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IRC log for #minetest, 2013-08-28

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All times shown according to UTC.

Time Nick Message
00:02 Inocudom I get that uploader would need to have more than 100,000 subscribers in order to post a 10hr video like that.
00:02 VanessaE anyone seen Uberi lately?
00:02 Inocudom I have never seen Uberi before. Does he have another name?
00:03 PilzAdam Arkmabat, there are logs
00:03 PilzAdam see the channel topic
00:03 VanessaE Inocudom: Temperest
00:03 VanessaE but he's usually Uberi when he signs on here.
00:03 Arkmabat Donde donde? Where are the logs
00:04 PilzAdam Arkmabat, type /topic and look at the "IRC LOGS" part
00:04 Arkmabat Thanks! :D
00:05 Inocudom His last post in the forums was on the 22 of this month.
00:07 jojoa1997 lol i thought you said 22 months ago
00:08 OldCoder joined #minetest
00:12 Arkmabat joined #minetest
00:31 bas080 joined #minetest
00:38 jeffrash joined #minetest
00:40 jeffrash anyone know the IRC channel for the LandRush server?
00:40 VanessaE didn't know it had one
00:41 jeffrash Oh, It may not
00:41 jeffrash I just assumed it would
00:41 jeffrash :)
00:41 VanessaE Channels:  #linuxgaming,#minetest,#re-servers
00:41 VanessaE Chat client:   irc.linuxgaming.us/6667
00:41 VanessaE that looks like it's related anyway
00:41 VanessaE no wait, I think that's the wrong one
00:42 VanessaE got it mixed up with wazuclan :P
00:43 VanessaE it doesn't appear to have a dedicated IRC channel/server.
00:44 jeffrash ok, thanks
00:49 Evergreen joined #minetest
00:51 Inocudom joined #minetest
00:52 NekoGloopMkII joined #minetest
00:54 Inocudom There doesn't appear to be any special action one must take in order to log out, so I figured that closing this window did so.
00:54 VanessaE it does.
00:54 Inocudom Did my previous login close when I closed this window?
00:55 VanessaE [08-27 20:10] * Inocudom has quit (Quit: Page closed)
00:56 Inocudom So it did. That is good news.
00:58 Inocudom Fess still does Windows 64-bit builds of Minetest. I hope he will make a new one when enough commits are made.
01:02 PilzAdam bye
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01:15 Inocudom Things got quiet around here all of a sudden.
01:20 hoodedice BANG BANG BANG !
01:21 hoodedice oooh waterworld is on
01:23 hoodedice anyone?
01:23 hoodedice How do I configure xchat to connect to the irc?
01:24 abdul_ joined #minetest
01:24 abdul_ got it
01:28 hoodedice Anyone?
01:29 kaeza wat
01:30 hoodedice Well I connected to waterworld
01:31 hoodedice And the time's warping like crazy
01:37 kaeza that moment when 'False = True; print False' in python outputs 'True'
01:40 kaeza joined #minetest
01:40 hoodedice (and back)
01:41 Renoki joined #minetest
01:42 Miner_48er hoodedice still need help with xchat?
01:42 hoodedice I'm looking around it myself
01:42 Miner_48er ok
01:43 kaeza Server List -> Select your server -> Mark "Automatically connect to selected server"
01:44 hoodedice mhmm
01:44 aldobr joined #minetest
01:44 kaeza then right-click on the #minetest channel, and select "add to favorites"
01:44 aldobr hi all
01:44 kaeza hey aldobr
01:45 aldobr kaeza: my spxoxel export plugin is almost ready
01:45 aldobr http://pastebin.com/BcNDeN8d
01:45 aldobr does minetest accept loading ppm textures ?
01:46 kaeza nice
01:49 hoodedice The speed dreams guys
01:49 hoodedice sure know how to take screenshots
01:49 hoodedice Either my PC sucks, or the game's graphics
01:50 hoodedice There sure ain't many good realistic FOSS racing games
01:50 hoodedice (Unrelated: SuperTuxKart is good)
01:50 kaeza there are no good non-realisitc racing games either :P
01:50 kaeza tic*
01:51 hoodedice There's TuxKart
01:51 kaeza I just play Gran Turismo with ePSXe
01:51 kaeza or boot Windows for NFS:MW
01:51 hoodedice PSOne material though. Not even close to crash bandicoot's kart game on PS2
01:51 hoodedice You still play MW?
01:51 hoodedice =)
01:52 hoodedice Gran turismo =3
01:52 kaeza yea
01:52 kaeza my graphics card is too crappy for anything better =(
01:52 hoodedice Same
01:52 hoodedice Intel Crapware
01:56 hoodedice flightgear and speed dreams have two things in common
01:56 hoodedice 1. They are realistic as long as you fly/race realistically
01:57 hoodedice Once you crash/Go off the tarmac, the realistic art is over
01:57 kaeza oh dog... TORCS
01:57 hoodedice 2. If you have an intel Crapware... You're gonna have a bad time.
01:57 hoodedice *baaaaaaad
01:58 hoodedice *part
01:58 hoodedice I love the way they take screenshots.
01:58 kaeza yeah, I have TORCS installed (for whatever reason I don't seem to recall)
01:59 kaeza the physics system is... "special"
01:59 hoodedice Indeed
01:59 hoodedice grass = butter
01:59 hoodedice Though in sd, grass = rocky mountains
02:01 aldobr eh.... minetest dont accept ppm textures :P
02:04 * andersje gets back from the neighborhood party
02:04 andersje VanessaE: when you get a chance, I'm interested to see what you think of the code I checked in.  Very little hurry on it.  I did verify that all recipes work, and all existing blocks are mapped
02:05 aldobr kaeza: do you know if minetest accepts bmp textures ?
02:05 hoodedice It does do PNG afaik
02:05 kaeza dunno
02:05 kaeza any reason for not using PNG?
02:06 aldobr netpbm tools can convert from ppm to bmp, jpg, but not pgn :$
02:06 andersje bmp is fairly easily converted to PNG, I can help you with that in linux if you like
02:06 aldobr err, png
02:06 andersje using imagemagick, it's trivial to convert, aldobr
02:06 kaeza get imagemagick
02:06 aldobr the problem is
02:06 VanessaE don't use bmp.  it's evil.
02:06 kaeza ninja'd :P
02:06 hoodedice Can't you just open it up in some image editing rogram and "save as" PNG?
02:07 aldobr its not for me, its for a plugin, for other users... having then to install imagemagick will create more problems than solve...
02:07 andersje convert existing.bmp -format png output.png
02:07 andersje hrm.
02:07 hoodedice terminal code?
02:07 aldobr i've wrote a export plugin for a voxel editor
02:07 kaeza just 'output.png' will do
02:07 aldobr sproxel
02:07 andersje hrm.
02:07 aldobr it can now export nodeboxes
02:07 kaeza imagemagick infers the file format from the file suffix
02:08 andersje kaeza:  wow, I didn't know that
02:08 aldobr i am working on the texture exporting part of the code, i can write ppm quite easily
02:09 andersje sproxel looks cool.
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02:09 aldobr well, i will use imagemagick
02:09 aldobr or, try to write python code to export png
02:10 * andersje nods
02:10 VanessaE can someone tell me why this code in a Mesecons LuaController is so glitchy and jumpy?  http://pastebin.com/YC3eBUy6
02:10 VanessaE it's sending events like every half second or something
02:10 andersje http://pythonhosted.org/pypng/png.html -- aldobr, will that help?
02:10 VanessaE well maybe not every half, but definitely not in 10s and 20s intervals like it should
02:12 aldobr andersje: thats other route, but i tried to do "import png" and the python interpreter refused
02:12 andersje aldobr: how interesting.
02:12 aldobr and i dont know how to include new packages on a embedded python
02:13 * andersje was once standing in front of a DEC Alpha with a DEC engineer when the machine literally burst into flame.
02:13 andersje the engineer said:  "well, _that's_ interesting."
02:13 aldobr :P
02:13 kaeza VanessaE, I think the "if(pin.a)then" part is executing every "tick", thus sending a "turngreen" signal
02:14 VanessaE yeah but that pin just has a switch on it that's normally off.
02:14 andersje maybe wrap the whole thing in a sleep 10 equivalent ?
02:14 hoodedice Why doesn't minetest adopt s six month planfor rollouts?
02:15 andersje because people add features as they see fit?
02:15 kaeza VanessaE, have you tried copying the code, re-placing the luaC and pasting the code again?
02:15 kaeza maybe it's some stale timer or something like that
02:16 hoodedice What is being interrupted?
02:16 hoodedice For the code trigger?
02:16 ShadowNinja VanessaE: Interrurts are triggering the if pin.a. Do if event.type == "on" and event.pin.name == "A" then...
02:17 aldobr quick python doubt : i have a fully qualified file name (path + file + ext) and i want to change it from ".ppm" to ".png", how to ?
02:17 andersje string replace.
02:17 VanessaE ShadowNinja: ahhh
02:17 * andersje looks up the sytnax for aldobr
02:18 aldobr ok, im on python guide, thanks
02:18 aldobr its just <mystring>;replace(".ppm", ".png")
02:18 aldobr but
02:18 andersje string.replace(oldstring,"ppm$","png$")
02:18 aldobr what happens if the path has a .ppm ? (should i care ?)
02:18 andersje there, that anchors it to the end
02:18 andersje regex ftw
02:18 aldobr ahhhh thanks !!!
02:19 kaeza aldobr, also note that a bare '.' means 'any character'
02:19 andersje that's why I left the '.'off :)  "$" anchors to end of line
02:19 kaeza asdf.asdfpng matches :P
02:20 andersje fine.
02:20 VanessaE ShadowNinja: that fixed it.
02:20 kaeza the correct way would be "%.png$"
02:20 VanessaE (the code)
02:20 andersje string.replace(oldstring,"\.ppm$","\.png$")
02:20 kaeza andersje, nope
02:21 andersje how does that not replace the very end?
02:21 * andersje would argue that the correct way is one that works.
02:22 kaeza the backslash is catched by Lua before it even gets to the string, so "\.png$" is the same as ".png$"
02:22 kaeza the escape character for Lua regexes is '%'
02:23 aldobr its not lua
02:23 aldobr its python :P
02:23 kaeza oh derp
02:23 aldobr and ppm$ is not working
02:23 kaeza ignore me then :P
02:23 aldobr :/
02:23 aldobr convert aldo/textures/aldo_texturetop.ppm aldo/textures/aldo_texturetop.ppm
02:23 aldobr thats what python is spitting out to os.system
02:24 andersje yeah, but he's doing it in python
02:24 * andersje smirks
02:24 andersje sorry, slow to catch up on scrollback
02:24 andersje had to supervise the youngest boy brushing his teeth =)
02:24 kaeza aldobr, almost same thing, except "\." is catched by the Python parser
02:24 kaeza probably "\\." would work
02:25 kaeza (or r'\.')
