Time |
Nick |
Message |
00:10 |
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00:39 |
Sokomine |
hm. where best to put the images that describe my mods now that viewskew's gone? |
00:40 |
VanessaE |
imgur? |
00:40 |
Sokomine |
hi vanessa :-) |
00:40 |
Sokomine |
hm |
00:42 |
Sokomine |
nothing happens if i click on "computer" there. perhaps the site requires javascript? |
01:04 |
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02:06 |
LazyJ |
VanessaE, Sokomine, is there a termninal command to shutdown the minetestserver gracefully? |
02:06 |
LazyJ |
External command, not the ingame '/shutdown'. |
02:10 |
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02:12 |
VanessaE |
kill -INT (the process ID) |
02:12 |
VanessaE |
:) |
02:13 |
LazyJ |
Thanks, VanessaE. Will that allow MT to save all info before shutting down? |
02:13 |
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02:13 |
VanessaE |
ye |
02:13 |
VanessaE |
yep |
02:13 |
LazyJ |
What about 'killall minetestserver'? |
02:13 |
VanessaE |
killall -INT minetestserver |
02:13 |
LazyJ |
The process ID probably changes after the shutdown/backup/restart script does it's thing. |
02:15 |
LazyJ |
Ok, thanks. Reading the killall man page now. Oh. Party. |
02:17 |
LazyJ |
Hmm.... is '-INT' and option by itself or three options combined? |
02:17 |
LazyJ |
I'm not seeing it in killall's man page. |
02:19 |
Menche |
that's the signal to send? |
02:19 |
Menche |
what about TERM? doesn't that allow the process to clean up before quitting? |
02:19 |
Menche |
as opposed to KILL |
02:19 |
LazyJ |
Currently the script uses 'killall -w minetestserver'. We have a few players whose inventories are getting cleared after the server restarts. |
02:20 |
LazyJ |
So one of the things I'm looking at is if the server is being killed too abruptly and their inventories aren't being recorded properly. |
02:21 |
Menche |
from killall manpage: "Signals can be specified either by name (e.g. -HUP or -SIGHUP) or by number (e.g. -1) or by option -s." |
02:21 |
Menche |
SIGINT or INT should be equivalent to ^c |
02:22 |
LazyJ |
Trying the commands now. |
02:23 |
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02:23 |
Menche |
Wikipedia says that SIGINT or INT is roughly equivalent to SIGTERM or TERM |
02:24 |
LazyJ |
Hmm.... 'invalid option 'I' |
02:24 |
LazyJ |
It doesn't like the '-INT' option. |
02:24 |
Menche |
try -s SIGINT? |
02:26 |
Sokomine |
or perhaps kill -2 processid might work on linux |
02:28 |
Menche |
to use kill rather than killall without knowing the PID, could try "for process in $(pidof dwb); do kill -s SIGTERM $process ; done" |
02:28 |
Menche |
in case there're multiple processes |
02:28 |
Menche |
err, s/dwb/minetest |
02:32 |
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06:47 |
matibln |
Hi |
06:49 |
matibln |
RealBadAngel msg me |
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11:44 |
iqualfragile |
Sokomine: yes, needs js |
11:45 |
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11:47 |
iqualfragile |
any reports on why viewskew is gone? |
11:50 |
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11:59 |
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12:02 |
Krock |
Hello. |
12:04 |
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12:09 |
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12:22 |
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12:24 |
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12:24 |
PilzAdam |
Hello everyone! |
12:38 |
Krock |
hi PilzAdam |
12:40 |
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12:50 |
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12:50 |
RealBadAngel |
hi PilzAdam |
13:01 |
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13:01 |
basilgohar |
If I get a segmentation fault on a server built from git when a client (also builds from git), what information can/should I provide that will help in finding the problem? |
13:07 |
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13:10 |
Krock |
basilgohar: use pastebin.com or paste.ubuntu.com to paste your errors in there, I can't help you, but maybe someone else might help you |
13:13 |
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13:15 |
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13:17 |
Hirato |
bout time the farmesh stuff got improved :D |
13:18 |
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13:21 |
PilzAdam |
basilgohar, a gdb backtrace would be best |
13:21 |
PilzAdam |
with debug symbols compiled in |
