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IRC log for #minetest-dev, 2016-03-13

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All times shown according to UTC.

Time Nick Message
00:06 Fixer https://www.youtube.com/watch?v=8K7nyD-XTGM&feature=youtu.be world-edit hack at 34:00 look at it , that was cought on video
00:08 Fixer maybe it is admin disguised as cheater to play for fun and troll its own players?
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00:12 Fixer nope, that cheater got shout and interact
00:12 Fixer funny
00:12 Fixer i wonder if he still can cheat that way in 0.4.13-dev
00:15 est31 wow, seems maike really is annoyed by this
00:15 Fixer who will not? he destroyed _protected_ stuff
00:15 est31 well, in order to investigate _any_ hack theory, one needs cooperation of the server admin
00:16 Fixer and admin didn't want to cooperate that much, that is interesting part
00:16 Fixer very slow response
00:16 Fixer no bans for cheaters
00:18 est31 maike talks something about TNT
00:18 est31 short before 3:00
00:18 Fixer that was fixed in later version of protector redo
00:19 est31 is that code applied to the server
00:19 Fixer it is now applied
00:19 Fixer he upgraded to newest -dev build i believe
00:19 Fixer with new protector
00:19 Fixer but that world-edit hack is interesting
00:20 est31 worldedit hack
00:20 est31 where
00:20 Fixer est31, at 34:00
00:24 est31 Fixer, has that stuff happened on maike's server as well
00:24 Fixer est31, nope, it is fine, maike has other problem with server hanging some time :/
00:27 est31 about the "worldedit hack" .. I have a theory, but cant really confirm it
00:28 Fixer hmm
00:28 est31 I do think that it is inside the range of what clients can do
00:28 Fixer when you place some blocks did server check if you have it in inventory?
00:28 est31 yes
00:28 Fixer hmm
00:28 Fixer fool the server saying that i have any blocks?
00:28 est31 no wont work
00:29 est31 the client sends a message to the server like: hi, I'd like to place a block to position (1,2,3), and my currently selected inventory stack is at position 13
00:29 est31 or well its even more low level
00:30 est31 with right clicks
00:30 est31 not with actual "place" events
00:30 est31 lemme look it up in detail
00:36 est31 yeah
00:36 est31 its only an index
00:53 Fixer ShadowNinja, is it me or there is excess of bouncy in pr3810?
00:59 Fixer strange problems with forum, kicks me out, need to login every N minute
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01:12 paramat sofar can connected fences and fence gate be merged together or will one need rebasing on the other?
01:13 paramat lots of game merging later :)
01:17 paramat stuff i will merge later: games 881 910 907 873 877 (and 898 when tested)
01:17 sofar paramat: they all stack just fine
01:17 paramat ok
01:17 sofar paramat: how about the walls? two approvals as well for that one ;)
01:18 paramat see my comment
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01:19 paramat fences are often used as pillars so make stone pillars one node high by default?
01:22 sofar right. I'll make the wall edge also 1px higher to keep the tops close together and keep the shape
01:22 paramat ok cool
01:23 sofar yeah, that looks nice
01:23 sofar refreshed PR
01:23 paramat i'll merge it when that's done
01:23 paramat oh heh
01:24 paramat i'll merge stuff in an hour
01:24 sofar paramat: did you see this: https://youtu.be/blrurijucN4 ?
01:24 paramat yes
01:25 paramat hmmmm says it will be difficult to implement in MT
01:25 est31 ermm
01:25 est31 it is already implemented?
01:25 est31 in minetest?
01:25 sofar could keep it entirely client side
01:25 est31 ^
01:26 sofar all you need is player velocity and look/yaw
01:26 paramat i feel we should have player skins as default
01:26 est31 you already know the look/yaw of othe players I think
01:26 est31 and velocity can be added
01:26 est31 I +1 the idea
01:26 sofar velocity is already in the player object
01:27 sofar but you need to cache the last non-zero value of it
01:27 sofar that will be the body angle
01:27 sofar basically
01:27 paramat i agree moving heads, even if just up and down, adds a lot of character
01:52 sofar paramat: you probably want to consider game#913 for 0.4.14
01:52 ShadowBot https://github.com/minetest/minetest_game/issues/913 -- Fire: Optimize spreading ABM. by sofar
01:53 sofar oh crap, lol
01:53 sofar wait, heh, it crashed on me
01:54 sofar I... don't understand the bug
01:54 sofar crashes in this line:
01:54 sofar action = function(p0, node, _, _)
01:54 sofar 2016-03-12 17:51:20: ERROR[Main]: ServerError: Lua: Runtime error from mod 'fire' in callback LuaABM::trigger(): Invalid position (expected table got nil).
