Time |
Nick |
Message |
00:12 |
|
anunakki joined #minetest |
00:14 |
|
OldCoder joined #minetest |
00:23 |
|
Cylus joined #minetest |
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) |
01:21 |
|
Miner_48er joined #minetest |
02:12 |
|
HLuaBot joined #minetest |
02:37 |
|
pehjota joined #minetest |
02:49 |
|
NakedFury joined #minetest |
02:56 |
|
LazyJ joined #minetest |
03:02 |
RealBadAngel |
https://www.youtube.com/watch?v=CWOW_kihBIM&feature=youtu.be |
03:05 |
RealBadAngel |
https://www.youtube.com/watch?v=TMlAcMiW8ww |
03:19 |
|
jordan4ibanez joined #minetest |
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 |
03:55 |
|
TheBeast joined #minetest |
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 |
04:12 |
|
sol_invictus joined #minetest |
04:18 |
|
anunakki joined #minetest |
04:21 |
|
hintss joined #minetest |
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. |
05:19 |
|
nore joined #minetest |
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 |
:`( |
05:46 |
|
jp joined #minetest |
05:54 |
|
CWz joined #minetest |
06:02 |
|
Eater4 joined #minetest |
06:04 |
|
asie joined #minetest |
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. |
07:02 |
|
Krock joined #minetest |
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 |
07:34 |
|
Amaz joined #minetest |
07:37 |
|
casimir joined #minetest |
07:38 |
|
PenguinDad joined #minetest |
07:38 |
* Krock |
meows at PenguinDad |
07:38 |
Krock |
good meowing |
07:41 |
|
blaze joined #minetest |
07:41 |
|
GhostDoge joined #minetest |
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 |
07:49 |
|
asl joined #minetest |
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 |
08:05 |
|
CWz joined #minetest |
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.. |
08:27 |
|
anunakki joined #minetest |
08:30 |
|
GrandChaos9000 joined #minetest |
08:31 |
|
asie joined #minetest |
08:39 |
|
GrandChaos9000 left #minetest |
08:44 |
|
GrandChaos9000 joined #minetest |
08:47 |
|
GrandChaos9000 joined #minetest |
08:50 |
|
GrandChaos9000 joined #minetest |
08:51 |
|
Gizmo joined #minetest |
09:04 |
|
john_minetest joined #minetest |
09:10 |
|
Tux[Qyou] joined #minetest |
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 |
09:51 |
|
someguy joined #minetest |
09:51 |
asie |
i'm still considering writing a Minecraft mod which makes Minecraft support Minetest mods |
10:01 |
|
Yepoleb_ joined #minetest |
10:02 |
PenguinDad |
Minetest doesn't compile with -std=c++11 :'( |
10:04 |
|
T4im joined #minetest |
10:13 |
|
SylvieLorxu joined #minetest |
10:17 |
|
Jordach joined #minetest |
10:25 |
|
compcube joined #minetest |
10:25 |
|
compcube joined #minetest |
10:29 |
|
ImQ009 joined #minetest |
10:46 |
|
Jousway joined #minetest |
10:46 |
Jordach |
this is not a trick https://cdn.mediacru.sh/19IRE-YksDtV.jpg |
10:56 |
|
anunakki joined #minetest |
11:21 |
|
OldCoder joined #minetest |
11:23 |
PenguinDad |
Jordach: using vmware? |
11:23 |
Jordach |
there may be a second tower |
11:25 |
|
Krock joined #minetest |
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?" |
11:37 |
|
Vargos joined #minetest |
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 :/ |
12:13 |
|
PilzAdam joined #minetest |
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 |
12:24 |
|
Amaz joined #minetest |
12:45 |
|
reactor joined #minetest |
12:47 |
|
arsdragonfly joined #minetest |
12:49 |
|
asie joined #minetest |
13:06 |
Krock |
!doge |
13:06 |
MinetestBot |
http://i.imgur.com/606BPbS.png |
13:11 |
|
ImQ009 joined #minetest |
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 |
13:37 |
|
NakedFury joined #minetest |
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. |
13:53 |
|
raffahacks joined #minetest |
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"? |
14:59 |
|
asl left #minetest |
14:59 |
|
asl joined #minetest |
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? |
