 bleak_fire_  name =, etc, all missing there's only a few
00:39 RealBadAngel theyre all aviable in main menu
00:39 bleak_fire_  how do i change it through a vps?
00:39 bleak_fire_  when there's no x
00:39 RealBadAngel for that you will still need to edit minetest.conf
00:39 RealBadAngel i was talking about client side one
00:40 bleak_fire_  well the minetest.conf i have in the ~/.minetest directory has these changed:
00:40 bleak_fire_  name=
00:40 bleak_fire_  name=redblade7
00:40 bleak_fire_  sorry
00:40 bleak_fire_  bind_address
00:40 bleak_fire_  server_name
00:40 bleak_fire_  server_description
00:41 bleak_fire_  server_announce1=
00:41 bleak_fire_  server_announce=1
00:41 bleak_fire_  default_game = minetest_game
00:41 bleak_fire_  motd
00:41 bleak_fire_  max_users
00:41 bleak_fire_  creative_mode=true
00:41 bleak_fire_  enable_damage=false
00:41 bleak_fire_  give_initial_stuff=true
00:41 bleak_fire_  default_privs
00:41 bleak_fire_  enable_pvp=false
00:42 RealBadAngel if you are tryin dev build, i said its safer to build it in place, so it will use own settings from the build folder
00:42 bleak_fire_  static_spawnpoint
00:42 bleak_fire_  ok
00:42 RealBadAngel and wont be messed with outdated one you had before
00:42 bleak_fire_  so what do i have to move?
00:42 bleak_fire_  so the entire server is outdated?
00:42 RealBadAngel dev means there has lotsa things changed since last stable
00:44 bleak_fire_  no make uninstall. nasty mess to clean up
00:44 RealBadAngel just make separare folder for it
00:44 RealBadAngel put there sources and compile
00:45 bleak_fire_  ok wait
00:45 bleak_fire_  make install lists the files to delete before i can install it your way
00:46 bleak_fire_  ok i got it
01:58 bleak_fire_  hi
01:58 bleak_fire_  thanks everyone for helping me set up the git version
01:59 bleak_fire_  RUN_IN_PLACE
01:59 bleak_fire_  but now that i'm compiling from source
01:59 bleak_fire_  i see that there's an option to increase speed by using LuaJIT and LevelDB
01:59 bleak_fire_  If I install those packages, are those options buggy?
02:00 VanessaE     they work fine
02:00 VanessaE     leveldb is stable, and luajit works for like 99.99% of the stuff you could throw at it (one or two things may not work as expected)
02:02 bleak_fire_  ok
02:03 bleak_fire_  luajit is being used i think
02:03 bleak_fire_  but as for leveldb
02:03 bleak_fire_  would that being a different database, would i have to start over with e.g. xban2
02:04 VanessaE     nah
02:04 VanessaE     that's something you'd use for map storage.
02:04 VanessaE     and the engine has migrate commands.
02:05 bleak_fire_  and would the existing world i have work if i compiled with leveldb?
02:05 bleak_fire_  which i need to install
02:05 VanessaE     yes
02:05 bleak_fire_  ok
02:05 VanessaE     because sqlite would still be compiled in anyway
02:05 VanessaE     you could just migrate the world to leveldb if you wanted to.
02:06 bleak_fire_  is that hard?
02:06 VanessaE     nah
02:06 bleak_fire_  or does it do it automatically
02:06 VanessaE     you do it by a command
02:07 VanessaE     something like minetestserver --migrate leveldb --other --switches --here --worldname FOoBar
02:07 VanessaE     (of course that's an example, not a working command)
02:07 VanessaE     once migrated, just move the old sqlite world out of minetest's reach, and start.
02:22 bleak_fire_  what about gettext, it's disabled by default
02:23 bleak_fire_  i know i have a lot of spanish and some french speakers on my server, dont know if that will help them
02:25 VanessaE     enable it.
02:25 VanessaE     you'll want that.
02:26 VanessaE     install, from your system repositories, whatever libs it needs of course
02:27 bleak_fire_  i'm sure you can ask vitaminx about this, since i think he has linode too, but if you ever use slackware with linode,there are tons of missing packages
02:27 bleak_fire_  it doesnt install them all
02:27 bleak_fire_  so i had gettext-tools but not gettext
02:27 bleak_fire_  lol
02:28 bleak_fire_  will gettext enable everything to be automatically translated for them, or do they have that with the client?
