Time |
Nick |
Message |
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03:59 |
frostsnow |
Anyone know how to debug: "AsyncErr: Lua: Invalid vector (expected table got nil).". It's almost certainly from an old mod. Worked on 5.3.0. No stack trace or line number is given, though. |
04:02 |
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04:09 |
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04:10 |
Blockhead256 |
frostsnow: how big is the mod set you are currently working with/do you know what mod causes the error? |
04:11 |
frostsnow |
Blockhead256: Not sure how to quantify, but I know which mod causes the error and how to trigger it consistently. |
04:11 |
Blockhead256 |
Cool, so are you having a hard time tracking down where exactly in the mod it comes from due to no stack trace? |
04:12 |
frostsnow |
Yup! |
04:12 |
Blockhead256 |
would you mind linking me to the mod if it's publically available? |
04:12 |
Blockhead256 |
In this case I would also be wary since sometimes it's the combination of mods that can cause problems. Too early for me to tell |
04:12 |
frostsnow |
https://github.com/clinew/pyramids |
04:13 |
frostsnow |
Doubtful in this case. Find a pyramid, let the mummy fall into lava. Shortly after the game will crash. Worse, reloading the world will cause the game to crash again. |
04:13 |
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04:14 |
Blockhead256 |
well hopefully the repeated crashing lets one rapidly iterate lol |
04:14 |
frostsnow |
I'm hoping there's a trick to getting a stack trace. |
04:14 |
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04:15 |
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04:15 |
Blockhead256 |
Maybe the debug mod https://github.com/appgurueu/dbg will help since I can't quite recall but I think it catches some stack traces |
04:15 |
Blockhead256 |
I mean crash conditions |
04:21 |
Blockhead256 |
does anyone know why my "R" key isn't toggling unlimited render distance any more on 5.7.0-dev-eee347a37?? |
04:25 |
Blockhead256 |
frostsnow: I'm having a hard time finding a pyramid, do you have a seed and mapgen I can use? |
04:26 |
Blockhead256 |
spoke too soon.. |
04:26 |
frostsnow |
Blockhead256: Not sure if pyramid-generation is deterministic. Will -- nevermind |
04:26 |
frostsnow |
Trying to remember where to set secure.trusted_mods >.> |
04:26 |
Blockhead256 |
seed "pyramid3", flew a bit west |
04:26 |
Blockhead256 |
I would just search "secure" in the settings menu |
04:28 |
Blockhead256 |
I got a stack trace, mummy.lua:188 mummy.lua:294 |
04:29 |
frostsnow |
Huh. Not sure why I didn't. |
04:29 |
Blockhead256 |
looking at the code, my first guess is the object is used after it's already supposed to have been deleted. I've seen that type before |
04:30 |
Blockhead256 |
lines 205-208: the function doesn't return after the mummy's object is removed, so self.object becomes nil and causes the crash |
04:31 |
Blockhead256 |
"it's a wonder it ever worked in the first place" as they say |
04:32 |
frostsnow |
"Undefined behavior" is always fun |
04:32 |
frostsnow |
Thanks for looking at it. Now I'm curious why I'm not getting a stack trace... |
04:33 |
Blockhead256 |
hmm I added a return there but still got a crash - this may not fix existing crashing worlds... |
04:33 |
frostsnow |
Good thing I'm running it in a test world :) |
04:38 |
Blockhead256 |
Frostsnow: wait a minute, let me back up for a bit. This is a really old version of the Pyramids mod. Have you tried Wuzzy's version? https://forum.minetest.net/viewtopic.php?f=11&t=10336 |
04:40 |
frostsnow |
Blockhead256: Nope, though I saw it while searching for the issue. I'll have to see if it looks good and is backwards-compatible. |
04:41 |
Blockhead256 |
oh dear, that causes a bunch of unknown nodes when transitioning forward |
04:41 |
frostsnow |
Yikes |
04:45 |
Blockhead256 |
ah that was caused by the mod being renamed pyramids to tsm_pyramids |
04:45 |
Blockhead256 |
aliases seems to have been left for the old nodes, however the mummy and mummy spawner entities that existed in the old version have not transitioned |
04:46 |
Blockhead256 |
on the other hand, a new mummy (tsm_pyramids:mummy) has spawned within an old pyramid for me |
04:48 |
Blockhead256 |
frostsnow: so I guess for a perfect transition some custom code still needs to be written to turn old entities into new ones, but that would be some work. New pyramids will work fine. |
04:50 |
Blockhead256 |
the other change is the addition of sandstone pyramids.. anyway I'm sure you're competent to investigate these things |
04:52 |
frostsnow |
Blockhead256: More or less. I'll probably call it a night before too long, but will note to look into tsm_pyramids as a path forward. Thanks again for looking into it! |
04:52 |
Blockhead256 |
not a problem. Old mods are a bit of a worry sometimes, but glad I could find you something that looks promising compared to fixing every old bug :) |
04:53 |
Blockhead256 |
You may want to post onto the forum thread of tsm_pyramids as I linked and ask Wuzzy if he will do something about this as well |
04:53 |
frostsnow |