02:25 * andersje facepalms
02:25 aldobr well
02:26 andersje import re
02:26 aldobr its not string.replace(oldstring, "ppm$", "png$")
02:26 aldobr its oldstring.replace()
02:26 aldobr python dont complain now, but still not working
02:26 aldobr convert aldo/textures/aldo_texturetop.ppm aldo/textures/aldo_texturetop.ppm
02:26 aldobr ah... that wont work...
02:27 aldobr thats the call :os.system("convert " + topname + " " + topname.replace("ppm$","png$"))
02:27 aldobr it even calls convert but with wrong parameters
02:27 andersje look at re.sub
02:27 andersje I think that's the one.
02:28 andersje re.sub('\.ppm','\.png',myoldfilename)
02:28 aldobr ok
02:28 andersje sorry, my python is rusty.
02:29 andersje been a while since I had to crank out much in it.
02:29 andersje perl, now...perl I could help you out with.
02:29 aldobr from re import sub
02:29 andersje heh, you could do it all systemlike.
02:30 andersje mynewfilename=system("echo $oldfilename | sed -e 's/\.ppm$\/.png/g'")
02:30 andersje or somesuch
02:30 aldobr but that wont work for windows users
02:30 andersje good point.
02:32 aldobr ah
02:32 aldobr stackoverflow.com/questions/541390/extracting-extension-from-filename-in-python
02:32 aldobr :P
02:35 andersje slick.  better than my approach
02:35 aldobr now convert dont convert the images
02:36 aldobr convert is colliding with some default windows xp tool
02:37 aldobr its calling the wrong app
02:37 aldobr omg
02:37 aldobr i give up, user should convert the ppms manuall
02:37 andersje awesome.
02:37 aldobr *manually
02:37 andersje =)
02:38 aldobr the solution would be to know the path to the correct convert file.... implementing that in python in a portable form would be a whole project on itself
02:40 aldobr h
02:40 aldobr hm
02:49 * andersje nods
02:50 andersje winders is a problem in and of itself
02:53 aldobr well irfanview converted the images ok
02:53 aldobr but minetest dont accept the textures...
02:56 aldobr oh worked now
02:57 Inocudom joined #minetest
02:58 Inocudom If anyone is looking for inspiration for a hostile mob, look at the video beyond the link below: http://www.youtube.com/watch?v=AYk9WU0LQSc&amp;feature=player_detailpage
02:59 Inocudom The horror (O.O)! The horror (O.O)!
02:59 andersje gimp is also available for windows
02:59 Inocudom Gimp is a good painting program to use. I use it when I need it.
03:00 andersje omg, I hate wasps
03:00 Sokomine what does the video show?
03:00 * andersje nods.
03:00 andersje "Angry Yellow Jacket Nest"
03:00 andersje in florida
03:00 andersje where it never freezes, so bugs are Too Damn Large
03:00 andersje only implement that as a mob if you also implement flamethrowers
03:01 Inocudom The video shows a massive yellow jacket nest.
03:01 Sokomine :-)
03:01 andersje massive as in "size of a household AC unit"
03:01 andersje _huge_
03:01 Sokomine what is an ac unit?
03:01 aldobr this is sproxel : http://tinypic.com/r/2mn0u48/5
03:01 aldobr this is the result ingame : http://tinypic.com/r/fmhnpf/5
03:02 aldobr :/
03:02 Inocudom It is a massive yellow jacket nest.
03:02 andersje aldobr:  hrm, that's weird.
03:02 andersje it looks right in your hand, but it goes black when you place it
03:03 Inocudom I guess lava or fire arrows would work against it (better use the lava.)
03:03 andersje korean army, doin' it right:  http://www.youtube.com/watch?v=8_Bo2ro60ro
03:04 andersje (Korean army sends flamethrower team to knock out wasp nest)
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03:04 aldobr well, im satisfied for now
03:04 aldobr thank you all guys
03:04 andersje aldobr:  one of the actually clever people in this channel should be able to help you get that display thing sorted out later :)
03:05 Inocudom What is sproxel supposed to be? What does it do?
03:05 andersje voxel model editor
03:05 andersje like, a gui editor
03:06 Inocudom AspireMint's nodebox modeling program could look at sproxel for inspiration.
03:07 aldobr its a voxel editor : image editor that works in 3 dimensions
03:07 Inocudom Or the two programs could work together. Anything to make the creation of nodeboxes more convenient.
03:08 andersje what's a nodebox now?
03:08 aldobr if i suceed, it will alow nodebox editing using sproxel
03:08 aldobr its 90% done now
03:09 Inocudom Stairs and slabs in Minetest are examples of nodebox models. Same with the objects of the 3D furniture mod (now part of homedecor.)
03:10 Inocudom A nodebox is pretty much anything that isn't a full cube, but is 3D.
03:11 andersje oh, cool.  thx
03:12 Inocudom A very interesting program, aldobr.
03:12 aldobr this is the current status of the sproxel plugin : http://pastebin.com/dMbVmfvL
03:12 aldobr if anyone wants to solve the current bugs, feel free :P
03:12 aldobr im tired
03:12 aldobr :P
03:12 andersje if you github that thing, don't forget to track it in ohloh.net
03:13 andersje (ohloh.net lets you track all your opensource contributions)
03:13 aldobr i dont know how to use github :/
03:13 andersje another day, I can walk you through it
03:13 andersje are you developing on linux or winders?
03:13 aldobr right now on linux
03:14 aldobr err... windows
03:14 aldobr i have dualboot
03:14 aldobr because of minetest
03:14 aldobr i use mageia and the minetest version supplied with it is too old, so i reinstalled windows to play it :/
03:14 Inocudom I only have Windows 7. It usually works well for me.
03:15 Inocudom Windows 7 64-bit to be specific, which is why I use Fess's 64-bit builds.
03:15 * andersje okay
03:15 andersje oh, man, debian/ubuntu has daily builds of minetest
03:16 aldobr im too used to mandrake/mandriva/mageia to switch
03:16 andersje I use win7 as my primary desktop, but ssh+X on win7 to connect into a linux server to do development
03:16 aldobr i tried :/
03:16 andersje man, I haven't used mandriva in years
03:16 andersje if you like mandriva, you'll probably like fedora core
03:16 andersje RPM-based, but FAR more current
03:16 andersje brb, gotta attend to a child
03:17 Inocudom Did you know that Xonotic has something called rsync that can update Xonotic builds? I once suggested that Minetest have something like that for Windows users.
03:17 Inocudom It could make life for Windows build makers easier.
03:17 andersje oh, man.
03:18 andersje pushing patches via rsync?
03:18 andersje urk.
03:18 VanessaE interesting way to do it
03:18 VanessaE I thought everyone was moving to torrent for that
03:19 Inocudom Thing is, however, that rsync might delete maps, texture pack, mods, and config files in the current Minetest folder.
03:19 aldobr hmm minetest is too small to need torrent, right ?
03:19 VanessaE yeah
03:19 VanessaE though games can get big
03:19 VanessaE (mine is 14 MB)
03:20 Inocudom The size of Minetest itself is only around 10MB. Xonotic, now, you might need torrent to download it.
03:21 Inocudom The map for Redcrab's main server is around 10GB supposedly.
03:21 VanessaE criminy
03:21 VanessaE mine's only about 2GB
03:21 VanessaE 1.8GB between the two maps
03:21 Inocudom Still an impressive size for a map, but manageable.
03:23 * andersje nods
03:23 Inocudom As I look at the list on the right side of the chat window, I see the names of many members. Some of them are not around anymore.
03:24 andersje what do you mean?
03:25 Inocudom One of the names is Kray, who had a server in the 0.2-0.3 days. I don't see any activity from that person lately.
03:26 andersje ah.
03:26 Inocudom Towards the beginning of the screenshots thread, you can still find pictures of Kray's old server.
03:26 kahrl Kray is still around
03:30 andersje what does the contract in the mobf mod do?
03:31 VanessaE wonder where khonkhortisan has been lately
03:31 khonkhortisan playing tome
03:31 VanessaE haha
03:31 VanessaE there he is :)
03:35 andersje I dunno about this search engine in the forums
03:36 VanessaE the forum search is useless
03:36 * andersje nods
03:36 VanessaE better to google with site:minetest.net
03:37 Inocudom I believe that the contract in mobf gets you a guard or an archer.
03:38 Inocudom Then the guard of the archer will attack the hostile monsters of mobf.
03:42 * andersje nods
03:43 andersje I can buy one that gets me that
03:43 andersje but I crafted one out of two pieces of paper.
03:43 andersje and that got me nothing
03:46 Inocudom Kray is still around?
04:01 VanessaE now if only there was a way to hide the blinky plant and LuaC that are controlling this traffic light
04:01 * VanessaE is playing with streets mod on her server.
04:02 VanessaE oh wait, it does work
04:03 VanessaE I can mount the LuaC/plant under ground next to it
04:11 VanessaE khonkhortisan: about the mesecons crossings...they work perfectly, but they still need proper textures
04:12 khonkhortisan it'll be easier to make textures for them if the wires touch
04:13 VanessaE true
04:13 VanessaE but it can't much be helped
04:14 VanessaE I say just don't worry about the overlap
04:14 VanessaE no one's gonna mistake it
04:17 VanessaE shall I just make them?
04:17 khonkhortisan ok
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04:56 VanessaE khonkhortisan: I've got them done for the most part, but I'm gonna have to make them 32px to make them look right.
04:56 VanessaE (they'll still look like 16px though)
04:56 khonkhortisan half-pixel cutoff?
04:56 VanessaE because the wires are like 5 pixels wide.
04:56 VanessaE yeah
05:03 VanessaE done.
05:11 VanessaE khonkhortisan: https://github.com/Jeija/minetest-mod-mesecons/pull/118
05:12 VanessaE (I could merge it myself but I wanted you to take a look)
05:16 VanessaE aw shit
05:17 khonkhortisan crossing isn't in master?
05:17 VanessaE no, file got renamed or something.
05:17 VanessaE I'll fix it.
05:19 khonkhortisan My multirules pull request is open. Is it better for the textures for it to be directed toward master, or toward the branch that is already being requested?
05:20 VanessaE I'm not sure
05:21 VanessaE wait, wtf?
05:21 VanessaE oh yeah
05:21 VanessaE I see what I did wrong
05:21 VanessaE yeah
05:21 VanessaE merge your multi-rules branch
05:21 khonkhortisan ok
05:21 VanessaE I'll rebase against whatever you've got now, if necessary
05:22 VanessaE (or I'll rewrite, whatever)
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05:22 andersje what's the protocol for taking over one of cornernote's mods?
