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00:05 |
MinetestBot |
[git] Sapier at GMX dot net -> minetest/minetest: Remove accidentally added non-ft font files 50ce63b http://git.io/uHGT4Q (2015-01-08T01:02:24+01:00) |
00:28 |
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01:09 |
acerspyro |
http://pastie.org/9819249 |
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01:47 |
acerspyro |
https://www.dropbox.com/s/buw09cu473dm6c3/mt_debug.txt?dl=0 |
01:48 |
acerspyro |
Crash while joining VE's creative server |
01:48 |
acerspyro |
Public server list fails to load half of the time, too |
01:55 |
acerspyro |
VanessaE: ^ |
02:04 |
VanessaE |
file it as a github issue |
02:04 |
acerspyro |
I suck at issues |
02:05 |
acerspyro |
My issues are always something like |
02:05 |
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02:05 |
acerspyro |
"Uhh.... Well, uhh... idk what to say.... Uhhhhhhhhh.... I guess 64-bit OpenSUSE Tumbleweed? Uhh, it's linux, and uhh, I suck at reporting bugs, and uhh, just look at the damn debug log." |
02:06 |
acerspyro |
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02:07 |
acerspyro |
ch |
02:07 |
acerspyro |
nvm |
02:10 |
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03:04 |
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03:38 |
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03:47 |
sofar |
having a hard time finding the equivalent command of /gamemode ... is such a command even available without a mod? |
03:49 |
VanessaE |
sofar: use the main menu |
03:49 |
VanessaE |
there's a checkbox there to change between creative and survival modes. |
03:50 |
VanessaE |
some mods let you assign "creative" priv to a player, and then the inventory will adapt accordingly |
03:50 |
VanessaE |
unified inventory, for example. |
03:50 |
sofar |
ok, that's what I thought, thanks |
03:51 |
sofar |
I'm toying around ... eventually I'll end up porting my bukkit plugins to minetest |
03:53 |
VanessaE |
sounds good to me :) |
03:56 |
* sofar |
installs HDX |
03:56 |
VanessaE |
heh have fun with that |
03:56 |
VanessaE |
that texture pack takes a lot of resources |
03:57 |
sofar |
not too hard, I only grabbed the x32 ones, they seem fine to me |
03:57 |
VanessaE |
oh ok |
03:57 |
VanessaE |
it really starts to shine at 128x |
03:58 |
sofar |
ehhhh it's a blocky game. No matter how hard you try. Can only make voxels so much pretty ;) |
03:58 |
VanessaE |
heh |
03:58 |
exio4 |
well |
03:58 |
VanessaE |
try anyway if you have the RAM for it :) |
03:58 |
exio4 |
that's what people said |
03:59 |
exio4 |
then people started making less voxely models... |
03:59 |
exio4 |
nodeboxes and models |
03:59 |
sofar |
I'm playing on a 32bit linux box, so (yeah yeah I need to fix that) |
03:59 |
exio4 |
people ain't sane over here |
03:59 |
exio4 |
sofar, 32bit? what's this? 1995? |
03:59 |
exio4 |
:p |
04:00 |
sofar |
I have my reasons, already work professionally on linux distributions, so at home I don't want to spennd any more time than I have to |
04:00 |
sofar |
I still mess around with it way too much anyway |
04:01 |
sofar |
(the curse of being a paid Linux developer) |
04:01 |
exio4 |
sounds the good kind of curse |
04:01 |
exio4 |
+like |
04:01 |
sofar |
it is |
04:06 |
sofar |
fwiw here's the 2 mods I'd like to port over: |
04:06 |
sofar |
https://github.com/sofar/Sedimentology |
04:06 |
sofar |
https://github.com/sofar/Botany |
04:06 |
sofar |
hey is the in-game mod screen broken? I can't see any mod past page 14/21 |
04:07 |
VanessaE |
not sure, but I always install mods manually anyways |
04:08 |
VanessaE |
there was a mod for minetest that does something like that sedimentology mod |
04:08 |
VanessaE |
and for botany, there's the plantlife modpack |
04:09 |
VanessaE |
(particularly, plants_lib therein) |
04:09 |
sofar |
yeah I'll make sure to test existing mods |
04:09 |
sofar |
sedimentology is pretty complex, I doubt anyone came close to what it does in minetest so far |
04:09 |
VanessaE |
maybe this one? https://forum.minetest.net/viewtopic.php?id=7111 |
04:10 |
VanessaE |
from his description, it looks like he was inspired by you :) |
04:10 |
sofar |
does some of the basics, I'll certainly open that up deeper |
04:11 |
VanessaE |
fork it |
04:11 |
VanessaE |
Dan's no longer around and developing |
04:11 |
sofar |
my version accounted for things like vegetation, rainfall, nearby water, temperature, elevation |
04:11 |
VanessaE |
so it might save some time if you use his mod as a basis for yours |
04:11 |
sofar |
don't forget I have a fully working version already |
04:11 |
sofar |
that I spent hours tweaking :) |
04:11 |
sofar |
well, more like weeks |
04:12 |
VanessaE |
true enough, but yours is in Java, not Lua :) |
04:12 |
sofar |
easy enough, one programming language or another |
04:12 |
exio4 |
sofar, how can you handle Java without writing your own language that compiles to it? |
04:12 |
VanessaE |
I wish you luck, we can always use more mods :) |
04:12 |
sofar |
as long as I can modify blocks in the game somehow the concept is entirely similar |
04:13 |
sofar |
my plugins are entirely stateless anyway |
04:14 |
sofar |
his plugin is certainly a great way for me to start porting and learn the plugin API |
04:15 |
VanessaE |
yep, modifying blocks in-game is pretty easy |
04:16 |
exio4 |
the story of my life in a graph http://i.imgur.com/gtD8Dw6.png |
04:16 |
sofar |
his plugin doesn't move blocks downhill looking at the code... |
04:16 |
exio4 |
moving blocks downhill? |
04:17 |
exio4 |
like, falling? |
04:17 |
sofar |
that's what sedimentology does, yes |
04:17 |
exio4 |
you can call falling_node(?) I guess |
04:17 |
VanessaE |
exio4: HE MEANS TO FOLLOW THE PATH OF A RIVER/STREAM i THINK |
04:17 |
VanessaE |
fuck |
04:17 |
VanessaE |
sorry, caps |
04:17 |
* exio4 |
presses VanessaE's caps lock |
04:17 |
sofar |
check the animated gifs out here: http://dev.bukkit.org/media/images/69/44/Sedimentology-3.gif |
04:18 |
VanessaE |
I'd rip the thing off, but on this keyboard, that feels "wrong"... |
04:18 |
sofar |
it moves blocks downhill under certain circumstances, either under water or not |
04:18 |
VanessaE |
sofar: ahhh gotchya |
04:18 |
sofar |
I have a friend who remaps it to `ctrl` for emacs.... |
04:18 |
VanessaE |
the engine has a limited form of that on new maps, goes by the term "mudflow" |
04:18 |
VanessaE |
but it only works at mapgen time |
04:19 |
exio4 |
hah, I did something like |
04:19 |
exio4 |
it basically used a super-hack :D |
04:19 |
sofar |
so I studied geology a long time ago... I've tried very hard to make that plugin as realistic and balanced as possible |
04:19 |
exio4 |
I suck at geology |
04:20 |
sofar |