02:29 bleak_fire_  freetype too was missing lol
02:29 VanessaE     it does not translate anything
02:30 VanessaE     rather, the client has pre-translated messages that it can use
02:30 VanessaE     depending on the client user's locale.
02:31 bleak_fire_  ok
02:32 bleak_fire_  well i'm sure they'll be a lot happier now
02:32 bleak_fire_  not too many english speakers for some reason
02:36 bleak_fire_  migrated
02:40 bleak_fire_  lol i have all the height_min/max & y_min/max deprecation warnings showing up
02:40 bleak_fire_  and a bunch of others like noise_threshhold/noise_threshold
06:37 sofar        ok, I suck at making the uvmaps work again :(
06:44 sofar        is there a tool to do this?
06:45 sofar        I hate to fire up blender, takes me 2 hours to open a file
07:12 sofar        fehhhhhhhhh
07:14 sofar        who is this Perttu Ahola and can he help me redo the uvmaps for NDT_FENCELIKE?
07:14 sofar        (joking of course, I know who it is)
07:15 sofar        but seriously I can't figure out why remapping the UV's with proper corners just doesn't fix the visual artifacts
07:16 sofar        it just always looks like I'm looking *into* the nodebox
07:16 sofar        glitchy
07:17 sofar        I've got all my x's and y'z and z's in order
07:19 RealBadAngel can you make a screenshot?
07:19 sofar        of the code?
07:19 sofar        or the effect?
07:19 RealBadAngel of how it looks like
07:20 sofar        same point I was yesterday
07:20 sofar        http://i.imgur.com/7DYxc4a.png
07:20 sofar        note that it works fine for the bars to +X
07:20 sofar        just not to -X
07:20 RealBadAngel and the code?
07:20 sofar        I fixed +X textures, they're all decent
07:21 sofar        https://gist.github.com/sofar/e33af1e0666e4299c8cc
07:21 sofar        that's the one I'm working on now
07:22 sofar        if I'm getting the xzxz -y annotation at the end, then *shrug* it's what makeCuboid says it should be
07:23 sofar        is there an issue with normals?
07:23 RealBadAngel can i see your whole code?
07:23 sofar        totally
07:24 RealBadAngel normals are recalculated at the end of making mapblock mesh, so they shouldnt be a problem
07:24 sofar        https://gist.github.com/sofar/88701507cadbe7199f10
07:24 sofar        I've commented out the GOOD +x section
07:24 sofar        and the +/- Z ones
07:25 sofar        so I can focus on figuring out why I can't get the -X working
07:25 sofar        the +x works good, like I said
07:26 RealBadAngel gimme a few minutes to compile it
07:26 sofar        shouldn't be too bad, doesn't touch headers
07:26 sofar        unless you need to branch from something
07:27 sofar        I mean, the concept is dainbread misple
07:27 sofar        I'm making it connect to GLASSLIKE_FRAMED so I can look at the textures at each end
07:27 sofar        just to verify that I'm looking at everything
07:27 sofar        should probably include more nodetypes, but, later.
07:28 sofar        I didn't get to the +z one yet since I can't follow the // comments from celeron55 there... those numbers are weirdly sized imo
07:31 sofar        RealBadAngel: I don't even understand why I can't use the +x uvmap for -x?!?!
07:31 sofar        it's the exact same shape and orientation
07:37 sofar        RealBadAngel: wow we need to get you a better computer :)
07:37 RealBadAngel readin your code atm
07:37 sofar        it's ... pretty trivial
07:38 sofar        I just shortened the fence bars and paint them at all 4 sides of the pole
07:40 RealBadAngel sofar, please do change nodebox vertices
07:41 sofar        wrong ordering?
07:41 RealBadAngel yeah
07:41 sofar        for -X?
07:41 sofar        ohh
07:41 sofar        -BS/2 is smaller than -post_rad
07:42 RealBadAngel theyre not automagically sorted, you have to take care of it
07:42 sofar        goddamn, I thought I checked that !
07:42 sofar        thanks man, that totally works
07:42 RealBadAngel np
07:42 sofar        now I know I'm not crazy, and understand how it works :)
07:44 sofar        ahhh that was it, now they all work properly
07:44 sofar        no glitches
07:46 sofar        RealBadAngel: http://i.imgur.com/1QYTVqE.png
07:46 RealBadAngel indeed, way better :)
07:47 VanessaE     sofar: no fancy end-to-end joints? :)
07:47 sofar        yeah, and I'm reasonably happy with the uv choice working out
07:47 VanessaE     come on, dovetail those suckers  :D
07:47 sofar        so I'll probably not change it further
07:47 VanessaE     (jk)
07:47 sofar        VanessaE: buy me a woodworking shop
07:47 VanessaE     sofar: you already have one.  it's called blender :D
07:47 VanessaE     but really that does look good.
