Time Nick Message 00:51 joe___ hello 00:52 joe___ I have a question about running minetest in server mode 00:53 Brains ... 00:54 kaeza "don't ask to ask, just ask" 00:55 joe___ Has anyone else had a problem with tnt in server mode. It says the mod is loaded, but I can't craft it. I can craft it in singleplayer mode though. 00:57 casimir Afaik, is disabled in server mode to prevent grieving. 00:57 Arch-TK grieving? 00:57 Arch-TK like grieving widows? 00:57 Arch-TK Why can't we grieve?!?!?!?! 00:57 Arch-TK It's a human right! 00:58 * Arch-TK cries in a corner and grieves this situation. 00:58 joe___ ok. Thank you. That makes sense. Is there a way to enable it? 00:58 casimir I knew that I can not trust the auto correction... 00:59 Arch-TK joe___: I would presume that there is a file somewhere maybe ending in rc or with the extension .conf or .cfg 00:59 Arch-TK and I would presume that within that file there's some kind of line which looks like it's setting a variable 01:00 joe___ Thanks. I will search for it. 01:00 Arch-TK and I would then go on to presume that there is a line which sets a variable which looks something like: "server crafting enable" or contains those words 01:00 Arch-TK and possibly there's a true/false value attached to it 01:01 Arch-TK hmm, it's saturday, that's awful. 01:01 casimir Use "enable_tnt = true" 01:01 Arch-TK time flies when you're being lazy 01:26 SegFault22 I'm thinking about making a script to automatically make ore, lump, and ingot textures with configurable hue/saturation/contrast 01:26 Jordach SegFault22, i already do that, just by remembering the HSV settings in GIMP's colorize 01:27 SegFault22 I do that too] 01:28 SegFault22 But I want it to be automatically generated 01:29 SegFault22 It may be difficult 01:32 SegFault22 idk lol 02:04 paramat so a pull request of mine has been merged, i go to close the pull and it says (wrongly) 'this branch still has unmerged commits', why? shall i close the pull anyway? more info: the 2 commits of the branch were merged at separate times and one of the commit messages was edited by the dev who merged it 03:28 thefamilygrog66 does anyone know whether it's possible to turn off the player's name (i.e. which normally appears above their player model)? 03:45 kaeza thefamilygrog66, `unlimited_player_transfer_distance = false` in `minetest.conf`, but it only disables them when the players are outside your view range 03:47 thefamilygrog66 kaeza:thanks. I've experienced a glitch on my server occasionally, where a player logs on, the server indicates that there are errors with the player's mesh, and then the player (and their name) are invisible to others. If I type /status, their name is there, and I can teleport to them (and see their collision box). Just wondering if there's a way to exploit this glitch to remove the name (at least temporarily). 03:54 kaeza thefamilygrog66, it can be exploited, but have in mind that it is a possible bug in the engine, and possibly be fixed in the future (mwahahaha!) 03:55 kaeza it used to happen that if you called `player:remove()` on a player object, it got visually removed from the game until restart/relogin 03:56 kaeza couple that with moving (and animating) an entity in the same way a player would, and there you have it 03:57 thefamilygrog66 right on, thanks again, kaeza 03:58 kaeza sure 04:00 thefamilygrog66 I'm trying to determine whether it's possible to create a variant of the MC "hide and seek" game, in which players are transformed into random blocks, and have to hide from the seeker(s). 