13:24 |
VanessaE |
Hirato: if by "improved" you mean "removed"... :P |
13:24 |
Hirato |
VanessaE: proller's made it a "low-res" version of the actual geometry |
13:25 |
VanessaE |
screenshot? |
13:25 |
Hirato |
bit iffy at the moment, blocks render where they shouldn't, unstable |
13:25 |
Hirato |
by unstable I mean the resollution constantly jumps |
13:26 |
Hirato |
really needs a video mroe so than a screenshot |
13:30 |
Hirato |
https://dl.dropboxusercontent.com/u/23891252/screenshot_2456635563.jpg |
13:30 |
Hirato |
you can sort of see it obviously |
13:30 |
Hirato |
left side of the screen |
13:30 |
proller |
move more, fly higher! |
13:30 |
proller |
show more area |
13:33 |
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13:34 |
VanessaE |
doesn't look much different than what I already see now with mipmap, Hirato |
13:34 |
VanessaE |
or wait |
13:34 |
Hirato |
https://dl.dropboxusercontent.com/u/23891252/screenshot_2456921925.jpg https://dl.dropboxusercontent.com/u/23891252/screenshot_2456925024.jpg this shows it much better with the "fly high" hint |
13:35 |
VanessaE |
interesting. |
13:35 |
RealBadAngel |
on the 1st screenshot i can see giant dirt and stone nodes? |
13:35 |
VanessaE |
seems a bit like an idea I'd seen last year |
13:35 |
RealBadAngel |
in the middle |
13:35 |
VanessaE |
a guy was proposing a similar idea for MC |
13:35 |
Hirato |
I would've done the same thing, try to merge a 2x2x2 area into a single cube :P |
13:35 |
VanessaE |
distance-based scaling of node resolution or some such |
13:36 |
Hirato |
and going larger for further way things |
13:36 |
Hirato |
thing is, I would've made the view distance more 'static' |
13:36 |
Hirato |
since I find dynamic scaling never works very well :P |
13:37 |
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13:37 |
Hirato |
I remember this one time with sauer mod, if you looked at a map at just the right angle, your performance would just tank, the reason was that it was turning off the water shaders due to bad performance, then the performance was good so ti turned them back on, and it was just an endless cycle of that |
13:37 |
Hirato |
haha |
13:38 |
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13:38 |
Hirato |
which meant it did reflections/refractions afresh for all water surfaces, which are quite expensive and throttled to one surface per frame |
13:39 |
Hirato |
proller: anyways, do the textures have to scale? |
13:39 |
Hirato |
if you load the textures without clamping them, you can use coordinates outside the 0-1 range to have them tile automagically |
13:41 |
Hirato |
as in, using GL_REPEAT for the GL_TEXTURE_WRAP_T and GL_TEXTURE_WRAP_R parameters |
13:42 |
Hirato |
oh well, work in progress, haha |
13:43 |
proller |
some textures cant be scaled, like dirt |
13:45 |
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13:45 |
Hirato |
I was suggesting more that you use GL_REPEAT to automatically tile apply the texture over (0, 0) to (2, 2) on each face |
13:46 |
Hirato |
rather than stretching it as currently appears to be the case |
13:47 |
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13:48 |
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13:50 |
Hirato |
but meh, it's not like it's a work in progress or anything! :P |
13:51 |
proller |
16x smaller scaled texture from far distance like one color |
13:51 |
proller |
no need in texture, must be drawen as average color |
13:52 |
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13:52 |
Hirato |
for half-sized ones you're going to see it, and what of high-res texture mods? |
13:53 |
proller |
not tested |
13:53 |
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13:53 |
proller |
if you want to make better - patches are welcome ;) |
13:53 |
Hirato |
as with everything open source :P |
13:55 |
proller |
and some rare blocks not rendered, need to find why |
13:56 |
Hirato |
after a little while, everything here just disappears and goes weird |
13:56 |
Hirato |
I'm getting mountains where there aren't any and stuff |
13:58 |
proller |
in 0,0,0 node in block was something, need to calculate average node in block |
13:59 |
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14:00 |
proller |
average visible |
14:05 |
Krock |
!up 62.203.236.100 30000 |
14:05 |
MinetestBot |
62.203.236.100:30000 is up (49ms) |
14:06 |
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14:07 |
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14:09 |
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14:12 |