you don't suck rocks, you lick them |
04:20 |
* exio4 |
goes back with algebra and programming |
04:20 |
exio4 |
sofar, toads, you mean |
04:20 |
VanessaE |
hH |
04:20 |
VanessaE |
haha |
04:20 |
sofar |
I got to throw my 2 boys in bed, be back after story reading time |
04:20 |
VanessaE |
gently |
04:20 |
VanessaE |
:) |
04:21 |
sofar |
oh no they like it when I really throw them |
04:21 |
sofar |
(they're 4 and 6) |
04:21 |
VanessaE |
heh |
04:24 |
VanessaE |
there, took the stupid key off. |
04:32 |
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05:08 |
MinetestBot |
[git] paramat -> minetest/minetest: Return step smoothing value to 23 56a89fd http://git.io/v8mdRw (2015-01-08T15:06:28+10:00) |
05:35 |
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05:39 |
Zeno` |
Gotta say, I like to the look of VoXus |
05:39 |
Zeno` |
wonder where it's headed |
05:40 |
Zeno` |
I particularly like the leaves on the trees |
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06:26 |
sofar |
/home/sofar/src/minetest-0.4.11/src/emerge.cpp:573: virtual void* EmergeThread::Thread(): Assertion '0' failed. |
06:26 |
sofar |
heh, hitting quite them asserts still |
06:26 |
exio4 |
what're you doing? |
06:26 |
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06:26 |
exio4 |
uhh |
06:26 |
sofar |
just moving about the map and flying around |
06:26 |
exio4 |
that 're |
06:27 |
sofar |
22:25:41: ERROR[EmergeThread0]: ERROR: An unhandled exception occurred: std::bad_alloc |
06:27 |
VanessaE |
sounds like you're getting bit by that memory leak |
06:27 |
VanessaE |
can you try a development build instead? |
06:28 |
sofar |
oh yeah, I'll gladly do that. I can trail git if needed - I compiled from src anyway |
06:30 |
sofar |
went well over 1.1g ram ... then pooped out again |
06:31 |
VanessaE |
yeah, there's one or two still left; most have already been fixed and what remain have pull requests waiting to be merged |
06:32 |
Zeno` |
there is still one in the server unless you change a .conf setting (because it can cause glitches) |
06:32 |
Zeno` |
the glitches it causes will be there as a result of the crash anyway, so if it's happening a lot it might be worth adding anyway |
06:32 |
Zeno` |
but, yes, this will require at least 0.4.11 |
06:36 |
Zeno` |
in minetest.conf you can set liquid_queue_purge_time = 36000 which will, every 10 minutes, half empty a queue that has a tendency to cause memory leaks. 36000 is 10*60*60 (liquid_queue_purge_time is in seconds) |
06:36 |
VanessaE |
I thought you fixed that/ |
06:37 |
Zeno` |
I did, but the default is now 0 |
06:37 |
Zeno` |
0 = disabled |
06:37 |
Zeno` |
because what happens is if the value is set too low then liquids that should be reflowed do not |
06:38 |
Zeno` |
it kind of depends on how often the server runs out of RAM |
06:38 |
Zeno` |
which is why it's kind of tricky to fix |
06:40 |
Zeno` |
another option is to set liquid_loop_max to some very large value.... e.g. liquid_loop_max = 999999999 |
06:40 |
Zeno` |
which helps alleviate the problem but causes other problems |
06:40 |
Zeno` |
(and doesn't get rid of the problem entirely either... just slows it down) |
06:41 |
Zeno` |
that whole liquid flow stuff needs to be rewritten but it's not easy :( |
06:47 |
* VanessaE |
wanders off to bed agaij |
06:47 |
VanessaE |
again* |
06:50 |
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06:54 |
gregorycu |
Can we tell when we are running low on memory and start purging the liquid queue |
06:54 |
gregorycu |
Whatever the fuck that means |
06:54 |
Zeno` |
kind of hard to check available memory unfortunately |
06:54 |
Zeno` |
especially cross-platform |
06:54 |
gregorycu |
Irr doesn't provide a way? |
06:55 |
gregorycu |
Are you able to explain what the liquid queue is? |
06:55 |
Zeno` |
probably not, but TBH I haven't looked |
06:55 |
gregorycu |
Is it something I could optimise easily? |
06:55 |
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06:55 |
Zeno` |
map.cpp lines 1616- |
06:55 |
Zeno` |
that function |
06:55 |
gregorycu |
Thank you |
06:56 |
Zeno` |
by default the number of liquids in that queue processed per call to the function is 100000 |
06:56 |
Zeno` |
(this is to stop DoS by carefully placed liquid blocks) |
06:57 |
gregorycu |
100k |
06:57 |
Zeno` |
but unfortunately the m_transforming_liquid queue will just keep getting larger and larger and larger |
06:57 |
Zeno` |
err 10000 |
06:57 |
gregorycu |
That's a lot |
06:58 |
Zeno` |
so what purge tried to do was... after xxxx seconds, discard the the oldest items in the queue |
06:58 |
Zeno` |
yeah it is |
06:58 |
gregorycu |
Um |
06:58 |
Zeno` |
but the queue is millions in size |
06:58 |
Zeno` |
(can be millions in size) |
06:58 |
gregorycu |
So, this is a container of block coordinates? |
06:58 |
gregorycu |
With duplicates? |
06:59 |
gregorycu |
A queue |
06:59 |
Zeno` |
it shouldn't have dupes, but I didn't check |
06:59 |
gregorycu |
It shouldn't have dupes... ok |
06:59 |
Zeno` |
yes, no dupes |
06:59 |
gregorycu |
That was my next comment |
06:59 |
Zeno` |
it's a uniquequeue |
07:00 |
Zeno` |
not that tranformLiquids() also adds to the queue itself (but this is not the main -- or really even any -- issue) |
07:00 |
Zeno` |
note* |
07:01 |
gregorycu |
If we could tell when we are getting memory constrained, that would make our solutions way more elegant |
07:01 |
Zeno` |
that queue can easily consume 1GB or more on a server with just one player |
07:01 |
gregorycu |
Than, you know, picking what we think are good magic values |
07:01 |
gregorycu |
But I'm aware it's hard |
07:01 |
Zeno` |
That's why there is no default value |
07:02 |
Zeno` |
and why the feature is currently disabled (the default purge value is 0) |
07:02 |
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07:02 |
Zeno` |
10000 is to stop the server getting stuck in that loop for a huge amount of time because a person places a liquid source in a cunningly devised location |
07:03 |
Zeno` |
perhaps the 10000 should not be a value at all, but the function only iterate for a certain amount of time |
07:03 |
Zeno` |
but that will not fix the increasing queue size issue |
07:04 |
Zeno` |
if the 10000 is not there and there are 9 million blocks to process on a server then the server can't do anything else (if the 10000 "limit" of iterations was not in place) |
07:04 |
Zeno` |
I think I said somewhere the whole function needs to be rewritten and/or thought about a lot more |
07:04 |
gregorycu |
bb in 5 min, I have comments |
07:04 |
Zeno` |
but maybe that was in a PM to someone |
07:05 |
Zeno` |
ok, PM me when you get back so I notice? |
07:10 |
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07:18 |