05:22 VanessaE just fork it.
05:22 VanessaE keep the same license
05:22 VanessaE and develop.
05:22 khonkhortisan I morged
05:22 khonkhortisan merged
05:23 khonkhortisan I think my local copy is the same as that pull request
05:23 MinetestBot GIT: khonkhortisan commited to Jeija/minetest-mod-mesecons: Merge pull request #112 from khonkhortisan/multi_rules 913e355a71 2013-08-27T22:22:30-07:00 http://git.io/OgsyKQ
05:23 andersje rock on, thanks
05:23 khonkhortisan oh lol
05:23 khonkhortisan I thought VE was asking about cornernote
05:23 khonkhortisan you're both blue in my client, and the same length
05:23 andersje heh.
05:25 VanessaE ok, all cleaned up.  lemme re-check that it works as expected
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05:28 VanessaE khonkhortisan: https://github.com/Jeija/minetest-mod-mesecons/pull/119
05:41 khonkhortisan I know how to checkout a branch from another repo as if it was a branch on the same repo, but not if it's also named master.
05:41 VanessaE Want me to just merge it?
05:42 khonkhortisan it'll go well with my just merging mine :)
05:42 VanessaE ok :D
05:43 MinetestBot GIT: VanessaE commited to Jeija/minetest-mod-mesecons: Merge pull request #119 from VanessaE/master d0fdefb5a6 2013-08-27T22:42:21-07:00 http://git.io/JXLPwQ
05:43 MinetestBot GIT: VanessaE commited to Jeija/minetest-mod-mesecons: Give crossing proper textures 5516ca58e9 2013-08-27T22:26:00-07:00 http://git.io/wDGSEw
05:46 khonkhortisan I created a new singleplayer world, it appeared in ~/.minetest/worlds, but my world list only includes the one from inside the source directory.
05:47 VanessaE it filters by game type
05:47 VanessaE or did I misread that/
05:48 khonkhortisan The world in the singleplayer world list is from ~/src/minetest/
05:48 khonkhortisan When I create new, it gets created, but not added to the list
05:48 VanessaE odd
05:56 khonkhortisan I get a segfault in unified inventory. I've been away too long.
05:59 khonkhortisan I have your hdx texture pack so when it's off the sides are high-rez
05:59 VanessaE I'm working on new ones as we speak.
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06:00 khonkhortisan Other than that, it looks normal enough. There's four yellow spots where the textures crossover, the center of the lower wire mimicks the higher wire,
06:00 khonkhortisan ah, when the high wire is on, the bottom of the lower wire is on. I think that should be switched.
06:01 VanessaE yeah, can't do much about that, short of putting a solid black bit between the wires maybe
06:01 nore hi all
06:01 khonkhortisan just on the bottom though.
06:01 VanessaE oh, I forgot to check how it looks from underneath
06:01 VanessaE might just need to di an ^[transformR90 or so
06:01 VanessaE do*
06:01 VanessaE hi nore
06:02 khonkhortisan All four sides of the center currently follow the top wire
06:02 khonkhortisan actually, six sides.
06:02 khonkhortisan hi nore
06:03 VanessaE I know.  Impossible to make it look better without either covering it up entirely, or getting proper per-nodebox textures
06:03 khonkhortisan I'm reminded how happy I am that that (that) wire works now - that.
06:04 VanessaE yep
06:04 VanessaE and it is incredibly handy
06:04 khonkhortisan Could just slap the switch or piston texture in the middle
06:04 aldobr hi all
06:05 khonkhortisan hi aldobr
06:06 khonkhortisan heh - that half-shifted room I made was a protest about the current stair system
06:08 aldobr im still trying to figure out why minetest renders sproxel-exported objetcs with black textures
06:09 khonkhortisan I can't play with 120FOV and circuits and a headache and blocks jumping in and out of the fog at the same time...
06:09 khonkhortisan sproxel?
06:10 aldobr sproxel is an opensource voxel editor that i found on the net
06:10 aldobr then i wrote an export plugin for it
06:11 aldobr it can now export nodeboxes and textures
06:11 khonkhortisan from sproxel to minetest?
06:11 aldobr yes
06:12 khonkhortisan could be the wrong filename, or an unusual image format
06:12 aldobr nope
06:13 khonkhortisan Does it work if you duplicate the export completely by hand?
06:13 khonkhortisan extra transparency layer?
06:14 aldobr the textures get generated from the voxels on the file
06:14 aldobr the export module generates six ppm files
06:14 aldobr the ppm files are converted to png using irfanview
06:15 aldobr hm
06:15 aldobr a doubt : is this correct ?
06:15 aldobr tiles = {     'aldo_texturetop.png',     'aldo_texturebottom.png',     'aldo_textureleft.png',     'aldo_textureright.png',     'aldo_texturefront.png',     'aldo_textureback.png',   },
06:19 khonkhortisan +Y, -Y, +X, -X, +Z, -Z
06:19 khonkhortisan yeah that's right
06:19 aldobr :/
06:19 aldobr the only possible reason is that minetest dont like too small textures
06:19 aldobr the current ones are 8x8 pixels size
06:20 khonkhortisan minetest can handle 1x1 textures generated by imagemagick in the last mod loaded, searching all the other nodes for textures and converting them on startup.
06:21 aldobr :/
06:21 aldobr makes no sense :/
06:21 khonkhortisan (I wrote a mod that did that)
06:22 aldobr i mean, why it does nt work ?
06:22 khonkhortisan it has the correct drawtype, paramtype2, type = "fixed" and the like?
06:23 khonkhortisan Does it say anything about generating replacement textures?
06:24 aldobr nothing about replacement textures, it works as if everything is ok
06:24 aldobr this is the resulting init.lua file
06:24 aldobr http://pastebin.com/Fa5FMCZX
06:25 khonkhortisan the pherentheses in the description stick out to me, I don't know if they make any difference
06:25 khonkhortisan um
06:25 aldobr nope
06:25 khonkhortisan 'aldo_texturetop' ?
06:25 khonkhortisan where's your .png?
06:25 aldobr folder /textures
06:26 khonkhortisan The tiles you stated in this chat and the tiles in that paste are not the same.
06:26 aldobr with or without the .png the thing doesnt work :/
06:27 khonkhortisan ah
06:30 khonkhortisan I just checked a local mod, it works with or without the .png :(
06:31 khonkhortisan if the filename was bad, it would say Could not load image "..." while building texture, which yours doesn't do...
06:32 khonkhortisan If you move one of your images, does it make that face of the node turn a color other than black?
06:32 khonkhortisan ...headache...
06:33 VanessaE khonkhortisan: HDX updated.
06:33 VanessaE khonkhortisan: some wires still don't tile right.  doing so means adding more texture files, which I guess we want to avoid if it isn't truly needed.
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06:47 khonkhortisan had to delete locale/du
06:48 VanessaE khonkhortisan: also, think you can fix this?  https://forum.minetest.net/viewtopic.php?pid=106146#p106146
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06:51 khonkhortisan odd.
06:53 Calinou world
06:56 khonkhortisan today look at the sunshine
06:57 khonkhortisan If I can fix it, it'll be tomorrow
06:57 VanessaE sounds fair :)
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07:23 nore jin_xi, your screenshot with tetris pieces, was is done with your lua-turtle-voxelmanip?
07:25 VanessaE that screenshot is insane, love it
07:25 aldobr bye all
07:29 jin_xi nore: yes, thats the turtle mod and lua generated turtle programs
07:30 jin_xi then decorations to spawn dummy nodes, and on_generated that spawns a turtle def for every dummy node...
07:38 nore about the forth-like language you use for the turtle, is it because you programmed in Forth?
07:38 jin_xi no, just because its easy enough to do, and kinda fun
07:38 jin_xi for generating stuff its far more comfortable to be using lua
07:39 nore because I made a mod that provides a computer that you can program in Forth ;)
07:39 nore and the fun part was to implement an ANS-conforming Forth
07:40 nore Forth is much more easy to implement than lots of languages...
07:40 jin_xi i saw that, but my forth experience is minimal. just wanted to be able to use loops and define words for the turtle thing. but its not so good atm, as its still not possible to save stuff.
07:41 jin_xi also there was a lua forth available and i wrote my own later.
07:41 nore let's say I discovered Forth about 2 month ago... very simple
07:42 jin_xi took me soo long to implement do.. loop mainly because i made them run both in interpret and compile mode
07:42 * jin_xi facepalms
07:42 jin_xi now its good old compile only and much simpler
07:42 nore you should use [DO] [LOOP] for interpret mode
07:42 nore so you don't have to do things like STATE @ IF
07:43 jin_xi see, idk much about forth... and realize the whole thing was a huge waste of time, but still fun
07:43 jin_xi as i used lua for all major turtle stuff.
07:43 nore the thing is, I find it is rather good to learn how a language works
07:44 nore because it is much easier to program after that...
07:45 jin_xi yes, its my first time actually implementing a language, and it was fun, but also frustrating at times :)
07:45 nore me too
07:46 jin_xi i hoped to be able to use forth to design a "structure format" so everyone can easily define and use them... but it seems very hard
07:46 nore I had to start over completely 2 times before getting something to work...
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07:49 VanessaE hey kaeza
07:49 nore hi
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07:55 nore hi Zeg9
07:55 Zeg9 Hi!
07:56 nore you use tor? isn't that a bit slow?
07:56 VanessaE hey zeg
07:56 VanessaE paranoid much? :)
07:56 kaeza hi
07:56 Zeg9 A 1 second delay for irc is ok. I'm used to having a bad connection anyway ;)
07:57 Zeg9 Hi kaeza, VanessaE
07:58 Calinou suddenly: wolfgame
07:58 Calinou or trivialand
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08:20 Zeg9 https://forum.minetest.net/viewtopic.php?pid=107837#p107837
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08:38 nore Is Calinou there?
08:45 Calinou joined #minetest
08:48 nore hi
08:48 nore Calinou, there are still problems with moreblocks
08:48 Calinou which problem
08:48 nore junglegrass still doesn't drop cotton seeds
08:48 Calinou ah
08:49 nore and you redefine grass 2 times
08:50 nore but I have a question: what do you redefine grass, junglegrass, etc for?
08:50 Calinou done
08:50 Calinou nore: so that they make light pass through
08:51 nore then you should use code like that: https://github.com/VanessaE/pipeworks/blob/master/compat.lua#L12
08:51 nore much better
08:51 Calinou I don't get it
08:52 VanessaE that code redefines a node without completely overwriting it.
08:52 VanessaE so you can just change a texture, or just change the description, for example.
08:52 nore first, you copy the current definition of the node (that is done by clone_node)
08:52 VanessaE it preserves whatever was already there.
