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IRC log for #minetest, 2014-09-07

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All times shown according to UTC.

Time Nick Message
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00:37 MinetestBot [Git] ShadowNinja -> minetest/minetest_game: Fix farming unloaded node crash 44dc611 http://git.io/mdk0gA (2014-09-06T20:36:40-04:00)
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03:02 RealBadAngel https://www.youtube.com/watch?v=CWOW_kihBIM&feature=youtu.be
03:05 RealBadAngel https://www.youtube.com/watch?v=TMlAcMiW8ww
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03:31 zat OT, which can be better for sitting?
03:31 zat http://www.lightinthebox.com/yoga-anti-explosion-fat-reducing-ball-65cm_p461556.html
03:31 zat http://www.lightinthebox.com/yoga-anti-explosion-fitness-thicken-ball-65cm_p461545.html
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03:55 TheBeast Hey Who is on that remembers me
03:56 TheBeast Vanessa Or Vazon you there
03:56 VanessaE yes.
03:56 TheBeast Do you remember me
03:57 TheBeast How it been
03:58 Cylus Your name seems familiar ...
03:58 zat I know many beasts
03:58 Vazon yes
03:58 TheBeast I Am TheBeast Beast Boss
03:59 Vazon yes im aware who you are
03:59 TheBeast Vazon How your server going
03:59 Vazon TheBeast: good, im working on a second server right now
04:00 Vazon other wise i have no time to do anything between school and work
04:00 TheBeast Could  i help  while i am back
04:02 TheBeast What has changed out minetest
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04:30 jordan4ibanez http://youtu.be/M-wvQ00llEo
04:30 jordan4ibanez I think I'll make this like a 2.5d minetest/haven and hearth thing.
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05:22 blaise !server MidnightSystems
05:22 MinetestBot blaise: MidnightSystems | midnightsystems.net | Clients: 1/5, 1/3 | Version: 0.4.10 / minetest | Ping: 642ms
05:23 blaise what causes ghosts?
05:28 jordan4ibanez ghost blocks?
05:31 blaise ghost clients
05:31 blaise I really want to run this mod.. :(
05:31 blaise https://gitlab.com/CiaranG/railcarts/blob/master/README.md
05:31 blaise I'm afraid it will cause way to much lag though
05:31 blaise :(
05:32 blaise and it says it won't work on vanilla minetest!
05:32 blaise :(((((
05:33 VanessaE heh, good luck with that
05:33 blaise I think I'm just going to try it and see what happends.. :G
05:35 blaise who knows
05:35 blaise maybe a miracle
05:39 blaise damn
05:39 blaise VanessaE: it has some really good features!
05:40 blaise VanessaE: would it be even possible to make it compatable with vanilla minetest?
05:40 VanessaE idk
05:40 VanessaE ask CiaranG
05:41 blaise :`(
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06:47 e1z0 are now minetest can be compiled with ms visual studio ?
06:48 VanessaE MSVC and MinGW
06:48 VanessaE and of course on Linux with gcc et al.
06:50 e1z0 what version of MSVC is supported ?
06:51 VanessaE dunno, I use Linux for this.
06:53 VanessaE I guess just make sure it's recent
06:53 VanessaE doesn't say in the README what version is needed
06:53 JTE_ Minetest's engine leaves much to be desired. :< I don't even understand how it manages to make chest inventories lag when you add a bajillion blocks to the game, even in single computer mode..?
06:53 VanessaE wait
06:53 VanessaE "Visual Studio 10"
06:53 VanessaE JTE_: formspecs.
06:54 VanessaE JTE_: the engine is quite capable.  it's just a matter of learning to use it
06:54 VanessaE oh, lag.
06:54 VanessaE missed that
06:54 VanessaE it's because the client actually asks the server first if it can open the chest
06:55 VanessaE rather than just relying the info the server already sent to the client about the chest's formspec
06:55 JTE_ You click the item you want, and it jumps to your cursor (But it's still really sitting right where it was before), then you click where you want to put it and it appears to jump right back to where it started ... and then five seconds later, it suddenly swaps the items around.
