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02:24 |
paramat |
Taoki please open an issue about possibly broken iter/iterp, i'll investigate. in the meantime you can use 'index(x,y,z)' in a triple loop to fill cuboids with nodes, using schematics to do this is overcomplex |
02:25 |
Taoki |
paramat: That one seems like it might have been in part my fault. I wasn't iterating using minp and maxp, so it was probably giving an out of bounds array. I was led to believe you could iterate through any random position. |
02:26 |
Taoki |
I'm using minp and maxp and it's gone now. |
02:26 |
paramat |
one thing to check: are 'pos_start' and 'pos_end' integers? non-integer values cause weirdness |
02:26 |
Taoki |
The other two issues I reported are still there though. The constant crashing doesn't go away no matter what. |
02:26 |
paramat |
oh |
02:31 |
paramat |
what do you mean by "I wasn't iterating using minp and maxp"? your code seems ok. iter(p) should work between any 2 random positions as long as you have sorted them, which it seems you have |
02:33 |
paramat |
anyway, good to hear :) |
02:44 |
Taoki |
I wasn't using the minp and maxp parameters of the mapgen, but my own two random corners. Apparently it did not like that: Kept causing areas from the bottom of the world to spawn 50 meters above. |
02:46 |
Xiong |
scr267 I'm sure you set the receiving end to receive. Check <player> carefully. You must be he. |
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10:44 |
Xiong |
I smell sth linked to 5.0.0 (Android) here. I can't seem to turn on the minimap. I rarely use this feature so please check me. |
10:46 |
Xiong |
I have inserted into minetest.conf the line: enable_minimap = true; I have tried the overlay button; I have struck F9. What else? |
10:50 |
jas_ |
any message about it being disabled by server or game? |
10:50 |
jas_ |
hm, i will try it, i have mt 5 on a phone somewhere |
10:50 |
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10:51 |
jas_ |
anyone else with me that beds should simply toggle day/night, instead of only skipping night? |
10:51 |
Xiong |
Exactly that, jas... oddly enough only when using the overlay button... but not F9. Which may just be the soft kbd hogging the screen. |
10:51 |
jas_ |
it works on mine, xiong, or should i say, it displayed "disabled by mod or game" |
10:52 |
jas_ |
wait, are you saying it works when you hit the overlay button, but not when you use F9? |
10:52 |
Xiong |
Well... disabled not works... |
10:52 |
jas_ |
you get the message with the overlay button, but not with f9? |
10:52 |
Xiong |
No. Overlay shows me disabled honk. |
10:52 |
jas_ |
works for me, i use the overlay button |
10:53 |
jas_ |
my phone doesn't have an F9....... |
10:53 |
Xiong |
"but not F9. Which may just be the soft kbd hogging the screen." |
10:53 |
jas_ |
honk? |
10:53 |
jas_ |
oh, i wouldn't expect the soft keyboard's F9 to work, i dunno, is it set to? |
10:53 |
Xiong |
Raspberry. Screw-you msg. Argument box, if it were in a box. |
10:53 |
jas_ |
oic, in the settings, under "Change Keys", enable minimap is indeed showing "F9" |
10:54 |
jas_ |
which is funny |
10:54 |
jas_ |
android port is a little bit off, but i bet it works with a USB keyboard? |
10:54 |
jas_ |
my testing is complete |
10:54 |
Xiong |
Well it took me several days to figure out how to send F key cmds under Android. |
10:55 |
Xiong |
Well no offense but you still haven't told me what works for you. |
10:55 |
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10:55 |
jas_ |
i did. i used the overlay button |
10:55 |
jas_ |
it showed the map |
10:56 |
jas_ |
(in creative mode. in survival, it tells you it's disable. this is because... it's survival, you need the map item!) |
10:56 |
jas_ |
:) |
10:56 |
Xiong |
Ah. |
10:56 |
jas_ |
anywhooos, what was i gonna say? oh, how did you send F KEYS? |
10:56 |
Xiong |
The map item... |
10:57 |
jas_ |
what? |
10:57 |
jas_ |
you sent f keys with the map item? |
10:57 |
Xiong |
I'll research that. What next, a binoculars item? Angel wings? |
10:57 |
jas_ |
oh, using the map item turns on the map? hmm. |
10:57 |
jas_ |
binoculars is for zooming, yes |
10:57 |
jas_ |
angel wings would be a good idea, you're on a roll :D |
10:57 |
jas_ |
take care |
10:58 |
Xiong |
I know nothing about this! You said map item, I'll studyup. |
10:59 |
Xiong |
If you don't wanna know I will skip explanation of Android F keys. y/N? |
11:01 |
Xiong |
I'll post about it. Should have done a month ago. |
11:02 |