basilgohar |
How do I enable LevelDB for a world on a server? I just finished compiling it in with the latest version of LevelDB, but when the server creates a new world, it still says it's using SQLite. |
14:19 |
basilgohar |
Okay, no crash this time, but now the world is just grey. |
14:19 |
Krock |
worlds\yourworld\world.mt change backend = sqlite3 to leveldb |
14:19 |
basilgohar |
Okay, there's the crash. |
14:22 |
VanessaE |
bear in mind that you can't run the minetest mapper on a leveldb world, you'll have to copy and migrate it back to sqlite to map it |
14:22 |
VanessaE |
(I mean the mapper that creates the overview images) |
14:23 |
* Krock |
wonders why FM is double as slow then MT |
14:23 |
Hirato |
blame everything on weather |
14:24 |
* Krock |
adds: same configuration xP |
14:24 |
proller |
slow what? |
14:25 |
Krock |
FM: 7 FPS, MT: 16 FPS, everything disabled except of the nicer lights |
14:25 |
proller |
vrange = ? |
14:25 |
Krock |
16 on both, (maximal) |
14:26 |
proller |
try to disable VBO |
14:26 |
Krock |
VB what? |
14:26 |
basilgohar |
Okay, here is the debug.txt when I run with --trace: http://fpaste.org/82582/ |
14:26 |
proller |
enable_vbo = false |
14:26 |
basilgohar |
PilzAdam: How do I run minetestserver under gdb? |
14:26 |
basilgohar |
Krock: Thanks for the LevelDB tip. |
14:26 |
PilzAdam |
gdb minetestserver |
14:27 |
PilzAdam |
and then run |
14:27 |
Krock |
basilgohar, but also nitive wwhat VanessaE said |
14:27 |
basilgohar |
PilzAdam: Okay, what if I want to pass some arguments, like --disable-unittests? |
14:27 |
Krock |
*note |
14:27 |
basilgohar |
VanessaE: Okay, thanks for the tip. |
14:27 |
basilgohar |
It's okay, Iguess I don't need that. |
14:27 |
PilzAdam |
basilgohar, gdb minetestserver --args --disable-unittests |
14:27 |
basilgohar |
(The arguments point.) |
14:27 |
basilgohar |
Ah, okay, easy enough. Thanks. |
14:28 |
Krock |
proller, wow, fps increased by 10 |
14:28 |
Krock |
*to 10 |
14:29 |
proller |
liquid finite ? |
14:29 |
Krock |
infinite |
14:29 |
proller |
FM have different defaults from MT |
14:30 |
PilzAdam |
why cant I open map.sqlite with the command line sqlite? "Unable to open database "map.sqlite": file is encrypted or is not a database" |
14:30 |
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14:30 |
Krock |
proller, yes, made for faster computers :3 |
14:31 |
Krock |
PilzAdam, my browser-php-sqlite3-manager workd fine with it |
14:32 |
basilgohar |
Apparently I need to install some debuginfos... |
14:33 |
PilzAdam |
basilgohar, you need to compile with cmake . -DCMAKE_BUILD_TYPE=Debug |
14:35 |
PilzAdam |
oh, well, I feel dumb now |
14:37 |
basilgohar |
PilzAdam: Yeah, I redid my compile with that setting. |
14:38 |
basilgohar |
But thanks for pointing it out. |
14:43 |
basilgohar |
PilzAdam: Here's the gdb output with the crash: http://fpaste.org/82593/ |
14:43 |
basilgohar |
I'm not sure if that's very useful. Is there something more I should be doing? |
14:43 |
PilzAdam |
do a bt after the crash |
14:43 |
basilgohar |
Oh, okay. Give me a minute. |
14:44 |
basilgohar |
Here you go: http://fpaste.org/82594/ |
14:46 |
basilgohar |
If it's helpful at all, I don't see any textures loaded when I connect with the client. |
14:46 |
basilgohar |
I just see some block outlines when my cursor goes over a block, and then just the sky. |
14:46 |
basilgohar |
And then maybe some dark blocks toward the bottom. |
14:47 |
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14:48 |
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14:59 |
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15:00 |
basilgohar |
Here is another gdb bt, this time using a leveldb world: http://fpaste.org/82605/94031597/ |
15:02 |
sfan5 |
meow |
15:02 |
sfan5 |
hi everyone |
15:03 |
Krock |
hi |
15:04 |
VanessaE |
greetz, sfan5 |
15:04 |
basilgohar |
You know, I wonder if my problem is that my server is just too old. |
15:10 |
Krock |
And my server is just too boring |
15:15 |
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15:23 |
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15:25 |
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15:26 |
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15:29 |
harrison |
dawn splattered the east like a spittlebug on a honeysuckle vine |
15:32 |
proller |
basilgohar, thread apply all bt |
15:32 |
harrison |
the day began with a frothing of memehopperesque fractal insectism |
15:32 |
harrison |
im not sure it counts as trolling but it sure feels wrong and arousing at the same time |