06:55 VanessaE yeah, too much communication between the server and client for operations like that, not enough prediction
06:55 VanessaE that's because the server is doing all of the work to manage the chest inventory
06:56 JTE_ If you try to interact with it in the meantime, it just does random undesirable things like giving you half a stack of the un-swapped items and then picking up the item you just tried to put down again :s
06:56 VanessaE the devs could use some help in making it better
06:56 JTE_ How can it have so much communication problems on a single machine with an internal server? I cannot even fathom why it is like this, much less how to fix it... >_<;
06:58 * JTE_ goes to get CMake
06:59 VanessaE I don't exactly know.  however, singleplayer mode still operates as a server-client setup,
06:59 VanessaE it just hides it
06:59 VanessaE I guess file an issue report on github  :-/
07:00 JTE_ What, does it connect to 127.0.0.1 instead of just shooting messages back and forth entirely in-memory..? :P
07:00 VanessaE something like that
07:00 VanessaE it launches a server and connects to it
07:01 VanessaE however in singleplayer normally it's pretty quick
07:01 VanessaE are you sure the lag isn't from the map generator slowing things down?
07:01 VanessaE it's not multi-threaded
07:01 JTE_ Yeah. It's just after you start adding decorative mods that add a bajillion new node types that it starts to have trouble. ... for some reason.
07:02 JTE_ I sure hope one of them isn't invisibly replacing the default chest with an older version or something dumb like that.
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07:02 Krock meow
07:03 * JTE_ purrs. =o.o=
07:05 VanessaE Krock: -dev.  now.
07:06 Krock VanessaE, I'm there.
07:06 VanessaE your input re: #1607 is needed
07:06 Krock Already viewing it lol
07:06 VanessaE short version:  update to current HEAD and try to reproduce it.
07:06 Krock clicked right before you told me to do
07:06 VanessaE heh ok
07:08 Krock wait. HEAD = master?
07:08 VanessaE master branch, latest commit.
07:08 Krock ah k
07:08 VanessaE 62ea342ad1b725ac44a787c60388cbc8a1c383c5  in this case.
07:09 Krock updated from 8948907 to 62ea342ad
07:09 Krock compiling....
07:13 * Krock likes his 5-click minetest building script
07:13 VanessaE nice
07:13 * sfan5 meows at Krock
07:14 * Krock meows at sfan5
07:16 sfan5 blaise: if you manage to rework the formspec not to require this change https://github.com/CiaranG/minetest/commit/45dc321b3c48f449bac5f9985db587847490d3e2 you can run the carts mod
07:16 sfan5 the other change is entirely server side
07:32 Krock hmm I'm getting many compilation warnings
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07:38 * Krock meows at PenguinDad
07:38 Krock good meowing
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07:43 * PenguinDad squawks at Krock
07:44 VanessaE bbl.  bed
07:44 Krock bai VanessaE
07:46 * gorilla throws a pillow at VanessaE.... sleep well
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07:54 PenguinDad <3 xyz bitching 'bout macros
07:56 * gorilla is missing something
07:57 * Krock gives gorilla a metal detector
07:59 gorilla Krock: Hehe... a metla detector for Minetest. just doesn't tell you what metal it's detecting.
07:59 Krock gorilla, there's only iron and copper by default...
07:59 Krock where one of them has a bigger use than the other
07:59 gorilla Krock: okay.. that
07:59 gorilla s a valid point
08:00 * Krock wonders if his freetype addition works
08:02 PenguinDad Krock: there's also gold and bronze
08:02 Krock PenguinDad, bronze isn't an ore
08:02 Krock (not generated by nature)
08:03 PenguinDad s/nature/mapgen/
08:04 Krock pseudo-nature
08:04 PenguinDad PNMG :D
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08:06 gorilla PenguinDad: Write a book of Computer Acronymns according to Minetest :-)
08:08 * Krock points at minetest wiki
08:11 gorilla Krock: Just a reflection on how different industries and fields tend to reuse acronymns.
08:14 PenguinDad gorilla: PNMG == Pseudo-Nature Map Generator
08:14 gorilla PenguinDad: I gathered that much
08:15 Krock PNBMG, biome map generator..
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09:23 * sfan5 meows at john_minetest
09:25 sfan5 !tw https://twitter.com/asiekierka/status/508542322423103488
09:25 MinetestBot So, let's see. ~30 Bukkit developers quit, Mojang doesn't actually care, and I fear Sponge will die in all the inter-developer conflicts. (@asiekierka)
09:25 sfan5 apparently the drama doesn't stop
09:26 asie sfan5: i see you follow me
09:26 sfan5 asie: i see you follow me too
09:26 asie sfan5: i see you follow me following you too
09:27 sfan5 asie: i see you follow me following you following me too
09:27 sfan5 was that correct?
