Time Nick Message 01:15 gregorycu Hello folks 01:16 VanessaE hi 01:16 acerspyro NEI 01:16 acerspyro GO BACK WHENCE YOU CAME 01:16 VanessaE heh 01:21 gregorycu VanessaE: How I've wanted to speak to you 01:21 gregorycu I have questions around pipeworks 01:22 gregorycu And how they are implemented 01:24 VanessaE well, I can try to answer 01:25 gregorycu I'm asking because there may be perf issues, and I want a little background before I investigate 01:26 gregorycu How are items shown travelling along pipes? 01:26 gregorycu Are those entities, or particles? 01:26 T4im oh you are fixing the entity related memory leak \o/ yay 01:26 NakedFury hello 01:26 gregorycu I'm taking a look at it :) 01:26 T4im you'll be celebrated if you fix it :D 01:27 gregorycu A shrine in my honour? 01:27 T4im haha, I'll build you one somewhere, ya 01:28 gregorycu It'll be the next thing I look at 01:29 gregorycu Though I wonder if the whole thing would have been avoided if particles were used instead of entities 01:29 gregorycu (Particles expire automatically, unlike entities) 01:31 gregorycu It's no excuse for a memory leak, but it'd be less taxing anyway... 01:31 T4im well… other mods make use of entities too… though probably not as much :/ 01:35 VanessaE gregorycu: the objects in tubes are indeed entities 01:36 VanessaE (in a metal pipe it's just a node/texture switch when it has water) 01:36 gregorycu I'll try and get to the bottom of this 01:37 gregorycu I want that statue 01:37 T4im hehe 01:51 T4im gregorycu: just mentioned your plans to a few fellow players, and their reactions ranged from "if he fixes it, he damn well deserves one" to "how big should that statue be?" ;) 01:51 T4im no pressure :P 01:54 Nytram Played minetest for a while (5 hours) but as a noob, I can't see how to learn stuff without google. Is google a pre-requisite? 01:54 VanessaE Nytram: more moreso than it would be when playing minecraft I guess 01:54 Nytram Minecraft is a youtube partner 01:55 Nytram Or so it seems 01:56 Nytram But whatever.. I'll grind on and try to learn. 01:56 acerspyro Nytram: play online 01:56 gregorycu lol, oh dear, expectations 01:56 acerspyro people will learn you stuff 01:57 T4im Nytram: many servers have usually a few players that a very willing to help any polite player that need help :) 01:58 T4im experimenting a bit on singleplayer for the basics can't hurt though 01:58 T4im there is the minetestwiki for example: http://wiki.minetest.net/Main_Page 01:59 gregorycu Is the wiki downloadable for offline viewing? 01:59 T4im it can help with some questions, and of course there's irc :) 01:59 T4im hm 01:59 Nytram Is there a list of noob friendly servers? 01:59 gregorycu That would be dandy, if there were a nightly build of the wiki for offline viewing 02:01 Nytram I guess not. 8/ 02:01 T4im gregorycu: I've seen *somewhere* a git-like interface to wikimedia wiki's, can't find it atm though 02:02 T4im where you could download wikimedia stuff edit locally and push it back up etc 02:02 T4im but I guess that's not helpful for endusers 02:02 T4im Nytram: there is a list with servers http://servers.minetest.net/ 02:03 jordan4ibanez If there's media that's too big the game seems to crash 02:03 T4im I don't know many of them, so I can't make many recommendations… but I would avoid pvp servers in the beginning 02:03 acerspyro jordan4ibanez: what platform 02:03 acerspyro android 02:03 jordan4ibanez Linux 02:03 acerspyro ? 02:03 acerspyro oh 02:03 acerspyro weird, what server 02:04 Nytram I don't like the vanilla game 02:05 T4im there are many modded servers :) 02:05 Nytram It's boring 02:05 acerspyro Try Carbone 02:05 Enke Carbone is good. 02:18 Thenextlevel anyone know a fun temp minetest sever 02:24 n4x est31: I'd say "forced" indentation is cool, some languages do it wrong though 02:25 VanessaE Thenextlevel: play on mine. (they're permanent/long time though) 02:29 est31 n4x: you know, sometimes you have a if thisandthat then return, and then you dont want to start a new line for that 02:29 n4x est31: "doing it wrong" 02:30 n4x est31: and if you have nested ifs, your language should have some sugar for that 02:31 gregorycu if thisandthat is not nested 02:31 n4x something like "guards" would do it 02:31 n4x oh, I read it as "if then else then" 02:31 n4x I think I should sleep 02:31 n4x est31: any example code? 02:32 gregorycu The only problem I have with indentation is fools that use spaces 02:32 est31 No matter how well you design your language, people will make code that is stupid no matter what your language forces. 