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14:11 |
Xiong |
https://forum.minetest.net/viewtopic.php?f=6&t=21982 |
14:12 |
Xiong |
Better early than late; better late than never. |
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15:18 |
Xiong |
*sigh* Not entirely clear anymore. This is I think my fourth day fighting wildfire. There's no end to it and it sure moves faster than I do. |
15:19 |
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15:21 |
Xiong |
There is sth lunatic about a single man with one chainsaw trying to contain a wildfire... even ingame. I was deceived into thinking I was making some progress due to very odd, unrealistic nature of the engine. |
15:23 |
Xiong |
Nothing burns when I'm far away; mbs are unloaded. As I walk toward an area, mbs load and patches flare up... and spread. The longer I work, the more land is involved. |
15:25 |
NathanS21 |
If it's a local game you could always turn fire off if you want to contain it. |
15:25 |
Xiong |
If I could, at this stage, I'd just let it burn. My camp.is saved, isolated by moats and firebreaks; the fire is a couple hundred meters away. |
15:25 |
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15:26 |
Xiong |
NathanS21, that's cheating. |
15:27 |
NathanS21 |
You can look at it that way, or as a simple way to save your world. |
15:27 |
Xiong |
Erm... obviously... if I'm fighting it alone, yes, I started it. |
15:27 |
NathanS21 |
if your world is at risk of course. |
15:27 |
Xiong |
Why not play "creative"? |
15:27 |
NathanS21 |
I think fire still spreads in creative. |
15:28 |
Xiong |
Gods have boring jobs. No challenge in it. |
15:28 |
NathanS21 |
oh, I see what you meant. |
15:28 |
Xiong |
My point is I find nothing in such play. |
15:28 |
NathanS21 |
yes |
15:30 |
Xiong |
I imagine there's all sorts of superhero stunts I could pull. But if I can't legitimately live with results then I have to shrug it off as a loss. I'm not exactly panicking. I've lost many games. |
15:31 |
Xiong |
Haha, my mother often said she refused to play cards because she always cheated. When I was young I asked why she didn't play solitaire. But she cheated at solitaire too. |
15:32 |
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15:32 |
NathanS21 |
I just call it playing with different rules. :D |
15:32 |
Xiong |
Took me decades to understand why someone would cheat at solitaire and therefore refuse to play. |
15:33 |
Xiong |
I'll add one note and leave it. Big day later, gotta sleep. |
15:36 |
Xiong |
The v7 mapgen seems to have real trouble with rubber trees. Seems an issue both with moretrees and the backup technic rubber gen. I guess it's a low priority 'cause everyone shrugs and gimmes a few saplings. |
15:37 |
jas_ |
i made a mod a long time ago named antifire, i recently redid it so it's cooler. i should make it a standalone mod. |
15:37 |
jas_ |
!mod antifire |
15:37 |
MinetestBot |
jas_: Antifire [antifire] by everamzah - https://forum.minetest.net/viewtopic.php?t=15457 |
15:37 |
Xiong |
I hunt like mad for days. Then I gimme one sap. If I manage to screw that up, I call it a loss and start a new world. |
15:38 |
jas_ |
here's a newer version embedded in glitchtest: https://github.com/jastevenson303/Glitchtest/blob/d44fcc4adac6813ef70ac27ea109c01b324eee30/mods/fire/init.lua#L17 |
15:39 |
jas_ |
ye it's hard to put out a big fire in-game |
15:39 |
Xiong |
I do not understand, jas. |
15:39 |
jas_ |
oh, you reminded me of putting out massive fires in-game, something i have some experience with |
15:39 |
jas_ |
well, i mean, it's so difficult to do, like you say with the maps being loaded, and the fire abms going on. that's why i made that antifire mod |
15:39 |
Xiong |
I mean I don't understand the mod. |
15:40 |
jas_ |
and then i remade it, this time to use a mese crystal. well, you take the mese crystal in this case, and click on a fire node with it. |
15:40 |
Xiong |
Erm... can't you just worldedit it all out? |
15:40 |
jas_ |
it spreads this cyan "antifire" that puts out all the fire |
15:40 |
jas_ |
em, oh. i guess you could yes! |
15:40 |
jas_ |
that's a fine idea, anyways, it just reminded me. and now i feel like making it a standalone mod again, or updating the old one. or i did, but maybe not right this sec hehe |
15:41 |
jas_ |
there was this old mod called extinguisher i think |
15:41 |
jas_ |
i tried it years ago, it was pretty cool actually |
15:41 |
jas_ |
!mod extinguisher |
15:41 |
MinetestBot |