09:27 sfan5 :D
09:27 asie yes
09:28 PenguinDad Followception \o/
09:29 sfan5 I think I should fix !tw
09:29 gorilla PenguinDad: When does following become stalking??.... love social media. :-)
09:29 sfan5 !tw 508542322423103488
09:29 MinetestBot Sorry, couldn't get a tweet from https://twitter.com/twitter/status/508542322423103488
09:29 sfan5 yes I should
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09:51 asie i'm still considering writing a Minecraft mod which makes Minecraft support Minetest mods
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10:02 PenguinDad Minetest doesn't compile with -std=c++11 :'(
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10:46 Jordach this is not a trick https://cdn.mediacru.sh/19IRE-YksDtV.jpg
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11:23 PenguinDad Jordach: using vmware?
11:23 Jordach there may be a second tower
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11:27 * PenguinDad throws a kitten at 0.9c at Krock
11:27 * Krock wonders about 0.9c
11:30 PenguinDad Krock: You don't know what c is? O_o
11:30 Krock PenguinDad, a lower-case letter
11:30 PenguinDad ·_·
11:30 Krock °*°
11:31 Krock \_/
11:32 * Krock now uses freetype instead of the png fonts
11:32 SylvieLorxu https://www.youtube.com/watch?v=MOXQo7nURs0
11:33 PenguinDad Krock: c as in the speed of light
11:34 * Krock throws a kitten with 2c at PenguinDad
11:34 PenguinDad Time traveling kittens \o/
11:36 Krock best question in school ever: "I don't get this maths sheet. How do I convert 4.5 kg to 0.00002s?"
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11:38 * PenguinDad didn't know that maths and physics are combined at school :D
11:47 JTE_ huh... so I can't actually influence how the map generator produces the landmass, only what blocks are placed along the surface there as a result of its wacky random terrain hijinks. .-.;
12:11 Krock http://awesomegifs.com/wp-content/uploads/thumbs-up.gif
12:13 Krock I only knew Chuck norris :/
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12:18 * Krock gives sfan5 http://awesomegifs.com/wp-content/uploads/cat-loves-to-nuzzle.gif
12:18 PenguinDad You don't know the cat? D:
12:18 sfan5 !cat
12:18 MinetestBot http://i.imgur.com/ERebecg.jpg
12:20 PenguinDad !doge
12:20 MinetestBot DOGE is at 0.00000040 BTC
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13:06 Krock !doge
13:06 MinetestBot http://i.imgur.com/606BPbS.png
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13:27 reactor :(
13:28 reactor 16 bytes?
13:31 reactor double?
13:31 reactor and 32 is quad?
13:31 reactor Ah, long int, not double
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13:42 reactor Aha.
13:43 ecutruin And.. https://dl.dropboxusercontent.com/u/53977587/Stone.gif - https://dl.dropboxusercontent.com/u/53977587/Texture%20Test%202D.png - End result of this morning's art romp. ^-^  I created my own stone and dirt textures. XD
13:43 * Krock knows how to use the noise function in PDN and could do a similar image
13:44 * Krock has no idea how the rotating node got created
13:44 ecutruin It's not a node, and the textures were created from real-life textures, resized and touched up.
13:44 ecutruin Just stuff I'm working on for my own art project blog.
13:46 ecutruin This stuff is a lot more detailed - https://www.dropbox.com/sh/cxi9vzdzmk6ywpa/6NDGwDrWBl#/  However, its based off MC textures.. so I'm remaking my own textures slowly so its no longer derivitive.
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13:58 reactor OldCoder: eh
14:56 reactor That's alright.
14:57 PenguinDad john_minetest: He's another friendly komputer user ;D
14:58 Krock >komputer
14:58 * PenguinDad throws a citten at Krock :p
14:59 jentron What's the trick to powered tracks?
14:59 * Krock throws grahhhhhmah at PenguinDad
14:59 Krock jentron, "trick"?
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15:00 jentron If I put two mese blocks down with a switch I can get the cart to start, but it quickly slows down and stops, even with more powered track
15:00 Krock you need to activate all powered tracks
15:01 jentron How do I activate them?
15:01 Krock with meseons, connect them on one side
15:05 jentron Thanks, that works...
