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WARNING: Undeclared global variable "darkage_mapgen" accessed at ...etest/minetest/bin/../mods/valleys_mapgen/mapgen.lua:589
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WARNING: Undeclared global variable "darkage_mapgen" accessed at ...etest/minetest/bin/../mods/valleys_mapgen/mapgen.lua:589
I get the same global var error. On occasion the game crashes with a "LUA out-of-memory" error. Can't use any other mods that use the VoxelManip reliably? Seems to have a big issue with my Pyramids fork which I converted to VoxelManip, I find very very few pyramids, which is fine, but they are mostly cut in half. Sokomine's mg_villages mod works fine so I may have to find a way to put pyramids into it.philipbenr wrote:I keep getting fatal freezes and ^^^ this in my debug.txt when I am exploring a world. I don't have darkage enable FYI.Code: Select all
WARNING: Undeclared global variable "darkage_mapgen" accessed at ...etest/minetest/bin/../mods/valleys_mapgen/mapgen.lua:589
That darkage error is a red herring. It shows up normally, and it couldn't have anything to do with freezes.philipbenr wrote:I keep getting fatal freezes and ^^^ this in my debug.txt when I am exploring a world. I don't have darkage enable FYI.Code: Select all
WARNING: Undeclared global variable "darkage_mapgen" accessed at ...etest/minetest/bin/../mods/valleys_mapgen/mapgen.lua:589
I can't think of anything in vmg (lua) that uses much memory other than the perlin noise maps. It's mostly just tinkering with the datamap the system gives it. You could try setting "vmg_caves = false" in your minetest.conf. That will free up most of the memory the noisemaps use (vmg caves use multiple 3D maps). Of course, you won't have any caves.blert2112 wrote:Edit again: Oh, how I wish I could use this. :(
The game crashes with a "LUA out-of-memory" error, after about ten of minutes of play, nearly every time. Oh well, I may attempt to compile the c++ version and see how that does, but that is for another day.
I know next to nothing about DarkAge. However, it's possible that the code we have in there to support it is unnecessary after the 2 Oct commit that puts vmg in front of any other mods. At some point, I need to check it. As far as I know, nothing will be incompatible with the latest github code unless it uses biomes or decorations. If it does, you're out of luck. Vmg (lua) is not likely to support those any time soon.blert2112 wrote:Edit: Which fork of DarkAge is recommended? My fork of DarkAge does not use a LUA mapgen, it uses register_ore instead. I assume my fork will work fine with this mapgen? Still, would like to know which fork of DarkAge you had in mind when you wrote the compatibility part in as I can make my Pyramids fork work in the same way. Also, which noise describes deserts?
When I was converting DarkAge to VoxelManip (before I then converted it again to register_ore sheet type) I found that if you pass the data and area variables around too much it would always crash with the "LUA out-of-memory" error. It would always crash randomly with different memory usage values, as low as 37Mb or as high as a few hundred Mb. Why it happens I don't know. Maybe something to do with the way Lua handles variables passed to functions... Maybe pointers should be passed instead, I'm not fluent enough in Lua to know.duane wrote:I can't think of anything in vmg (lua) that uses much memory other than the perlin noise maps. It's mostly just tinkering with the datamap the system gives it. You could try setting "vmg_caves = false" in your minetest.conf. That will free up most of the memory the noisemaps use (vmg caves use multiple 3D maps). Of course, you won't have any caves.blert2112 wrote:Edit again: Oh, how I wish I could use this. :(
The game crashes with a "LUA out-of-memory" error, after about ten of minutes of play, nearly every time. Oh well, I may attempt to compile the c++ version and see how that does, but that is for another day.
That's a harmless warning due to the code here in v2.2 https://github.com/Gael-de-Sailly/valle ... n.lua#L589philipbenr wrote:I keep getting fatal freezes and ^^^ this in my debug.txt when I am exploring a world. I don't have darkage enable FYI.
If you're using LuaJIT try disabling it, it restricts lua memory use to a low limit, because the lua version of this mapgen uses 6 3D noises it uses huge amounts of memory to process those noises (1 3D noise = 80 2D noises).blert2112 wrote:Edit again: Oh, how I wish I could use this. :(
The game crashes with a "LUA out-of-memory" error, after about ten of minutes of play, nearly every time.
How would I go about disabling LuaJIT? Is there a command line option I can't find or do I need to compile the game without it?paramat wrote:If you're using LuaJIT try disabling it, it restricts lua memory use to a low limit, because the lua version of this mapgen uses 6 3D noises it uses huge amounts of memory to process those noises (1 3D noise = 80 2D noises).blert2112 wrote:Edit again: Oh, how I wish I could use this. :(
The game crashes with a "LUA out-of-memory" error, after about ten of minutes of play, nearly every time.