07:48 sofar        so question now is, what nodetypes should I have it connect to
07:48 sofar        I have NORMAL and GLASSLIKE_FRAMED
07:48 VanessaE     "normal" and anything that has an appropriate node def property
07:48 sofar        how about
07:48 VanessaE     if you have GLASSLIKE_FRAMED, you should also use regular glasslike.
07:48 sofar        3 patches
07:48 sofar        1) change painting to this method
07:49 sofar        2) add normal
07:49 sofar        3) add API for more types?
07:49 VanessaE     sounds fair to me
07:51 DFeniks      can i choose them to not connect ? i realized that actually while i sorta like this , i also liked old behavior of fence , like on my LOTT server buildings
07:51 RealBadAngel if talkin bout api, maybe add nodebox def for both post and bars?
07:51 sofar        DFeniks: maybe, but would also be an API change
07:51 VanessaE     could be useful, but complicated
07:51 RealBadAngel this would allow custom fences
07:52 sofar        I talked with est about that
07:52 DFeniks      althought lott probably will not update anyway , who knows
07:52 sofar        I'm thinking of adding a new NDT_CONNECTING type that is more flexible
07:52 RealBadAngel safar, have you saw my concrete posts mod?
07:52 sofar        you showed the video
07:53 sofar        NDT_CONNECTING can also handle xpanes, more glass stuff, maybe horizontal glass even
07:53 sofar        if we design it right
07:53 VanessaE     sounds like it would handle your "walllike" idea too
07:53 RealBadAngel if nodedef could carry custom nodeboxes, makin such mods will be damn easier
07:53 sofar        it would obsolete fences and walls of any implementation
07:53 sofar        right, that's the trick
07:53 RealBadAngel atm such mod needs shitload of nodedefs instead of just single one
07:54 sofar        exactly
07:54 sofar        it's like 20 for walls, to do a decent job
07:54 sofar        more if you get crazy
07:54 DFeniks      sorry if i only half pay attention to this topic , i might not understand all , because i dont pay attention
07:54 sofar        could all just be rendered client side
07:55 RealBadAngel you just need to pass nodeboxes from lua to the renderer
07:55 sofar        yup
07:55 RealBadAngel and adding any kind of fence will be damn easy
07:55 sofar        and uvmap it
07:55 sofar        that's likely the hard part
07:56 sofar        projecting it should be doable, though
07:56 sofar        just mapping the in-node position to the uvmap for each face
07:56 RealBadAngel same way as NDT_NODEBOX does
07:56 sofar        fence, wall, glass pane, metal bars, even vines
07:57 sofar        let me start PR-ing this
07:57 sofar        so we get some feedback :)
08:00 RealBadAngel sofar, btw, you can just specify one single bar, lets say x+
08:01 RealBadAngel UV map it
08:01 RealBadAngel and then just rotate it
08:01 sofar        and then copy/move yes
08:01 sofar        it's not a bad idea to uvmap it nicely for each direction
08:01 RealBadAngel i mean rotate it with irrlicht
08:01 sofar        right
08:01 RealBadAngel you wont have to care about UV then
08:01 sofar        just like how plantlike rotates
08:02 RealBadAngel or mesh cache
08:02 RealBadAngel easier to handle
08:03 sofar        submitting this then bed
08:09 sofar        DFeniks: making "old style" fences is already trivial in mods, btw
08:12 sofar        https://github.com/minetest/minetest/pull/3459
08:12 sofar        happy hump day, I'm off to bed
14:43 dfelinto     sofar: hi
14:44 dfelinto     sofar: you were right yesterday. there is no need to change irrlicht for what I need
14:45 dfelinto     I just sent a pull request with an initial feature relative to what I will need - https://github.com/minetest/minetest/pull/3460
14:45 dfelinto     this is useful on its own, and set the groundwork for my Mesa-3D support
15:25 nrzkt        thanks sfan5 for the code guidelines guide :)
15:25 nrzkt        link*
15:25 sfan5        :)
16:30 dfelinto_afk sfan5: thanks :)
16:35 dfelinto     sofar: I still dont know what is wrong with the patch though. unless the anaglyph code is also incorrect
19:12 sapier       our coding style is missing a clear definition where to place braces
19:42 Krock        The Linux kernel style guidelines describe some cases
19:43 sapier       as our code doesn't follow those on many many locations we should clarify this in our own guidelines
19:44 sapier       to me it's strange to add a single patch in "correct style" within a whole file of different coding style
19:47 Krock        I was told that the code is replaced a bit with every new pull, trying to follow the Linux kernel guidelines.