jas_: Fire Extingusher [fireextinguisher] by Bad_Command_ - https://forum.minetest.net/viewtopic.php?t=5175 |
15:41 |
jas_ |
a little slow IIRC |
15:41 |
Xiong |
For the lazy god... a script that just iterated over a map and deleted all fire? |
15:42 |
jas_ |
https://www.twitch.tv/videos/368431141 |
15:42 |
jas_ |
!title |
15:42 |
MinetestBot |
jas_: Twitch |
15:42 |
Xiong |
Wouldn't even need to load MT. |
15:42 |
jas_ |
no, it's not necessary. hm, two c's? |
15:42 |
jas_ |
no ok |
15:43 |
Xiong |
One C. Because if it's necessary, you're hanging by your NECk. |
15:44 |
jas_ |
i really need to install aspell |
15:44 |
Xiong |
Sleepytime for me. |
15:44 |
* Xiong |
snores loudly |
15:44 |
jas_ |
good night xiong, sweet dreams |
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16:42 |
paramat |
Taoki ok i think i see. you're using this in 'on generated' so the volume placed has to be inside the mapchunk just generated (minp, maxp) |
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17:44 |
jas_ |
i had no idea that walls connected to fences and vise versa. heh |
17:45 |
jas_ |
https://i.imgur.com/nj3UoaX.png |
17:45 |
jas_ |
!server Pine |
17:45 |
MinetestBot |
jas_: Pine Tree Float II | dcbl.duckdns.org:30002 | Clients: 1/15, 0/1 | Version: 5.0.0-dev / minetest_game | Ping: 124ms |
18:01 |
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18:07 |
Taoki |
paramat: I am using place_schematic_on_vmanip inside on_generated. My code currently only generates schematics which touch that chunk, but there isn't any guarantee that parts of that schematic don't poke out into another chunk (in which case I'd let it generate that). |
18:08 |
Taoki |
Perhaps it might be a good idea to let minetest.place_schematic_on_vmanip take a minp and maxp parameter? That way only a piece of the schematic found inside the given cube will be spawned. You still mention the schematic position as currently of course. |
18:20 |
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18:20 |
paramat |
Taoki i assume you're using the 'mapgen object' voxelmanip, if so, that is actually the mapchunk (5*5*5 mapblocks) plus a 1 mapblock thick 'shell' around it (so 7*7*7 mapblocks). so placed schematics can extend beyond the mapchunk by up to 16 nodes |
18:21 |
Taoki |
Many schematics in my case may be 100 x 100 x 100 nodes in total. |
18:21 |
Taoki |
I'm using: local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") (in on_generated) |
18:22 |
paramat |
"let minetest.place_schematic_on_vmanip take a minp and maxp parameter? That way only a piece of the schematic found inside the given cube will be spawned" why would that be useful? |
18:23 |
Taoki |
I understand the issue is that, the mapgen needs to offer a way to only place the part of a schematic that intersects the chunk in on_generated. If you have one schematic and want each on_generated call to only place the part that intersects it, I'm not seeing another way currently. |
18:23 |
Taoki |
Each schematic may come in any random position, and many will be bigger than one chunk. |
18:24 |
Taoki |
Or ideally, place_schematic_on_vmanip might automatically know which parts to place in that call. Though I'm not sure if the vmanip automatically carries out the minp and maxp of the on_generated call spawning it. |
18:25 |
paramat |
btw in your code pasted yesterday, 'emin = pos_start, emax = pos_end' is wrong. emin/emax are always aligned to mapblock borders and are not things you should set, they are given to you as a result of the requested volume and are for use in voxelarea |
18:26 |
Taoki |
I'm actually curious how trees handle this right now. Any tree schematic might intersect multiple chunks, so the code responsible for spawning them should be making some division. |
18:26 |
paramat |
oh i see |
18:26 |
Taoki |
I thik I fixed that part. A major update is due to be on Git shortly. |
18:26 |
Taoki |
I optimized it a lot. The only issue mostly remains those crashes. |
18:26 |
paramat |
i'll look at the code |
18:27 |
Taoki |
I even seem to have gotten rid of parts where nodes in my schematics were replaced or cut off by the mapgen (eg: stone becoming dirt). It happens much more rarely now. |
18:27 |
Taoki |
I shall mention when the next optimization is ready. I fixed the performance a lot and am still in the process of cleaning that up. |
18:29 |
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18:30 |
Taoki |
Some issues did go away when I limited the code responsible for filling with nodes to the chunk runing inside on_generated. So I wouldn't be surprised if the crashes are related too. |