04:00 thefamilygrog66 not sure if it'll be possible to remove the names from above them though, which would make it a bit too easy to find them! 05:56 MinetestBot 02[git] 04Wuzzy2 -> 03minetest/minetest: Rewrite lua_api.txt into Markdown format 13800d912 http://git.io/cu86Sw (152015-01-03T00:48:38-05:00) 09:00 MinetestBot 02[git] 04Jeija -> 03Jeija/minetest-mod-mesecons: Fix #63, doesn't remove the legacy code that triggered it though 13f1e37fb http://git.io/ERtGDQ (152015-01-03T09:57:46+01:00) 09:03 Megal Happy new year everyone! I have a question, does anyone knows is there a way to make pipeworks pipes work with lava? 09:07 Krock hack it 09:08 T4im Megal: no, they only work with water :) 09:08 MinetestBot 02[git] 04Jeija -> 03Jeija/minetest-mod-mesecons: **This commit changes functionality**, please read 13097b4d0 http://git.io/YNmTKg (152015-01-03T10:00:48+01:00) 09:09 T4im if they'd support all liquids we would probably see corium fountains, might not be the best idea ;) 09:13 MinetestBot 02[git] 04Jeija -> 03Jeija/minetest-mod-mesecons: **This commit changes functionality**, please read 13adb803c http://git.io/rgLmcw (152015-01-03T10:12:20+01:00) 09:13 MinetestBot 02[git] 04Jeija -> 03Jeija/minetest-mod-mesecons: Fix #197, doesn't remove the legacy code that triggered it though 13dca4706 http://git.io/kkDhoA (152015-01-03T10:12:12+01:00) 09:15 pygmee_ lo, does anyone know how to do an arc ? 09:18 T4im circsaw 09:18 Krock use a circle 09:18 T4im stairs can help getting close to an arc 09:26 pygmee_ thanks, but i can't succeed with stairs and i have no circle, i think i'll need some tests 09:35 redstonecraftpl Hi 09:35 cornernote hi 09:35 cornernote where is minetestserver.exe ? 09:36 redstonecraftpl perhaps on page 09:36 redstonecraftpl aa 09:36 redstonecraftpl new ver 09:36 redstonecraftpl in bin 09:36 redstonecraftpl perhaps 09:37 cornernote found it - minetest.exe --server 09:47 cornernote i cant seem to generate a flat map 09:47 cornernote im looking here - http://wiki.minetest.net/Map_generator/settings 09:47 cornernote i set: mg_flags = flat 09:50 cornernote nevermind, my other pc its working 10:55 jluc Hello 10:55 jluc how can i change used tool without using a mouse ? 10:55 Calinou jluc, press keys 1-9 10:55 Calinou may require holding Shift on some keyboard layouts 10:58 jluc thanks Calinou 12:32 * Jordach meows at sfan5 12:32 cornernote if i am building a city, and i want to loop the street and sewer system over and over, how can i do that ? 12:32 * sfan5 meows back 12:32 sfan5 cornernote: worldedit 12:32 cornernote takes really long 12:32 sfan5 then build by hand 12:33 cornernote haha 12:33 cornernote mapgen ? 12:33 cornernote a "loop" mapgen mode would be cool 12:33 cornernote you give it some kind of schema 12:33 Jordach cornernote, just build the sewers, pipes, etc right under the road 12:34 cornernote jordash, yeah, but how to copy them 12:34 Jordach cornernote, make a mapgen to do it 12:34 cornernote each block is 50x50, plus the roads 12:34 cornernote Jordach, thats what i was thinking, but where do i start ? 12:34 cornernote never looked at mapgen before 12:34 Jordach cornernote, well, design how you want to place blocks automaticallyu 12:35 cornernote yes, make like 1 perfect block 12:35 jin_xi this is hmmmms example lua mapgen: http://pastebin.com/x0DFYXQD 12:35 Jordach 16^3 slice of road, then create a schematic. 12:36 Jordach the engine can manually rotate schematics to your choosing 12:37 Jordach cornernote, also, if the subgame doesn't follow Minetest Game, your crafting guide doesn't work properly 12:37 Jordach Zeg9's crafting guide on the other hand, does 12:37 cornernote any clue as to why ? 12:38 cornernote could you open an issue on GH with the debug.txt output? 