It was only difficult because of the lack of a stack trace! Interestingly enough, re-emerging (Gentoo-ism) with USE="-lua_single_target_lua5_1 lua_single_target_luajit" gives me a stack trace. |
04:54 |
Blockhead256 |
ah. I always recommend LuaJIT for Minetes yes, though it works with PUC Lua |
04:55 |
frostsnow |
Lua5.1 is the default, which is why I was using it. Apparently LuaJIT is the way to go, though! |
04:56 |
Blockhead256 |
LuaJIT will improve performance. I'm fairly sure Debian's Minetest packages use LuaJIT. Perhaps less care was taken for Gentoo |
04:57 |
muurkha |
I didn't realize it was possible to use LuaJIT for Minetest! |
04:57 |
muurkha |
I like LuaJIT plenty |
04:57 |
Blockhead256 |
I've only used Gentoo in passing before, I'm not sure how they choose their default emerge flags |
04:58 |
Blockhead256 |
Minetest goes to a lot of effort to make sure they support both PUC Lua and LuaJIT |
04:58 |
muurkha |
what are the hard parts of that? |
05:00 |
Blockhead256 |
LuaJIT doesn't support ARM I think. I think I can pull up some issues on GitHub that show PUC Lua vs LuaJIT discussion hang on.. |
05:00 |
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05:01 |
Blockhead256 |
this is in the midst of a larger discussion but here it is: https://github.com/minetest/minetest/issues/12778#issuecomment-1250255332 |
05:02 |
Blockhead256 |
plus you can just search the issue tracker for "puc lua" or "luajit" for other things |
05:41 |
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05:41 |
muurkha |
thanks! |
06:04 |
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10:16 |
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11:02 |
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11:10 |
sfan5 |
Blockhead256: the infinite distance key is no longer bound by default in dev versions |
11:27 |
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13:35 |
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14:01 |
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14:16 |
FavoritoHJS |
Is there a way to limit how far I can see player names on the client? |
14:23 |
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15:02 |
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15:45 |
sfan5 |
client? no server? yes |
15:54 |
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17:44 |
FavoritoHJS |
that's... bad |
17:45 |
FavoritoHJS |
for some godforsaken reason most servers seem to have a player view distance of yes, so some directions are basically completely occluded with player names from players too far away to ever reach |
17:45 |
MinetestBot |
[git] x2048 -> minetest/minetest: Use multiple threads for mesh generation (#13062) 89e7f72 https://github.com/minetest/minetest/commit/89e7f72c929fbeef8ad755bc85db22ae6102787d (2022-12-27T17:44:18Z) |
17:48 |
FavoritoHJS |
:eyes: does that mean less lag due to block updates? |
18:18 |
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20:04 |
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20:07 |
nyje |
can anyone point me to working instructions to build minetest git sourcecode on debian? using the instructions in readme.txt it builds IrrlichtMT then at 71% it fails with make[1]: *** [src/CMakeFiles/minetest.dir/all] Error 2 |
20:07 |
nyje |
Makefile:149: recipe for target 'all' failed |
20:07 |
nyje |
make: *** [all] Error 2 |
20:08 |
Krock |
please provide the full log on pastebin.com or alikes |
20:12 |
nyje |
https://pastebin.com/k3xg24We |
20:13 |
nyje |
is that ok? or where would I find the full log? |
20:18 |
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20:22 |
nyje |
that's the full console output from following the compile instructions in readme.txt linked from the minetest.net download page... |
20:30 |
Krock |
install libzstd-dev |
20:31 |
Krock |
I'm surprised that CMake did not complain about it |
20:32 |
Krock |
hold on. it might be a version mismatch |
20:34 |
Krock |
the version after zstd v1.5.2 should have the correct header |
20:34 |
Krock |
also https://github.com/facebook/zstd/pull/1174 |
20:36 |
nyje |
ok, thanks for your time, I'll try |
20:36 |
Krock |
sorry, please ignore my comment about "v1.5.2". it seems that the commits always show the newest tag instead of the previous/next tag |
20:37 |
Krock |
the change was merged in June 2018, so any version staring from v1.3.6 should include that change. you might want to enable backports for that package or compile zstd yourself |
20:45 |
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20:58 |
nyje |
thank you Krock I built it and make installed it, and the build completed just fine... |
21:00 |
nyje |
thank you for your time and expertize, I could not have solved it by myself... |
21:01 |
nyje |
I now just have to deal with the "FrankenDebian" fallout |
21:02 |
Krock |
np. you're welcome |
21:02 |
nyje |
but at least I have MT ;-) thanks again... |
21:11 |
nyje |
happy holidays Krock and I wish you and your family a happy new year with health, wealth and anything else you desire.... |
21:11 |
Krock |
yes sure thanks. happy new year's to you as well (when time comes) |
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