18:36 |
paramat |
hmm the engine code suggests that if you use 'place schematic on vmanip' and the schematic exceeds the vmanip volume, parts of the schematic may appear in weird places (sound familiar?) because only the index value is checked, not the actual x,y,z values. this seems to need fixing |
18:37 |
paramat |
if it worked properly, any parts of a schematic 'cut off' would simply not be placed |
18:38 |
paramat |
ideally it should just auto-trim the schematic. i'll put this on my todo list |
18:39 |
paramat |
code is https://github.com/minetest/minetest/blob/b298b0339c79db7f5b3873e73ff9ea0130f05a8a/src/mapgen/mg_schematic.cpp#L141 |
18:42 |
Taoki |
Yes, that would be ideal. |
18:42 |
Taoki |
In my case I shouldn't see parts missing as on_generate always checks each intersected structure. If one call missed it, the other should place the rest. |
18:43 |
paramat |
exactly |
18:44 |
paramat |
yeah so if i fix this that will provide your requested feature |
18:44 |
Taoki |
Indeed. And yes: I just remembered that on rare occasions, I see 1 block stripes missing in between schematics. That suggests something to do with that. |
18:46 |
paramat |
trees placed during mapgen extend upwards (and sideways a little) out of the mapchunk and into the overlap 'shell'. this is why tree schematics in mtgame are never higher than 16 nodes |
18:49 |
Taoki |
I see. Still they aren't aligned horizontally as to always come into 7 / 16 chunk steps, otherwise the map would look really weird. So that has to have some way to handle those intersections. |
18:50 |
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19:15 |
paramat |
#8126 |
19:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/8126 -- 'blitToVManip' should check position not index of each node |
19:18 |
paramat |
if i make a PR would you be able to test it? |
19:23 |
Taoki |
paramat: I haven't played with custom Git branches, worried not to mess up something. If it's needed to, I can of course try... least I can do to help with a solution. |
19:23 |
Taoki |
If it's safe enough to merge though I'd rather pull it from master. |
19:28 |
Taoki |
Finishing the last improvements to the mod in this batch then gladly testing the fix :) |
19:30 |
paramat |
no problem, don't do anything you're not comfortable with. to test PRs i just download the entire PR branch and compile it |
19:30 |
Taoki |
Oh yeah, that's also possible. |
19:31 |
paramat |
i might fix this for 5.0.0 as it's simple |
19:31 |
Taoki |
Let me know when the PR is up |
19:31 |
Taoki |
Yeah, also a major problem |
19:31 |
Taoki |
I noticed during various tests with my mod that it's easy for a mod to crash the server by misusing voxelarea functions. |
19:32 |
Taoki |
Could be seen as a bit of a stability issue: Mods should normally only crash to the main menu. |
20:02 |
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20:05 |
Taoki |
Finished updating my mod. Latest commit now ensures that other than minetest.place_schematic_on_vmanip no node is modified outside the minp and maxp of the on_generated function calling the vm. |
20:05 |
Taoki |
if pos_base_start.x <= maxp.x and pos_base_end.x >= minp.x and |
20:05 |
Taoki |
pos_base_start.y <= maxp.y and pos_base_end.y >= minp.y and |
20:05 |
Taoki |
pos_base_start.z <= maxp.z and pos_base_end.z >= minp.z then |
20:06 |
Taoki |
So all I should need is that pr to fix that one as well, and the city builder is now better than it's ever been :D |
20:06 |
Taoki |
(those lines are actually from another detection lol, but I use a similar one in this case, per node) |
20:28 |
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20:47 |
paramat |
Taoki #8127 |
20:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/8127 -- blitToVManip: Check out-of-bounds using node position not index by paramat |
20:50 |
paramat |
i'll also test it of course |
21:00 |
Taoki |
Cheers. I should be able to look at it within the next minutes |
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21:28 |
Xiong |
What sort of voodoo is "ropes" mod up to? There are way too few textures and those... odd. |
21:40 |
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21:43 |
Taoki |
Okay: Done with coding for my mod for tonight. Going to take a look at the PR now. |
21:43 |
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21:44 |
paramat |
however note, when used with the 'mapgen object' vmanip this will auto-trim to the vmanip volume (7*7*7 mapblocks) not to the mapchunk (5*5*5 mapblocks) |