08:52 nore then you change the def
08:52 nore then you register that
08:52 nore (L44)
08:53 VanessaE indent error at line 77, btw :)
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09:22 nore hi
09:32 VanessaE hi
09:33 VanessaE sfan5: bot error with that last commit I pushed to homedecor
09:33 sfan5 ..
09:33 sfan5 hi everyone
09:34 VanessaE sfan5: http://pastebin.com/tbXw3XKh
09:34 sfan5 saw that
09:34 sfan5 git.io's fault
09:34 VanessaE heh
09:34 nore hi
09:34 nore sfan5, could you update the technic_game server?
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09:35 sfan5 nore: update what(mod)?
09:35 aldobr hi all
09:35 nore technic, forth_computer, moreblocks, pipeworks
09:35 nore hi
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09:45 nore proller, is #688 in next?
09:46 nore hi
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10:05 proller nore, yes, https://github.com/proller/minetest/commits/next --> Merge remote-tracking branch 'Novatux/forceload' into next
10:05 nore no, #688 is tool callback
10:06 proller ups. wait..
10:32 proller nore, conflict, rebase it
10:32 nore in lua_api.txt?
10:33 proller https://github.com/proller/minetest/blob/next_tools/util/next/minetest.log#L323
10:33 proller yes
10:34 nore couldn't just skip the conflicts in lua_api.txt, because there will be a lot because of the different pull requests
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10:35 proller i use automatic merge tool
10:35 proller to skip files need to improve it
10:35 proller not now
10:36 nore ok, but does it conflict with master or with one of the other pulls?
10:37 proller ьфыеук
10:37 proller master
10:38 nore ok, thanks
10:44 sfan5 nore: technic server updated
10:46 jin_xi can v7 mapgen do flat worlds? im trying to set it for a game mode with mg_flags = flat, but my world is not
10:49 jin_xi hm, well it seems it cant.
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10:51 pitriss Hi all, I want to ask: is possible to force MT client to log ingame chat when I'm playing online?
10:51 PenguinDad jin_xi: You could make a mod that generates terrain out of one node
10:52 jin_xi well, i was just hoping i could use a flat world to get a better feel for how biomes work, but its no biggie
10:56 sfan5 pitriss: by modifying the source, yes
10:57 pitriss sfan5: ahh, thats bit far beyond my skills:)
10:58 sfan5 it is easy if you know C++
10:58 pitriss sfan5: but thanks anyway:)
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10:58 pitriss sfan5: nope I'm not programer, I'm bit scripter (Bash/ruby)
10:59 sfan5 ruby \o/
10:59 PenguinDad weird bug: https://forum.minetest.net/viewtopic.php?pid=107833#p107833
11:01 pitriss So I will hope that someone will implement chat logging into client:)
11:01 PenguinDad sfan5: if it's easy do it :P
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11:16 PilzAdam Hello everyone!
11:17 PenguinDad hi PilzAdam!
11:18 jojoa1997|Tablet Bbl
11:24 KikaRz Hello PilzAdam
11:26 jojoa1997 joined #minetest
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11:32 nore hi
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12:06 Jordach !op
12:06 Topic for #minetest is now http://minetest.net | NEWS: Minetest 0.4.7 released | RULES: be patient, respect other users, here and in other channels | CORE DEVS: #minetest-dev | SERVERS: http://minetest.net/servers | IRC LOGS: http://irc.minetest.ru/minetest/ | WIKI: http://wiki.minetest.net | Sandwich of the day: Cheese and Ham
12:06 nore Jordach, you should come on the technic_game server
12:07 Jordach nore, john_minetest; not too much at once
12:07 Jordach Jordach:Overload(100)
12:08 Jordach fuck skaven ambiance, 80's rock ftw
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12:26 PenguinDad john_minetest: true :D
12:26 * Calinou puts Rarity on john_minetest's head
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13:08 andersje !seen spaier
13:08 MinetestBot andersje: Sorry, I haven't seen spaier around.
13:08 andersje !seen sapier
13:08 MinetestBot andersje: Sorry, I haven't seen sapier around.
13:08 andersje !seen sapier1
13:08 MinetestBot andersje: sapier1 was last seen at 2013-08-27 21:17:26 UTC on #minetest
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13:13 thefamilygrog66 Howdy folks
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13:16 Peacock bas i liked your noncubic mod api, but it was missing the sideways slope
13:17 Peacock sideways:for i = 0, detail-1 doslopebox[i+1]={(i/detail)-0.5,-0.5, (i/detail)-0.5, (i/detail)-0.5+(1/detail),0.5, 0.5}end
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13:38 MinetestBot john_minetest: zeg9 was last seen at 2013-08-28 08:18:28 UTC on #minetest
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14:00 PenguinDad you need black magic when nm is broken >:O
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14:15 PenguinDad john_minetest: yes
14:15 Taoki[laptop] joined #minetest
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14:18 PenguinDad Xubunt 13.04
14:18 PenguinDad +u
14:19 Jordach Mint 15 ftw
14:20 PenguinDad Mint uses nm too :P
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14:33 PenguinDad I think I'll try #!
14:33 Peacock #! ftw
14:33 Peacock its like debian/ubuntu without the 7 course meal :p
14:34 Peacock nvidia drivers work fine on #1! for the p4
14:34 Peacock *#!
14:35 Peacock but good sections of the arch docs for nvidia are outdated
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14:36 Mossmanikin Hi folks
14:36 PenguinDad I don't have worry about Nvidia because I use AMD :D
14:36 Peacock #! is more or less like archbang but without having to use a combination of pacman + aur helper to get stuff installed
14:37 PenguinDad + to
14:38 dhbiker joined #minetest
14:39 PenguinDad dhbiker: interesting quit message
14:39 dhbiker it's random :p
14:40 PenguinDad Markov chains algorithm? :P
14:40 dhbiker nah
14:40 dhbiker picks random line in text file
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14:49 Peacock well i switched away from arch *because* i had trouble installing nvidia, thats why im on #! now
14:49 jojoa joined #minetest
14:50 PenguinDad lol
14:50 jojoa joined #minetest
14:50 Peacock nouveau's fine if you dont watch high quality movies, otherwise i cant stand the constant whizzing of the fan lol
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14:55 Mossmanikin I'm a bit confused; in the readme of default it first says "License of media ... (CC BY-SA 3.0)", then further below there's something like "Author (different license)". Does this mean both licenses apply to the work?
14:56 PenguinDad Mossmanikin: Where?
14:56 nore Mossmanikin, I think that it means that you choose whatever license of those two
14:56 Mossmanikin In the README.txt of the mod "default" in "minet_game"
14:57 Mossmanikin *minetest_game
14:58 Mossmanikin nore: that's what I was hoping
14:58 PenguinDad Mossmanikin: the work that isn't listed there is under CC BY-SA 3.0
14:58 Mossmanikin PenguinDad: Thanks. :)
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15:01 PilzAdam Mossmanikin, we distribute it as CC BY-SA, but some license are also released by their authors under a more free license (like WTFPL)
15:02 PilzAdam *some textures
15:02 Mossmanikin PilzAdam: Thanks. :)
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15:39 sfan5 http://www.youtube.com/watch?v=sAExBTWIp3M
15:40 sfan5 !title
15:40 MinetestBot sfan5: Nintendo 2DS - Introduction - YouTube
15:40 sfan5 ^ lawl
15:43 KikaRz Let's see.
15:44 KikaRz Stupid shit for them, to get money.
15:44 KikaRz It's just a normal Nintendo DS with 3DS games support
15:44 sfan5 but without 3d
15:44 KikaRz Yea
15:44 sfan5 <Dinnerbone> And has the controls in a stupid position
15:44 KikaRz ... Can't understand that.
15:44 KikaRz Yea Dinnerbone.
15:44 sfan5 and it doesn't fold
15:45 sfan5 http://oyster.ignimgs.com/wordpress/stg.ign.com/2013/08/2ds.jpg
15:46 KikaRz fold?
15:46 KikaRz Oh
15:46 KikaRz close
15:46 KikaRz SO SHITTY
15:46 KikaRz Not very portable
15:50 PenguinDad I'm waiting for Nintendo 1DS :P
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16:02 webdesigner97 hi.
16:02 sfan5 hi
16:03 webdesigner97 Can someone tell me why my car doesn't want to move:
16:03 webdesigner97 (w8)
16:03 KikaRz Windows (?
16:03 KikaRz *8?
16:03 KikaRz Well, this channel isn't for mechanical problems.
16:03 webdesigner97 http://pastebin.com/LYmh2k9M
16:03 KikaRz Did you tried to shutdown and turn on again?
16:04 KikaRz :P
16:04 webdesigner97 I'm modding, not playing ;)
16:04 webdesigner97 The if statement works, I tried a minetest.chat_send_all(), but the entity just doesn't move
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16:05 webdesigner97 hi ruben
16:06 rubenwardy hi
16:06 PenguinDad rübensirup :D
16:06 webdesigner97 ah, no.
16:06 webdesigner97 I think I found the bug
16:08 webdesigner97 later in code, I executed bla:setacceleration({x=0,y=0,z=0})
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16:13 webdesigner97 bye
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16:57 Peacock what exactly causes all the inventory images to be fucked up? too many nodes, or nodeboxes, or textures?
16:57 PilzAdam too many inventory textures
16:58 PilzAdam Minetest renders them at startup for each node
16:58 Peacock allright, so reducing either 3 will fix it?
16:58 PilzAdam I dont know why but old cards cant handle it right
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16:58 Peacock well the p4's card ain't old :/
16:58 Peacock changed it last year
16:59 Peacock with an OTS not some old ebay find lol
16:59 PilzAdam yea, new cards + tons of nodes aint good either
16:59 Peacock yeah, i brought my inventory back under 6 pages and it works fine on the p4 now
16:59 PilzAdam Preload Item Visuals really helps if you dont scroll through the whole creative inv after startup
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17:00 Peacock if all my seeds use the same texture, does it count as seperate inv images or 1 ?
17:01 PilzAdam 1, I guess
17:01 PilzAdam setting inventory_image for nodes seems to help
17:01 Peacock *crosses fingers* lol well i got some cleaning up lol thanks
17:02 PilzAdam I wonder if it helps if you use  inventory_image = minetest.inventorycube(...) for all nodes
17:02 Peacock well i thought that was obsolete when minetest started rendering tils{}?
17:02 Peacock *tiles{}
17:02 PilzAdam hm?
