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IRC log for #minetest, 2014-08-12

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All times shown according to UTC.

Time Nick Message
00:00 WindHero I can definitely say that it'd be nice if the devs revisited cavegen and made it nicer though...
00:00 Sokomine probably not that easy with cavegen
00:00 twoelk the cavegen-grieving happened with simple //move as well anyways
00:01 Sokomine towelk: the current we format isn't particulary human-readable either. at least not without some reformatting
00:01 twoelk yeah but you can search for certain nodes
00:01 Sokomine twoelk: you misunderstood. use the schematics functions. //mtschemcreate and //mtschemplace. those ought to be relatively mapgen-safe
00:02 Sokomine with schematics, you can just let the nodes be replaced automaticly when it's placed
00:02 twoelk I do miss the old format though, I could easily split files by hand
00:03 Sokomine btw...any ideas how the villages might determine the height of the terrain? i can determine it for *generated* terrain...but not all of that what the village will cover will be known yet
00:03 Sokomine hm :-) what do you want to do by hand with them?
00:03 twoelk uhm did you read how that instant mine was thought to work?
00:03 Sokomine admittedly i did replace node names in that old format with an editor in the past
00:04 Sokomine sounded like you have two parts?
00:04 Sokomine you really ought to consider schematics for it. they can place air as well
00:04 twoelk mo the splitting is from other okder experiments
00:05 twoelk *no
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00:05 twoelk hm interesting
00:06 twoelk havent played with mts much yet, still using old tricks
00:06 Sokomine in general, if you want to transfer buildings, and you want to be sure that they're not harmed by mapgen/cavegen, use place_schematic or the functions in worldedit that use it
00:06 Sokomine it's not the solution to everything but pretty good and useful
00:07 WindHero Sokomine: to determine terrain height during generation, make your mod depend on whatever other mapgen is in use (unless it's mgv6/7)
00:07 WindHero then loop for y = y1, y0, -1
00:07 twoelk so I can place the schematic relative to pos1?
00:07 WindHero and find the ground
00:08 Sokomine twoelk: if you want them to be placed respecting your current facedir, use i.e. my apartment mod. that has such a functionality. else they'll be orientated the same way as in the world they came from
00:09 twoelk no, my problem is the building extends underground
00:09 twoelk I want the user to stand at ground level while placing
00:09 Sokomine yes. it may then as well. the apartment control panel respects that. it requires an appropriate filename
00:10 twoelk so that would have 100m of building underground and 60 above
00:11 Sokomine perhaps a more general mod would be helpful there...
00:12 Sokomine twoelk: yes. some of my mods do that. how far the building is burried has to be coded somehow - i.e. in the filename - and then be interpreted by the spawning routine
00:13 twoelk eh too much hassle for that old mine ;-P
00:13 twoelk will have a look at your code though
00:14 twoelk just when I come up with an old trick I want to share it gets outdated
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00:16 twoelk Sokomine, have you seen my pics of that hidden village in the screenshots thread?
00:23 Sokomine twoelk: i did :-) i thanked you for them already in a /msg here :-)
00:23 Sokomine oh, i think your trick will still be helpful to some players
00:24 Sokomine and who knows how soon schematics will get outdated?
00:25 twoelk ah, sorry didn't notice other window, was afk for a while
00:29 Sokomine no problem
00:42 WindHero https://mediacru.sh/swOPqUSXYDLl
00:49 twoelk nice cliffs, but I spy rivers on the far left having strange opinions on how water should behave
00:50 WindHero yup
00:50 WindHero I gotta disable those stupid things until I get them working
00:50 WindHero maybe I should just go the mgv7 route and make them all sealevel xD
00:53 twoelk Krock experimented with that terrain preview app for a known seed, so it should be possible to determin what drainbassins are connected to the generated area
00:54 WindHero hm
00:54 WindHero that sounds rather interesting
00:54 twoelk then the mg should simulate water flowing from all points along a ridge and construct a river along the path that gets used by most drops
00:55 twoelk that path must be sunken in by a node so the water keeps to a river bed
00:55 Sokomine twoelk: sounds like a logical approach, although i'm not sure how well that'll work in practice
00:56 twoelk that could be calculated for all drainbassins touched
00:56 WindHero actually, I've been a real idiot here
00:56 twoelk not my idea but some waterdrop model from other terrain generators
00:57 Sokomine perhaps another approach might be intresting: pre-build parts of a river and assemble the final river from these parts. it's astonishing how good ethereal works with a mapgen that's based on a handful of schematics placed randomly (at least the old one)
00:57 WindHero I did manage to make highland pools much faster by generating a lookup table during generation of surface points
00:57 WindHero I could do the same for ridges
00:57 WindHero and try the water flow method
00:59 twoelk the size of a drainbassin would determine the size of a given river
01:00 twoelk I actually did this sort of calculating in real life to determine floodcanal dimensions  ;-)
01:02 WindHero hmm
01:02 WindHero heavy calculations still...
01:03 WindHero currently trying to make mesaa
01:03 WindHero *mesas
01:04 * twoelk has always been fascinated by these http://en.wikipedia.org/wiki/Tepui
01:06 WindHero that's about what I'm aiming for
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01:22 twoelk trying to remember the waterdrop model I think it was a drop on every node and counting the amount each node gets visited by during the flowing process . Then a minimum amount of visits by drops is set to justify a stream path, which then gets checked for some logical errors befor it is applied to the surface by eroding a stream bed.