15:36 |
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15:47 |
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15:55 |
basilgohar |
proller: I don't follow. Should I type `thread apply all bt` inside of gdb after the crash? |
15:55 |
proller |
yes |
15:56 |
basilgohar |
K. |
15:56 |
proller |
and... it already fixed in FM ;) |
15:56 |
basilgohar |
proller: http://fpaste.org/82626/ |
15:59 |
harrison |
insect crew 24/7/365/666 |
16:00 |
proller |
it seems like something wrong with base |
16:01 |
basilgohar |
proller: What is base? |
16:01 |
proller |
map base |
16:05 |
basilgohar |
Easy fix? |
16:06 |
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16:08 |
PenguinDad |
Good afternoon Jordach |
16:08 |
* Jordach |
goes back into his nap |
16:10 |
Jordach |
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO |
16:11 |
* Jordach |
just got his first £400 payment |
16:11 |
Jordach |
W00T |
16:12 |
* sfan5 |
throws kittens at Jordach |
16:12 |
Jordach |
turns out checking everyday pays off :) |
16:13 |
sfan5 |
literally pays off |
16:13 |
sfan5 |
:D |
16:13 |
sfan5 |
!deop ShadowNinja sfan5 |
16:14 |
* Jordach |
just starts dancing |
16:17 |
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16:17 |
Rhy5 |
Hello guys! |
16:22 |
Jordach |
http://www.youtube.com/watch?v=3jV0wl6ANco :3 |
16:23 |
Rhy5 |
Jordach. xD. |
16:25 |
sfan5 |
!title |
16:25 |
MinetestBot |
sfan5: Pokey Punch - YouTube |
16:26 |
Jordach |
sfan5, it reacts to every action from another model realistically |
16:26 |
Jordach |
everything moves around inside and out according to a physical hit |
16:26 |
sfan5 |
nice |
16:27 |
Jordach |
that's why the eyes appear floating in liquid :D |
16:27 |
Jordach |
>Jordach always lets us know what he/she's doing: 1870 actions! |
16:27 |
* Jordach |
does another |
16:27 |
Jordach |
just because :D |
16:27 |
* sfan5 |
regenerated the IRC stats |
16:27 |
sfan5 |
regenearates* |
16:28 |
Rhy5 |
sfan5, you know, I still have your cat. :3 |
16:28 |
VanessaE |
Jordach: a good start but you didn't show enough of the reaction |
16:28 |
VanessaE |
you cut the video off way too soon |
16:28 |
sfan5 |
Rhy5: I don't have a cat |
16:28 |
Jordach |
VanessaE, limited on time |
16:28 |
VanessaE |
oh ok |
16:28 |
Jordach |
i only had an hour left at college |
16:28 |
Rhy5 |
Because you gave me yours, remember sfan5? :P |
16:28 |
Jordach |
(and the i3 was the machine it rendered on) |
16:28 |
sfan5 |
Rhy5: ah right :P |
16:28 |
Rhy5 |
Kirby Dance! <(^_^<) |
16:29 |
* whiskers75 |
slaps Rhy5 around a bit with a rainbow trout |
16:29 |
ShadowBot |
whiskers75: Please don't slap. |
16:29 |
* whiskers75 |
slaps ShadowBot around a bit with a rainbow trout |
16:29 |
ShadowBot |
whiskers75: Please don't slap. |
16:29 |
* whiskers75 |
slap(ShadowBot, trout); |
16:29 |
Jordach |
whiskers75, i c u slapping Dagmar |
16:29 |
* Rhy5 |
slaps whiskers75 with a piece of squid |
16:29 |
ShadowBot |
Rhy5: Please don't slap. |
16:29 |
Rhy5 |
ShadowBot, sorry. |
16:29 |
Rhy5 |
:P |
16:29 |
* sfan5 |
flips whiskers75 |
16:30 |
* Jordach |
makes a regex to ignore those messages |
16:30 |
* whiskers75 |
RAINBOWS: Jordach |
16:30 |
whiskers75 |
Jordach: Can you teach me how to regex? |
16:30 |
sfan5 |
!rainbows whiskers75: why are you'r rainbows better than mine? |
16:30 |
* Rhy5 |
sla*s whiskers75 with a piece of shark |
16:30 |
Rhy5 |
There. ^_^ |
16:30 |
sfan5 |
!rainbow whiskers75: why are your rainbows better than mine? |
16:30 |
MinetestBot |
4w4h4i7s7k7e8r8s8​73​53:3 why6 6a6re y4o4u4r7 7r7a8i8n8b3o3w3s be6t6t6er t4h4a4n7 7m7i8n8e8? |
16:31 |
whiskers75 |
Because http://whiskers75.co.uk |
16:31 |
* Jordach |
slaps sfan5 |
16:31 |
ShadowBot |
Jordach: Please don't slap. |
16:31 |
* whiskers75 |
slaps Jordach |
16:31 |
ShadowBot |
whiskers75: Please don't slap. |
16:31 |
* sfan5 |
slaps Jordach |
16:31 |
ShadowBot |
sfan5: Please don't slap. |
16:31 |
* sfan5 |
slaps ShadowBot |
16:31 |
ShadowBot |
sfan5: Please don't slap. |
16:31 |
Jordach |
YAY |
16:31 |
* whiskers75 |
slaps(Jordach); |
16:31 |
ShadowBot |
whiskers75: Please don't slap. |
16:31 |
sfan5 |
ShadowNinja: this is fucking annoying |
16:31 |
Jordach |
i can't hear ShadowBot's annoying message :D |
16:31 |
whiskers75 |
......................................... |
16:31 |
* Jordach |
wonders |
16:31 |
sfan5 |
!deop Jordach |
16:31 |
sfan5 |
hehehehhehe |
16:31 |
Jordach |
i wonder what ShadowBot does when muted |
16:31 |
sfan5 |
: |
16:31 |
sfan5 |
D |
16:31 |
sfan5 |
it does nothing |