02:32 n4x just if (a && b) 02:32 n4x est31: never said otherwise 02:32 est31 gregorycu: no problem, just use emacs in openbsd while surfing firefox! 02:32 acerspyro wrong 02:32 est31 (and systemd) 02:33 n4x gregorycu: spaces ftw 02:33 acerspyro You could force it so much that people need a degree and a license to code in a language 02:34 est31 n4x: what example code for? 02:34 n4x est31: also, allowing to bypass the indentation is a must 02:34 n4x (like Haskell's ";") 02:34 n4x case x of 02:34 n4x Just w -> 2 02:35 n4x Nothing -> 3 02:35 n4x or case x of Just w -> 2; Nothing -> 3 02:37 est31 haskell case is just a better c ternary operator? case sounds so procedural... 02:37 n4x haskell's "case" is pattern matching case 02:39 n4x est31: ever played with ML? 02:39 n4x or F#? 02:39 n4x (or scala, for that matter) 02:40 n4x going to my house, will be talking from exio4 in a bit ;P 02:46 gregorycu Gotta love that moment you optimise something that the profiler says is expensive, even thought it looks like it can't possibly be expensive 02:46 gregorycu And the profiler was right 02:50 VanessaE just how optimized? 02:51 VanessaE (and what was it? :P ) 02:59 gregorycu It's not pipeworks, something else 02:59 VanessaE oh good 03:00 gregorycu Basically, offset = pos - blockPos * BLOCK_SIZE 03:00 gregorycu blockPos * BLOCK_SIZE is very slow 03:01 gregorycu Anyway, I'm pretty sure my solution is suboptimal, i can make it better 03:02 gregorycu You stopped caring when it was C++, didn't you 03:02 VanessaE no :) 03:02 VanessaE I was about to ask what your solution was but couldn't find the right words 03:05 gregorycu The "solution" at the moment is to cache the result of blockPos * BLOCK_SIZE, because blockPos doesn't change too much 03:06 VanessaE sounds like something I'd dop 03:06 VanessaE do* 03:06 gregorycu The best solution is actually reworking the code a little 03:06 gregorycu Effectively, it's caclulating the remained of a division operation 03:06 gregorycu remainder 03:07 gregorycu The thing is, on most architectures if you calculate the quotient and the division at the same time, it's a single CPU operation 03:07 gregorycu quotient and mod I mean 03:07 gregorycu So, I can avoid the whole line just by being a little clever 03:08 gregorycu And I can look good doing it 03:08 VanessaE heh 03:11 jordan4ibanez Finally the trains act like trains http://youtu.be/bqPDE2Xdgbs 03:11 gregorycu wow 03:12 gregorycu That's fucking sick 03:13 The_Chosen_One_ Hey guys, what's the best way to setup a server? 03:17 gregorycu I think there is a wiki page for this 03:18 jordan4ibanez Thank you, gregorycu 03:18 jordan4ibanez :D 03:18 DFeniks wow those trains turn on a dime 03:18 gregorycu http://wiki.minetest.net/Setting_up_a_server 03:18 gregorycu Turning is a little hard 03:18 DFeniks how wide would tunnel need to be to support train turning? 03:19 The_Chosen_One_ Yeah there is but it seems rushed and sloppy. Not what I usually expect from servers such as Apache. Was wondering if I missed something. 03:20 jordan4ibanez gregorycu: That's because the trucks are about 4 blocks or so apart, the model is maybe 6 apart 03:20 gregorycu The_Chosen_One_: What is rushed and sloppy? 03:21 The_Chosen_One_ Nvrmnd, my google results turned up the one for Ubuntu and then left me in the dust with a quickly put of server and no configuration. This is a little more detailed. 03:21 gregorycu The_Chosen_One_: What you gotta remember is there is a lot less required to set up. Unlike Apache. 03:22 The_Chosen_One_ Okie dokie. 