Zeno` |
10000 used to be 3000 as well I think |
07:19 |
Zeno` |
I'll grab a profile of the current server without any purge |
07:26 |
gregorycu |
So, UniqueQueue uses a map, and a list |
07:27 |
gregorycu |
Two containers ill suited for their purpose |
07:27 |
exio4 |
errr |
07:28 |
gregorycu |
What is wanted, is a set, and a queue |
07:28 |
gregorycu |
I'm not saying the performance characteristics are drastically different, but they may be |
07:29 |
Zeno` |
I agree |
07:29 |
Zeno` |
but will they increase performance enough to "keep up"? |
07:30 |
Zeno` |
well, they can't |
07:30 |
Zeno` |
it would mitigate the problem of course |
07:30 |
gregorycu |
I agree with that |
07:30 |
gregorycu |
We do need a proper solution where the liquid transformations consume a "fair" slice of available processing |
07:31 |
Zeno` |
I made a mistake... liquid_loop_max = 10000 <-- 0.4.10 default liquid_loop_max = 1000000 <- 0.4.11 default |
07:31 |
gregorycu |
"fair" meaning "equitable", not "large" |
07:31 |
Zeno` |
the reason for me increasing that value was all the other optimisations I made to other parts of the engine was causing the queue to grow much more rapidly than in 0.4.10 |
07:32 |
kahrl |
gregorycu: imho the bigger problem than using wrong data structures is that UniqueQueue.push_back needlessly makes two lookups |
07:32 |
gregorycu |
Which is classically how a lot of performance problems become visible |
07:32 |
Zeno` |
and "fair" is kind of hard to define. It should (probably) have to take into account client lag |
07:32 |
Calinou |
liquid spreading is broken since (somewhere in 0.4) |
07:33 |
Zeno` |
Calinou, which is why I said the whole function (or a group of functions) need to be reconsidered |
07:33 |
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07:33 |
gregorycu |
kahrl: that is true |
07:33 |
gregorycu |
If we change it to a set, we can just insert all the time |
07:33 |
gregorycu |
And check to see if the insert was successful |
07:33 |
kahrl |
https://github.com/kahrl/minetest/commit/17d6a4355afcc5c452e4ddd695715bcdc97cabaf#diff-e5ab4d3af8e375631903ed35b243c3b4R28 |
07:34 |
Zeno` |
that makes it faster... |
07:34 |
Zeno` |
but how does it ensure that the queue does not "run away"? |
07:34 |
kahrl |
of course I wouldn't be against replacing list with queue |
07:34 |
kahrl |
Zeno`: it doesn't |
07:34 |
Zeno` |
oh, I was talking to gregorycu :) |
07:34 |
Zeno` |
lag |
07:34 |
Zeno` |
ircd needs to be optimised |
07:35 |
Zeno` |
:D |
07:35 |
kahrl |
hehe |
07:36 |
kahrl |
the only thing I can think of is to remove entries from m_transforming_liquid when the corresponding mapblock is unloaded |
07:36 |
kahrl |
but that would be extremely slow with the current data structures |
07:37 |
LazyJ |
What if liquids didn't flow? Everything else in Minetest is a cube. Instead of "flowing", the cubes spread out a limited distance and the edges exposes to air are replaced with a slope? |
07:38 |
Calinou |
then you couldn't distinguish still from flowing |
07:39 |
LazyJ |
No. But if that closed a potential hazard and memory leak it may be a worth-while trade-off. |
07:39 |
kahrl |
whoops, line 60 (in my link) should be // Already existed |
07:40 |
LazyJ |
Zeno mentioned earlier that if liquid source nodes were placed in certain locations they could cause some serious problem. |
07:41 |
kahrl |
also instead of processing liquid nodes in a FIFO fashion, it would perhaps be better to prioritise them by distance from the nearest player |
07:41 |
Zeno` |
LazyJ, they can cause (in effect) a DoS on the server |
07:41 |
kahrl |
(I don't know what the best data structure would be for that) |
07:42 |
Zeno` |
by stalling the server in the transformLiquids() loop (and that's why the number of iterations is limited in the first place... in 0.4.9 they were not) |
07:42 |
Zeno` |
current memory profile for a short execution of the server (1 client): http://i.imgur.com/JHxcGXv.jpg |
07:42 |
gregorycu |
(Sorry, had to go AFK, have bali belly) |
07:43 |
gregorycu |
Yes, there are two problems here |
07:43 |
gregorycu |
Firstly, the liquid transformation code is slow |
07:43 |
gregorycu |
Secondly, it can run away |
07:43 |
Zeno` |
if you trace the source code you will see the liquid queue increases because of createBlock and createBlankBlock (just trust me or trace it yourself :D) |
07:43 |
Zeno` |
gregorycu, correct |
07:44 |
gregorycu |
Making the first better, makes the second a little bit less of a concern |
07:44 |
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07:44 |
gregorycu |
And is easier |
07:44 |
Zeno` |
instead of limiting the number of iterations *all* the time though, maybe things can go into "suspected DoS mode" |
07:44 |
Zeno` |
Not sure |
07:44 |
gregorycu |
I don't like it |
07:45 |
Zeno` |
I don't either. But remember this is bad enough for 1 client wandering around |
07:45 |
gregorycu |
I'd honestly prefer "CPU constrained mode" |
07:45 |
Zeno` |
isn't that the same thing with a different name? |
07:45 |
Zeno` |
:) |
07:45 |
gregorycu |
Somewhat, but one implies malice |
07:46 |
Zeno` |
true |
07:46 |
Zeno` |
and in most cases the issue is not due to malice at all |
07:46 |
gregorycu |
And also, it detects a cause, not a symptom |
07:46 |
Zeno` |
that massif data I just collected involved no malice |
07:46 |
kahrl |
I also agree with limiting time instead of # of nodes |
07:46 |
kahrl |
because some nodes take very little time of process and others ages |
07:46 |
Zeno` |
I just had 1 client connected and continuous_forward = true |
07:47 |
Zeno` |
kahrl, I agree with that as well |
07:47 |
gregorycu |
In general, the server should have a "target tick rate" |
07:47 |
gregorycu |
Much like a FPS target |
07:47 |
gregorycu |
If the server starts to lag behind that, it starts throwing away work |
07:47 |
gregorycu |
Slowly at first, and then more aggressively |
07:48 |
gregorycu |
Flowing liquids are not as important as sending clients entity updates |
07:48 |
hmmmm |
[02:43 AM] <Zeno`> if you trace the source code you will see the liquid queue increases because of createBlock and createBlankBlock (just trust me or trace it yourself :D) |
07:48 |
hmmmm |
WTF does this mean |
07:48 |
gregorycu |
I don't know, but I'm about to find out :) |
07:49 |
hmmmm |
a block got loaded and it happened to have liquid so the liquid got added to the queue? |
07:49 |
Zeno` |
hmmmm, those are where the liquids are coming from |
07:49 |
hmmmm |
liquids don't simply come out of thin CONTENT_IGNORE |
07:49 |
hmmmm |
(i wanted to say CONTENT_AIR which was punnier but less accurate) |
07:50 |
Zeno` |
err yes, you're right. This was so long ago I don't remember accurately |
07:50 |
gregorycu |