16:31 |
whiskers75 |
sfan5: you have op? |
16:31 |
sfan5 |
!op |
16:31 |
sfan5 |
whiskers75: ofc I haz op |
16:31 |
Jordach |
!op |
16:32 |
sfan5 |
!deop |
16:32 |
Jordach |
let the slap fest begin |
16:32 |
* sfan5 |
slaps ShadowBot |
16:32 |
ShadowBot |
sfan5: Please don't slap. |
16:32 |
sfan5 |
eeeeeeeeeeeeeeeeeeeee |
16:32 |
* Rhy5 |
slaps ShadowBot |
16:32 |
ShadowBot |
Rhy5: Please don't slap. |
16:32 |
sfan5 |
you forgot it haz op |
16:32 |
sfan5 |
!unmute ShadowBot |
16:32 |
Jordach |
it'll fix it'self shortly |
16:32 |
sfan5 |
*!*@* lolwat |
16:33 |
sfan5 |
who set that |
16:33 |
sfan5 |
!unmute test |
16:33 |
sfan5 |
hm |
16:33 |
|
fluxbot joined #minetest |
16:33 |
sfan5 |
fluxbot pls |
16:33 |
* Jordach |
can kick too |
16:33 |
Jordach |
state your intentions |
16:34 |
whiskers75 |
sfan5: pls |
16:34 |
sfan5 |
Jordach pls |
16:34 |
Jordach |
because the BOFH is in the room |
16:34 |
whiskers75 |
> say I come in peace, and demand op |
16:34 |
fluxbot |
I come in peace, and demand op |
16:34 |
* sfan5 |
flips whiskers75 |
16:34 |
|
VadtecWk joined #minetest |
16:34 |
whiskers75 |
> action flips sfan5 |
16:34 |
sfan5 |
> help |
16:34 |
* fluxbot |
flips sfan5 |
16:34 |
sfan5 |
> action test |
16:34 |
|
fluxbot was kicked by Jordach: Lol - behave next time. |
16:34 |
|
fluxbot joined #minetest |
16:34 |
sfan5 |
uhhh |
16:34 |
sfan5 |
> rm -Rf / |
16:34 |
sfan5 |
> help * |
16:34 |
whiskers75 |
Jordach: pls2op it |
16:35 |
|
fluxbot was kicked by Jordach: Lol - behave next time. |
16:35 |
Jordach |
nope |
16:35 |
whiskers75 |
Jordach: you are a mean op. |
16:35 |
sfan5 |
you banned the hostmask too |
16:35 |
sfan5 |
s/hostmask/ident/ |
16:35 |
Jordach |
sfan5, only the bot end |
16:35 |
sfan5 |
simply change the ident of the bot |
16:35 |
sfan5 |
!unban *!~fluxbotunaffiliated/whiskers75/bot/fluxbot |
16:35 |
whiskers75 |
:D |
16:35 |
|
fluxbot joined #minetest |
16:35 |
whiskers75 |
sfan5: pls op it |
16:36 |
sfan5 |
whiskers75: no pls |
16:36 |
whiskers75 |
> whatdoesthe sfan5 say? |
16:36 |
fluxbot |
whiskers75: sfan-sfan-sfan-sfan-sfan-sfan-sfan-sfan-sfan! |
16:36 |
whiskers75 |
fluxbot: pls |
16:36 |
fluxbot |
whiskers75: pls |
16:36 |
sfan5 |
> help pls |
16:36 |
* Jordach |
calls spam now |
16:36 |
sfan5 |
>help spam |
16:36 |
sfan5 |
> help spam |
16:36 |
sfan5 |
> help bacon |
16:36 |
sfan5 |
> help eggs |
16:36 |
sfan5 |
> damnit |
16:36 |
whiskers75 |
sfan5: check your PMs XD |
16:36 |
|
sfan5 was kicked by Jordach: NO SPAM |
16:36 |
|
fluxbot was kicked by Jordach: NO SPAM |
16:36 |
|
fluxbot joined #minetest |
16:36 |
|
sfan5 joined #minetest |
16:36 |
whiskers75 |
> say Roger that, Jordach |
16:36 |
fluxbot |
Roger that, Jordach |
16:36 |
sfan5 |
Jordach: you're mean |
16:37 |
sfan5 |
:w: |
16:37 |
whiskers75 |
Jordach: you're mean |
16:37 |
Jordach |
NUKED. |
16:37 |
whiskers75 |
Jordach: pls |
16:37 |
Jordach |
no |
16:37 |
whiskers75 |
Jordach: Please? |
16:37 |
Jordach |
NO |
16:37 |
whiskers75 |
Jordach: why not |
16:37 |
Jordach |
we've had this before |
16:37 |
whiskers75 |
Jordach: fluxbot doesn't hurt you unless you say pls to it |
16:37 |
Jordach |
we've got enough bots |
16:38 |
sfan5 |
nah |
16:38 |
whiskers75 |
Jordach: you don't |
16:38 |
sfan5 |
we need more |
16:38 |
sfan5 |
!unmute *!fluxbot*@* |
16:38 |
fluxbot |
Alright sfan5, nobody needs bots, anyway. |
16:38 |
Jordach |
tell that to ShadowBot |
16:38 |
whiskers75 |
http://fluxbot-irc.github.io :3 |
16:38 |
Jordach |
tell that to ShadowNinja |
16:38 |
* whiskers75 |
slaps fluxbot around a bit with a rainbow trout |
16:38 |
ShadowBot |
whiskers75: Please don't slap. |
16:38 |
sfan5 |
~ |
16:38 |
whiskers75 |
!op |
16:38 |
* whiskers75 |
slaps MinetestBot around a bit with a rainbow trout |
16:38 |
ShadowBot |
whiskers75: Please don't slap. |
16:38 |
whiskers75 |
sfan5: op fluxbot :3 |
16:38 |
* MinetestBot |
slaps whiskers75 with Python |
16:39 |
whiskers75 |
PYTHON? |
16:39 |
* whiskers75 |
dies |
16:39 |
sfan5 |
whiskers75: no op : |
16:39 |
whiskers75 |
sfan5: y |
16:39 |
whiskers75 |
sfan5: join #fluxbot then :3 |
16:44 |
|
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16:56 |
* PilzAdam |
made a Minetestmapper in Java |
16:57 |
Jordach |
OUT. |
16:58 |
* sfan5 |
flips PilzAdam |
17:03 |
|
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17:13 |
sfan5 |
VanessaE: you may find this interesting: https://forum.minetest.net/viewtopic.php?pid=132048#p132048 |
17:14 |
PilzAdam |
lets download one of VanessaE's maps to test it |
17:14 |
sfan5 |