01:22 twoelk Stream water flow gets added at conjunctions to add erroding for rivers
01:22 WindHero hmm
01:23 WindHero very good way, imho
01:23 WindHero but the processing 0_0
01:23 twoelk after that I think an error check was added toi stop overly water spread, oh dear that was long ago I read all that
01:25 WindHero hrm....
01:25 WindHero maybe I better break from this for a while
01:25 WindHero I'm going in circles a bit
01:26 twoelk verry well then, chance for me to drop to bed :-D
01:26 twoelk bye
01:26 WindHero lol, bye
01:28 WindHero I suppose I'll log off a while too...
01:28 WindHero salvete!
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01:34 MaxCohen having a few issues with basic_privs not working any one having the same troubles ??
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01:53 someguy hmm hello
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03:09 VanessaE Sokomine: *poke*
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08:29 raffahacks I think mt cannot run as is on android well
08:30 sfan5 why not?
08:30 LemonLake raffahacks: because Java.
08:30 raffahacks I think sapier should fork it to make it also lighter
08:31 LemonLake you know, mt itself needs a bit of optimization
08:31 sfan5 lighter?
08:31 raffahacks LemonLake: why java?
08:31 LemonLake raffahacks: android is java.
08:31 raffahacks LemonLake: i know
08:31 sfan5 LemonLake: Minetest doesn't use Java on Android
08:31 LemonLake sfan5: I'm aware
08:32 Matsetes Minetest can run on android?
08:32 sfan5 yes
08:32 LemonLake https://github.com/minetest/​minetest/releases/tag/0.4.10
08:32 raffahacks Mt is c++
08:32 LemonLake raffahacks: You didn't think I knew that already?
08:33 raffahacks But i think the main optimisction problem is is the irrlicht port
08:34 LemonLake Android itself is fairly slow
08:34 sfan5 MTs performance has few to do with Android
08:34 LemonLake though I've managed to get a pretty good speed with mine (30-40fps)
08:34 sfan5 +being slow
08:34 LemonLake raffahacks: have you tried changing the settings?
08:34 raffahacks Is optimisation in minetest easy?
08:35 sfan5 depends on what you want to optimize
08:35 LemonLake ^
08:35 LemonLake I know RealBadAngel has some plans
08:35 raffahacks In some software it just means delete some string when not used
08:35 LemonLake lol no
08:36 raffahacks Where are settings?
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08:36 sfan5 defaultsettings.cpp
08:36 LemonLake raffahacks: in the settings tab
08:36 Amaz minetest.conf
08:37 LemonLake hey guys, why not cache item textures per world/server per mod?
08:37 raffahacks Hmm, mine is a quite old concept of optimisation
08:37 sfan5 LemonLake: probably isn't worth it
08:38 LemonLake sfan5: fair point
08:38 raffahacks When computers had 16kb ram and i wasn't born
08:38 LemonLake though I still think RBA's idea of using the nodetex exporter globally is a bit extreme
08:38 LemonLake raffahacks: 16kb ram is quite good still
08:38 LemonLake you got those 16kbs for copy and paste
08:38 sfan5 LemonLake: you can try that by writing all textures to disk in tile.cpp (name=sha1(texturename)) and loading them instead of generating them again
08:39 LemonLake sfan5: what are the results?
08:39 LemonLake im playing super hexagon right now >.<
08:39 raffahacks But i still love the idea bare metal programming on stm32 or other $3 cpu
08:39 sfan5 (that'll cause some problems if textures change, but will show you whether it will be faster)
08:39 sfan5 I dunno
08:39 sfan5 I didn't try that
08:40 sfan5 raffahacks: such as ATtiny* or ATmega*
08:40 sfan5 ?
08:40 raffahacks Yes
08:40 * sfan5 has some of those at home
08:41 raffahacks But something with a bigger mind complexity that arduino
08:41 raffahacks I am still learning the basics
08:42 raffahacks sfan5, do you also like?
08:42 LemonLake raffahacks: https://cdn.mediacru.sh/IkhiKR-xKa7g.png
08:42 LemonLake tweak those to your device's preference
08:43 raffahacks Hmm, cannot open urls at the moment
08:43 sfan5 raffahacks: also like what?
08:44 raffahacks Bare metal
08:44 sfan5 yes
08:45 raffahacks Do you know stm32?
08:46 sfan5 yes, heard of it
08:47 raffahacks On ebay there are some really cute boards with stm32 and touchscreen for 15 euros
08:47 raffahacks 3.2 inch touchscreen
08:49 raffahacks Isn't the idea nice?
08:50 sfan5 yes
08:52 raffahacks When i see these things on aliexpress or ebay i must keep calm and not click the buy now button, but they are VERY attractive :)
08:52 raffahacks LemonLake, I've seen the picture
08:52 LemonLake raffahacks: that's nice
08:53 RealBadAngel sfan5, item textures shall be provided by mods only
08:54 sfan5 RealBadAngel: I don't get what you mean
08:54 RealBadAngel engine shouldnt be treated as a magic box doing everythin for a modder
08:54 LemonLake RealBadAngel: that's cool
08:54 raffahacks I think someone should re write mt in java for a "pocket edition"
08:54 LemonLake i haven't worked on that thing in a while
08:54 LemonLake raffahacks: don't even bother trying
08:55 sfan5 raffahacks: java is slow
08:55 LemonLake ^.
08:55 RealBadAngel sfan5, i mean not working, or working very slowly and faulty approaches to generate item inventory images
08:55 LemonLake fact
08:55 RealBadAngel and wielded items too
08:55 LemonLake i'll go to my linux to continue work on that
08:55 LemonLake brb
08:56 raffahacks You're right
08:56 RealBadAngel engine suffers from tryin to being kind to the modder
08:57 RealBadAngel it should demand the texture and thats all
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08:57 raffahacks Now we should have native c++ with android l
08:57 LemonLake Hello again
08:57 raffahacks Minecraft was written in java
08:58 LemonLake Yeah and still to this day nobody has a fuckin clue how they got it to run somewhat well
08:58 RealBadAngel btw, how this tell command for minetest bot works?