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17:03 Peacock well i mean before you had to use inventory cube, but now it does it automatically
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17:03 PilzAdam I think the algorithm for that is different
17:03 PilzAdam dunno
17:04 Peacock hm, you'd have to ask whoever came up with inventory cube and the subsequent method :/
17:04 PenguinDad *tiles
17:04 kahrl they both use RTT
17:04 PilzAdam kahrl rewrote the whole thing to be faster, I guess he knows it
17:04 kahrl which can be slow
17:04 PilzAdam there he is :-)
17:04 Peacock well since i have like 20 shapes for every mblocks, i cut out 6 mblocks and it seems to load fine on the p4
17:05 Peacock also got rid of the nightclub glasses since they all look kinda funny with alpha
17:05 Peacock (overlapping nodebox + alpha)
17:06 Peacock im guessing even if you do not_in_creative = 1 and drop = '', it still creates an inventory image?
17:07 PenguinDad i think so
17:07 PilzAdam adding a flag to not render the inventory image at startup is on some TODO list
17:08 Peacock perhaps not_in_creative = 2 could be used to avoid creating an inv. image too
17:08 Peacock ah lol
17:08 Peacock would be useful, like say moretrees, you have horizontal and verticle tree trunks, but they both drop the same thing
17:09 kahrl why don't they use 6d facedir?
17:09 Peacock its a pita to figure out for a lot of modders :P
17:09 kahrl I guess param2/vmanip issues?
17:09 Jordach kahrl, can you explain what RTT = X.XXX IS
17:09 Peacock well say slope for example
17:09 Jordach is*
17:10 PilzAdam moretrees uses L-system, not Luavmanip
17:10 kahrl PilzAdam: oh
17:10 kahrl but L-system don't let you set param2 either, do they
17:10 Peacock its default configuration is sloping downwards, but say you want upside down slope, how do you place it that way, without using a screwdriver on *each* node?
17:11 Peacock thats how i endup with slode down and slope up
17:11 kahrl Jordach, no, never bothered about it
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17:11 PilzAdam no, L-system doesnt have param2 support either
17:11 Calinou <Peacock> well the p4's card ain't old :/
17:11 Calinou what card is it
17:11 Peacock same thing with upper and lower slab, i'd hate to have to use a screwdriver half the time
17:11 Calinou if the inv images are fuffed up then it's a bad card
17:12 Peacock calinou it was working fine until i added too many nodes (6pages instead of 5)
17:12 Peacock ultimately i think the solution might be to look at item place, and use get_look_dir() to determine if placing an item up/down
17:13 Jordach kahrl, heh, i've had that question since 0.2
17:14 Peacock cuz blockscape does that, if youre looking down, it places (ex slab) down, but if youre looking up, then its an upper slab
17:14 kahrl Jordach: but I can guess. It's the average round trip time reported by the connection to the server
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17:14 PenguinDad dtime == drawtime?
17:14 kahrl PenguinDad: bingo
17:14 Jordach kahrl, sounds righyt
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17:27 Peacock whats the 6d param2 value for upside down? (no other rotation)
17:29 nore an half-turn around the x axis?
17:30 Peacock well say stair -> upside down stair, whats the p2 value for that?
17:30 Peacock (testing the look_dir placement thing i talked about)
17:30 nore dunno, but there can't be "no other rotation"
17:30 nore and try minetest.dir_to_param2(dir, true)
17:31 Peacock well item_place already does that, but it doesn't place things upside down when looking up (slopes, stairs)
17:31 PilzAdam Peacock, https://github.com/PilzAdam/common/commit/d3e1186443778ace5733a70f748813885246bbef#L0R71
17:31 nore set second param=true
17:32 nore that takes 6d
17:32 PilzAdam dont ask me how this works, I found that by trial and error :-)
17:32 Peacock lol thats pretty much how i was gonna do it lol is it in yet?
17:32 PilzAdam no, its kinda hacky
17:33 PilzAdam I guess it would be best to add a param2 param to item_place() in the engine
17:33 Peacock i was thinking using group vertical_place(ment) =1 and check if the player is looking up or down
17:33 nore PilzAdam: or even an param2 to items
17:34 nore PilzAdam: is the media cache per-server?
17:35 PilzAdam no
17:35 Peacock using nore's method would that fuck  up things that aren't meant to be upside down?
17:35 nore or is the old one deleted
17:35 PilzAdam "old one"?
17:35 PilzAdam it caches them hash based
17:36 Peacock minetest.dir_to_param2(dir, true) or minetest.dir_to_facedir(dir,true) ?
17:37 PilzAdam facedir
17:37 nore yes, facedir, I just didn't know the name
17:37 Peacock aiight thats what i found in item.lua :-)
17:38 Peacock ugh, i put 30001, and it says failed to bind socket, and drops me back to menu with port 30K :/
17:38 Peacock 30012 worked though lol
17:39 Peacock damn, it worked
17:40 Peacock now i can get rid of all my upside down variants :-) sweet thanks nore
17:42 john_minetest joined #minetest
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18:22 Peacock found it! two weeks ago i got a noodlecup without the dryed-out veggies, now i got one with two packs lol
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18:27 jojoa1997 anyone know how to make enriched uranium in technic
18:27 PilzAdam send it to Iran
18:27 jojoa1997 not funny i have lost 8 lumps to different machines
18:28 Peacock lol
18:28 Peacock north korea?
18:29 jojoa1997 really
18:30 jojoa1997 i cant find it anywhere in the mod
18:31 NakedFury joined #minetest
18:34 Jordach should be the compressor
18:34 Jordach iirc, it's a MV or HV machine
18:37 Mati^1 joined #minetest
18:38 * Mati^1 //whois RealBadAngel??
18:39 PenguinDad Mati^1: he's a polish minetest developer
18:39 Mati^1 LOL
18:40 Mati^1 who darf ich im finden
18:40 Peacock english on this channel :P
18:40 PilzAdam denglish ftw!
18:40 PenguinDad you mean where
18:41 PenguinDad denglish from berlin ftw :P
18:41 Peacock im already running half my ingame chat through to the translator lol no need for that here :p
18:42 PenguinDad Mati^1: AFAIK he's on vacation
18:42 Mati^1 sorry but my englich not good ;) yes where??
18:42 Evergreen joined #minetest
18:43 Mati^1 ok thx
18:43 PenguinDad er ist auf reisen
18:43 Mati^1 where??
18:43 Mati^1 hehehe
18:43 Mati^1 who??
18:43 PenguinDad i don't know
18:43 Mati^1 me 2
18:43 Mati^1 ;)
18:46 Mati^1 thx
18:47 PenguinDad and Maciek from Berlin is gone :)
18:48 thexyz http://orteil.dashnet.org/cookieclicker/ anyone?
18:49 PenguinDad !title
18:49 MinetestBot PenguinDad: Cookie Clicker
18:49 PenguinDad thexyz: what's that?
18:49 thexyz hehehe
18:51 thexyz PenguinDad: just try it
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18:53 proller thexyz, 503
18:53 jin_xi ^
18:54 thexyz hm, works for me
19:09 sfan5 proller: reload
19:09 sfan5 got 503 too
19:09 PilzAdam thexyz, thx, now Im addicted again
19:10 proller who finished Anti Idle?
19:11 john_minetest joined #minetest
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19:15 notceleron55 joined #minetest
19:15 notceleron55 *Ta Da*
19:15 Menche joined #minetest
19:15 notceleron55 *Grasshopper chirp*
19:16 hoodedice PPeacock
19:16 hoodedice Peacock
19:18 Jordach nope
19:20 hoodedice Jordach
19:20 hoodedice Skins
19:20 hoodedice ?
19:21 PenguinDad A movie of Skin and Skills
19:21 PenguinDad *Skins
19:21 hoodedice Jordach: Wiki page you could fill out
19:21 hoodedice http://wiki.minetest.net/index.php?title=Using_Blender&amp;action=edit&amp;redlink=1
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19:54 PenguinDad segfault because of this "     int32_t *__restrict __result) __THROW __nonnull ((1, 2));" :(
19:54 TheLastProject joined #minetest
19:55 jordan4ibanez joined #minetest
19:55 hoodedice minetest?
19:56 PenguinDad it's some bug in stdlib.h that breaks virtually my whole system
19:59 PenguinDad but i have no clue how to fix that )':
20:00 sapier joined #minetest
20:01 hoodedice Peacock
20:01 hoodedice I don't even know what that is
20:02 PenguinDad hoodedice: me too
20:03 PenguinDad !g stdlib.h
20:03 MinetestBot PenguinDad: http://www.cplusplus.com/reference/cstdlib/
20:05 hoodedice EXIT_FAILURE
20:05 hoodedice This looks good
20:11 PenguinDad that don't help me :(
20:15 jojoa1997 bbl
20:16 jordan4ibanez Why don't the mods load?
20:16 jordan4ibanez Do they have to depend on the default mod?
20:18 jordan4ibanez Oh joinplayer doesn't get called in singleplayer or something.
20:19 PilzAdam jordan4ibanez, have you enabled the mods?
20:20 jordan4ibanez Well they're in the mod list
20:20 kahrl some things don't work in on_joinplayer, have you tried print?
20:20 jordan4ibanez That doesn't work for the mod loading or the joinplayer
20:20 kahrl which mod list did you check?
20:21 sfan5 ohai jordan4ibanez..
20:21 jordan4ibanez The one at the main menu
20:21 kahrl is your mod green?
20:21 PilzAdam jordan4ibanez, use the one in the "Configure" button at the world list
20:22 PenguinDad does anyone know help with my problem?
20:23 sfan5 PenguinDad: that line doesn't look like a valid function definition
20:23 kahrl sometimes a mod that is enabled is not loaded (e.g. because of a name collision)
20:23 sfan5 what are the lines before that line?
20:23 jordan4ibanez Oh that actually has a use now
20:23 kahrl the /mods command helps to see what mods were actually loaded
20:24 PenguinDad sfan5: i'll paste it
20:25 PenguinDad sfan5: http://pastebin.com/y1aE2Kyi
20:26 sfan5 try replacing the first line with "#if 0"
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20:29 kahrl PenguinDad: I've had the compiler crash like that a couple times
20:29 kahrl in all cases it was faulty ram
20:29 Calinou or bad kernel
20:29 thexyz or, well, bad compiler
20:29 sapier I count 1 for faulty ram
20:30 thexyz because when this reproduces regardless of kernel version, OS, real or virtualized hardware
20:30 sapier as we all have lots and lots of ram nowadays most machines run quite good with faulty ram just compilers tend to use everything
20:31 Evergreen Hey everyone, someone just asked what linux distribuition would be good for them in off topic.   GET ON IT PEOPLE
20:31 Evergreen :D
20:32 PenguinDad now everything works fine O_O
20:32 PenguinDad thx sfan5
20:33 * Calinou throws 14 sticky bombs on that topic
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20:44 jordan4ibanez so I have a position
20:44 jordan4ibanez How do I, say, get the X value of it?