12:38 Jordach cornernote, nope - even manually changing settings did nothing 12:38 Jordach with my core mods (tools, deco, mapgen, ores, etc) 12:39 cornernote i dont really understand what to do to make this city.. i think minetest.register_on_generated will leave holes in nodes where it makes caves and lakes and things 12:40 Jordach cornernote, err nope 12:40 Jordach i wrote some code to change a basic node into 4 variants and there are no holes 12:41 jin_xi i get cavegen griefing with on_generated stuff but you could override nodes with is_ground_content set to false 12:42 Jordach is that what that flag is for 12:42 Jordach cornernote, https://github.com/Jordach/big_freaking_dig/blob/master/mods/mapgen/init.lua#L412 12:43 jin_xi idk, but it does stop some stuff like caves and mudflow when false 13:03 Krock Jordach, https://github.com/Jordach/big_freaking_dig/blob/master/mods/mapgen/init.lua#L426 why not just: if node_name == c_stone then 13:03 Krock same for grass 13:06 MinetestBot 02[git] 04Jeija -> 03Jeija/minetest-mod-mesecons: Fix #198 by adding gates to the "overheat" group 1380648b6 http://git.io/VVMDGQ (152015-01-03T14:04:18+01:00) 13:26 Jordach Krock, >get_name# 13:26 Jordach it returns the node:name 13:27 Krock I mean, you convert the ID to a name but that's not required because you can use c_stone to compare 13:28 Jordach > minetest.get_content_id 13:28 Jordach that returns a number 13:28 Krock "node_name = data[p_pos]" too 13:29 Jordach fuck it, i was using the dev wiki for that 13:29 Krock xD 13:29 Jordach Krock, i'm feeling like making an API for natural textures 13:30 Jordach similar to my random textures using vmanip, but actually usable 13:33 Jordach hmm 13:34 * Jordach wonders how the wallmounted facedir works 13:34 Jordach time to rack up some BS code again :) 14:52 Jordach i did NOT merge BlockMen's 3d torch pull 14:52 Jordach https://cdn.mediacru.sh/B/Boa36EEqavVJ.png 14:57 Jordach https://cdn.mediacru.sh/6/6uvndL17ngIZ.png 15:01 Jordach how 2 access violation: https://cdn.mediacru.sh/N/Nn9d1yfZ8o_C.png 15:02 sfan5 ಠ_ಠ15:03 Krock interesting clouds 15:03 Krock industrial revolution ftw 15:04 Jordach i logged into a world during night time, access violationed and returned to the mainmenu like that 15:06 Jordach it happened again D: 15:07 gregorycu Did we get 411 out? 15:07 gregorycu Looks like we did 15:07 gregorycu Hooray 15:12 Zeno` yay! 15:12 Jordach https://cdn.mediacru.sh/l/l7pCAciLxUq-.png 15:15 Zeno` I bet those Balinese woman are a terrible thing to have to deal with :( 15:15 Zeno` gregorycu, if you're stressed about it I will offer to take the burden off your hands 15:17 Wayward_One rotflol xD 15:37 Jordach https://forum.minetest.net/viewtopic.php?f=15&t=9036&p=166808#p166808 finally 15:49 jin_xi testing BFD now, looks nice but tons of items (grass and seeds underwater) and soo much grass! 16:03 jin_xi jordach, some optimisation: http://paste.ubuntu.com/9665758/ 16:03 jin_xi now looks more like this: node randomisation done after: 0.40s 16:03 Jordach jin_xi, you can send pull requests 16:03 jin_xi ugh. its very small changes, look at it. 16:03 Jordach jin_xi, with ABMs that used to take upto several tens of seconds 16:04 jin_xi order of loops changed to zyx and lookup of nodeids actually used in some places 16:05 carjack use a single for loop 16:06 hmmmm hey guys, what are your thoughts on the way schematic filenames currently work? 16:07 jin_xi Jordach: your version still takes roughly ten seconds, changed one takes half a second on my machine. 16:07 MinetestBot 02[git] 04kwolekr -> 03minetest/minetest: Fix crash if NodeResolver destroyed before pending any node resolutions 13d91559b http://git.io/Oaa5lA (152015-01-03T11:05:31-05:00) 16:07 carjack 10 second with luajit? 