01:56 sofar ah, stupid
01:57 sofar found the problem.
01:59 sofar yeah, it's good now
02:01 paramat ok will look
02:03 sofar I wonder if converting some part of fire nodes to node timers will help
02:05 sofar we could make fire nodes actually die away faster
02:07 sofar I'm standing next to a mid-air fire node that's just been sitting there for aaaages
02:07 sofar I think fire nodes should die away faster if not near a flammable node
02:13 est31 its "less processing"
02:13 est31 in fact, least processing is if you just remove the whole mod from mtgame
02:13 est31 that's best imo
02:13 paramat heh
02:13 est31 the current fire mod is a shame
02:15 sofar abm's with chance != 1 are the problem
02:15 sofar this one has chance = 16
02:15 sofar that's insane
02:17 sofar so fire nodes ABM every 5 seconds mid-air for 1/16 to see if they can be removed
02:18 sofar nothing prevents them from never ever getting removed
02:18 est31 its just freaking wrong
02:18 est31 you know there are mods out there
02:18 est31 with trees
02:18 est31 you plant a tree, and it grows itself
02:18 est31 with abm and some magic
02:18 est31 dont know the name
02:19 est31 so if you set that thing on fire while it grows
02:19 est31 it grows faster than the fire burns
02:19 sofar lol
02:19 sofar https://github.com/minetest/minetest_game/pull/870#issuecomment-193120289
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02:19 sofar did that as well
02:20 sofar I might just PR this nodetimer fire node removal
02:20 sofar afk, taking the family out for dinner
02:21 paramat yeah the fire mod is a bit rough
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04:08 paramat now merging games 796 873 877
04:11 * sofar does a happy dance
04:18 paramat merged. finally
04:18 sofar no conflicts, right?
04:18 paramat no
04:19 paramat i'll merge another batch of PRs later, after some testing
04:21 paramat i mean correct, no conflicts
04:21 sofar I got that :)
04:46 paramat now merging games 881 898 907 910
04:54 paramat merged
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06:53 sofar paramat: only update_liquids should be after update_map, right?
06:53 paramat correct only that
06:53 paramat afaik
06:53 paramat well actually i'm fairly sure
06:54 sofar doesn't update_map write it out to the actual game map?
06:54 paramat no 'update map' is a lighting update
06:55 sofar then the mapfix mod by duane has it wrong too
06:55 sofar weird
06:55 paramat looking
06:56 paramat well it might not matter, just makes more sense to me
06:56 paramat you want to modify the world before updating liquids
06:57 paramat because th evm might be adding or removing liquids
06:57 paramat (the vm)
06:57 sofar ok, I'll move it to the end
06:58 paramat the order of lighting update and liquid update might not matter but i prefer the idea of updating liquids as the last action
06:58 sofar k, done
07:16 sofar paramat: https://youtu.be/QSLOp0afutA (lol)
07:17 paramat wow
07:18 sofar with 32 it's a disaster, though, due to all the entities
07:18 sofar 8 is pretty large already
07:18 sofar more than enough fun, IMHO
07:33 sofar hmm, I still want to make primed tnt an entity that itself can be pushed away by explosions
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07:36 sofar oh
07:36 sofar my
07:36 sofar lord
07:36 sofar that .. that .. boat model
07:37 sofar it has 1476 tris!!!
07:39 sofar internal blender cleanup reduces it to 156 ... wow, just wow
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07:53 paramat !
07:54 paramat default boat?