What's the best way to profile this Zeno` , stand at the top of a mountain and drop some water? |
07:51 |
hmmmm |
hahahaha |
07:51 |
hmmmm |
that's an awesome way to DoS a server |
07:51 |
Zeno` |
gregorycu, set noclip to true and walk around underground making lava caves |
07:51 |
Zeno` |
hmmmm, and yet you could do that in 0.4.9 :D |
07:52 |
hmmmm |
@ kahrl's idea to prioritize liquids according to player proximity |
07:52 |
hmmmm |
the only problem i have with that is the liquids will probably get processed after the player already left that area |
07:53 |
hmmmm |
otherwise it'd be trivial as using a priority queue (heap) |
07:53 |
kahrl |
hmmmm: well it's mostly intended as a fallback |
07:53 |
kahrl |
ideally the queue would always be mostly empty and completely processed in a server tick |
07:54 |
gregorycu |
prioritizing liquids according to player proximity is hard |
07:54 |
hmmmm |
oh i know |
07:54 |
gregorycu |
And may add significant processing time |
07:54 |
hmmmm |
a 3 dimensional btree |
07:54 |
hmmmm |
yeah, agreed there |
07:56 |
hmmmm |
i can't come up with an efficient way to search, frankly |
07:56 |
hmmmm |
well |
07:56 |
gregorycu |
I think the best approach is to take the CPU starvation problem as an edgecase |
07:56 |
hmmmm |
i guess you could have three b-trees, one for each direction |
07:57 |
gregorycu |
A supported edgecase |
07:57 |
gregorycu |
The player proximity queue is optimising for the edgecase, at the expense of the common case |
07:57 |
gregorycu |
As kahrl suggested |
07:58 |
hmmmm |
so you look up nodes in a.. 5 node range in the X direction (std::map::find and then iterate back and forward until out of items or next element is out of range), do this 2 more times for Y and Z and then take the intersection of all three results |
07:58 |
hmmmm |
:D |
07:58 |
hmmmm |
and of course you need to do this for each player |
07:59 |
hmmmm |
dammit why is this IRQ timing out... |
08:00 |
Zeno` |
I guess it's keeping up better than before: http://pastebin.com/Ca5JrsWD |
08:00 |
Zeno` |
I don't like it though |
08:00 |
kahrl |
how about this rough approximation: 1. have one liquid queue per mapblock instead of a global one, 2. in transformLiquids first loop over the active blocks and then over the non-active blocks |
08:00 |
Zeno` |
now it's 1200000 |
08:01 |
gregorycu |
I like hmm's approach, except I'd just iterate forward |
08:02 |
Zeno` |
I dunno. Both are probably worth nutting out in more detail |
08:02 |
gregorycu |
Anyway, I still think we're optimising an edgecase |
08:02 |
gregorycu |
Why can't it keep up? |
08:02 |
gregorycu |
I still don't understand |
08:03 |
Zeno` |
it mostly can now |
08:03 |
Zeno` |
it's when lots of mapgen is happening |
08:03 |
Zeno` |
say you have 4 players all exploring |
08:03 |
Zeno` |
or 1 player with no clip exploring |
08:04 |
Zeno` |
there is always lava being added |
08:04 |
kahrl |
well, let's try doing the limiting by time instead of # of nodes |
08:04 |
kahrl |
in my experience the nodes generated by mapgen are always processed very quickly |
08:04 |
hmmmm |
yes |
08:04 |
Zeno` |
but they're not |
08:04 |
Zeno` |
http://pastebin.com/Ca5JrsWD |
08:04 |
hmmmm |
i don't even understand why it isn't time limited to begin with |
08:04 |
Zeno` |
I was doing nothing there |
08:05 |
Zeno` |
jsut a client flying through space |
08:05 |
hmmmm |
that's because you're talking about lava nodes and kahrl is talking about oceans |
08:05 |
Zeno` |
that queue should be < 100000 and probably close to nothing |
08:05 |
hmmmm |
bonus points if you're working on mapgen v5 |
08:05 |
Zeno` |
and it certainly should be always going up :) |
08:06 |
Zeno` |
I might add some code and print out the queue size on my server every 10 minutes to debug.txt |
08:06 |
hmmmm |
for what it's worth, mapgen v5 caves near lots of lava pockets is pretty much the worst case mapgen caused liquid transforming scenario |
08:06 |
Zeno` |
even though I don't have many players these days :( |
08:07 |
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08:08 |
gregorycu |
What governs the flow rate of water? |
08:08 |
hmmmm |
viscosity |
08:08 |
Zeno` |
maybe that could be added anyway so we get a 24-hour view of the queue size on an average server |
08:08 |
hmmmm |
there's also a config setting |
08:08 |
Zeno` |
surely someone will volunteer to collect the data hehe |
08:09 |
gregorycu |
If I crank the viscosity up to something high, that should better show CPU bottlenecks right? |
08:09 |
hmmmm |
also, lower liquid_update |
08:10 |
hmmmm |
no, cranking the viscosity up would make less of a CPU bottleneck |
08:10 |
hmmmm |
it's the opposite |
08:10 |
gregorycu |
Sorry, yeah |
08:11 |
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08:14 |
Zeno` |
yes it does need to be time-based rather than node-based for a start |
08:15 |
Zeno` |
kahrl, are you doing that? :D |
08:27 |
kahrl |
nope, I have to leave :P |
08:28 |
kahrl |
I might do it on the weekend if nobody has by then |
08:36 |
Zeno` |
you're not allowed to leave |
08:36 |
Zeno` |
:P |
08:37 |
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11:51 |
luizrpgluiz |
hi |
12:04 |
lordawe |
hi |
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12:24 |
Jordach |
time for some more manglement |
12:35 |
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13:03 |
lordawe |
hi guys, please, I am running small MT server (LAN) on Windows and I think it needs some tweaking little bit. In newly generated world there are some shadow issues and I need to tweak performance a little bit - it might be because of some mod incompatibility. Is anybody, who understand it, willing to help me? Please send me a PM. Thank you very much! |
13:06 |
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13:14 |
Jordach |
the shadows are a mapgen bug |
13:14 |
Jordach |
plant a sapling and it should go away |
13:15 |
gregorycu |
Is there an issue for this bug? |
13:15 |
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13:17 |
Jordach |
gregorycu, nothing you can do until a mod happens to run a voxelmanip lighting update |
13:17 |
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13:17 |
gregorycu |
? |
13:18 |
gregorycu |
So this is a lua mapget not telling the engine to redo the lighting? |
13:18 |
gregorycu |
mapgen |
13:18 |
Jordach |
gregorycu, black areas are caused by a mod placing / removing nodes not updating the light values for the area |
13:19 |
gregorycu |
Shouldn't the light values be calculated by the engine and not the mapgen? |
13:19 |
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13:22 |
Jordach |
because some nodes might be a light source or allow light to pass through |
13:31 |
lordawe |