20:45 PenguinDad the x value of a player or an node?
20:45 jordan4ibanez A position
20:45 jordan4ibanez Node
20:48 sfan5 pos.x ?
20:48 daswort joined #minetest
20:49 jordan4ibanez Whoops
20:49 harrison http://youtu.be/Oz5nhSnArCg
20:52 TheLastProject joined #minetest
20:52 VanessaE kahrl: I give up, I have to turn remote_media on on the servers.  The servers can't handle the bandwidth demands.  Please push the http_fetch ASAP if you can.
20:53 NekoGloop http://www.youtube.com/watch?v=gl7O8_kWeOc
20:53 Peacock on on? :P
20:53 thexyz VanessaE: you give up on what?
20:54 VanessaE thexyz: trying to let my local machine handle the downloads.
20:55 VanessaE my servers are starting to get popular and it's outstripping my local bandwidth a bit
20:55 thexyz without remote_media?
20:55 VanessaE yeah.
20:55 VanessaE people sign on, media goes out, causes lag for players that are already on.
20:55 jordan4ibanez How big is a block?
20:56 thexyz VanessaE: yes, that was what I made remote_media for
20:56 thexyz I also wanted to make an option to disable non-remote media
20:56 NekoGloop Also can we fix the thing where we HAVE to download media every time? kthxbai
20:56 PenguinDad 16*16*16 nodes
20:56 VanessaE well I have already set it up and tested it, I just don't use it because it doesn't reliably send (or clients can't reliably fetch) .x files.
20:57 ShadowNinja Should the Minetest wiki allow content form other mods or just default?
20:57 VanessaE kahrl already figured out why.
20:57 ShadowNinja from*
20:57 thexyz VanessaE: that's really strange; and why?
20:57 VanessaE hence his http_fetch stuff.
20:57 VanessaE something about the timing between a sign-on and the receipt of the media and when the client is told that you signed on
20:57 thexyz ah, right
20:57 VanessaE you get the media too late in the cycle
20:57 VanessaE and so the client ignores it or something
20:58 sfan5 good night everyone
20:59 kahrl well, good news: I finished coding the support for multiple remote_media servers
20:59 kahrl need to test it now I guess
20:59 PenguinDad night everyone
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21:07 VanessaE thexyz: forum bug:  If there are [url][/url] tags nested inside [spoiler][/spoiler] tags, it'll cause a re-flow error in the page.
21:08 VanessaE e.g. [spoiler="Show details..."]  Some text here blah blah blah [url]http://foo.com[/url] more stuff here [/spoiler]
21:12 VanessaE thexyz: can you get rid of the extra whitespace that shows above/below/left of a spoiler link, btw?
21:13 VanessaE (so that it can be "blended" into the post better)
21:15 thexyz VanessaE: what's with this reflow issue? http://i.imgur.com/9iNpttf.png
21:15 VanessaE here, I'll make it happen...
21:15 VanessaE https://forum.minetest.net/viewtopic.php?id=4057
21:16 VanessaE just now happened there.
21:16 VanessaE it breaks at the mods list
21:16 VanessaE oops, that wasn't the error (but the effect is the same).  that was a typo.
21:17 VanessaE ok maybe it's just typos that cause it.
21:17 thexyz uuuummm
21:17 VanessaE I accidentally wrote [spoiler="blah"] etc etc etc [/spoiler[
21:18 thexyz yes, I see that
21:19 VanessaE figured I may as well put them to use to condense my servers' posts since that's allowed :)
21:20 thexyz that's what they're for
21:20 VanessaE *nod*
21:21 VanessaE they are useful actually.
21:21 VanessaE wonder if I can wrap them in an image button somehow ... :-)
21:24 thexyz that's a bad idea
21:24 VanessaE eh, I'll leave them as text links.
21:25 NakedFury hi
21:25 NakedFury how are you all?
21:25 VanessaE hey NF.
21:29 NakedFury any post on forums with new development?
21:32 VanessaE haven't seen anything special, most of it happens here or -dev as usual
21:32 VanessaE or in the changelog and TODO's
21:34 Peacock anyone else wondering where the other hand is? http://cheezburger.com/7763985408
21:36 Peacock you gotta wonder where they find these creepy volunteers lol
21:41 jordan4ibanez Minetest just stopped allowing me to generate worlds, it won't create or delete the world, all it does is create the folder, but doesn't create the world in the menu
21:41 jojoa1997 joined #minetest
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22:02 jin_xi seashell attempt... sigh http://i.imgur.com/Ycg469d.jpg
22:03 VanessaE neat
22:03 NekoGloop http://www.youtube.com/watch?v=UxyFwDQN08s I love this song
22:03 VanessaE looks sorta like a Dairy Queen ice cream cone :)
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22:05 jin_xi problem mainly is that this stuff lags too much. tetris pieces was ok to explore and generate terrain in singleplayer (about 10k nodes a piece). shells are laggy as hell
22:06 proller try generating from c++ ;)
22:07 thexyz we need binary api
22:08 Peacock luajit is sposed to have the bitwise operators from lua 5.2
22:09 john_minetest left #minetest
22:09 Peacock or an api for c/cpp mods?
22:11 proller yes, but binary mods harder to install
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22:12 notsleeping Peacock
22:12 Peacock ?
22:12 hoodedice *Ta Da*
22:12 hoodedice So what exactly did you do to the server
22:12 hoodedice ?
22:13 thexyz of course they will be harder to install
22:13 Peacock moved the boundaries
22:13 Peacock theyre marked in the op
22:13 hoodedice Do I lose my dome?
22:13 hoodedice (Or will you make another one?
22:13 hoodedice *)
22:13 Peacock how would you install a c/cpp mod anyhow, by patching minetest or?
22:14 thexyz as a user I'd prefer just to utilize scheme like minetest/mods/binary_mod/*.cpp; then just run make from Minetest root which would build all mods (loadable .so/.dll)
22:14 hoodedice patching prolly
22:14 thexyz nope, not patching
22:14 sapier binary mods?
22:14 thexyz this is not minecraft
22:14 jin_xi the point of binary api is no patching/recompiling needed
22:14 sapier why?
22:14 hoodedice =)
22:14 Peacock the modders could simply provide .dlls then?
22:15 proller .so ;)
22:15 sapier I asked WHY?
22:15 sapier what do you expect to be better than lua mods?
22:15 Peacock faster
22:15 thexyz Peacock: yeah; but not portable
22:15 hoodedice luaJIT mods
22:15 jin_xi for maek them closed source of course...
22:15 sapier just because something is binary it's not faster
22:15 thexyz faster, more things that can be done (if implemented properly)
22:15 hoodedice I KNOW!
22:15 hoodedice Mods in assembly !
22:15 hoodedice XD
22:16 Peacock well anyone with half a brain can reverse engineer most of the mods out there anyhow
22:16 thexyz oh, are you saying same C++ code will not be faster than Lua/LuaJIT?
22:16 VanessaE 6502 assembly ftw! :)
22:16 Peacock assembly lol
22:16 sapier I once benchmarked pathfinding algorithm luajit was faster than -O1 compile
22:16 jin_xi thexyz: mine probably not...
22:16 thexyz well, then
22:16 khonkhortisan C++ has access to more libraries
22:16 hoodedice "anyone with half a brain"
22:16 thexyz you can spawn thread from C++ I guess
22:16 hoodedice Therefore, I'm missing half of my brain
22:17 khonkhortisan I have a whole brain, so I can't
22:17 khonkhortisan half a brain or more
22:17 thexyz sapier: can you show me your benchmark code/results?
22:17 Peacock >= (brain/2)
22:18 PilzAdam Peacock, error: "brain" is nil
22:18 Peacock chunky mods would run faster anyhow
22:18 sapier I guess you already saw them thexyz I posted a link as of pathfinding merge
22:19 thexyz sapier: I probably was sleeping
22:19 sapier -02 is slightly faster than luajit but other things have far more influence to performance than what language is used
22:20 sapier e.g. precaching of map gave a big performance boost on lua while it didn't make a change inc ++
22:20 Peacock so many people with an aversion to cpp mods lol
22:20 Peacock better than JS lol
22:20 sapier most time someone pretends to require c++ for performance reason she/he is just to lazy to find the bottlenecks in her/his code
22:21 thexyz sapier: yeah, sure
22:21 hoodedice Why not support both?
22:21 proller luajit 5-10 times slower than c++
22:21 sapier because we have to maintain both
22:21 sapier no it isn't proller
22:21 Peacock coming from the guy who wrote mobf lol
22:21 kaeza joined #minetest
22:22 hoodedice C++ for carts, mobf and stuff aka mods known to lag
22:22 proller sapier, in api use with lot of core calls - yes
22:22 sapier some things are faster others do match c++ performance (dependant on optimization compiler etc)
22:22 thexyz sapier: okay, another reason: api sucks
22:22 sapier if you do only map access it may be even factor 100
22:22 hoodedice later
22:22 sapier so you want to do double maintenance effort thexyz?
22:22 proller sapier, one thing faster in synthetic test?
22:23 sapier provide a stable binary interface  ... all those things are required if you want to support binary mods
22:23 thexyz there's no STL
22:23 thexyz sapier: I was merely saying that it would be useful
22:24 sapier I don't deny it would be good for some things ... but is is really worth the exploding complexity?
22:24 thexyz no idea
22:24 Peacock couldn't you have like, 1 api and wrappers or wtv theyre called for both langs?
22:25 sapier imho no ... and I haven't even takjed about security issues
22:25 thexyz then we will have two shitty APIs
22:25 rsiska joined #minetest
22:25 thexyz instead of one
22:25 sapier you'll have to apis anyway
22:26 Peacock in that case a seperate binary api would probably still be a good idea
22:26 sapier if you provide binary mods you need to provide a interface similar to lua too ... no way to explain why you can't do simple things in one but in the other
22:26 thexyz but binary one could just give us direct access to data, couldn't it?
22:26 Peacock imagines entities and world/terrain editing that doesn't lag lol
22:26 sapier no it couldn't as direct accces will break on any change of data even adding things won't be possible anymore
22:27 thexyz sapier: how would it break?
22:27 sapier if you add a member to a class but binary mod is compiled against a version without that member it will grab something completely different
22:28 Peacock well the same thing happens to the api doesn't it?