08:58 sfan5 raffahacks: Minetest's C++ runs natively on Android
08:58 raffahacks But on xbox it was rewritten in c++
08:58 sfan5 RealBadAngel: !tell <who> <what>
08:58 LemonLake TIL you don't need a wrapper to run c++ on android, then.
08:59 sfan5 LemonLake: there is a wrapper called NativeActivitiy
08:59 LemonLake raffahacks: that's mainly because m$ give no fucks
08:59 sfan5 but the NDK allows most thing without touching java
08:59 LemonLake they're like "use our xna shit if you wanna develop for our console"
08:59 sfan5 RealBadAngel: so the mod should provide inventory textures by themselves?
08:59 raffahacks Ms is evil
08:59 LemonLake s/Ms/M$
09:00 RealBadAngel !tell Calinou Your problem with acid liquid is not because of my code but because of the liquid_flowing drawtype. For lightsources <15 its somehow on purpose shading the light
09:00 raffahacks I'm not using windoze since 3 years
09:00 sfan5 LemonLake: you forgot a /
09:00 MinetestBot RealBadAngel: yeah, sure, whatever
09:00 LemonLake sfan5, i always do :/
09:00 RealBadAngel sfan5, yes, but mt should have a tool to generate such images
09:01 RealBadAngel but a tool, not slowing down startup code
09:01 LemonLake and I can't even open code::blocks to continue development on it
09:02 sfan5 RealBadAngel: thats too unconvenient for modders
09:02 LemonLake hmm
09:02 sfan5 they need to regenerate many images if they change one texture
09:02 sfan5 and it's more to download
09:02 LemonLake yes that's true
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09:03 sfan5 RealBadAngel: startup is not slowed down by inventory images
09:03 RealBadAngel sfan5, modders can spend a while to make a image
09:03 RealBadAngel yes it is, when image is not supported
09:03 RealBadAngel preload_item_visuals
09:04 sfan5 no
09:04 sfan5 inventory images are only generated when that setting is enabled
09:04 sfan5 it was disabled by default recently
09:04 RealBadAngel !tell Calinou https://github.com/minetest/minetest/bl​ob/master/src/content_mapblock.cpp#L381 this is the code responsible for how your acid looks like
09:04 MinetestBot RealBadAngel: I'll pass that on when Calinou is around
09:05 RealBadAngel sfan5, if it is disabled its done when you play
09:05 RealBadAngel on-demand
09:05 RealBadAngel thats why inventories are lagging and blinkin
09:05 sfan5 yeah
09:05 sfan5 that only takes time when needed
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09:06 MinetestBot Calinou: 08-12 14:00 UTC <RealBadAngel> Your problem with acid liquid is not because of my code but because of the liquid_flowing drawtype. For lightsources <15 its somehow on purpose shading the light
09:06 sfan5 just enable preload_item_visuals if that annoys you
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09:06 RealBadAngel and waaaait
09:07 RealBadAngel game is supposed to be fast
09:07 Calinou then it should be darker for darker light sources
09:07 MinetestBot Calinou: 08-12 14:04 UTC <RealBadAngel> https://github.com/minetest/minetest/bl​ob/master/src/content_mapblock.cpp#L381 this is the code responsible for how your acid looks like
09:07 RealBadAngel not a gfx studio for lazy modders
09:07 sfan5 lolwat
09:07 sfan5 then just add cache for inventory cubes
09:07 Calinou item visuals could be cached indeed?
09:07 Calinou in cache/visuals
09:07 RealBadAngel Calinou, sources doesnt have that code, just flowing
09:08 Calinou that code is nice because it makes lava look OK
09:08 LemonLake I'm with sfan5 on this one
09:08 sfan5 I don't think modders want to regenerate 1000 inventory cubes because they changed the mesecons texture
09:08 sfan5 and what about texture packs?
09:08 Calinou but the acid should be darker
09:08 LemonLake However the tool will still be made for external uses ;)
09:08 RealBadAngel no, u dont understand
09:08 sfan5 are they supposed to include those 1000 inventory textures too?
09:08 RealBadAngel try make lava darker
09:08 Calinou sfan5, there could be a way to prevent all inventory cube generation
09:08 RealBadAngel its fucked up
09:08 sfan5 LemonLake: the tool is just saving the texture in tile.cpp
09:08 Calinou RealBadAngel, it should depend on the node's light_source
09:08 sfan5 s/is/would be/
09:09 Calinou brighter = brighter texture.
09:09 Calinou darker = darker texture.
09:09 Calinou 0 = not affected
09:09 LemonLake sfan5: sorry?
09:09 Calinou my light_source is 5 or so for acid
09:09 RealBadAngel you need a screenie to understand...
09:09 Calinou yes I do
09:09 LemonLake sfan5: im not making this for minetest...
09:09 Calinou don't assume people are stupid
09:09 sfan5 LemonLake: i know, I just said that this is how it would work
09:10 LemonLake sfan5: https://cdn.mediacru.sh/dwdC4rtw-WpF.png
09:10 * sfan5 wgets
09:10 LemonLake wgets?
09:10 Amaz LemonLake, what is that for?