15:09 |
|
Vazon joined #minetest |
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 :) |
15:13 |
|
CWz joined #minetest |
15:14 |
Krock |
np |
15:16 |
|
asie joined #minetest |
15:17 |
|
casimir joined #minetest |
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 :) |
15:27 |
|
iqualfragile joined #minetest |
15:28 |
|
zat joined #minetest |
15:38 |
|
Wuzzy joined #minetest |
15:53 |
|
jp joined #minetest |
15:57 |
|
hmmmm joined #minetest |
15:58 |
|
CreativeBlob joined #minetest |
15:58 |
CreativeBlob |
hi |
15:58 |
|
khor joined #minetest |
16:02 |
|
CreativeBlob joined #minetest |
16:04 |
CreativeBlob |
hi |
16:08 |
|
CWz joined #minetest |
16:09 |
|
fishyWET joined #minetest |
16:25 |
|
Creativeblob joined #minetest |
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 CreativeBlobirc 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 |
16:45 |
|
Creativeblob joined #minetest |
16:45 |
Creativeblob |
XD |
16:46 |
Creativeblob |
whos on this channel |
16:46 |
|
PenguinDad left #minetest |
16:46 |
|
PenguinDad joined #minetest |
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 |
16:50 |
|
Krock joined #minetest |
16:52 |
|
CreativeBlob joined #minetest |
16:54 |
|
jp joined #minetest |
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? |
17:08 |
|
fishyWET left #minetest |
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 |
17:14 |
|
compcube joined #minetest |
17:14 |
|
compcube joined #minetest |
17:17 |
|
Yepoleb joined #minetest |
17:18 |
|
Miner_48er joined #minetest |
17:21 |
|
alexxs joined #minetest |
17:27 |
|
HomelessHedgehog joined #minetest |
17:33 |
|
roboman2444 joined #minetest |
17:43 |
|
blaze joined #minetest |
18:05 |
|
Asydn joined #minetest |
18:09 |
Krock |
omg this talk. |
18:09 |
|
jp joined #minetest |
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 |
18:45 |
|
meldrian joined #minetest |
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) |
18:52 |
|
Freejack joined #minetest |
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 |
19:06 |
|
raffahacks joined #minetest |
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&feature=youtu.be |
19:10 |
RealBadAngel |
^^ vid on the effect |
19:13 |
RealBadAngel |
kahrl, gonna upload it now, brb |
19:14 |
kahrl |
alright |
19:16 |
|
proller joined #minetest |
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 |
19:55 |
|
frecel joined #minetest |
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 |
20:28 |
|
khonkhortisan joined #minetest |
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 |
20:29 |
|
LazyJ joined #minetest |
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. |
20:51 |
|
ImQ009 joined #minetest |
20:52 |
ShadowNinja |
john_minetest: I think Zeg9 made one with a modified Minetest client. |
21:20 |
|
Wuzzy2 joined #minetest |
21:26 |
|
loggingbot_ joined #minetest |
21:26 |
|
Topic for #minetest is now Latest stable version is 0.4.10 | Please be patient, responses may take a while | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | Logs: http://irc.minetest.ru/minetest/ |
21:28 |
|
xnrand joined #minetest |
21:29 |
|
codehero joined #minetest |
21:31 |
|
xnrand joined #minetest |
21:35 |
|
^v joined #minetest |
22:14 |
|
loggingbot_ joined #minetest |
22:14 |
|
Topic for #minetest is now Latest stable version is 0.4.10 | Please be patient, responses may take a while | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | Logs: http://irc.minetest.ru/minetest/ |
22:46 |
|
away joined #minetest |
22:49 |
|
SylvieLorxu joined #minetest |
22:51 |
|
^v joined #minetest |
23:17 |
|
john_minetest left #minetest |
23:28 |
|
Zardoz555 joined #minetest |
23:37 |
|
CreativeBlob joined #minetest |
23:37 |
CreativeBlob |
HI GUYS |
23:40 |
|
Zardoz555 joined #minetest |
23:40 |
|
ImQ009 joined #minetest |
23:42 |
|
CreativeBlob left #minetest |
23:52 |
|
mati1_ joined #minetest |