does she offer then via HTTP? |
17:14 |
sfan5 |
them* |
17:14 |
VanessaE |
be my guest |
17:14 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/Survival-map.sqlite.bz2 |
17:15 |
PilzAdam |
Ill start with the 206 MiB one |
17:15 |
VanessaE |
(it's just the map.sqlite file, it's up to the downloader to turn it into a usable world) |
17:15 |
sfan5 |
1,9G |
17:15 |
sfan5 |
pfffff |
17:15 |
sfan5 |
lol |
17:15 |
PilzAdam |
-i |
17:15 |
sfan5 |
VanessaE: Y U NO xz? |
17:15 |
VanessaE |
there are other world files there too, sfan5. |
17:16 |
VanessaE |
because I don't know that tool? :) |
17:16 |
PilzAdam |
the 2 GB one would take over 30 minutes |
17:16 |
sfan5 |
VanessaE: why don't you know xz? |
17:16 |
PilzAdam |
VanessaE, do you know the dimension of Nostalgia? |
17:17 |
VanessaE |
sfan5: never used it. gz, bz2, zip are the only ones I use with any frequency |
17:17 |
VanessaE |
PilzAdam: not off the top of my head, no. it doesn't get a lot of play these days, so it isn't all that large |
17:17 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/worldmaps/Nostalgia_World.png |
17:18 |
VanessaE |
well at least in the X direction anyway |
17:18 |
VanessaE |
rather large in the Z direction though actually |
17:18 |
sfan5 |
VanessaE: have you looked at the post I linked? |
17:18 |
VanessaE |
sfan5: yes, I was just reading it |
17:18 |
sfan5 |
VanessaE: shall I add leveldb support? |
17:19 |
VanessaE |
sfan5: absolutely yes - especially since kahrl has decided that it's good to include the C++ mapper in the MT core distribution |
17:19 |
Jordach |
intergrate the fucking mapper into the actual client |
17:19 |
Jordach |
you'll solve so much shit that way |
17:20 |
VanessaE |
Jordach: fucking mappers would only be useful for over-18 games wouldn't they? |
17:20 |
Jordach |
oh for fuck sakes |
17:20 |
VanessaE |
(and if you need a map to fuck, you're doing it wrong) |
17:20 |
fluxbot |
VanessaE, I detect a stupidity virus through your connection. You want to turn your computer off, right now! |
17:20 |
|
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17:20 |
VanessaE |
thank you. |
17:20 |
|
fluxbot was kicked by Jordach: we don't need more botsd |
17:21 |
VanessaE |
who added that anyway? |
17:21 |
Jordach |
whiskers75 |
17:21 |
VanessaE |
... |
17:21 |
VanessaE |
you're right that the client needs some kind of integrated mapping support, but large-format overview mapping is also needed for websites/forum posts too |
17:22 |
Jordach |
VanessaE, if the client made both a mini and giant map, it'd save so much effort |
17:23 |
proller |
map.sqlite 3424M |
17:23 |
VanessaE |
Jordach: indeed, but a client won't be able to generate an entire map for a server |
17:23 |
Sokomine |
if you want a large world for testing, you can also try what i saved from redcrab. it's a small file (about 100 mb) but covers a large area with a lot of player built towns |
17:23 |
VanessaE |
sfan5: I like these ideas that were proposed for the mapper. especially the Y limits |
17:23 |
Sokomine |
it's only a part of the map (what i saved with sfan5s modified client) |
17:24 |
PilzAdam |
97538 ms to generate VanessaE's map |
17:24 |
PilzAdam |
(Nostalgia) |
17:24 |
Jordach |
>Yes or if you're my age you may think of Larry Niven's Ringworld :) although my renders >https://forum.minetest.net/viewtopic.php?pid=131854#p131854 |
17:24 |
Jordach |
RENDERS |
17:25 |
VanessaE |
Jordach: to be fair, he does ...sorta...render them |
17:25 |
|
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17:25 |
VanessaE |
just at a really REALLY low resolution :P |
17:25 |
Jordach |
game render != render |
17:25 |
VanessaE |
nono |
17:25 |
VanessaE |
think of a node as a pixel |
17:25 |
VanessaE |
brown -> dirt, green -> grass, etc. |
17:25 |
Sokomine |
a less detailed overview map could be very helpful for a server |
17:26 |
Sokomine |
yes. that's how the mapper does it |
17:26 |
VanessaE |
so indeed, he is rendering, it's just extremely low-rez compared to what you do |
17:26 |
VanessaE |
Sokomine: different (but related) subject :)_ |
17:26 |
Sokomine |
i think we'll only get further with real usable overview maps by adding abstraction |
17:26 |
Sokomine |
guess so :-) |
17:27 |
Sokomine |
that mapp mod is very nice - for floor plans of houses. for everything else, it shows too few area |
17:27 |
Sokomine |
the overview map of a server is nice for some purposes - but mostly when you know already what's roughly there |
17:27 |
VanessaE |