21:45 |
Ruslan1 |
Hello |
21:45 |
Ruslan1 |
paramat |
21:45 |
Ruslan1 |
Do you know what happened my server |
21:46 |
paramat |
btw it's highly recommended to not have any default:stone nodes in your placed schematics, because that node is what biomegen places biomes and decos on. best use a dummy stone node that drops default:stone |
21:47 |
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21:47 |
paramat |
that is what causes random biome stuff to appear on your stone structures |
21:47 |
Ruslan1 |
I want anyone to know what happened my server |
21:47 |
paramat |
also, all schematic nodes should have 'is ground content = false' to avoid being eaten by cavegen |
21:48 |
paramat |
Ruslan what's the problem? not on server list? |
21:49 |
Ruslan1 |
So I give privs to people and it did reset |
21:49 |
Taoki |
paramat: It's only important for it to trim around the minp and maxp reported by on_generate. Testing now to see exactly what it does there. |
21:49 |
Taoki |
Okay: I still get the exact same crash. The PR does not fix it. |
21:53 |
Taoki |
Yeah: Crashes are still as bad. Only difference is that I think schematics are placed a little less reliably now and missing more often. |
21:56 |
Taoki |
paramat: Latest Git master of my Structures mod is now more stable and optimized, I'd recommend giving it a go to see if you notice the same issues. It works on top of minetest_game with any mapgen (I tested with flat and v7, same issue in both): Just add it and enable the mod for your world. Then go into fly mode and explore in any direction to cause new towns to be generated. |
21:56 |
Taoki |
https://github.com/MirceaKitsune/minetest_mods_structures |
21:57 |
Taoki |
You must enable both submods of course. Structures is the system itself, the Default Group is the default town. |
22:00 |
jas_ |
omg i love that mod, and creatures! |
22:00 |
jas_ |
glad you're working on them |
22:01 |
Taoki |
Thank you! |
22:01 |
Taoki |
Yeah been away from them for like 4 years now. Then suddenly decided to pick them up again :) |
22:01 |
Taoki |
Structures had a lot of issues. In about a week I made it almost fully stable. |
22:02 |
Taoki |
And I'm in the process of making a new default town for it too, old one's completely busted (unrelated to the crashes, getting those with valid nodes as well). |
22:02 |
jas_ |
looking forward to playing with them again. |
22:05 |
Taoki |
Structures will crash every few seconds until this bug is solved, can barely test it myself due to this. After that it should be readier than ever! |
22:05 |
Taoki |
Well actually after there's a new city for it, currently only new roads are done :P |
22:05 |
Taoki |
But it's gonna be capable of generating enormous cities at acceptable performance once it is. |
22:06 |
jas_ |
yikes, sorry to hear that. i hope it gets resolved somehow. |
22:07 |
jas_ |
enormous cities sounds exciting |
22:07 |
Taoki |
Today I just combined all voxel iterators into a single area check, can barely notice server slowdowns compared to before (you had to wait 10 - 15 seconds for the server to unfreeze each generation) |
22:07 |
Taoki |
Yep. Can even have life-sized skyscrapers with working interiors :) |
22:14 |
paramat |
the PR doesn't fix crashes, it (hopefully) fixes oddly placed nodes |
22:15 |
paramat |
i'll test it soon |
22:15 |
Taoki |
Oh. It didn't fix those eithers, was still seeing them I believe. I'll test again to be safe. |
22:15 |
paramat |
(the PR) |
22:15 |
Taoki |
Okay. |
22:16 |
Taoki |
I'm not getting any more misplaced nodes BTW. The main issue now is the crashes, followed by some schematics either not spawning completely or having nodes replaced with other nodes. |
22:18 |
Taoki |
The second has also been an issue for years now. My latest fixes to the mod reduced it quite a bit, but operations are still sometimes incomplete and nodes from the schematic are transformed into other node types. |
22:22 |
paramat |
ok thanks for testing |
22:35 |
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22:42 |
paramat |
another tip: mgv6 is likely to cause more problems in that mod than the other mapgens |
22:50 |
Taoki |
Testing on v7, haven't touched v6 in a while |
22:58 |
paramat |
good idea |
23:21 |
Taoki |
My mod now contains working structures (roads only so far). Make sure to git pull, I think previous commits would have been broken as I added some missing options. |
23:21 |
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