16:07 Jordach jin_xi, it used to take xy seconds 16:08 Jordach with ABMs, but with vmanip it's 0.xx 16:08 jin_xi whatever 16:08 Jordach jin_xi, i know it's under a second: i made the code on my quad core 16:09 jin_xi well, im talking about your vmanip code on my machine, freshly pulled: ~10 secs. changed version 0.5 secs. should be a non brainer 16:10 jin_xi idk what numbers there will be on your machine, maybe it wont matter much, but ppl on slower computers will notice 16:11 Jordach jin_xi, err 16:11 Jordach grass isn't being randomised 16:12 jin_xi ok, maybe i dun goofed, let me look again ;) 16:14 Jordach jin_xi, oh it does 16:14 Jordach sometimes rarely it doesn't actually process 16:14 jin_xi uff 16:14 Jordach (it's a bug with on_generated, not v_manip) 16:15 Jordach jin_xi, my VM with 2 CPU cores and 2gb appears to be moderately fast: https://mediacru.sh/970ad47c5d77 16:16 Jordach ~2 seconds on a few year old CPU 16:16 jin_xi mine is cheap coreduo from 09 16:18 Jordach jin_xi, i'm expecting that 16:18 Jordach at least it isn't ~15 seconds a 16^3 area now 16:21 Jordach 400k vertices rendered and getting 40fps 16:21 Jordach https://cdn.mediacru.sh/A/A-94J4h7nztR.png 16:23 carjack would be 5 second in C and 5.0001 in c++ 16:25 jin_xi Jordach: is there so much wheat on all the grass in BFD? 16:26 Jordach jin_xi, it's a pasture like biome where the long green grass grown for so long it actually became wheat like 17:12 Jordach Calinou, your nodebox torches are antiquated 17:18 carjack sadface.jpg? 19:16 Jordach BFD: 79.1 MB (82,989,792 bytes) 19:16 Jordach ಠ▃ಠ19:16 * Jordach grumbles about Git history 19:23 Calinou archive it, and reset it perhaps 19:26 Jordach Calinou, there's a mythical being in my dropbox 19:27 Jordach an ancient version hiding away :P 19:43 Jordach errrrrr 19:43 Jordach In thread 404ed00: 19:43 Jordach /home/jordach/Desktop/BFDServer/src/script/cpp_api/s_base.cpp:75: ScriptApiBase::ScriptApiBase(): Assertion 'm_luastack' failed. 19:47 Jordach appears to be LuaJIT related 20:02 Jordach how do i not use lua-jit when compiling 20:02 MinetestBot 02[git] 04ShadowNinja -> 03minetest/minetest: Deduplicate code and use stdlib in string functions 133c3887b http://git.io/vfqOqw (152015-01-03T14:50:16-05:00) 20:04 * Jordach removes libluajit 20:04 Calinou -DDISABLE_LUAJIT=1 20:04 Calinou no need to remove it 20:04 Jordach oh well 20:04 Calinou tip: press -D then press TAB 20:04 Calinou you'll see all CMake options 20:04 Jordach Calinou, trying to find out that mysterious m_luastack bug 20:05 Jordach as soon as i join the game: boom, segfault 20:09 Arch-TK I generally find it helpful to run things in gdb to see where the segmentation fault lies. 20:09 Arch-TK or at least, where it happens 20:14 VanessaE Jordach: well if it's happening when you join a *server*, then it ain't luajit's fault 20:14 VanessaE unless the server's what's segfaulting 20:15 n4x \o hi 20:15 VanessaE hi 20:16 Jordach VanessaE, the server itself is dead when i join it 20:16 Jordach this doesn't happen on my local client 20:16 VanessaE wow 20:16 Jordach something is shitting itself 20:19 Jordach PFFFFFFFFF 20:19 Jordach https://cdn.mediacru.sh/8/8mK-m9Si5ZDb.png 20:23 shadowzone Jordach, in the terminal that you're compiling Minetest in, I've had that error on the bottom 20:23 Jordach ignore the compile results 20:23 shadowzone Just sayin' 20:24 n4x it's a warning, not an error 20:26 Jordach http://paste.debian.net/139071/ 20:31 Jordach http://paste.debian.net/139072/ 20:31 acerspyro There's a mod dev who can't spell "furniture" 20:31 Jordach fed it to valgrind 20:31 acerspyro They spell it "Forniture" 20:32 acerspyro Forniture is fuckable stuff 20:32 acerspyro >.> 20:32 n4x maybe that's the joke 20:34 acerspyro lol 20:34 * Jordach wonders if it's an ABM being a little shit 20:37 Jordach hmmmm, ==3046== Address 0x0 is not stack'd, malloc'd or (recently) free'd 20:41 hmmmm okay. thank you for the information. 20:41 Jordach hmmmm, getting really random segfaults 20:53 bit_shifter I can't seem to get minetest to compile with opengl ES. Even if I use "-DENABLE_GLES=1" in the cmake command, it never mentions anything about it, and running ./minetest --version doesn't mention GLES either, so it runs at <1 fps. What am I missing? 