well, but I've used WorldEdit and //fixlight with no luck at all |
13:32 |
lordawe |
I also tried to place a light sources in the area, but it didn't fix light either |
13:33 |
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13:33 |
VanessaE |
select to encompass the dark area both significantly below and WAY above it, //replace air air |
13:33 |
VanessaE |
works better than //fixlight |
13:33 |
lordawe |
I tried that too |
13:33 |
VanessaE |
make your selection wider and much taller then |
13:34 |
gregorycu |
I think unloading and reloading the chunk should do it |
13:35 |
gregorycu |
Wait |
13:35 |
lordawe |
how can I do it? |
13:35 |
VanessaE |
just go further out horizontally from the shadow, and further below/above when you set //pos1 and //pos2 |
13:35 |
lordawe |
2VanessaE: I cannot replace all with air, because I would damage the surface |
13:36 |
VanessaE |
nonono |
13:36 |
VanessaE |
//replace air air |
13:36 |
lordawe |
oh I see |
13:36 |
VanessaE |
replace all air...with air. |
13:36 |
VanessaE |
just do it blindly |
13:36 |
VanessaE |
it won't damage anything. |
13:39 |
lordawe |
I have selected 4.9 M nodes, replaced air with air and WE stated: 4,04M nodes updated |
13:39 |
lordawe |
and |
13:40 |
lordawe |
it looks the same |
13:40 |
VanessaE |
strange |
13:40 |
lordawe |
yes |
13:40 |
VanessaE |
screenshot of the area? |
13:41 |
lordawe |
w8 |
13:42 |
lordawe |
HA! oh no. so by doing replace air with air ENLARGED dark area actually |
13:42 |
gregorycu |
hmm... |
13:42 |
VanessaE |
do it again |
13:42 |
VanessaE |
same selection. |
13:43 |
gregorycu |
Keep doing it until everything is dark |
13:43 |
VanessaE |
no, seriously. |
13:43 |
VanessaE |
every so often, the //replace command gets the lighting wrong |
13:45 |
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13:47 |
lordawe |
http://i.cubeupload.com/iPF4bD.png |
13:47 |
VanessaE |
yep, seen that before |
13:48 |
VanessaE |
just repeat the //replace command again |
13:48 |
gregorycu |
Mordor |
13:48 |
lordawe |
lol |
13:48 |
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13:49 |
lordawe |
hey! second pass fixed a part of it! |
13:49 |
lordawe |
http://i.cubeupload.com/kfDJpa.png |
13:49 |
VanessaE |
ok good |
13:49 |
lordawe |
but there are such places here and there, I wouldn't spend my life by fixing light :) |
13:49 |
VanessaE |
now you know what to do :) |
13:50 |
VanessaE |
why it happens in the first place, I don't know |
13:51 |
lordawe |
it might be wrong mix of mods |
13:51 |
lordawe |
so I need help |
13:51 |
VanessaE |
it's not mods. |
13:51 |
VanessaE |
it's an engine bug. |
13:51 |
VanessaE |
this happens on vanilla maps too, every once in a while |
13:51 |
gregorycu |
Jordach says it's mods |
13:52 |
lordawe |
i disabled windmill mod because it created a HUGE cube of rotating windmills near this place |
13:52 |
Jordach |
gregorycu, it's NOT MODS |
13:52 |
VanessaE |
lordawe: that's a corrupt mapblock |
13:52 |
gregorycu |
Sorry, mapgen |
13:52 |
gregorycu |
Lualand |
13:52 |
lordawe |
there was same huge cube of travelnet boxes, so many that The Matrix sux |
13:53 |
gregorycu |
The mapgen shouldn't modify light values |
13:53 |
gregorycu |
As they'll get recalculated by the engine from time to time |
13:53 |
gregorycu |
Which should have been the case here |
13:54 |
lordawe |
As I told before, I am starting with a new map, so I can create another one easily, but tell me what mapgen to use and how to configure it in a good way |
13:54 |
gregorycu |
Which mapgen did you use? |
13:54 |
VanessaE |
well for starters, update to 0.4.11 |
13:54 |
lordawe |
this was built in V7 |
13:54 |
VanessaE |
and stick to mapgen v6 |
13:55 |
lordawe |
it is 0.4.11 |
13:55 |
VanessaE |
no it isn't. |
13:55 |
VanessaE |
you're using 0.4.10, so say you screenshots. |
13:55 |
VanessaE |
and that looks like mapgen v5 |
13:55 |
lordawe |
that is my remote client, but server is 0.4.11 :) see? |
13:55 |
VanessaE |
oh ok |
13:56 |
lordawe |
okay, I really am not sure which mapgen is this, because I have tried all |
13:56 |
lordawe |
I also tried paramat7 |
13:56 |
lordawe |
and noisetest or what is the name |
13:56 |
VanessaE |
that's either mapgen v5 or v7, or maybe paragen |
13:56 |
gregorycu |
I think the lighting is handled on both the client and server |
13:57 |
lordawe |
definetly not paragen |
13:57 |
lordawe |
because I disabled it |
13:57 |
VanessaE |
I always just use mapgen v6 without any terrain mods |
13:58 |
lordawe |
I want nice mountains not too steep, I do not want float islands, and I want lakes and rivers if posibble |
13:58 |
VanessaE |
I seein there you're using plantlife modpack, that should be perfectly fine too |
13:58 |
lordawe |
okay, I also use moretrees mod and can I reduce the amount of those huge trees? |
13:58 |
Wayward_One |
What on Earth happened to the fonts?? |
13:59 |
Wayward_One |
xD |
13:59 |
VanessaE |
you can, the settings are in biome_defs.lua |
13:59 |
lordawe |
okay, wait please |
13:59 |
Wayward_One |
Just git pulled, now they're huge |
13:59 |
VanessaE |
Wayward_One: blame sapier. https://github.com/minetest/minetest/issues/2077 |
14:01 |
Wayward_One |
*sigh* |
14:03 |
Wayward_One |
Guess I'll be using a slightly older build for now lol |
14:03 |
Wayward_One |
Unless... |
14:05 |
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14:06 |
Wayward_One |
Nope, too big for me lol. Is there any way to change the size in the .conf? |
14:06 |
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14:06 |
lordawe |
Hope I will not be kicked, I will pase mods I would like to use |
14:06 |
VanessaE |
fiddle with gui_scaling |
14:06 |
VanessaE |
lordawe: no. |
14:06 |
VanessaE |
pastebinm |
14:06 |
VanessaE |
-m |
14:06 |
lordawe |
k |
14:07 |
lordawe |
http://pastebin.com/QUHgdca3 |
14:08 |
VanessaE |
install them one at a time and see how they behave for you |
14:08 |
lordawe |
I have them all already and it seems to be working |
14:08 |
lordawe |
I want to add mesecons too |
14:09 |
lordawe |
but I am not sure if boost_cart will work with it |
14:09 |
VanessaE |
I'm not familiar with that mod. |
14:09 |
lordawe |
https://forum.minetest.net/viewtopic.php?f=11&t=10172 |
14:10 |
Kalabasa |
Hello |
14:10 |
VanessaE |
hi |
14:10 |
lordawe |
you can turn by movement keys |
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14:12 |
lordawe |
I mean I needn't carts to be operated using mesecons, just wanna know if it can co-exist without bugs :) |
14:12 |
lordawe |
I see you are not familiar, but maybe somebody else |
14:12 |
lordawe |
okay. |
14:12 |
VanessaE |
actually I have seen this mod |
14:12 |
VanessaE |
now that you linked to it |
14:12 |
VanessaE |
but I haven't used it yuet |
14:12 |