09:10 RealBadAngel Calinou, http://i.imgur.com/eliWGmS.png
09:11 RealBadAngel this is lava lightsource = 5
09:11 LemonLake Amaz: well, mainly to save website makers not having to screenshot, crop, chroma key out of the gmae
09:11 LemonLake game*
09:11 Amaz Nice.
09:11 RealBadAngel WHO THE FUCK thought that shading a LIGHT SOURCE is logical?
09:11 RealBadAngel light source emits light
09:12 sfan5 LemonLake: wgets downloads files
09:12 LemonLake it's not up for download yet :p
09:12 Calinou RealBadAngel, it should be brighter if the area around it is darker.
09:13 Calinou and use the nearby light level if it's brighter around
09:13 Calinou TL;DR pick the highest value between the node light level and 5 (15 for lava)
09:13 RealBadAngel Calinou, anyway you can see the effects
09:13 RealBadAngel blame c55 not me
09:14 RealBadAngel hes responsible for audio visuals
09:15 RealBadAngel and btw could check which commit is responisble for that acid look instead of saying it was me who broke it
09:15 RealBadAngel and forcing me to spend two days to look for a reason
09:15 RealBadAngel in the first place it was never working right before
09:16 RealBadAngel in the second im not responsible for the reason
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09:17 RealBadAngel Calinou, that wasnt you who told that, but you were around that time too
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09:28 RealBadAngel Calino, http://i.imgur.com/tbEfTJG.png lava light=5, acid = 10
09:29 RealBadAngel Calinou, ^^ does it look ok now?
09:31 jp__ what happen when lava & acid meet ?
09:32 Calinou nothing
09:32 Calinou :p
09:32 Calinou RealBadAngel, seems OK
09:32 Calinou but be sure to put lava back to 15
09:32 Calinou acid is 6
09:33 LemonLake man irrlicht is weird
09:34 Calinou better code mlpgame, LemonLake ;)
09:34 LemonLake calinou stop mockign me
09:34 Calinou not mocking
09:35 LemonLake rude
09:35 LemonLake though i shiuod really remake that game
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09:35 LemonLake byt i never have the motivation to actually complete a ganr
09:36 Calinou you removed the old one
09:36 Calinou ganr?
09:36 LemonLake game
09:36 RealBadAngel Calinou, i did that by trashing the code i gave you a link to
09:36 LemonLake cant type well on this teamviewer keyboardd
09:37 RealBadAngel and letting a liquid be treated like any other lightsource
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09:42 Calinou but make sure lava looks right
09:43 LemonLake anyone know why i cant type symbols in the teamviewer android app
09:44 * Calinou TeamViewer shrug
09:44 Calinou pay for it
09:44 Amaz !up minetest.org 30018
09:44 Calinou (sarcasm)
09:44 MinetestBot minetest.org:30018 seems to be down
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09:54 kaeza mornings
09:54 LemonLake sussed it out
09:54 LemonLake gotta hold shift
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12:48 LemonLake https://cdn.mediacru.sh/S-Gz_blIwO61.png
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13:35 Jordach pfffffffffffffffffffff
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13:35 Jordach >Fibre rollout >est. date Autumn 2015
13:37 PenguinDad >Fibre rollout >est. date Summer math.huge :P
13:37 gaydongs Exio:
13:39 Jordach errr might have downloaded the entire fucking internet
13:39 Jordach https://cdn.mediacru.sh/kJOJbldj6wa9.png
13:39 Flipsels joined #minetest
13:39 zash Nah, that'd be more
13:46 NakedFury emulator fun?
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14:07 rubenwardy Hi all!
14:07 PenguinDad Hej rubenwardy
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14:28 nman3600 Hi!
14:28 Exio \o
14:29 nman3600 My flags mod and my multitest mods were supposed to have an update 1-2 days ago. The reason it's not up is because I've not had time to add finishing touches to them.
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14:44 Jordach NakedFury, ya
14:44 Jordach TIL Metorid Prime 1/2 run at 60fps
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14:51 NakedFury a few days ago I got zelda twilight princess to play it
14:51 * sfan5 meows at NakedFury
14:57 Jordach NakedFury, i have a copy of it on Cube
14:57 NakedFury I lost mine but still have the guide in super mint condition
14:59 Jordach i'm more surprised Nintendo prefers 60fps
14:59 Jordach that's more next gen than XB1/PS4
15:01 Jordach from 2001
15:04 Rooey a australian game review show, just did a top 100 games. number 74 is The Legend of Zelda: Twilight Princess
15:05 NakedFury well cant say anything about it yet since I barely started
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15:05 Rooey 53 is The Legend of Zelda: Majora's Mask. coming in at number 3. The Legend of Zelda: Ocarina of Time
15:06 Rooey ( http://www.abc.net.au/tv/goodgame/ )
15:06 NakedFury OCarina of time my favorite of them all, followed by the super nintendo version. majoras mask would be after wind waker
15:06 NakedFury it just was weird for me
15:07 Rooey finally 83. The Legend of Zelda: A Link to the Past
15:08 NakedFury wow
15:10 Rooey my bad, 86. The Legend of Zelda: Wind Waker
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15:26 Jordach oh fuck sakes
15:27 Jordach render and winrar finished and started at the same time
15:27 sfan5 meow
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15:33 eugd ah good
15:44 * CrathvaQnq zrbjf ng fsna5
15:53 Jordach ho shit my PC doesn't 100% perfect speeds with NGC emu
15:53 Jordach ~88% for me :P
15:55 Jordach and turns out xbox controlls are good for smash bros
15:56 * Jordach noticed PenguinDad used ROT13 on his nick and /me
15:58 Sokomine hi
15:58 Sokomine regarding the wiki: i'd like to register there. but i can't. it asks me to mark cat photos - but i can't see a single photo there
15:58 * Sokomine clicks on sfan5 and writes "cat" below
15:58 Sokomine there. hope the wiki's satisified now :)
15:59 * PenguinDad meows at Jordach
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16:06 Jordach !tell WindHero even when emulated with a 360 controller, i'll still kick yer ass https://cdn.mediacru.sh/knSeHuFIoZlJ.png
16:06 MinetestBot Jordach: I'll pass that on when WindHero is around
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16:13 * Jordach meows at PenguinDad
16:15 twoelk joined #minetest
16:18 sfan5 Sokomine: :D
16:23 Sokomine registering at the wiki worked now. had to allow javascript :-(
16:24 * twoelk is astonished to see Sokomine jump over her shadow
16:33 Cryterion joined #minetest
16:39 Sokomine twoelk: i disallowed it immediately afterwards
16:39 twoelk :-)
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16:44 twoelk Sokomine, do you plan to describe your mods on the wiki?