20:53 sfan5 bit_shifter: your irrlicht installation needs ogl-es too 20:54 bit_shifter I see. I'll look into that. 21:05 RealBadAngel opengl ES is not a solution 21:05 sfan5 inb4 opengl ES is the problem 21:06 RealBadAngel its not meant for games like our in the first place 21:07 RealBadAngel i can see not a single reason why mt should support such extensions at all 21:07 sfan5 uh 21:08 bit_shifter I'd definitely rather have a full opengl stack... but that's not an option on my embedded platform. What's the solution? 21:08 sfan5 you are aware that mobile devices don't support normal opengl (well enough/at all) 21:09 RealBadAngel theres no solution 21:09 sfan5 wrong 21:10 sfan5 opengl es is a solution 21:10 RealBadAngel on mobile one can simply cannot use high end shaders 21:10 sfan5 if there would be no solution there would be no 3d games on mobile 21:10 acerspyro "there's no solution" 21:10 sfan5 and? 21:10 sfan5 who cares? 21:10 * acerspyro gets a brick wall and slams his head on it until his brain impregnates the cracks made by the cement. 21:11 RealBadAngel sfan5, sorry, but we cant have high end GPU code for every fridge and watch out there 21:11 acerspyro RealBadAngel: You mean it's too hard to support two devices? 21:11 sfan5 RealBadAngel: minetest is not actively support opengles 21:11 sfan5 RealBadAngel: all we are doing is allowing the irrlicht ogles driver to be chosen 21:11 RealBadAngel i mean that ES is not open GL 21:11 sfan5 RealBadAngel: we are not doing anything to make all of the features works with that 21:12 RealBadAngel and will never be 21:12 sfan5 who said it is? 21:13 RealBadAngel with hardware lighting that will come, it will become much bigger difference 21:13 RealBadAngel atm shaders are just slight "expansion" to the look 21:15 RealBadAngel sfan5, and we shouldnt allow use of such drivers 21:15 RealBadAngel only one of them is working correctly 21:16 sfan5 have fun telling all mobile users that they won't be able to play minetest anymore because you decided that OpenGL ES is bad 21:16 RealBadAngel no, not that way 21:16 RealBadAngel shaders are an option only for boxes 21:17 RealBadAngel there are no gpus capable of running shaders on mobiles 21:17 sfan5 you can't enable shaders anyway 21:17 RealBadAngel fucking fridge running android is not a gaming device simply ;) 21:18 RealBadAngel attempts to force mt run ES are about to run shaders 21:18 RealBadAngel not the game itself 21:18 RealBadAngel and WILL FAIL 21:19 sfan5 NOBODY IS TRYING TO RUN SHADERS ON ANDROID 21:19 RealBadAngel oh rly? :) 21:20 RealBadAngel i can recall some threads 21:21 RealBadAngel i even saw code that was doing bumpmapping on ES 21:22 Jordach can confirm 21:22 Jordach much bullshit on iOS devices 21:23 RealBadAngel that situation reminds me tries to run games on osciloscope 21:23 RealBadAngel guy actually made it and can play quake on it 21:24 RealBadAngel https://www.youtube.com/watch?v=aMli33ornEU 21:28 sfan5 RealBadAngel: you seem to have no clue 21:28 sfan5 the game does not run on the oscilloscope itself 21:28 sfan5 inform yourself before saying something 21:28 RealBadAngel oh, cmon 21:28 RealBadAngel you know what i meant 21:29 Jordach tl;dr too many entities cause segfaults 21:32 RealBadAngel and just FYI i do have made an oscilloscope on my own, just a hobby :P 21:33 Jordach RealBadAngel, less time bitchin more time coding them hardware lights 21:33 RealBadAngel i do not bitch that much lately 21:34 RealBadAngel the video i posted above is quite amazing 21:34 Jordach don't make me crack that whip ( ͡° ͜ʖ ͡°) 21:34 RealBadAngel this is real hardcore 21:35 RealBadAngel to turn 3d space into audio signal and see it? 