19:47 Krock        Style corrections are just unneccessary
19:47 sapier       no they aren't
19:47 Krock        I mean, you would have to update all files
19:48 Krock        Braking all other pull requests
19:48 sofar        I often end up copying style around the place that I'm editing only to have people commented that the style I used (copied) is bad
19:48 Krock        :/
19:48 sapier       everyone does copy old code and noone does at first fix the style of that code thus you'll always have a lot of "but coding style is wrong there and there and there" comments
19:49 Krock        Yes, I see the problem there
19:49 sapier       considering the amount of time lost due those comments it's more then worth do fix files once and forever ;-)
19:50 sapier       but you can't use code style formater as or coding guideline is somewhat underspecified
19:50 Krock        But as I said above. A cleanup for the complete source would break almost every pull requests. Depends if they're gonna accept that or not
19:50 sapier       even if you did find a code style formater capable of doing it that way
19:50 sapier       krock file by file would be a start
19:50 nrzkt        sapier, we tend to go to Linux kernel guidelines
19:50 nrzkt        at each commit we fix the current style
19:51 nrzkt        on the modified portion of code
19:51 Krock        * mostly
19:51 sapier       I suggest we add a rule top 10 coding style complainers have do to 1 file per month ;-)
19:51 sapier       nrzkt on that base you'll not have it done till 2200 ;-)
19:52 nrzkt        sapier, maybe :p
19:52 sofar        just writing a statement at the top of the style guide that says "you must fix style issues, copying style issues is not allowed"
19:52 sofar        that... would help
19:52 Krock        You're good in panning, sapier. Let's see if we get ready until then
19:52 Krock        *planning
19:52 sofar        sapier: +1 on that idea ;)
19:52 * sofar      looks around
19:52 sapier       see the facdir limiting pull if I did fix it for those 2 if's I add it's almost the onle location in that file beeing correct
19:53 * Krock      does sapier++ too
19:54 sapier       btw imho for braces kernel coding style is stupid
19:54 sapier       if you place { on following line you don't have to add an empty line below if
20:04 sapier       grr guess I'll have to create a new forum and wiki account neither password email resets do work
20:05 sapier       at least not for me
20:49 est31        about fixing the code style of whole files, I generally agree with it
20:49 est31        but yeah it destroys git blame a bit
20:51 sapier       what's more important save developer time or find someone guilty?
20:53 sofar        I would recommend writing a recommended 'indent' usage statement
20:53 sofar        so that people can at least have a way to see what is wrongly indented right now
20:54 sofar        and how a fixed version would roughly look
21:09 Fixer        not an expert, but someone said that loading meshes to GPU causes stutter, and often there are 10-30 meshes generated creating a big stutter (like 16ms->30ms->16ms), is it possible to queue generated meshes and upload 1 mesh per rendering frame to avoid stutter? so it will be 16ms->17ms->16ms. Is that possible?
21:11 est31        Fixer, generated meshes are already queued
21:12 est31        the only thing to change now is that the queue is emptied only on a limited basis
21:13 Fixer        somehow smooth the process so you will have not a BIG spike, but very slight but longer and not observed by the eye that much
21:33 Fixer        !tell est31 yes, emptied on a limited basis, spending just a ms or so per rendering frame to avoid stutter, that will be cool
21:33 ShadowBot    Fixer: O.K.
21:37 sapier       everything above 42ms will be noticeable
21:37 sapier       some ppl will even notice below
21:43 Fixer        sapier, say another way, on any descent videocard with limited view you will hit 65fps limit (or so), that is 15ms per frame, I often see events that cause it to go up to 40-120ms, so it is 15->15->40->15->15->15, that is very noticable
21:43 sapier       possible
21:44 Fixer        sapier, or worst part is this -> 15->60->15->60->15->15->80->15, step like stutter (like in forests), that is just bad
21:44 Fixer        it is sadistic on your eyes
21:45 Fixer        even on flatgen mod without anything (just grass block), when it generates meshes, my frame time can go from 15ms to 40ms and back... on a flatgen, Karl