16:45 twoelk the wiki could use some well structured mod articles as examples
16:47 asie joined #minetest
16:47 twoelk not much here yet http://wiki.minetest.net/Category:Mods
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17:48 luizrpgluiz hi
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17:55 Krock hi
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17:59 Sokomine twoelk: hmm, perhaps. but for now, my intention is to get an overview of all the mods we have into the wiki. right now, new players do not stand a chance to find the mods they may be intrested in
18:00 Sokomine twoelk: i've edited http://wiki.minetest.net/Mod_list and added categories. the plan is to add pages for each category (with subcategories where it fits) and to *link* all forum threads where mods which fit into that category where posted
18:01 twoelk sounds great, but seems a lot of work
18:01 Sokomine so, at first, it'll be a bookmark collection. which is way more than we have now. i want most details to be skipped - dependencies is something people may check in the thread on the forum. what ought to remain are author, short name of the mod, a very short description of what it's good for (especially compared to other, similar mods) - and a link to the forum where all the details are listed
18:01 jp___ This page needs an update too : http://www.minetest.net/mods
18:02 Sokomine yes, i'm afraid so. but there's not much point in having a local bookmark collection only...
18:02 twoelk it took me ages to sort out mistakes in my game list and I still am not sure how to present the information best
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18:02 Sokomine jp: yes, certainly. i hope it will be made to link/show to the page i've just edited
18:02 Sokomine once that's more useful, that is
18:03 jp___ it does several months that I've reported the dead links on the main page and no one have fixed it...
18:03 Sokomine that is why i plan to do a link-list mostly. who created the mod won't change so often. if there are forks, we may list them seperately
18:03 PenguinDad TIL about IdleRPG
18:03 Sokomine perhaps because there's no real alternative yet
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18:05 twoelk eh? seems like I built that original list on the wiki, I totally forgot that :-D
18:05 Sokomine twoelk: yes, you did :-)
18:06 Sokomine what we do need is categories. just a long list doesn't help. it has to be easy to find things
18:06 jp___ +1
18:06 Sokomine all (or at least most) mods would also be pretty...much..for a single table on a page
18:07 jp___ people need to find quickly, not search for hours in a cluster of names/links
18:08 Sokomine part of why i'm suggesting this (and will start work at the real lists soon) is that i get fed up with having to bookmark each single mod that shows up on the forum. else there's no chance even for me to ever find it back (and i read the forum at least once a day)
18:08 Sokomine well, people may also prefer pictures a lot. i'm not good at these
18:08 twoelk Sokomine, you can view some of the category structure here: http://wiki.minetest.net/Twoelk/sandbox1 at the bottom of the page. Pretty outdated by now though
18:09 Sokomine we've got 19 pages on mod releases. plus mods in modding general...
18:09 Calinou ability to set labels on forum threads would be great
18:09 Calinou maybe phpBB extension can do this?
18:10 Calinou eg. “decoration”, “tools”, “ores”…
18:10 jp___ the prefix
18:10 jp___ [decoration] [tools]
18:10 Sokomine perhaps. still requires searching, and that's not so easy with the forum
18:11 Sokomine but you're right..."ores" ought to be added as well
18:11 Sokomine twoelk: your category list would be extremly useful once all the things the mods add would be included in the wiki
18:11 twoelk actually can't one of sfan5's bot scan the forum and instead of listing missing licenses rather autocreate a wiki starter page for every mod in the forum?
18:12 twoelk the results could be reviewd before going live
18:12 Calinou prefixes would make it too long
18:12 Sokomine i don't see a way to do that manually. would be a hell of a lot of work. can't we take dreambuilder, add all other mods, let a tool automaticly gain the information of each block, and put that in the wiki?
18:12 sfan5 that would be a good use for that
18:12 jp___ Calinou : prefixes ease the forum research
18:12 Sokomine twoelk: that would be great! i suggested that earlier already (to let the bot create a list of mods)
18:13 PenguinDad jp___: prefixes just clutter the topic title
18:13 Calinou by the way sfan5, could you run a bot scan?
18:13 Calinou to update it
18:13 sfan5 no
18:13 Sokomine prefixes are not enough for new players. they may help those who know already about a mod to locate it
18:14 sfan5 the script is not updated for phpbb yet
18:14 Calinou :(
18:21 twoelk hm, I think I will indeed take depends out of the sortable list on the wiki.
18:22 Calinou only put useful things in a table
18:22 Calinou depends are a technical thing
18:22 Calinou mods shouldn't be judged based on their dependencies
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18:27 twoelk better now?