15:05 Krock fine
15:06 PenguinDad "You have nyaned for 20000 seconds!" \o/
15:09 T4im hmm is there a way to determine the chunksize from within lua?
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15:11 Krock T4im, vector.subtract(maxp, minp)
15:11 T4im i mean outside of the on_generate... it seems unnecessary to calculate it over and over again
15:11 T4im and get everything that depends on it over and over again
15:12 T4im its not like it will change constantly, will it?
15:12 T4im at least not during runtime
15:12 Krock minetest.register_on_mapgen_init(function(mgparams)
15:12 T4im ah, nice
15:12 T4im thanks
15:12 Krock mgparams.chunksize
15:12 Krock should solve it
15:12 T4im yes, thanks :)
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15:14 Krock np
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15:17 T4im ah, and blocksize seems constant.. nice :)
15:18 * Krock uses blocksize 4
15:18 PenguinDad s/blocksize/chunksize/
15:19 T4im blocksize seems defined within constant.h to 16 and being multiplied with a configurable chunksize then
15:20 T4im its not really a think among servers to change that, is it? O_o
15:24 PenguinDad T4im: changing chunksize is quite unproblematic
15:24 PenguinDad But I'm not too sure what happens if you change MAP_BLOCKSIZE
15:24 T4im well.. thats what i was asking.. its not common for people to change that one?
15:24 T4im blocksize that is
15:25 T4im recompile their engine with different defines and all that :D
15:26 PenguinDad I don't think anybody ever changed this constant in a "production" environment
15:26 T4im good :)
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15:58 CreativeBlob hi
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16:02 CreativeBlob joined #minetest
16:04 CreativeBlob hi
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16:26 Creativeblob KLFNLK:N#KLNHRJKNF:LKHJF
16:26 Creativeblob PKNTONE:G#
16:26 Creativeblob GL:LKE#TN:KJLTN$E:JHNOBTKN$
16:26 Creativeblob T
16:26 Creativeblob EROPERJOJHNOE:FNHLKJN
16:28 Creativeblob left #minetest
16:28 sfan5 what?
16:28 Creativeblob joined #minetest
16:28 PenguinDad ^ He created entropy \o/
16:29 Creativeblob hmmmm
16:30 anunakki joined #minetest
16:32 Creativeblob ok
16:34 VanessaE Creativeblob: some reason for all that gibberish
16:34 VanessaE ?
16:34 Creativeblob ?
16:34 VanessaE [09-07 12:27] <Creativeblob> KLFNLK:N#KLNHRJKNF:LKHJF
16:34 VanessaE [09-07 12:27] <Creativeblob> PKNTONE:G#
16:35 VanessaE etc.
16:35 Creativeblob oh
16:35 Creativeblob i didnt know which one to use
16:38 VanessaE didn't know which key to use? :)
16:38 Creativeblob i was trying to talk on irc to see if iot would do CreativeBlob@irc hia
16:39 Creativeblob i mean CreativeBlob_irc
16:39 VanessaE next time try just talking :)
16:39 Creativeblob :)
16:39 Creativeblob ok
16:40 Creativeblob :(
16:40 Creativeblob XD
16:40 sfan5 o.O
16:40 PenguinDad Here are some colors for you :D
16:40 MinetestBot 4Coo7ooo8olo3oooooo6rs!
16:42 * PenguinDad squawks at MinetestBot
16:42 * Creativeblob
16:43 Creativeblob left #minetest
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16:45 Creativeblob XD
16:46 Creativeblob whos on this channel
16:46 PenguinDad left #minetest
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16:46 VanessaE Creativeblob: just do  /names
16:47 VanessaE you can see all of the usernames who are connected.  whoever is actually here will speak when they feel the need to
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16:54 * CreativeBlob is afk
16:55 sfan5 CreativeBlob: use /away, don't tell us when you go afk
16:57 CreativeBlob ok
17:04 Krock http://i.imgur.com/BWwyvtu.jpg
17:06 VanessaE Krock: that issue with Yappy and current HEAD, are you certain it isn't a bug in your mapgen?
17:07 VanessaE does it happen in singleplayer also?
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17:08 Krock VanessaE, It happens on singleplayer and multiplayer. I found a possible way to solve this bug - simply don't skip generation
17:08 VanessaE don't skip?
17:08 VanessaE can you elaborate please?