22:28 sapier no it doesn't
22:28 kaeza FWIW, libs like SDL have version checking APIs
22:28 sapier a additional member in a lua table is no problem at all
22:28 kaeza also, greetings
22:28 Peacock on_punch(pos,node,puncher) still got a bunch of shit to fix there lol
22:28 Peacock (in mods)
22:28 NekoGloop °⊔°
22:29 thexyz sapier: hm, I suggested recompiling
22:29 sapier even signature changes are no issue in lua mods
22:29 thexyz binary-only mods are no-no
22:29 sapier then it's not binary mods but source level mods ... I'd consider that to be "patches"
22:30 thexyz at the same time binary only mods can be provided in alternative Minetest distributions
22:30 sapier imho we should not split forces to develop two different incompatible apis but use all forces to fix those problems left in lua api ... we managed to fix a lot the last months
22:31 Peacock well compile time on dualcore is pretty fast, thats not something i'd mind doing for faster/more complex mods
22:31 sapier peacock what exactly is your problem you wanna fix with binary mods?
22:32 Peacock lag?
22:32 Peacock theres a reason i dont run mobs or mesecons or the whole shebang lol
22:32 sapier LOL you want to fix a network issue by compiling?
22:32 Peacock not network lag, game lag
22:32 Peacock as in fucking slow and choppy gameplay
22:32 Peacock lol
22:32 sapier game lag is due to buggy mods
22:33 Miner_48er joined #minetest
22:33 Peacock so mobf being slow is entirely your fault?
22:33 sapier I fixed a lots of major issues in mobf recently
22:33 thexyz https://forum.minetest.net/viewtopic.php?pid=107953#p107953  PA:✓ PR:✗
22:33 sapier some bugs have been pretty silly .. so yes they were my fault
22:34 thexyz sapier: so can mobf now be used on a public server?
22:34 hoodedice joined #minetest
22:34 sapier I'm currently testing mobf on a single core server with no noticable lag
22:34 Peacock heck BS has got it's version of mesecons built-into the game, probably for good reason
22:34 thexyz sapier: how many players?
22:34 hoodedice Looks like the captcha is out of captchas
22:34 Peacock how many other mods?
22:35 sapier current main lag cause in mobf is pathfinding
22:35 hoodedice Peacock
22:35 sapier if you disable this there's no big issue left
22:35 sapier ironicaly pathfinding is in core ;-P
22:36 sapier atm 2 players typicaly 50 mobs active ... thus load roughly equivalent to 52 player server without mobf
22:36 Someguy123 joined #minetest
22:36 thexyz uh
22:36 thexyz can it handle that much?
22:36 sapier my current record is at 200 mobs
22:36 thexyz I mean, last public stress test we did, how many players were there?
22:36 sapier causing about 30% cpu load on a single core system (typicaly)
22:37 sapier on mapgen load is up to 70% ... if pathfinding issues occurr more
22:37 kahrl a mob shouldn't cause as much load on the server as a player
22:37 sapier the current version is pretty new
22:37 thexyz about 30-40 maybe? that already was eating 100% cpu; maybe it's the time to do stress test again?
22:37 kahrl I mean, it doesn't add active blocks or send network packets
22:37 sapier a mob causes about same load as a player no way to reduce that
22:38 thexyz it calls pathfinding functions, unlike player
22:38 kahrl thexyz: true
22:38 sapier of course but I'd suggest disabling pathfinding this is known to cause cpu load
22:38 thexyz for players thouse are implemented in hardware
22:39 hoodedice How about reducing time to move for a mod
22:39 thexyz and distributed
22:39 hoodedice *time interval before it triggers the move call
22:39 sapier main issue with mobf was a simple typo mapgen used x min value instead of y min value ... causing a flood of map checks on bogus positions
22:40 thexyz anyway, I'm planning to upgrade my server tomorrow so expect some forums downtime from some time till some time
22:41 Vazon joined #minetest
22:41 proller is possible to keep mobs (or any mod) in special thread?
22:41 sapier no
22:42 Vazon ok i need help idk whats wrong
22:42 proller or all mods
22:42 Miner_48er disable burning?
22:42 hoodedice sup Vazon, what's wrong?
22:42 sapier that's a feature that requires some changes to core as well as api (depends on what exactly should be possible)
22:42 hoodedice Special thread?
22:42 hoodedice NAh.
22:42 Vazon can some one tell me what is wrong here?
22:43 Vazon http://pastebin.com/L4igk5KV
22:43 sapier current major issue with lua api is big envlock
22:43 Miner_48er playerargs
22:43 Vazon lol hay miner
22:43 Miner_48er hi
22:43 kaeza Vazon, search forum for PlayerArgsEnd
22:44 sapier we're working on it but by now I don't try to predict when this issue will be fixed
22:44 Vazon yes i cant put up the server agian get on rembob if you can fix
22:44 Vazon ok
22:44 kaeza Vazon, I think there's an entry in the FAQ
22:44 Vazon ok
22:44 kaeza (sticky in General Discussion)
22:44 sapier btw the envlock issue would aply to binary mods too
22:44 kahrl what could be done relatively easily is putting the pathfinding in a separate thread
22:45 sapier kahrl that requires asynchronous api calls ... which I already proposed twice
22:45 sapier but yes it's not a big change true
22:45 kahrl nah, I mean a simpler but less general thing (similar to httpfetch)
22:45 kahrl instead of find_path blocking until the result is there it would make a request to the pathfinding thread
22:46 sapier so you really suggest adding hundreds of special solutions (over time) instead of adding a general solution?
22:46 kahrl no, I don't
22:46 kahrl I'm just saying that it would be possible
22:46 sapier only for this ... only for that ... and we need it for that too ... that's gonna happen ;-)
22:47 sapier yes everything is possible in software ;-)
22:47 kahrl ^ we disproved that statement in theoretical CS class :P
22:48 Smelly joined #minetest
22:48 Smelly @ Vazon
22:49 sapier *g* atm pathfinding for a single mob in mobf may result in a delay of 1s .... which is absolutly inacceptable ... that's why I added a setting to disable core pathfinding
22:49 Vazon Server had a problem it has been fixed thanks guys for the help
22:49 Smelly Vazon I cant get in
22:49 Vazon try now
22:49 Peacock is there a limit on threads?
22:50 Smelly Its loading up
22:50 sapier yes
22:50 Smelly a tad slow
22:50 Peacock # many?
22:50 Smelly But I am in
22:50 sapier about 32k on linux
22:50 Vazon yes cuase i had to delete a player file
22:50 Smelly Who?
22:50 sapier if you have se linux maybe less
22:50 Vazon idk never seen his name before
22:50 Peacock so instead of making specific threads for specific mods, is there a way to make them available to the api (in general)?
22:50 Vazon clark something
22:50 sapier no idea what on openbsd or windows
22:50 Smelly oh
22:51 Smelly well lets talk in the server dont want to clog IRC
22:51 hoodedice Hey Peacock
22:51 Vazon ok well i have a irc just need to find a way to connect the to
22:51 sapier peacock the more threads you have the more cpu power is required for thread administration
22:51 Peacock well thats like juggling stuff with lua coroutines or globalstep
22:52 sapier yes but you'd have to do that either
22:52 hoodedice So I have to build my nation from scratch?
22:52 sapier once your thread needs map access it requires to get a envlock
22:53 sapier for mobs this means almost anytime
22:53 kahrl or a vmanip with potentionally outdated contents
22:53 sapier yes ... still you need to get that data
22:53 Peacock well like you said, if you dont want to add threads for specific cases, maybe just a way to make them generally available, and let modders sort out their troubles later lol
22:53 Peacock hoodedice servers' down right now
22:53 sapier lua doesn't have thread support so we need to workaround that issue
22:54 Peacock through the api i guess?
22:54 sapier most likely
22:54 hoodedice (When it comes up)
22:54 kahrl if we put in a crappy api for threads now we'd likely be stuck with that crappy api
22:54 sapier but peacock you're looking at wrong place for performance
22:54 Peacock hoodedice "from scratch" there were exactly three small towers before
22:55 sapier lag occurs because of silly programming
22:55 hoodedice dome?
22:55 sapier for example I thought doing spawning on_mapgen would be a good idea .... WRONG
22:55 hoodedice (which you built?)
22:55 sapier it's as silly as it can be
22:55 Peacock well, how would you explain technic + mesecons and all the other deps lagging on my dualcore, are they all badly written?
22:55 Inocudom joined #minetest
22:56 sapier if you do all spawning on mapgen you add a BIG single block causing huge delay
22:56 hoodedice carts lag on my bro's i3
22:56 hoodedice as well as mesecons
22:57 thexyz sapier: how about you write a tutorial on how to write fast mods / possible bottlenecks?
22:57 Inocudom I was on VanessaE's creaive server today. As I looked around, I noticed how the presence of several nodebox models can drop FPS.
22:57 thexyz sapier: that'd be really helpful
22:57 Peacock some basic tips, dont overuse abms/ongen lol
22:58 thexyz don't use vmanip to change one node
22:58 Inocudom When you fly into a nodebox model, you can see that it generates faces both inside and outside. This is very easily seen with the slopes of homedecor.
22:59 Peacock ive never had issues spawning blueprints/meshes in multinode, its the serialized tables that WE used that killed it
22:59 sapier I always tell what I found out thexyz ... I guess I already made a lot of mistakes and learned from it ;-)
22:59 sapier last one was the mapgen issue ;-)
22:59 Peacock localising functions help
22:59 thexyz sapier: having all that in one place (hint: topic at forum/wiki article) would be really good
22:59 Peacock the way you index tables in lua matters too
23:00 sapier thexyz do ppl really read that?
23:00 sapier peacock only of you do a lot of operations but yes that'd be a hint too
23:01 thexyz sapier: check dev wiki
23:01 thexyz > This page has been accessed X times
23:01 sapier one thing I wanna try for next version is use vmanip to prefetch surrounding of a mob instead of check it on the fly
23:01 thexyz also, then instead of explaining once again you can just point them to the wiki
23:02 sapier not sure if the overhead created by fetching more to be sure to have everything wont equalize the benenefit ... need to try that
23:02 hoodedice One thing I need like urgently for 0.4.8 > caching of mods
23:02 thexyz caching?
23:02 hoodedice After the first loading of mod data, they should be cached on the hard drive or something
23:02 sapier caching is useless
23:03 kahrl you mean like cache/media?
23:03 hoodedice I think so
23:03 sapier ohh you didn't talk to me :-)
23:03 hoodedice What exactly happens when you load mods?
23:04 kaeza client-side mods!
23:04 * kaeza hides
23:04 hoodedice Yes?
23:04 kahrl hoodedice: ummm... a lot of stuff
23:04 sapier *launches some icbms with kaezas home as destination ;-)*
23:05 VanessaE what *isn't* cached?
23:05 VanessaE I thought at least all textures/sounds were
23:05 hoodedice So I guess some of that stuff merely repeats itself everytime the game loads?
23:06 sapier hoodedice I assume you're talking about the loading to memory ;-)
23:06 kahrl nodedef/itemdef and inventorycube-like textures aren't cached, everything else is
23:06 hoodedice I guess so
23:06 Inocudom Would it be better if those things were cached?