21:35 RealBadAngel guy is monster modder imho 21:36 RealBadAngel same skills would be required for ES ;) 21:42 Brains Jordach: Is there an issue # for the entities thing? Wondering if I'm seeing that... 21:43 Jordach Brains, if you had around ~1000 torch entities 21:43 Jordach RealBadAngel, where's my wallmounted type meshnode 21:44 RealBadAngel Jordach, hmm, it is already implemented 21:45 Jordach RealBadAngel, i haven't seen any code for it 21:45 RealBadAngel meshnode can be wallmounted 21:45 RealBadAngel just try it 21:45 Jordach RealBadAngel, yes, but with different meshes 21:45 * Brains is getting segfaults in MeshUpdateThread (IIRC) when it calls getMeshBuffer. He'll look deeper later, assuming he's still conscious. 21:45 Jordach i need the code, not meshes 21:47 ziggy909 can minetest cache items/media locally? 21:47 Jordach yes 21:47 Jordach it only caches meshes, sounds and images 21:47 Jordach not code 21:50 Brains Is there any obvious reason to use default:stick over group:stick? 21:54 Krock there's agood reason for the opposite 21:55 Jordach Brains, other mods which define items that are sticks can be used instead of default:stick 21:57 * Brains was just annoyed by not being able to make bags with jungle sticks and did a quick look in the various mods. Lots of use of group:stick but a lot of default:stick left too. 21:58 RealBadAngel just for fun: https://www.youtube.com/watch?v=s1eNjUgaB-g 22:37 Brains I should try to get minetest running on this SPARC laptop that is going into my junk box.... 22:41 bit_shifter When the build gets to linking minetest, it errors out with a bunch of undefined references to "eglXxxx". I checked with the irrlicht irc and they mentioned that I need to link minetest with GLES... where would I do that? I used the -DENABLE_GLES=1 flag. 22:44 bit_shifter And cmake says that it "Found system opengles2 library" (and lists several .so files). 22:45 sfan5 bit_shifter: does minetest link to libEGL? 22:46 bit_shifter I don't see any libEGLs specifically. There's libGLESv2.so, but I suppose that's different. 22:47 bit_shifter maybe I don't have libegl... hmm 22:48 bit_shifter I lied, I do have it installed: libegl1-mesa 22:49 Jordach Brains, v2 is the one supporting partial OpenGL 2.X standards 22:49 Jordach (and the OpenGL spec needs to be fucking re-written IMO)] 22:53 bit_shifter sfan5: All the libs seem to be in place on my system. Is there something else I have to do to get it to link with libEGL? 22:59 bit_shifter If I run "cmake -LA", it has the libEGL.so listed with "EGL_egl_LIBRARY". 23:12 Jordach ShadowNinja, "think" i know what it is 23:12 Jordach i appear to be hitting a renderer limitation 23:12 Jordach in that area alone there was ~400k vertices 23:44 bit_shifter I cleared up the eglXxx errors by manually appending "-lEGL" to the end of the line in src/CMakeFiles/minetest.dir/link.txt. Now I have just "glPointSizePointerOES" and "glClipPlanef" left. Which lib would that be? 23:46 bit_shifter It's GLESv1_CM... it finally linked. 23:49 bit_shifter yet... I still don't think it's running with GLES. minetest --version doesn't list it (thought I don't know if it would for sure), but it's still running at <1 fps. Now what did I miss...? 23:51 Jordach OH SHIT 23:51 Jordach 389k vertices drawn https://cdn.mediacru.sh/b/bfdE2ZY9iNR3.png 23:52 Jordach now that explains the segfaults 23:53 Jordach proller, $5 that segfaults FM 23:55 Arch-TK strange people 23:55 Jordach !c (389000*12*0.75)+(389000*2*0.25)+(7500*12) 23:55 MinetestBot 3785500.0 23:55 Arch-TK segfault isn't a verb 23:56 n4x everything is a verb 23:56 Arch-TK It is a shortened version of "Segmentation Fault." 23:57 Arch-TK I guess you could say that Fault makes segfault a verb. 23:58 proller Jordach, try it 23:59 Jordach irrlicht can't handle BFD's swag