17:08 Krock https://github.com/SmallJoker/yappy/commit/c68d39d2c399927710969aa69f8516c2d44cfa6c
17:09 Krock when skip_overgen is set, the mapgen skips some areas
17:09 VanessaE I ask because I couldn't reproduce this issue with the MG mod and new-enough git, which is vmanip based, and which I use on one of my servers.
17:09 Krock but those were already generated one server step earlier
17:09 VanessaE you should mention this in the bug report
17:09 VanessaE it may be relevant
17:09 Krock yes but I wasn't sure
17:09 Krock that kept me off doing it
17:10 Krock until now, I found no new corruptions when I disable it
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18:09 Krock omg this talk.
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18:10 hmmmm Krock, what is skip overgen...?
18:10 hmmmm I'd love to help you get your voxelmanipulator stuff working
18:10 Krock hmmmm, this is when an area gets generated 2 times in a row
18:11 hmmmm what do you mean??
18:11 hmmmm two times in a row
18:11 hmmmm how can an area get generated two times in a row?
18:11 Krock it double generates. idk how to say.
18:11 Krock but when I remove this filter, it works fine and the bug disappears
18:12 hmmmm perhaps they're not duplicates...
18:12 hmmmm and this skip_overgen worked fine before those three commits?
18:12 Krock yes
18:12 Krock I'm looking for the maxp and minp difference. maybe the mapblock size is diffrent
18:13 Krock *chunk
18:13 hmmmm can you set skip_overgen to true in your mod, and then try your mod after compiling minetest after doing 'git revert 3fa4f782d90dac0d800251a9ab0f0afb9d32560c' ?
18:13 hmmmm looking for the maxp and minp difference?
18:13 hmmmm what do you mean by that
18:14 Krock nvm
18:14 hmmmm if previous_maxp == maxp and previous_minp == minp then exit?
18:14 Krock this is what I meant: http://pastebin.com/yda90PiD
18:14 Krock line 5 and 6
18:14 Krock and so on
18:14 hmmmm hrm
18:15 Krock and yes 'if previous_maxp == maxp and previous_minp == minp then' -> skip
18:15 Krock when I let it skip, then it causes those bugs
18:15 hmmmm could you look at your console window and tell me if you see any block saving errors?
18:16 VanessaE hmmmm: what are you thinking here?
18:16 hmmmm i have no idea
18:16 VanessaE (rather than guess at it, this time I'll just ask :P )
18:16 hmmmm let's logically reason this here
18:16 Krock hmmmm, no single error
18:17 Krock trying with log level 4
18:17 hmmmm don't bother....
18:17 hmmmm it goes in the errorstream
18:17 hmmmm exactly two months ago i committed this piece of art https://github.com/minetest/minetest/commit/a2e1b0fc7fa9a470f645e130115ce14a89aa2e02
18:18 hmmmm because we were experiencing that android "buildings getting splattered with grass" fiasco
18:18 Krock okay. I instantly see the change when skipping the double-generation
18:18 Krock disabled it and no corruptions happen
18:18 hmmmm krock:  yes, but how about after reverting that patch I posted earlier?
18:20 hmmmm you see, the whole issue is that the emergethread would get block emerge requests queued up in the same chunk
18:20 Krock aagh. I won't build that stuff again, the problem has been solved
18:20 hmmmm so you get initBlockMake called and it determines the bounding chunk in the imaginary 'grid' that the mapblock being requested belongs in
18:21 hmmmm if it determines that it's not in the database and needs generation
18:21 hmmmm so makeChunk generates that, runs the mods on it, sets it as modified so that clients will get it sent on next step
18:21 Krock hmmmm, last time I reverted to 3fa4f78 and compiled it, it had the same bug as HEAD
18:22 hmmmm but in the queue also exists another mapblock with the same exact bounding chunk
18:22 hmmmm and it gets a duplicate chunk area
18:22 hmmmm makeChunk runs through that
18:22 Krock oh
18:22 hmmmm because none of it is CONTENT_IGNORE, it won't bother placing any nodes though
18:23 hmmmm but through some combination of unforseen logical conditions it splatters the area with dirt nodes and then grows grass, because that doesn't check for content_ignore
18:23 hmmmm so to counter this i added in a little optional thing in voxelmanipulator to not blit back a chunk if it had already been generated
18:24 hmmmm the only blitback this was used in was in the initial blitback for after map generation
18:24 hmmmm butttt
18:25 Krock s
18:25 VanessaE but?