18:28 twoelk old version is in my namespace
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18:37 twoelk Sokomine we do allready have for example the category "Mobs", seeing what is happening with the category "Lord of the Test" as subcategory of "games" I would rather like to see a more usefull listing
18:38 Krock We need a mod index.
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18:42 Sokomine twoelk: hmm. mobs is severely deprecated. wish it would be updated. but for now, i did introduce Mods:Mobs on purpose
18:42 Sokomine krock: that is more or less what i'm doing
18:43 Krock Sokomine, automatic or just... mod by mod?
18:44 Sokomine for now, it's mod by mod. you may also try to convince sfan5 to update his script
18:44 Krock hmm
18:44 Sokomine still, that'd require manual intervention anyway. there's no way to automaticly detect category. and category is the main feature i want to provide
18:45 twoelk whatever the system we choose, was just mentioning one of my old feeble efforts
18:45 Krock I was thinking about a searching machine-like database, where everybody can add their own mod with forum topic, dependencies and download link
18:45 Sokomine a very few mods have been added. i've started with page 19. quite a lot of mods there are deprecated
18:45 Sokomine so it's not much yet. but you can see already what i have in mind. i also considered copying the first 2-3 lines of a mod's description; but that might be problematic
18:46 Krock ugh. that's too much work
18:46 twoelk Krock we had different starts on different systems, it all ends with the amount of work needed
18:46 Sokomine krock: it is. taking into account the time required for searching mods (in vain!) on the forum, the time may be well invested
18:48 Krock MESE at -1262m :D
18:49 Krock Sokomine, well then. then we also have old mods which are still working :)
18:49 Krock twoelk, it would be better if every user adds his/her own mods
18:50 twoelk Ah, Krock volanteers to do all the testing ;-)
18:50 Krock *volunteers
18:50 Krock :P
18:50 twoelk Of course it would be way better and of course only few will do it
18:51 * twoelk had no time or was to lazy to look up some spelling
18:52 twoelk the problem with the list I started is it is way too complicated to add entrys to
18:53 twoelk I wonder if we could have a simple template for mods that lets it's content be added to the list automaticly
18:54 Krock MySQL access would be best for that
18:56 PenguinDad Krock: I prefer MariaDB :P
18:56 Krock I prefer sqlite
18:58 twoelk Sokomine, maybe this list from JPRuehmann comes in handy: https://forum.minetest.net/vie​wtopic.php?pid=137572#p137572
18:59 Sokomine twoelk: hm :-) might be useful for obtaining a list of all blocks
18:59 Krock agh he does not have mining_plus :(
18:59 Sokomine right now, with all the mods from the beginning of modding history in minetest, most are either deprecated or no longer available
19:00 Sokomine krock: mail him :-)
19:00 Krock Sokomine, nah. that's self-advertisening
19:00 Jordach https://cdn.mediacru.sh/tur3YiLy2Uqj.png
19:00 Sokomine krock: i see no reason against that :-)
19:00 Jordach might be making a MTG based secondary server ;3
19:00 Krock go using base_game :P
19:01 Krock just used     > self-advertisening
19:01 Halo joined #minetest
19:01 MinetestBot Halo: 08-10 01:43 UTC <Krock> What caused that problem?
19:02 HomeleHedgehog24 joined #minetest
19:03 twoelk here's a name only version of the list: http://pastebin.com/hYsEPSZq
19:03 HomelessHedgehog joined #minetest
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19:07 HomelessHedgehog joined #minetest
19:07 Krock HomelessHedgehog, wat now? leave ot join?
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19:08 Mallot1 whos in charge of the justtest server?
19:08 luizrpgluiz its for me?
19:08 HomelessHedgehog sry, getting new to this
19:10 PenguinDad Quits are less expensive that parts :P
19:10 PenguinDad *than
19:10 FreeFull joined #minetest
19:10 Krock well then, welcome HomelessHedgehog
19:10 Mallot1 The spawn is stoned over so if you could give me a pickaxe or remove the stone yourself it would be nice
19:10 Mallot1 thanks!
19:12 HomelessHedgehog YAY
19:12 LelixSuper joined #minetest
19:13 LelixSuper hi, I need help
19:13 HomelessHedgehog now I just have to figure out everything.........
19:13 Krock hi. define please
19:13 PenguinDad LelixSuper: what's your problem?
19:13 jojoa1997 joined #minetest
19:14 Mallot1 LelixSuper:what do you need
19:14 LelixSuper I enrolled on the forum about two years ago, today I wanted to reconnect but I do not recognize the nickname, and when I try to register again says that the email was already used
19:15 HomelessHedgehog WARNING: I am not good at helping because I joined less than ten minutes ago
19:15 LelixSuper I have all the credentials, including passwords.
19:16 Mallot1 HomelessHedgehog: xD Welcome!
19:17 LelixSuper So what? I can no longer access the forum to life?
19:17 HomelessHedgehog So what can i do you for :)
19:18 luizrpgluiz left #minetest
19:20 HomelessHedgehog I went through all of this to get on irc on tabet and all i had to do was go on kiwiirc and click join now. Wow.....
19:21 Jordach !server Jordach#
19:21 MinetestBot Jordach: No results
19:21 Jordach !server Jordach
19:21 MinetestBot Jordach: Jordach's Server | jordach.minetest.net | Clients: 0/15, 0/0 | Version: 0.4.10-dev / dreambuilder_game | Ping: 640ms
19:21 sfan5 !up jordach.minetest.net
19:21 MinetestBot jordach.minetest.net:30000 is up (672ms)
19:21 PenguinDad Dreambuilder O_o
19:21 LelixSuper emh, I was looking for help but apparently abandoned me xD
19:21 HomelessHedgehog left #minetest
19:23 sfan5 LelixSuper: what was your problem?