paramat's only problem with things like a Ringworld is that gravity doesn't follow the contour of the ring. otherwise they're really neat |
17:28 |
Sokomine |
for most players, a map where they can see where the spawn point is, where other players are, where major towns are and where roads/tunnels are would be more helpful i think |
17:28 |
Sokomine |
home pos is important as well |
17:28 |
VanessaE |
Sokomine: yeah |
17:28 |
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17:29 |
Sokomine |
kind of like...using maps which show roads instead of satellite images for large-scale navigation |
17:29 |
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17:29 |
Sokomine |
paramat can't really emulate the ringworld :) that's far tooo large |
17:30 |
Sokomine |
gravity's a problem as well, yes. except that with the scale of the "real" ringworld, it does not matter at all (similar to how it does not matter on a planet) |
17:30 |
rubenwardy |
Hi all |
17:31 |
VanessaE |
hi |
17:32 |
|
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17:32 |
Sokomine |
hi rubenwardy |
17:33 |
Sokomine |
i just see no way to detect the roads...towns may work to a degree |
17:34 |
Jordach |
look for nodes such as stone brick, cobble |
17:34 |
Jordach |
or gravel |
17:34 |
Jordach |
and see if they link two points |
17:36 |
rubenwardy |
Or use a special block to indicate roads? |
17:42 |
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17:49 |
PilzAdam |
<Jordach> game render != render |
17:49 |
PilzAdam |
lolwat |
17:50 |
|
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18:03 |
MinetestBot |
GIT: Sapier at GMX dot net commited to minetest/minetest: Replace pause and message menu by formspec ones a4e2198e41 2014-03-05T09:44:14-08:00 http://git.io/Cu8PVQ |
18:04 |
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18:28 |
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18:40 |
NekoGloop |
http://www.youtube.com/watch?v=FkhbxTDAp0I |
18:44 |
sfan5 |
wat |
18:44 |
|
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18:49 |
* sfan5 |
gives john_minetest a kitten |
18:52 |
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18:53 |
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18:57 |
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18:57 |
* matibln |
hi all |
18:57 |
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19:02 |
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19:32 |
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19:34 |
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19:39 |
sfan5 |
pfff |
19:39 |
sfan5 |
abstraction is hard |
19:39 |
Exio4 |
why? |
19:39 |
Exio4 |
it is the way to go, man, don't you get it? |
19:39 |
sfan5 |
I just spent like 1.5 hours on abstracting the map backend usage in C++ minetestmapper |
19:40 |
Exio4 |
lol |
19:41 |
sfan5 |
and it does not work |
19:41 |
sfan5 |
what did I expect? :-( |
19:45 |
sfan5 |
ok |
19:45 |
sfan5 |
it managed to render some nodes |
19:45 |
sfan5 |
better than nothing |
19:48 |
sfan5 |
yess!!! |
19:48 |
sfan5 |
it works again |
19:48 |
sfan5 |
matter of changing != into == |
20:17 |
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20:27 |
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20:30 |
Sokomine |
hm. i wonder weather it would be more practical to send players/moderators around with a tool and tell them to punch road blocks...as long as the road continues in one direction, it could be considered part of that road |
20:31 |
Sokomine |
sfan5: sounds fine :-) |
20:31 |
Sokomine |
sfan5: it would also be great if you could integrate the map-saving into a more recent version of mt. perhaps it could be a parameter... |
20:32 |
sfan5 |
Sokomine: leveldb-support for minetestmapper C++ is on the way |
20:33 |
Sokomine |
sfan5: that's good. i had to convert the saved map from redcrab to sqlite anyway due to more players having sqlite support than leveldb, but servers tend to migrate to leveldb, and they need the mapper most |
20:33 |
Sokomine |
sfan5: with map-saving, i have that special client in mind that stores the mapblocks it receives to disk; not the minetestmapper as such :-) |
20:34 |
sfan5 |
into a more recent version? |
20:34 |
sfan5 |
I just rebased my saveToLocalMap branch to master |
20:34 |
sfan5 |
I didn't test it yet though |
20:34 |
sfan5 |
would you mind testing it? |
20:36 |
iqualfragile |
sfan5: am i understanding this correctly? you continue the development of minetestmapper? |
20:37 |
sfan5 |
iqualfragile: I guess so, repo's at https://github.com/sfan5/minetest-mapper-cpp |
20:37 |