However you will still need a machine with roughly 2GB free memory to cope.
There are some optimisation methods available now in 0.4.13 to reduce memory use by noise, i need to learn these then i can share some examples of use.
My riverdev lua mapgen uses a similar number of 3D noises so probably has the same problem.
Even core mgv7 only uses 4 3D noises.
These "nerd poles" don't exist in the Lua version, where there would be overhang cliffs (with a slope > 90°). Possible cause : the C++ code looks for the highest node and don't check the lower ones.duane wrote:I think I've eliminated the nerd poles spawning in the mountains. Here's two shots of the same spot in the same game, before...
I must have been mistaken. That's good news -- no need to fix the lua.Gael de Sailly wrote:These "nerd poles" don't exist in the Lua version, where there would be overhang cliffs (with a slope > 90°). Possible cause : the C++ code looks for the highest node and don't check the lower ones.
I still can't duplicate this. However, this patch to mapgen.lua might help. Give it a try, and if it works, we can put it into the main code. It solved some problems with integral trees. My suspicion is that lua forgets to garbage collect under some circumstance. Every now and then, memory use would just run away. It's not an issue of memory still being referenced or the extra garbage collection wouldn't help. It doesn't happen very often, so the change doesn't affect the speed of chunk generation much.blert2112 wrote:Edit again: Oh, how I wish I could use this. :(
The game crashes with a "LUA out-of-memory" error, after about ten of minutes of play, nearly every time. Oh well, I may attempt to compile the c++ version and see how that does, but that is for another day.
I don't think LuaJIT is *directly* to blame here, because my Australopithecus mapgen is using 32 2D and 7 3D noises in its current version (I already had versions with 8 and 9 3D noises running without a problem, I'm only using LuaJIT since the beginning). So this might actually be the system that *really* runs out of memory here, and not a problem with LuaJIT in itself.paramat wrote:If you're using LuaJIT try disabling it, it restricts lua memory use to a low limit, because the lua version of this mapgen uses 6 3D noises it uses huge amounts of memory to process those noises (1 3D noise = 80 2D noises).blert2112 wrote:Edit again: Oh, how I wish I could use this. :(
The game crashes with a "LUA out-of-memory" error, after about ten of minutes of play, nearly every time.
I have applied the patch and flew around for a while. No problems yet but no "Manually collecting garbage." message either. I put it into my sub-game (approx. 60 other mods including mg_villages, plantlife-modpack, moretrees, mobs_redo with nearly every mob available... to name the bigger mods), still cannot reproduce it yet but I have only been messing with it for a few minutes. Won't have much time to test in the next few days but I will continue trying. Thanks for helping out with this. Oh, I am now using the latest master instead of the 2.2 download if that makes a difference.duane wrote:I still can't duplicate this. However, this patch to mapgen.lua might help. Give it a try, and if it works, we can put it into the main code. It solved some problems with integral trees. My suspicion is that lua forgets to garbage collect under some circumstance. Every now and then, memory use would just run away. It's not an issue of memory still being referenced or the extra garbage collection wouldn't help. It doesn't happen very often, so the change doesn't affect the speed of chunk generation much.blert2112 wrote:Edit again: Oh, how I wish I could use this. :(
The game crashes with a "LUA out-of-memory" error, after about ten of minutes of play, nearly every time. Oh well, I may attempt to compile the c++ version and see how that does, but that is for another day.
Very cool.demon_boy wrote:My new volcano is an extension of a mountain or sometimes along mountain ridges. They will fill up with lava and sometimes overflow.
I'd like to keep at least some chance of this. Disasters happen, after all.demon_boy wrote:Sometimes the lava generates outside the volcano surface and you end up with a cataclysmic lava flow and ensuing fire.
Ingenious. This cleans up the code nicely. It seems to be producing a lot more bare patches though. Maybe I'm imagining it, because I can't see any reason in the source why that would be the case.Gael de Sailly wrote:This has been faster that I thought. I think that it's finished, it seems to work, but it needs more tests. You can watch the diff here.
I haven't tested yet, but I am hoping to get around to it soon.duane wrote:Ingenious. This cleans up the code nicely. It seems to be producing a lot more bare patches though. Maybe I'm imagining it, because I can't see any reason in the source why that would be the case.Gael de Sailly wrote:This has been faster that I thought. I think that it's finished, it seems to work, but it needs more tests. You can watch the diff here.
I don't think there is more bare space. But if you want bare space, you can change the "check" parameter for some plants.demon_boy wrote:More bare space could be used for oak and willow trees. I'm also thinking about mangrove trees for where rivers meet the beach.
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