19:23 LelixSuper I enrolled on the forum about two years ago, today I wanted to reconnect but I do not recognize the nickname, and when I try to register again says that the email was already used
19:26 sfan5 hm
19:27 LelixSuper so?
19:28 sfan5 I might be able to help
19:28 sfan5 if the page would load
19:29 LelixSuper ok, thank you! Do you need my email?
19:30 Vazon joined #minetest
19:31 sfan5 LelixSuper: please tell me your email in query like this: /msg sfan5 <your email>
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19:44 Amaz joined #minetest
19:44 * PenguinDad looks at Amaz
19:45 * Amaz stares at PenguinDad
19:45 * sfan5 meows at Amaz
19:46 * Amaz meows at sfan5 and gives him a saucer of milk
19:46 frecel joined #minetest
19:46 sfan5 Amaz: cloaks do not work with webchat
19:46 sfan5 * Amaz (5c28f911@unaffiliated/amaz) has joined
19:46 sfan5 * Amaz has quit (Changing host)
19:46 sfan5 * Amaz (5c28f911@gateway/web/freenode/ip.92.40.249.17) has joined
19:47 Amaz Yep, I know.
19:47 Amaz How do I disable it when I use we chat?
19:47 Exio you can't
19:48 Amaz s/we chat/webchat
19:48 Amaz Okay.
19:48 Exio you'll do the "Changing host" twice always
19:48 PenguinDad Amaz: don't use webchat :P
19:48 Exio sfan5, unaffiliated cloaks*
19:49 Amaz PenguinDad, good idea!
19:49 * sfan5 meows at Exio
19:49 * Exio stabs sfan5
19:49 Amaz Sometimes, however, needs must...
19:49 Exio use less-sucky things like chatzilla :p
19:49 * sfan5 meows at Exio
19:51 PenguinDad sfan5: how many lives do you still have?
19:51 sfan5 !tell Krock 'solved in mining+' is not much better than proller's 'solved in freeminer'
19:51 MinetestBot sfan5: I'll pass that on when Krock is around
19:51 sfan5 PenguinDad: 8.9
19:52 Amaz XD
19:58 * Exio stabs sfan5 89 times
19:58 * sfan5 licks Exio
19:59 Exio how manuy lives left! :(
19:59 * sfan5 meows at Exio
20:00 sfan5 .00000000000001
20:00 * sfan5 kills Exio
20:01 * Exio rounds sfan5's lives
20:01 * PenguinDad hands sfan5 a medikit
20:02 * sfan5 noms it
20:03 * sfan5 cuts Exio
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20:15 twoelk Sokomine. here's an experimental import of that mods list to a wikitable: http://wiki.minetest.net/Tw​oelk/mods_list_experiments
20:17 Exio https://hackage.haskell.org/package/ac​me-php-0.0.3/docs/src/Prelude-PHP.html
20:17 Exio hahahahahah
20:18 PenguinDad plol
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20:54 Sokomine twoelk: ah, hm. that might be helpful in order to check if i didn't forget a mod. without further information, such a long list doesn't help much i'm afraid
20:55 proller joined #minetest
20:56 blaise o.0
20:56 Exio O.o
20:57 blaise !server MidnightSystems
20:57 MinetestBot blaise: MidnightSystems | midnightsystems.net | Clients: 5/25, 0/5 | Version: 0.4.10 / minetest | Ping: 485ms
20:57 blaise sweet mother mary joseph
20:58 PenguinDad o_O
20:58 blaise my server is poppin!
20:58 blaise lmao
20:58 twoelk oh well, so we have so many mods that a complete list of all mods would be too much information lol
21:01 Sokomine twoelk: isn't that nice? :-)
21:02 Sokomine there are really plenty of mods :-) they ought to be more accessible. it'll take time to fill the list
21:03 twoelk Sokomine, I'm not yet really convinced of your plan. The way you are doing it now it will be lots of work that will be hard to keep up with
21:04 twoelk shall all your new pages be put in the mods category?
21:04 Sokomine that's always the trouble :-/ i'd prefer a semi-automatic way as well
21:04 Sokomine hm, yes, i think they fit into the mods category
21:04 Jordach https://www.youtube.com/watch?v=BYZ9Kx5z2bc
21:05 Jordach (watch at 1080p to read co-ords readout)
21:05 blaise ok, so.. is it possible to get rid of source water?
21:05 Sokomine yet the categorization (and detection of deprecated mods) is not always so obvious. that part can't be done automatic
21:05 blaise do I need admin pick ?
21:05 Sokomine only that tedious copying of links.....
21:05 blaise I was trying to make a hydroelectric dam..
21:05 Sokomine blaise: just place any block on that water source
21:06 blaise and, it's full of sourcewater now
21:06 Sokomine there's a sponge mod somewhere. you might also use torches or papyrus to dry it out as those are easy to dig
21:06 blaise k
21:07 blaise after I dry it out, I gotta figure out how to keep it from getting water logged
21:07 blaise :\
21:07 twoelk my old plan was a page for each mod and then adding categories, That way the mod makers would have a place for crafting manuals and the mods could be part of multible categories
21:10 Sokomine twoelk: a page for each mod is too optimistic. we'll have difficulty maintaining a simple list. people will not update wiki pages. what they do is write most of the stuff in the relevant threads
21:10 twoelk probably true
21:12 Sokomine with my categories approach, there's still at least one problem: the lists do get long (probably need to switch to ==== instead of ===), and there is no...quality control (or at least very limited one)
21:12 Sokomine it might be a good idea to mark mods which are known to work with latest mt and which are used on multiple servers
21:12 twoelk I wish someone could come up with a way to put the output from this into the wiki https://forum.minetest.net/viewtopic.php?id=2479
21:13 LazyJ joined #minetest
21:13 twoelk Letting it run over Dreambuilder would give a lot of info
21:13 Sokomine *nod* that would be very helpful
21:14 Sokomine most people will start search on a wiki and not on the forum....