VanessaE |
yet* |
14:13 |
lordawe |
well, so, with a new map, I should stick to v6 mapgen and tweak biomes in biome_defs.lua |
14:13 |
VanessaE |
I had looked at it briefly to replace the carts mod in dreambuilder but wasn't sure if it was suitable. |
14:13 |
lordawe |
of plant_life mod |
14:13 |
VanessaE |
yeah, for the moretrees if you want them to be less prolific. |
14:13 |
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14:14 |
lordawe |
It would be good if size of same kind of tree vary a little bit by random number |
14:15 |
VanessaE |
that requires changes to the tree models. |
14:15 |
VanessaE |
I never really coded them properly to vary in size |
14:15 |
VanessaE |
but it's doable |
14:15 |
VanessaE |
at the time, randomness didn't work quite right |
14:15 |
lordawe |
I see |
14:16 |
lordawe |
so, there could be i.e. 3 tree models and it would be selecting it randomly |
14:17 |
VanessaE |
yes |
14:17 |
lordawe |
okay |
14:17 |
VanessaE |
that's easily done, just requires designing new models |
14:17 |
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14:17 |
kaeza |
greetings |
14:17 |
VanessaE |
morning kaeza |
14:17 |
lordawe |
I would do it, but how can I design it, I looked at models, but I do not get it :) |
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14:18 |
VanessaE |
meanwhile, I'm off. |
14:18 |
VanessaE |
bbl. |
14:19 |
lordawe |
cul |
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14:39 |
Zeno` |
hmm |
14:40 |
Zeno` |
i got bitten my a spider! :-o |
14:40 |
Zeno` |
by |
14:40 |
Zeno` |
little shit |
14:40 |
Zeno` |
he now dead |
14:42 |
Jordach |
#aussie |
14:43 |
Zeno` |
Yes I imagine it was an aussie spider |
14:43 |
Zeno` |
it is now a pile of mush |
14:44 |
gregorycu |
What type? |
14:44 |
gregorycu |
Huntsman? |
14:44 |
Jordach |
s/H/C/g |
14:44 |
Zeno` |
nah not that big. Just some kind of copper coloured little thing |
14:45 |
Zeno` |
bites all up my leg though :( |
14:45 |
Zeno` |
about the size of a 5 cent piece (the spider) |
14:45 |
Zeno` |
well it was |
14:45 |
Zeno` |
not it's about the size of... I dunno |
14:45 |
Zeno` |
the size of squashed stuff |
14:45 |
* Jordach |
tries to get the height right of a evergreen tree mk2 |
14:46 |
gregorycu |
I hate spiders |
14:46 |
gregorycu |
And fear them |
14:47 |
Zeno` |
fortunately most of our spiders are not particularly dangerous |
14:47 |
Zeno` |
although it kinda hurts lol |
14:47 |
sfan5 |
MinetestBot! |
14:47 |
MinetestBot |
sfan5! |
14:47 |
Zeno` |
if I saw this particular spider on my desk it would not scare me |
14:48 |
gregorycu |
i thought queensland spiders are quite dangerous |
14:48 |
gregorycu |
funnel web for instance |
14:48 |
Zeno` |
it's only the huge ugly ones that scare me |
14:48 |
Zeno` |
yeah, well, if it was a funnel web I'd not be sitting here chatting hehehe |
14:48 |
Jordach |
out comes the flamethrowers |
14:48 |
* Jordach |
imagines an Aussie shirtless with a flamethrower |
14:49 |
exio4 |
how is it going, bunch of cool people |
14:49 |
Jordach |
<3 |
14:49 |
Zeno` |
funnel webs are a weird spider as well; they are aggressive and will actually chase you |
14:49 |
Zeno` |
I don't know of any other spider that would do that |
14:49 |
Jordach |
https://cdn.mediacru.sh/O/OkKNuXQLDtWP.png |
14:49 |
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14:50 |
Zeno` |
http://upload.wikimedia.org/wikipedia/commons/1/1e/Victorian_funnelweb.jpg <-- ugly bastard |
14:50 |
Jordach |
Zeno`, what about gladiator funnel web spider vs venomous giant centipedes? |
14:51 |
Zeno` |
centipedes? I have them here as well. Centipedes do not run towards you when threatened heh |
14:51 |
Zeno` |
Seriously I do not worry about centipedes |
14:51 |
gregorycu |
Let's not talk about spiders anymore |
14:52 |
Zeno` |
I saw one the other day but unless you're an idiot it's pretty unlikely you could get bitten |
14:52 |
Zeno` |
gregorycu, I can't stop talking about them! I have welts all up my leg heh |
14:52 |
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14:52 |
gregorycu |
It makes me scratchy too |
14:53 |
* Jordach |
considers adding in a funnel web spider mob |
14:53 |
Zeno` |
:-o |
14:53 |
Jordach |
it is invisible but shouts Samuel M. Jackson's "Suprise mother fucker" when it hits you |
14:53 |
Jordach |
(does no damage, but does make one shit themselves) |
14:53 |
Zeno` |
no damage? |
14:54 |
Zeno` |
it should kill you instantly lol |
14:54 |
Zeno` |
de gads... legs itchy and kinda sore |
14:54 |
Zeno` |
brb |
14:54 |
gregorycu |
Ice bro |
14:54 |
gregorycu |
Apply ice |
14:55 |
Jordach |
Zeno`, in case of spiders burn the house down...with the lemons |
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15:01 |
* Jordach |
now has the issue of plugging in on_generated calls to spawn trees |
15:03 |
Zeno` |
err I used Savlon |
15:04 |
Jordach |
Zeno`, is there a way with on_generated to find a node and run a function? |
15:04 |
Jordach |
oh wait |
15:04 |
Jordach |
there is |
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15:13 |
Jordach |
Zeno`, why are you not in the other #minetest? |
15:15 |
gregorycu |
What other minetest? |
15:16 |
Zeno` |
because I am asleep :) |
15:16 |
Jordach |
ah |
15:17 |
Zeno` |
you know, gregorycu. The "other" minetest |
15:17 |
Zeno` |
the one where all the action happens |
15:17 |
gregorycu |
Ah... right |
15:17 |
gregorycu |
I know what you mean now ;) |
15:17 |
Zeno` |
inchra.net |
15:18 |
Zeno` |
anyway, I' |
15:18 |
Zeno` |
anyway, I'll bbiab... gotta somehow get my legs to stop itching :/ |
15:18 |
gregorycu |
What is the purpose of the other minetest? |
15:18 |
gregorycu |
#minetest |
15:23 |
ThatGraemeGuy |
mainly to share chat between a group of servers I assume |
15:24 |
Wayward_One |
can someone help me with this? http://pastebin.com/3XgZWU9n |
15:27 |
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15:29 |
gregorycu |
I think the freenode network is pretty big |
15:30 |
gregorycu |
Well mint, looks like a bad mod |
15:34 |
Wayward_One |
i know, i'm trying to fix it lol |
15:38 |
gregorycu |
Well, it's like saying to a mechanic "there is something wrong with my car" and then showing a photo taken 500 meters away |
15:38 |
gregorycu |
You'd have to look at the code in the file specified |
15:38 |
gregorycu |
At the line specified |
15:39 |
gregorycu |
It may be strikingly obvious, or maybe not |
15:39 |
gregorycu |
In any case, paste the single line here |
15:42 |
gregorycu |
Zeno`: If you're not sleeping, it looks like if a node is updated, it will attempt to update nodes next to it, even if it has a higher water level |
15:42 |
gregorycu |
Which i believe is wrong |
15:44 |
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15:45 |