23:06 hoodedice Yes, maybe
23:07 hoodedice I have aroung 15 minutes or more loading time
23:07 hoodedice *around
23:07 kahrl have you tried disable preload item visuals?
23:07 kahrl +to
23:07 Peacock cant disable that on my server, inventory's got too many buttons lol
23:07 hoodedice ON XUBUNTU with everything off
23:08 Peacock whole inventory disapears for a few seconds while the next page loads
23:08 hoodedice You don't talk about what happens on windows
23:09 kahrl are most of the custom nodes full or nodeboxes?
23:09 Rancon joined #minetest
23:09 Peacock who you asking?
23:09 kahrl hoodedice
23:09 hoodedice nodeboxes?
23:09 Peacock non cubes :p
23:09 hoodedice If you mean cubes with just colour changes
23:10 kahrl nodeboxes = like stairs, slabs etc.
23:10 Rancon How does /msg work on irc?
23:10 hoodedice loads of cubes with different colour, VanessaE's homedecor
23:10 hoodedice Jeija's mesecons
23:10 hoodedice Somebody's firearms
23:10 kahrl anyway you could try my optimize_invtex branch
23:11 VanessaE optimize_invtex?
23:11 kahrl be warned, it's very experimental and might not help much if there are lots of nodeboxes
23:11 kahrl or if your GPU is way better than your CPU
23:11 VanessaE is that the one where the "real" 3d model gets used in the inventory instead of rendered images?
23:11 VanessaE (the one that was easily 50% faster for me)
23:12 kahrl VanessaE, no, I don't know of a good way to do that
23:12 hoodedice So...
23:12 kahrl it uses software rendering to do the same thing the RTT code does with the GPU
23:12 VanessaE ok
23:12 hoodedice textures and sound from mods are cached?
23:12 VanessaE then you meant the extrude code
23:13 VanessaE hoodedice: yep
23:13 sapier yes hooodedice
23:13 VanessaE ~/.minetest/cache
23:13 hoodedice code is not. (Can code actually be cached?)
23:13 VanessaE code is not transferred.
23:13 hoodedice Okay
23:13 VanessaE the code stays on the server.
23:14 hoodedice hmm
23:14 kahrl I guess you could almost call some of the media file types code
23:14 kahrl like postscript
23:14 VanessaE heh
23:14 VanessaE that'll be the day, when we start using PDF, PS, LaTeX and so forth. :D
23:15 kaeza that actually depends on where you draw the line between "data" and "code"
23:15 kaeza C source files are data after all :P
23:15 kahrl make a writable book mod that uses LaTeX :P
23:15 thexyz kahrl: how would it display rendered data?
23:16 VanessaE kaeza: if you can compile it and execute the result (maybe via an interpreter) and it does something vaguely Turing-complete, it's code. :)
23:16 VanessaE else, it's data
23:16 kahrl thexyz: build a texture by hand like some of the signs mods do
23:16 thexyz kahrl: oh, i love this; but it'd require shitton of textures
23:16 thexyz see mathjax
23:17 Peacock python has an awesome lib for creating textures (including text) that would rock to have in lua
23:17 Peacock pil i think?
23:17 thexyz Peacock: how would you deliver those textures to clients
23:17 Peacock would be cool for signs, could use system fonts
23:17 thexyz is the problem
23:18 Peacock hm yeah, dynamic textures and all :/
23:18 thexyz signs solves this problem by having a texture for every letter; then building the final image by combining them
23:18 thexyz of course, we can have texture for black pixel and texture for white pixel
23:18 Peacock only problem with signs is half the time you have to punch them for the text to re-appear :/
23:19 thexyz yeah, because engine deletes entities signs use to display text
23:19 kahrl perhaps add support for parsing data: URLs to the texture loader
23:19 kahrl that could actually be all that's needed
23:19 kahrl (or an equivalent format)
23:20 Peacock so servers can send more textures to the clients or the clients can fetch em from the web? (or both?)
23:20 thexyz that'd be cool; but I doubt anyone is going to use it
23:20 kaeza skins?
23:20 kahrl Peacock: the server can already push dynamic texture names to the client using entities
23:21 Peacock well you could have "live" content
23:21 Peacock yeah but the client needs to already have all the textures downloaded right?
23:21 kahrl not if the texture can be fully constructed from the name
23:21 thexyz kaeza: yes, I forgot about skins
23:21 thexyz then that'd be really useful
23:21 kahrl like if it's a data: URL
23:21 Inocudom Most easily noticed in the case of complex nodebox models, all faces are generated of the cubes that make them up. Even internal ones.
23:21 Peacock so a mod using pil on the server side couldn't push a new sign png before the game is restarted
23:22 kaeza thexyz, someone may actually go for overkill and render movies on a TV-like node :P
23:23 Peacock animated ASCII porn :p
23:23 Peacock and corny midi music in the background XD
23:23 Rancon left #minetest
23:25 pgrytdal joined #minetest
23:25 pgrytdal Hello!
23:26 kaeza hi
23:28 pgrytdal I have a question.. Does anyone know how to craft furniture? Like. a couch, or something? (I am new to Minetest, and I don't have Minecraft :S )
23:28 Peacock check lrfurn
23:28 pgrytdal is hat a mod?
23:28 pgrytdal *that
23:29 kahrl thexyz: since you're probably the only one who'll use a script to do it, you get to decide ;)  What should the format in the POST request for the sha1 list be?
23:29 kahrl application/x-www-form-urlencoded, the same binary format that is used as output, something else?
23:29 Peacock just google for minetest mod lrfurn
23:30 kaeza and homedecor
23:31 * VanessaE hides
23:32 pgrytdal Thanks.. Haha.
23:33 theTroy joined #minetest
23:34 thexyz kahrl: why not use multipart/form-data and just send 20 * number_of_files raw bytes?
23:35 pgrytdal Which is recommended? https://forum.minetest.net/viewtopic.php?id=2041 or https://forum.minetest.net/viewtopic.php?id=5407
23:35 thexyz then server replies with 20 * number_of_files_it_has raw bytes
23:35 jojoa1997 joined #minetest
23:36 kahrl thexyz: you mean without the signature and version fields?
23:36 thexyz would we ever need that?
23:36 kaeza pgrytdal, you can use both
23:36 kahrl if we do, it'd be too late :P
23:36 thexyz no, why?
23:36 kahrl I'd rather be safe
23:37 kahrl do they hurt anything?
23:37 thexyz I'm not against those; why do we need the signature if we have version though?
23:38 kahrl mostly as a way to make sure the file is actually meant to be a sha1 list
23:38 VanessaE pgrytdal: get both.
23:38 VanessaE they work well together
23:38 thexyz hm, okay
23:38 pgrytdal kaeza VanessaE: Okay
23:38 kahrl when a file with the wrong signature is downloaded, the current downloader interprets this to not ask the server for any files
23:40 kahrl (when it returns a 404, however, it enters compatibility mode and asks for filenames instead of sha1, and assumes the server has all files)
23:40 thexyz kahrl: what url will it post to?
23:41 kahrl baseurl + "index.mth"
23:41 thexyz mth?
23:41 kahrl minetest hashset
23:41 thexyz index?
23:41 kahrl of hashes
23:42 thexyz okay
23:43 khonkhortisan Is selected_world_path the path of the selected world or is it the path to the worlds directory I selected?
23:43 Peacock minetest hash brownies :p
23:44 thefamilygrog66 joined #minetest
23:44 thefamilygrog66 hullo
23:45 VanessaE hey tfg
23:45 VanessaE speaking of lrfurn, pgrytdal ...
23:45 VanessaE :)
23:45 thefamilygrog66 how's it goin v?
23:45 VanessaE going good
23:45 thefamilygrog66 what about my furniture? did someone stain it?
23:45 Peacock lol
23:45 Peacock red wine
23:45 thefamilygrog66 o_O
23:46 thefamilygrog66 did you see my ridiculous new mod, VanessaE?
23:46 VanessaE tfg: we told pgrytdal to get it :)
23:46 VanessaE what new mod?
23:46 VanessaE oh
23:46 VanessaE the steve-on-a-stick one? :)
23:47 thefamilygrog66 haha, well I had to change it, but yes, heads. I called it "BRING ME THE HEAD".
23:47 khonkhortisan RUN_IN_PLACE is false, minetest is installed, it searches for worlds in ~/src/minetest/, it creates worlds in ~/.minetest/worlds/. What is wrong?
23:47 Peacock cant you just pay for it? XD
23:47 thefamilygrog66 ended up using textures from Zeg9's skins mod
23:47 VanessaE RUN_IN_PLACE =0
23:47 VanessaE not false
23:48 VanessaE though idk if that matters or not
23:48 Smelly joined #minetest
23:48 khonkhortisan In cmake-gui I just see a checkbox
23:48 Smelly Miner_48er
23:48 thefamilygrog66 there's a gui now?
23:48 khonkhortisan yes
23:48 khonkhortisan you should try it
23:49 Smelly What happen did it crash? Miner_48er
23:49 thefamilygrog66 maybe I shouldn't, from the sounds of it! :)
23:49 Miner_48er ?
23:49 Miner_48er idk
23:49 khonkhortisan *waves hand* the gui is not the problem
23:49 thefamilygrog66 I kinda like the whole copy-paste thing to compile minetestserver
23:50 Smelly I made my own IRC for us Miner, we will get Vazon and Mike in it and see whats up
23:50 Smelly #Vazon
23:50 khonkhortisan I may be mistaken. The world is duplicated in both locations
23:51 thefamilygrog66 brb, must eat now
23:51 VanessaE hehe
23:51 Inocudom Any news from RealBadAngel lately?
23:51 khonkhortisan full name thefamilygrogeatstuff66
23:51 jordan4ibanez Is there flat land generation?
23:52 khonkhortisan I have many minetest worlds and only the first one gets in the list in the client.
23:53 Smelly joined #minetest
23:54 NekoGloopMkII joined #minetest
23:54 Peacock RBA? last i heard he was conquering czechoslovakia, should return victorious shortly
23:55 khonkhortisan I have 33 worlds, two of which are invalid, one of which shows up in the world list.
23:56 kahrl thexyz: does it have to be multipart/form-data (which seems a bit complicated, have to choose a separator and so on) or can it simply be application/octet-stream?
23:57 khonkhortisan miscounted. 30 worlds that are actually worlds and don't have special characters. That leaves 29 that are filtered out somehow, after minetest finds them.
23:59 VanessaE Peacock: actually he's (barely) watching the technic repo.  A comment from him came across to my email yesterday (or day before?).
23:59 VanessaE so he's around, just not in here.
23:59 Peacock weird, i thought he was away for lack of internet or moving or some stuff?

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