18:25 hmmmm you see, stupid me never considered that i would still need to blit back to already generated blocks (bordering ones specifically) for trees and stuff
18:25 hmmmm so last week I start up minetest and I see trees getting cut off and everything
18:25 hmmmm and i figured out through some commit bisecting that I actually caused that bug
18:25 hmmmm whoops
18:26 Krock yes but wouldn't it be a problem if the bordering chunks contain cut-off stuff, too?
18:26 hmmmm so I just disabled the part where I don't blit back already generated blocks by removing that little ", false)" from emergethread
18:26 hmmmm at this point, the code is logically the same as it had originally been before 2 months ago
18:26 hmmmm krock, what?
18:27 Krock sorry. Only understood the half of this all. therefore maybe an unlogical question
18:27 Krock I'll take some time to read it again
18:28 hmmmm so when you get two duplicate minp/maxps in your mapgen, it really has already been generated
18:29 hmmmm but
18:29 Krock yes. I also can see this in some cases in the client, when trees get removed and new appear
18:29 hmmmm you're using singlenode
18:29 hmmmm aha
18:29 hmmmm singlenode doesn't check for CONTENT_IGNORE before placing the single node
18:29 hmmmm thanks, celeron...
18:29 Krock lol
18:29 hmmmm he's the one who made singlenode btw
18:30 Krock well, singlenode isn't that complicated to make :3
18:30 VanessaE hmmmm: I believe the MG mode uses singlenode also...
18:30 VanessaE mod*
18:31 hmmmm hmm no that can't be it
18:31 hmmmm singlenode does wisely only overwrite if content ignore
18:31 Krock bingo. some chunks are 64x64x64 and some 96x96x96 at chunksize = 4
18:32 hmmmm oh god
18:32 hmmmm you set a custom chunksize and you expected no problems?
18:32 hmmmm that wasn't notable enough to mention?
18:32 Krock never had problems
18:32 hmmmm are you kidding me
18:32 * hmmmm falls out of chair
18:32 * Krock catches hmmmm and puts him back on the seat
18:33 hmmmm so there are math problems with calculating the chunk area
18:33 hmmmm that's celeron's original code btw
18:33 hmmmm i didn't modify that
18:33 hmmmm i always found his division-type code suspect
18:33 hmmmm fitting things into other things
18:34 Krock chunksize = 5 + skip_overgen causes the same problems as all other sizes.
18:35 hmmmm odd
18:35 RealBadAngel btw, offtopic, it seems when one modifies a mesh for a mapblock, in any way, a few copies of it are still displayed at the same time
18:35 RealBadAngel and slowly get deleted over time
18:35 hmmmm hmm
18:36 Krock what? copies when modify?
18:36 RealBadAngel place a node, it will cause mesh to regenarate
18:36 RealBadAngel for whole block
18:36 RealBadAngel then engine displays two meshes for one block for a moment
18:37 blaise hrmm
18:37 blaise I feel like maybe a mod named tesla would be good
18:37 blaise XD
18:37 RealBadAngel ive added node highlighting and with fast movement i can see up to four copies of the mesh
18:38 RealBadAngel i can see that because each mesh hold own copy of highlighted node position (praise the idea of making global variables be passed as locals)
18:39 RealBadAngel so i see trails of highlighted nodes
18:40 Krock RealBadAngel, but that's not the case for the selection box
18:40 hmmmm Krock:  just to verify, you ARE using current HEAD right?
18:40 Krock hmmmm, yes.
18:40 Krock hmmmm, compiled from scratch
18:40 RealBadAngel we are not talkin bout selection boxes now, we are talkin bout meshes
18:41 Krock but, mm.. I thought too far
18:41 RealBadAngel if engine is really displaying multiple copies of meshes for the very same block i say we have a serious problem
18:41 hmmmm we already have serious problems
18:42 RealBadAngel that can be main reason for fps hitting the ground for built up worlds, like spawn areas on VE servers
18:42 RealBadAngel hmmmm, so i just found another :)
18:42 hmmmm wait a minute wait a minute wait a minute
18:42 Krock so 3 minutes in total?