21:14 twoelk the category system is a great plus of the wiki
21:15 Sokomine it will need filling (quite a lot of work left). short descriptions for the mods might also be helpful
21:16 Sokomine or, and this might be pretty important for people, screenshots of what the mod adds. or a blocklist
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21:17 Sokomine hm. what cornernote did seems to be open source? why not actually let it run over a dreambuilder game?
21:18 Sokomine problem might be that some mods add nodes depending on what other mods they find installed. plenty of them are simple and this doesn't matter much
21:20 Sokomine getting a huge amount of mods installed and working together insofar as the documentation program can extract all required data may be tricky. with plenty of mods installed, one might easily miss one or the other
21:25 twoelk yeah but you would have a good start
21:34 Sokomine yes. definitely. i hope that gets done
21:35 Sokomine for now, i think i'm going to work on the mod list. it's a lot of work
21:46 twoelk looks like it will be a long night
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22:38 Sokomine won't be done that fast i'm afraid
22:39 * Jordach makes some coffee
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23:23 paramat Sokomine i might know a way to avoid cavegen and mudflow in your mgv6 villages
23:23 grrk-bzzt joined #minetest
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23:27 paramat in the on-generated function, instead of calling 'place_villages_via_voxelmanip', place a village spawner node at minp. then run an abm with chance = 1 on that node and call 'place_villages_via_voxelmanip' from the abm
23:31 paramat in the place villages function instead of using the mapgen object voxelmanip use the other voxelmanip form 'local vm = minetest.get_voxel_manip()', see my catacomb mod for examples
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23:41 Sokomine paramat: sounds promising. but won't the abm run before all those other chunks are created?
23:41 Sokomine and: is it relevant that the node is placed at minp? the village center might be more logical?
23:42 paramat i think the 8 surrounding chunks will generate before the abm runs
23:42 paramat chunks are generated at a larger range than abm range
23:43 paramat i just chose minp as a logical place :), could be village centre or anything
23:44 Sokomine ok. that sounds really promising :-)
23:44 paramat are villages always within a single mapchunk? or perhaps extending to 16 nodes beyond?
23:44 Sokomine i think they may extend more than 16 nodes beyound. villages can get pretty large
23:45 paramat then in the on-generated function is the right place to do terrain blending, because we want cavegen and mudflow on that, so i'll try to code some blending
23:45 Sokomine currently, the village area is determined by the inside_village function. village_size (radius i think - not diameter) can grow up to 90
23:46 Sokomine trouble is: i can't figure out a good height for the village. perhaps it's best to stick with a random height of 0-5 - that works in many cases
23:46 paramat mmm i need to get my head around nore's generation method, not easy for me
23:47 Jordach !c 20000.0/30.0
23:47 MinetestBot 666.6666666666666
23:47 Jordach :O
23:47 Sokomine those villagers twoelk discovered where lucky - they had access to the rest of the world :-) and if there's water nearby, a low village height is preferable anyway. it's just when more than 3/4 of the sourroundings are higher than the village that adjusting height might be appropriate
23:48 Sokomine paramat: i didn't study it too deply. and besides - all that remains is that inside_village function. that's about the only dependency from the mapgen
23:48 Sokomine the rest is...adjusting height while keeping the nodes
23:48 * Sokomine throws a pocket calculator at jordach
23:49 Jordach !c 12*11
23:49 MinetestBot 132
23:49 Jordach !132*4400
23:49 Jordach !c 132*4400
23:49 MinetestBot 580800
23:49 Jordach ;O
23:49 Jordach EU per tick on my solar arrays
23:49 WindHero joined #minetest
23:49 MinetestBot WindHero: 08-12 21:06 UTC <Jordach> even when emulated with a 360 controller, i'll still kick yer ass https://cdn.mediacru.sh/knSeHuFIoZlJ.png
23:50 Exio joined #minetest
23:51 WindHero !tell Jordach Those be insane skillz
23:51 MinetestBot WindHero: I'll pass that on when Jordach is around
23:51 Jordach eh hum
23:51 MinetestBot Jordach: 08-13 04:51 UTC <WindHero> Those be insane skillz
23:51 WindHero what the-
23:52 WindHero I could have sworn your name wasn't there
23:52 WindHero rofl fail
23:53 paramat the advantage of the non mapgen object voxelmanip is it can be larger than a mapchunk, also light sources are updated when writing to map
23:55 WindHero very early attempt at canyon generation: https://mediacru.sh/2cOsX07feqxl
23:56 frecel joined #minetest
23:57 Sokomine paramat: ah. that sounds very good. i'd appreciate it anyway if i could do the entire village in one go. would make things easier
23:57 Sokomine windhero: thought you did that on purpose because of the calculation spam :-)
23:58 WindHero eh?
23:59 twoelk hi, WindHero, just the guy I want to through some links at
23:59 twoelk here take this http://www.brothersoft.com/scapemaker-24183.html
23:59 twoelk and this http://ranmantaru.com/blog/2011/10/08​/water-erosion-on-heightmap-terrain/
23:59 WindHero It's dangerous to go alone! Take this!
23:59 WindHero xD

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