Wayward_One |
gregorycu: dofile(minetest.get_modpath("castle").."/pillars.lua") |
15:46 |
gregorycu |
Interesting |
15:46 |
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15:46 |
gregorycu |
It appears that minetest doesn't think the mod called castle is installed |
15:46 |
gregorycu |
Did you rename the mod? |
15:47 |
gregorycu |
You totally did, didn't you, you cheeky devil |
15:48 |
Zeno` |
I really am asleep |
15:48 |
Zeno` |
will chat tomorrow |
15:50 |
Wayward_One |
lol, i tried naming it "castle" and "castles", neither worked |
15:51 |
gregorycu |
Um... |
15:51 |
gregorycu |
That's not good |
15:51 |
gregorycu |
Can you bear with me, I'm gunna check some code |
15:52 |
Wayward_One |
ok |
15:58 |
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15:58 |
gregorycu |
Ok, I'm gunna get you to add a single line of code |
15:58 |
gregorycu |
above dofile(minetest blah blah |
15:58 |
gregorycu |
print(minetest.get_current_modname()) |
15:59 |
gregorycu |
Then restart, and try to open the map again |
15:59 |
gregorycu |
Actually, let me change it slightly |
15:59 |
gregorycu |
print("HELLO! " .. minetest.get_current_modname()) |
16:00 |
gregorycu |
What that will do is print the mod name into the console |
16:02 |
gregorycu |
Let me know what is printed |
16:02 |
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16:04 |
Wayward_One |
ok |
16:10 |
Wayward_One |
gregorycu: castle |
16:10 |
gregorycu |
ffs |
16:10 |
gregorycu |
Why couldn't you say something else |
16:15 |
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16:16 |
gregorycu |
If you replace the line I asked you to add with the following, it will print all mods, let me know if castles is there: |
16:16 |
gregorycu |
for i,m in ipairs(minetest.get_modnames()) do print("MOD: " .. m) end |
16:22 |
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16:26 |
Wayward_One |
gregorycu: just got another copy to work, but thank you for your help! :) |
16:27 |
gregorycu |
? |
16:27 |
gregorycu |
Cool |
16:27 |
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16:56 |
Krock |
hi |
16:57 |
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17:46 |
rubenwardy |
Hi all! |
17:47 |
Krock |
olleH! |
17:48 |
* Jordach |
wonders how vmanip areas are sorted |
17:48 |
Krock |
..sorted? |
17:48 |
Jordach |
local p_pos = area:index(x,y,z) \n local content_id = data[p_pos] \n print (p_pos) |
17:49 |
Jordach |
and turn that result into an pos.x, pos.y and pos.z like table |
17:49 |
Krock |
p_pos is a number, representing the index in the data array, containing x, y and z variables |
17:50 |
* Jordach |
realises |
17:50 |
Jordach |
print (x..y..z) |
17:50 |
Krock |
(z * size * size + y * size + x) |
17:50 |
Jordach |
the three for loops solve everything |
17:50 |
Krock |
exactly |
17:51 |
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17:52 |
Jordach |
Krock, http://paste.debian.net/139771/ |
17:53 |
Jordach |
i'll just see if it shits itself |
17:53 |
Krock |
"axp.x, 1 do", the ", 1" isn't required at all |
17:53 |
Krock |
move "local data = vm:get_data()" one line down |
17:53 |
Krock |
wait. that doesn't matter at all |
17:55 |
Jordach |
http://paste.debian.net/139772/ |
17:55 |
Jordach |
can't compare against x,y,z but that should bunny hop the question |
17:56 |
Krock |
how about {x=x, y=y, z=z}? |
17:56 |
Krock |
not sure how your functions work |
17:57 |
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17:58 |
Jordach |
http://paste.debian.net/139773/ |
17:58 |
Jordach |
Krock, i'm a fucking idiot |
17:58 |
Krock |
I see :P |
17:58 |
Jordach |
that's how MT usually takes XYZ inputs |
18:01 |
Jordach |
hon hon hon |
18:01 |
Jordach |
it works |
18:02 |
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18:07 |
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18:09 |
* Jordach |
is a fucking skrub |
18:09 |
Jordach |
>leaves placement missing bool in one spot, randomly makes leaves snowy and not snowy |
18:14 |
Jordach |
10 trees grown after: 0.15s 3 trees grown after: 0.13s |
18:18 |
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19:50 |
blaise |
has the build process changed from 0.4.10 to 0.4.11 ? |
19:51 |
VanessaE |
nope |
19:52 |
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20:02 |
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20:03 |
kaeza |
https://www.youtube.com/watch?v=g_ULtNYRCbg |
20:05 |
marktraceur |
Wow. |
20:06 |
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20:08 |
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20:09 |
VanessaE |
impressive |
20:11 |
VanessaE |
why don't we ever see stuff this complex done with mesecons? |
20:11 |
rubenwardy |
Mesecons is slow |
20:12 |
rubenwardy |
Well, chunks unload |
20:12 |
VanessaE |
that's what world anchors are for... |
20:14 |
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20:14 |
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20:14 |
VanessaE |
oops. wrong window. |
20:30 |
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20:39 |
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20:40 |
ipv6b |
sfan5, Do you know whom I should contact for the VikingCrafters server? |
20:40 |
sfan5 |
no |
20:41 |
ipv6b |
sfan5, have you played any on that server? |
20:42 |
sfan5 |
no |
20:42 |
ipv6b |
its a popular one |
20:42 |
sfan5 |
!server vikingcrafters |
20:42 |
MinetestBot |
sfan5: VikingCrafters [=:=] Survival & PvP | 198.50.161.137 | Clients: 22/77, 25/50 | Version: 0.4.11 / minetest | Ping: 92ms |
20:47 |
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20:48 |
ipv6b |
Anybody who plays on VikingCrafters? |
20:53 |
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20:54 |
ipv6b |
That server has existed for a very long time. |
20:55 |
ipv6b |
or at least one with a similar name |
20:59 |
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21:37 |
MinetestBot |
[git] ShadowNinja -> minetest/minetest: Remove included SQLite3 a3db918 http://git.io/nLBUcg (2015-01-08T16:34:42-05:00) |
21:37 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Add SQLite3 libraries to buildbot d8cf64a http://git.io/RwGa4g (2015-01-08T16:34:42-05:00) |
21:38 |
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21:39 |
apdapreturns |
Hello |
21:39 |
ipv6b |
hi apdapreturns |
21:39 |
VanessaE |
hi |
21:40 |
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21:40 |
Brains |
VanessaE: Was there ever a cause found for that weird appearance of windmills and unknown blocks and the like that was mentioned in channel the other day? |
21:41 |
VanessaE |
Brains: no, I can only conclude it was a corrupt mapblock or a mod that was creating weird mapblocks in general |
21:43 |
Brains |