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08:01 sofar yeah. I was thinking if fixing the UV map so it actually looks decent
08:01 sofar now I regret :)
08:02 sofar $ wc -l boats_boat.obj
08:02 sofar 3111 boats_boat.obj
08:02 sofar $ grep 'v ' boats_boat.obj |wc -l
08:02 sofar 740
08:03 sofar $ grep 'f ' boats_boat.obj |wc -l
08:03 sofar 1476
08:03 sofar anyway, sleep
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09:33 paramat clever bugfix #3850
09:33 ShadowBot https://github.com/minetest/minetest/issues/3850 -- Mapgen: Fix light in tunnels at mapchunk borders by paramat
09:47 paramat simple and much needed #3851
09:47 ShadowBot https://github.com/minetest/minetest/issues/3851 -- Mapgen: Unhide singlenode mapgen by paramat
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10:23 celeron55 i rebased the far map branch
10:23 celeron55 just to stay... barely hanging from the top of things
10:49 paramat i really should test it ..
10:56 Fixer i will compile it soon
11:04 Obani Every players that told me they tested it also told me it worked damn well and asked why wasn't it merged :p
11:12 Fixer celeron55, compile error: https://i.imgur.com/Sj8LCcB.png
11:13 celeron55 Fixer: fix it
11:13 Fixer :S
11:13 celeron55 maybe that file needs stdint.h
11:15 paramat compiles for me, am testing in mgfractal
11:27 Fixer i remember it compiled for linux suc-ly, but not for windows
11:32 paramat nice, this is good for big structures
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11:49 paramat lovely, good work
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11:54 paramat http://i.imgur.com/tqyJMKN.png mgfractal with farmap < celeron55
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11:58 Fixer beautiful
11:59 Fixer wonder what is ram usage and fps
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14:14 celeron55 https://gist.github.com/celeron55/b0a2a537076a79e3b7b1#file-loading_old_minetest_worlds-txt
14:14 celeron55 i was looking through some old server world backups
14:15 celeron55 and found out the current version is able to load them, even in the "sectors" format (i think i checked one and it had version 13 mapblocks) with that little patch
14:15 celeron55 i mean, they load fine, nodes just have wrong stuff in them
14:15 celeron55 with that patch they load quite usably
14:18 celeron55 version 13 dates back to 2011-02-04
14:19 celeron55 minetest was literally less than 6 months old at that date
14:19 celeron55 this doesn't even make any sense
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14:21 VanessaE add that patch and when the time comes, tag the 0.4.14 release with "we remember our history!"  :)
14:22 celeron55 the way it is handled is inoptimal though; the sectors format is always the fallback format no matter what backend is used
14:22 celeron55 i guess it should be changed to be just a backend which is never really used but which allows migration to modern formats
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14:25 celeron55 actually, the 2011-07-30 world backup works fine without patches
14:25 yang2003 Hi
14:25 celeron55 that patch is needed for some earlier stuff; but whatever
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19:46 neoascetic celeron55 It seems like integration with Bountysource are broken. I am unable to find latest issues to make a bounty. Can you fix it?
19:50 neoascetic Or someone else who have admin rights on the team?
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20:24 Obani #2445 ?
20:25 ShadowBot https://github.com/minetest/minetest/issues/2445 -- Keyboard shortcuts for chat commands: adds user interface and code to... by spillz
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21:00 sofar eh, I think I found a tiny little bug in connected nodes
21:01 kaadmy what bug :|
21:01 kaadmy but minetest is TOTALLY bug-free!
21:01 sofar it's just a missing feature, technically ;)
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21:09 celeron55 minimalism is a feature
21:09 celeron55 i bet you'll have to add a line of code to fix it
21:15 celeron55 Fixer: try the branch again 8)
21:15 kaadmy hmm
21:15 kaadmy my friend is adding clouds with differing heights
21:15 kaadmy looks epic ;)
21:15 Fixer will give it a try now, result in 20 min
21:16 Obani kaadmy, to my ears too
21:18 celeron55 Obani: why did you link this PR?
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21:19 Fixer kaadmy, could you please suggest adding fog when player inside in the clouds?
21:19 celeron55 oh, your comment is the last one
21:19 Obani celeron55, I link the PRs I would love to see in-game
21:19 Obani The forgotten PRs
21:20 Obani And the one that should be closed or merged :p
21:21 celeron55 i think this one is worth pointing out, altough i have no idea how mergeable it is
21:23 Obani celeron55, this one as you say, would totally reinvent Minetest PvP
21:25 celeron55 yeah i kind of want this; i didn't even remember this existed
21:26 Obani Well as I'm not coding I like to go to take a look at coders work 8)
21:28 celeron55 looks like git and kdiff3 at least pretended it to rebase kind of easily
21:28 celeron55 and g++ thought the end result was valid code
21:29 celeron55 it doesn't seem to work
21:33 celeron55 wait... actually it does
21:36 Void7 how can i post images without having to make an account?