18:43 hmmmm ah nevermind
18:43 Krock RealBadAngel, if I've read this correctly, then there's a big potential to speed up minetest
18:44 RealBadAngel it looks like
18:44 RealBadAngel first of all, if something is modified, new mesh is created, no matter nature of modification
18:45 RealBadAngel i guess thx to threading kind ask to delete old one goes somwhere
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18:45 Krock john_minetest, stahp. first fix all the bugs :/
18:45 RealBadAngel and it takes up to a few seconds to delete old mesh
18:46 hmmmm krock, there are multiple people working on minetest you know
18:46 RealBadAngel within those few seconds 3-4 copies of the mesh are being displayed at once
18:46 hmmmm and people are not equally proficient in every area of it
18:47 Krock *nods*
18:47 RealBadAngel that means not only mesh as itself, it means lighting calcs etc
18:47 RealBadAngel thats why digging is propably causing so heavy spikes
18:47 meldrian hi john_minetest
18:47 Krock RealBadAngel, means, one mesh per crack-step?
18:48 RealBadAngel yes, it works like that, each update is causing new mesh to generate
18:49 RealBadAngel but since crack is made as animation and not continuos you wont be able to see that before
18:49 * Krock starts wonder how much gets calculated double or twice for a single animation
18:49 * Krock hides
18:49 kahrl RealBadAngel: but why doesn't this cause nodes to linger after you've dug them?
18:50 RealBadAngel i have no idea
18:51 RealBadAngel i only see what happens with my own code, each instance of a mesh holds own position of highlighted node
18:51 RealBadAngel and after update has a few seconds time to live (not always, but with a great chance)
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18:52 RealBadAngel its impossible for my code to highlight a few nodes at once, so copies used at the same time are the only answer
18:55 RealBadAngel also the fact the copies (old positions) dissapear after some time also confirm that
18:59 RealBadAngel huh, the effect is more visible when i record a vid
19:01 RealBadAngel when CPU has more to do
19:01 RealBadAngel that is threading related bug
19:04 kahrl RealBadAngel: is the node highlighting code online so I can try to reproduce this bug?
19:04 RealBadAngel i will make a repo with that
19:04 RealBadAngel gimme 15 mins or so
19:04 OldCoder Yo
19:05 RealBadAngel and i think i know whats responsible for that already
19:05 RealBadAngel void Client::addUpdateMeshTask(v3s16 p, bool ack_to_server, bool urgent)
19:05 OldCoder Who rang?
19:05 RealBadAngel this is called with node position v3s16 p
19:06 RealBadAngel and later on added and compared by p value
19:06 RealBadAngel so calls to the very same block are treated as separate ones
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19:07 kahrl RealBadAngel: nah, p is a blockpos
19:07 RealBadAngel rly? so crack is abusing that
19:07 kahrl where?
19:08 RealBadAngel http://pastebin.com/xVmGgpuZ
19:08 kahrl that's addUpdateMeshTaskForNode, not addUpdateMeshTask
19:09 RealBadAngel ah right
19:10 RealBadAngel https://www.youtube.com/watch?v=qrOPvnLSdQo&amp;feature=youtu.be
19:10 RealBadAngel ^^ vid on the effect
19:13 RealBadAngel kahrl, gonna upload it now, brb
19:14 kahrl alright
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19:20 VanessaE RealBadAngel: weird effect - and the color continues to cycle even after the mesh loses "focus" too.  very weird.
19:20 RealBadAngel mesh animation is still working
19:20 RealBadAngel so there are copies of it working for sure
19:23 RealBadAngel kahrl, lemme just compile the rebased one to make sure if its complete
19:24 Wings joined #minetest
19:24 Wings Aye peeps
19:24 kahrl RealBadAngel: from the coordinates in the video, I suspect these are actually different mapblocks
19:24 Wings Oops wrong one
19:24 Wings XD
19:24 Wings I was supposed to be in inchra
19:24 Wings Not this one
19:25 Wings XD lolz oops
19:25 Wings Bye
19:25 kahrl RealBadAngel: you can see that the effect only happens when you cross a certain boundary (I suspect the mapblock boundary)
19:26 RealBadAngel no because i was able to get up to 4-5 highlighted nodes at once
19:26 RealBadAngel not just two of them
19:27 kahrl yeah, if you're at the corner of a mapblock (ignoring the Y axis) then there are 4 mapblocks next to each other
19:27 RealBadAngel i will check that shortly, compiling before making a branch with the code
19:28 kahrl (and if not ignoring the Y axis, there can be 8 mapblocks touching a single vertex)
19:29 VanessaE kahrl: I saw in that video where some nodes were highlighted in a checker pattern
19:29 VanessaE as in,
19:29 VanessaE - X -
19:29 VanessaE X - X
19:30 VanessaE later the interrim blocks were being highlighted.  that would seem to rule out mapblock boundaries?