VanessaE: I had something similar in a git-build dreambuilder-game only world the other day. (I am an idiot and didn't note the commit I built...) I've since updated both, rebuilt, and started a world... Haven't seen it since so dunno if it was fixed or just not encountered again. |
21:45 |
* Brains |
was thinking it was related to a crash he was having but that turned out to be the facedir > 23 thing. |
21:45 |
VanessaE |
I'm still getting crashes while connected to my Creative server. when I can be bothered, I'll get a backtrace (though Wayward_One I think already did) |
21:46 |
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21:49 |
Brains |
My crashes were client-only and I never found any errors/warnings in the server log. What kind of logging options do you use for your servers? |
21:50 |
VanessaE |
this is client-side also |
21:51 |
VanessaE |
and my servers are just basic logging, and capturing the console output to a separate file also. enough to catch a crashdump. |
21:56 |
lordawe |
2Brains: about that windmill cubes, I do not think it was just a corrupt mapblock. Map was fresh and it appeared in two maps I've tried, so I disabled the mod and deleted it |
21:57 |
lordawe |
maybe the mod is not 0.4.11 compatible, or it has to do something with v5 and v7 mapgens |
21:58 |
Brains |
lordawe: I was running dreambuilder alone so I'm guessing that it isn't just a non-0.4.11 mod. |
21:59 |
VanessaE |
that would be no. |
22:00 |
VanessaE |
dreambuilder works fine in 0.4.11 |
22:00 |
VanessaE |
and has the windmill mod in it |
22:00 |
VanessaE |
it's a mapgen bug or a mod generating a corrupt mapblock |
22:00 |
iqualfragile_ |
who maintains pipeworks atm? |
22:00 |
VanessaE |
iqualfragile_: mostly nore |
22:01 |
VanessaE |
I started pipeworks, but I kinda maintain a hands-off approach to that mod these days |
22:01 |
* Brains |
makes a note to look into the default settings stuff a bit later... His worlds were generated with very little in the way of settings (and no GUI at all). |
22:02 |
VanessaE |
(because others generally do better than me at maintaining it) |
22:03 |
iqualfragile_ |
because it seems to make minetest eat a gig of ram and then die |
22:04 |
VanessaE |
that's... not right |
22:04 |
VanessaE |
minetest has some known memory leaks |
22:04 |
VanessaE |
couple of pretty bad ones afaik |
22:04 |
VanessaE |
but nothing that should be triggered by pipeworks |
22:04 |
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22:05 |
carjack |
good evening |
22:05 |
VanessaE |
bbl |
22:06 |
carjack |
big bad lion? |
22:06 |
VanessaE |
be back later :PO |
22:06 |
VanessaE |
:P |
22:08 |
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22:09 |
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22:10 |
iqualfragile_ |
VanessaE: its definitly caused by pipeworks, when i disable it everything works |
22:11 |
lordawe |
VanessaE: pls, what lua file did you say I can tweak biomes ? |
22:20 |
acerspyro |
VanessaE: You seem pretty in-demand today, but I just installed release 0.4.11 from my repos, and it crashes aswell on your server. |
22:24 |
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22:31 |
twoelk |
I just tried to tour that french server to see the cathedral but my brand new client keeps crashing as well |
22:31 |
twoelk |
or rather it freezes and eventually crashes |
22:31 |
acerspyro |
What distro? |
22:32 |
twoelk |
uhm the krock version for win32 |
22:32 |
acerspyro |
ok nvm |
22:33 |
acerspyro |
krock? wat? |
22:33 |
twoelk |
hm the official 0.4.11 doesn't seem to like this pc much as well :-( |
22:34 |
acerspyro |
idk, it only crashes in OpenSUSE, but it didn't in Fuckuntu. |
22:35 |
* twoelk |
is starting up his laptop to compare |
22:35 |
carjack |
she said bbl |
22:35 |
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22:36 |
acerspyro |
I wasn't there when she did |
22:36 |
iqualfragile |
VanessaE: see -dev |
22:36 |
carjack |
yes that is why I am say'ng |
22:36 |
Zamack |
Is there an official/popular minetest mumble or teamspeak server? |
22:38 |
carjack |
no official servers as far as I know |
22:39 |
twoelk |
don't think there is such a thing as any official Minetest playing server. Only developing seems to producing official content. All playing is unofficial ;-P |
22:40 |
iqualfragile |
btw: there is an unofficiall patch that adds mumble positional audio to minetest |
22:40 |
Zamack |
Oh, cool. |
22:40 |
Zamack |
Well, thanks for the info guys. |
22:41 |
twoelk |
bah, got no micro hooked to this outdated box |
22:41 |
acerspyro |
I do :D |
22:42 |
Zamack |
that's okay, you could just listen/type |
22:42 |
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22:43 |
twoelk |
eh? mumble can say what I type? |
22:43 |
Zamack |
Yes, actually...with text to speech on. |
22:43 |
Zamack |
if everyone has it enabled I mean |
22:44 |
twoelk |
cool feature |
22:51 |
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22:53 |
oreminer |
Hi! I seem to be too stupid to get normalmaps working, using hdx-512 and hdx-512-normalmaps with MT 0.4.10, copied all images to ~/.minetest/textures/hdx/, it just ignores the normalmaps |
22:54 |
oreminer |
(shaders, bumpmapping is on, only generate normalmaps + parallax is off) |
22:54 |
Wayward_One |
hmm |
22:55 |
Wayward_One |
btw, latest version is 0.4.11 :P |
22:55 |
oreminer |
I know, but nobody updated the gentoo portage ebuild yet, and I was too lazy to do it locally ;-) |
22:55 |
Wayward_One |
lol |
22:56 |
Wayward_One |
did you try with normalmaps on? |
22:56 |
oreminer |
Yes, does not change anything.... |
22:56 |
carjack |
gentoo :) |
22:56 |
acerspyro |
lol |
22:56 |
acerspyro |
I am on SuSE, and 0.4.11 is in the repos already. |
22:56 |
Wayward_One |
hmm... I think VanessaE (creator of that TP) might know more |
22:57 |
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22:59 |
oreminer |
Mhhhm... that's interesting... if I ONLY use the hdx-512-normalmaps folder (which only has the normalmaps) and put that in the textures folder, I get the normalmaps |
23:00 |
oreminer |
but on the non-HDX textures |
23:08 |
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23:12 |
Wayward_One |
weird |
23:21 |
oreminer |
I'll give up for today... good night all! :-) |
23:23 |
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23:39 |
MinetestBot |
[git] Sapier at GMX dot net -> minetest/minetest: Switch default scaling factor to 0.75 as most ppl seem to have 96dpi screens instead of previous assumed 72 7ad17a2 http://git.io/tT9D6w (2015-01-09T00:37:02+01:00) |
23:39 |
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23:48 |
carjack |
yes 72dpi is not very popular |
23:52 |
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