21:38 Fixer celeron55, compilation success
21:40 Obani Void7, on what ?
21:40 Void7 any image hosting service
21:41 Obani Void7, https://lut.im/
21:41 Void7 https://lut.im/DUjz5Xb6dI/6K150JPpm7IunxqC.png
21:42 Obani 8) love it
21:42 Obani is it lag-less ?
21:42 Void7 can't really tell
21:44 celeron55 i hope he realizes that's 0.3.3 which has many differences to 0.4.13-dev in its cloud implementation
21:44 Obani Void7, I mean is it enough light to be accepted in minetest ?
21:44 Void7 probably
21:44 Void7 but i modified 0.3.3, not the git
21:45 Obani lol didn't even see that
21:45 Obani celeron55, as the cloud thing changed so much ?
21:45 Void7 it would probably be much harder to modify git, because minetest now removes the inner faces in the clouds
21:46 celeron55 that's probably like one line of code though 8)
21:46 Void7 view from below: https://lut.im/BpUkugVnEd/NHGxZsbO3MsEVCZP.png
21:46 celeron55 does it?
21:46 celeron55 i mean, i hope it does, but i don't remember that being ever made
21:47 Fixer celeron55, it works! interestingly, farmap blocks tend to load earlier then high-detailed ones not far from me
21:47 Obani Void7, maybe make it less flat on the under part ?
21:47 celeron55 the 3D clouds are huge performance hogs due to this reason and because they are drawn pretty much in immediate mode
21:48 celeron55 looks like 0.4 does that
21:48 celeron55 so you're right
21:49 Obani also #3535
21:49 ShadowBot https://github.com/minetest/minetest/issues/3535 -- fix #2876 (fix player teleportation bug) by HybridDog
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22:12 sofar what, the, heck, man
22:13 sofar my wall nodes are connecting to like 100+ nodes
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22:45 sofar ohhhhhhhh dang, I think I found the issue
22:46 sofar wow, broke my head nearly over that one
22:47 Fixer celeron55, smooth mesh gen? I'm impressed, stutter went down _a lot_ and game is very good
22:48 celeron55 the block sending might be smoother
22:49 celeron55 not sure
22:49 celeron55 it's not something i had in mind when making it
22:50 Fixer celeron55, num_processed_meshes is intelligent now, leveled, no more spikes, no more big stuttering, game is _smooth_
22:53 Fixer only very rarely
22:56 Fixer celeron55, i will test some more, but at this moment, that PR fixes stutter problem once and for all for me
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22:58 celeron55 a screenshot of the profiler graphs would be usefu
22:58 celeron55 +l
22:58 celeron55 i didn't expect anything like this at all
22:59 celeron55 i mean, comparison of screenshots
22:59 Fixer celeron55, one sec
23:05 Fixer celeron55, sorry for chaotic record: https://imgur.com/UW6TIRD
23:06 Fixer celeron55, it is clean map in heavy forest, it is practically stutter free (there 1 or 2 big spikes), but it is a huge improvement
23:07 Fixer celeron55, farmap was off but with it also looks good
23:09 Fixer celeron55, I can literally feel the smoothness, like after shaving
23:09 Fixer and graphs flat as I've ever seen
23:14 Fixer celeron55, also, i've noticed what vanessa noticed, feels like with time it generates new blocks slower (farmap off)
23:17 Fixer celeron55, at start you have nice workload with constant num_process_meshes, but with times, chanks generates slower and it sleeps a lot and gives 4 processed meshes per few seconds or so
23:17 Fixer with time, chunks are been generated slower*
23:22 Fixer celeron55, with 240 v_range they keep generating somewhere at 40 before me, so map gen or whatever potentially slows down for unknown reason (bug?), restarting it fixes the problem for some time
23:28 celeron55 the transfer will go in strange waves as the block sending iterates through a radius of mapblock while the mapgen generates 5x5x5 mapblocks at a time
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