iqualfragile |
great! |
20:37 |
iqualfragile |
have you fixed the silently fail on any lock bug? |
20:38 |
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20:38 |
sfan5 |
leveldb works, but is darn slow because I need to get blocks that are psMin < blocknum < psMax and you can't do that with strings that easily |
20:38 |
iqualfragile |
https://github.com/mireq/minetest-mapper-cpp/commit/a71f8ed9a6d145a68914b02d89253574b040c127 |
20:38 |
iqualfragile |
https://github.com/mireq/minetest-mapper-cpp/commit/07067f443d33eb8437a458335a863db78f9274f4 |
20:39 |
sfan5 |
I'll merge those two |
20:39 |
* EvergreenTree |
give Jordach a fuzzy kitten |
20:42 |
sfan5 |
iqualfragile: https://github.com/sfan5/minetest-mapper-cpp/commit/393d7e2ac066b02d89397a40c6ed7431756355e5 |
20:43 |
Sokomine |
sfan5: for backups of maps, and also for other purposes, it might be intresting to save the date when a mapblock was created - and save that on sql level. that way, people could do incremental backups of their map data |
20:49 |
sfan5 |
iqualfragile: merged them |
20:50 |
sfan5 |
Sokomine: you could hash the mapblocks too |
20:52 |
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20:52 |
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20:56 |
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20:58 |
Sokomine |
sfan5: hm, perhaps. disadvantage of hashes is that you won't know which one represents which stage...you can only identify mapblocks that way. and even that might not work so well as only-air/only-water/only-whatever blocks might share the same hash |
21:02 |
sfan5 |
!tell Krok minetestmapper c++ with leveldb support: https://github.com/sfan5/minetest-mapper-cpp |
21:02 |
MinetestBot |
sfan5: yeah, yeah |
21:02 |
sfan5 |
iqualfragile: it takes 7m24s to generate this small map: http://i.imgur.com/LxOgiN3.png ; leveldb really needs optimisations |
21:04 |
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21:11 |
Sokomine |
what's the problem with leveldb, sfan5? from what you wrote it sounds as if it does not work well with indices on the sql level? |
21:11 |
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21:12 |
Sokomine |
ok, such a small map ought to be generated much faster |
21:13 |
Sokomine |
sfan5: while playing with the minetestmapper a while ago, i also tried to let it paint nodes below ground. for those, it would be intresting to skip solid nodes until air is found - and then start looking for ground. if no air is found, the mapper could place a black dot |
21:13 |
Sokomine |
that way, it might be possible to paint underground tunnel systems. could be intresting to see how they look like :-) |
21:24 |
sfan5 |
Sokomine: the problem is I need to get all blocks e.g. 1273545 < n < 1764525 |
21:24 |
sfan5 |
We use string indices in leveldb, because of that I need to probe for every index whether it is found |
21:26 |
Jordach |
sfan5, getting that AMD Quad Core soon |
21:26 |
Jordach |
(within the next few days!) |
21:27 |
Jordach |
i had a word war with my mother |
21:28 |
sfan5 |
Jordach: minetestmapper with leveldb support: https://github.com/sfan5/minetest-mapper-cpp |
21:39 |
sfan5 |
>Exception: Unknown map backend: sqlite3 |
21:39 |
sfan5 |
lolwtf |
21:48 |
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21:53 |
EvergreenTree |
little test render (yes I know, minecraft textures. I can use minetest textures) http://imgur.com/YXJPSnK |
22:00 |
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22:45 |
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22:48 |
Sokomine |
why string indices in leveldb? that seems a bit...impractical |
22:49 |
Sokomine |
sfan5: hm. perhaps adding x,y,z as integer (although data would then be duplicate) and date of last modification as additional columns/indices for the database could be intresting |
22:50 |
Sokomine |
perhaps even in a diffrent table..... |
22:53 |
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22:55 |
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23:04 |
iqualfragile |
sfan5: as a long term goal: would be nice to have the mapper run in paralel and make some minetest-mod trigger a rerendering of a specific part of the map whenever something changes that part |
23:04 |
iqualfragile |
wait |
23:04 |
iqualfragile |
it is allready possible, isnt it? |
23:05 |
iqualfragile |
minetestmapper can render only certrain regions |
23:05 |
iqualfragile |
you can then mash them together using imagemagic or something |
23:21 |
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