19:30 VanessaE interim*
19:30 kahrl VanessaE: timecode?
19:31 VanessaE kahrl: about 30 seconds in, or I thought I saw it before
19:31 VanessaE now I don't :P
19:31 RealBadAngel http://pastebin.com/UZhfUns4
19:31 VanessaE however I do see multiple nodes highlighting in a pattern at that time point that would seem to rule out a mapblock boundary anyway
19:32 RealBadAngel i just placed 3 nodes, it happens when i do highlight 1) and 2)
19:32 RealBadAngel never happens when trying to highlight 2) and 3)
19:32 kahrl ah, so indeed mapblock boundaries
19:32 VanessaE ok I'm wrong then :P
19:33 kahrl RealBadAngel: did you add the update mesh task with the "urgent" flag set?
19:33 RealBadAngel yes
19:33 kahrl also for removing the highlight?
19:34 RealBadAngel http://pastebin.com/Fz3UAJPY
19:34 RealBadAngel checking if new pos is same as old one was removed here
19:34 kahrl looks good. hmm...
19:35 RealBadAngel i made it very same way as sending crack pos is done
19:36 RealBadAngel hold on a few minutes, compiling is almost done so you will have whole code
19:38 RealBadAngel https://github.com/RealBadAngel/minetest/commit/2f258d444bac20f81882e0b97dea403a2628764b
19:38 RealBadAngel this comes together with tile switching, i had no time to separate the code, it is done in the very same places
19:45 kahrl lol git fetch is stuck downloading the main menu music :P
19:46 kahrl ok there we go
19:51 RealBadAngel kahrl. got the code?
19:51 kahrl yes
19:52 kahrl I can reproduce the bug
19:53 RealBadAngel go to the positions i pasted before if you can
19:53 RealBadAngel http://pastebin.com/UZhfUns4
19:54 kahrl well I'm at x=z=0 but that shouldn't matter
19:54 RealBadAngel i noticed lag happens when you move from node 2 to 1
19:54 RealBadAngel but never when 1 to 2
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19:55 RealBadAngel thats kinda weird
19:59 kahrl that could be because addUpdateMeshTaskForNode adds the neighbor mesh in certain cases
20:00 RealBadAngel so we do have two blocks, a) for node 1), b) for node 2)
20:01 RealBadAngel why 2->1 triggers that and 1->2 dont?
20:01 kahrl I have an idea but let me test first
20:01 RealBadAngel ok
20:02 RealBadAngel btw, how do you like the effect? you can see it ingame now
20:10 kahrl well it's bit hard to say with the bug :P
20:11 kahrl I think it's a bit cheaty because you can use it to map out dark caves
20:12 VanessaE kahrl: given how easy it is to make a torch, that's not much of a cheat :P
20:12 kahrl not in a challenge map with no trees ;)
20:12 VanessaE heh
20:13 kahrl but yeah for building I could definitely see myself using it
20:15 kahrl the effect still needs to be tweaked a bit of course (less tint IMO, darker on dark nodes, no "jump" in the animation)
20:16 RealBadAngel ofc
20:16 RealBadAngel instead of n multipiers n*PI have to be used
20:17 kahrl aha! RealBadAngel: try https://gist.github.com/kahrl/4ee8911c341f7158343c
20:18 VanessaE ahhh
20:18 VanessaE even *I* can read THAT
20:18 VanessaE :)
20:19 kahrl heh
20:23 RealBadAngel damn :)
20:24 RealBadAngel it works
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20:28 RealBadAngel kahrl, but about "darker on darker" nodes, no go with the approach, it is not aware of the textures used
20:29 kahrl true
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20:29 kahrl I guess looking at the vertex colors it the best compromise
20:30 kahrl so textures won't affect it but light will
20:30 kahrl is the*
20:43 MinetestBot john_minetest: zeg9 was last seen at 2014-06-11 18:45:28 UTC on #minetest
20:51 ShadowNinja ^ And it's very slow.
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20:52 ShadowNinja john_minetest: I think Zeg9 made one with a modified Minetest client.
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23:37 CreativeBlob HI GUYS
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