03:22 gregorycu The_Chosen_One_: Anyway, if it's missing some important detail, let us know and we'll fix it up 03:23 VanessaE jordan4ibanez: I liked it better when the trucks moved separately from the engine as in the first video ytou posted 03:23 VanessaE you* 03:23 jordan4ibanez DFeniks: I'm going to set it up so that the entity of the engine will derail the train if it intersects a block 03:24 jordan4ibanez VanessaE: Yes, but this is just a test of a model that has trucks modeled into it to see how it looks, it doesn't look very nice 03:24 VanessaE oh ok 03:24 gregorycu jordan4ibanez: If you can let me make a recommendation with regards to turning 03:25 jordan4ibanez Shoot it 03:25 gregorycu I'd probably make the train move as if there were two point connecting it to the track 03:25 gregorycu As opposed to one 03:25 gregorycu That way, turning is quite gradual 03:26 gregorycu The train effectivly starts turning as soon as the front is over the turn, as opposed to the middle 03:26 gregorycu You probably have that planned, but I think that would make the early tech demos look awesome 03:28 T4im https://upload.wikimedia.org/wikipedia/commons/3/3d/B%C3%A9zier_2_big.gif <-- something like that? 03:29 gregorycu Exactly like that 03:29 gregorycu I'm looking at the video, maybe that's what you've done a little? 03:29 gregorycu But the points are somewhat close to the middle? 03:31 DFeniks i was thinking once about diagonal tracks 03:31 VanessaE khonkhortisan made a pull for that a while back 03:31 VanessaE it was obviously not accepted :( 03:32 DFeniks im just saying its not really suggestion 03:33 jordan4ibanez I have no idea how I'd do that, the current one I'm doing is already very complicated lol 03:33 DFeniks i was just thinking how trains could turn realistic way 03:34 gregorycu jordan4ibanez: The maths is a little hard, but I think it would be worth it 03:35 gregorycu It will give you realistic looking turns 03:35 jordan4ibanez The way the trains turn right now is very stable and predictible, it's just two points and the yaw of the train is calculated by a vector converted to a yaw 03:36 gregorycu Actually the maths is not that hard 03:36 jordan4ibanez I'll experiment with that though. The turns you're suggesting would have to be multiple nodes acting as one 03:36 gregorycu Multiple points 03:36 gregorycu If you model the train as two points on the track as opposed to one 03:37 gregorycu You then place the train on the midpoint of those two points 03:37 gregorycu With a direction equal to the vector created by those two points 03:38 gregorycu Do entities have metadata? 03:38 jordan4ibanez Wait a second, I just looked at the gif and that's what I'm already doing lol 03:38 VanessaE they can, yes 03:38 gregorycu jordan4ibanez: You need to move the points closer to the edge of the model 03:39 gregorycu The train... swivels... too much 03:39 jordan4ibanez Yes, as I said above, this was just a test 03:39 gregorycu Anyway, I'm not trying to detract what you've done, it looks awesome 03:39 jordan4ibanez No no, I need that kind of critisism to make the mod better 03:44 TriBlade9 There's still no way to set itemstack textures without registering them first right? 03:45 jordan4ibanez Nope 03:45 TriBlade9 Darn 03:45 TriBlade9 I'm attempting to make dyable items 03:46 jordan4ibanez You could register EVERYTHING in different colors 03:46 TriBlade9 Yeah, well, that's a bit overkill dontcha think? 03:46 jordan4ibanez Nope :3 03:46 TriBlade9 I'm making a clothing mod 03:47 TriBlade9 Realized that you can layer skins indefinately 03:47 TriBlade9 Thought dying them would be even cooler 03:47 sofar nice 03:47 TriBlade9 Ohi sofar 03:47 TriBlade9 :D 03:47 sofar well hello 03:48 * sofar checks his sedimentology-mt mod page on the forum :) 03:48 jordan4ibanez Hi sofar 03:48 TriBlade9 sofar, I absolutely love sedimentology :) 03:48 sofar thanks 03:49 sofar it's not entirely done yet. I'll spend some time in the next few weeks tuning it a bit further 03:49 sofar so please check once a week or so for new versions 03:49 TriBlade9 If I may ask, where did you get the idea to port it to MT? 03:49 jordan4ibanez From Minecraft? 03:50 sofar TriBlade9: I was a dev.bukkit.org moderator when bukkit blew up, which put my plugin coding pretty much in the freezer 03:50 sofar yes, it was a bukkit/minecraft plugin 03:51 TriBlade9 Ah, neat. 03:51 TriBlade9 I do a bit of Bukkit/Spigot plugin development myself. 03:51 TriBlade9 Just wrote a lightweight alternative to AutoRank a few days back. 03:51 sofar since I'm a GPL guy in heart and kidneys, minetest was pretty obvious something I was going to follow 03:51 TriBlade9 ^ 03:51 sofar I work on Linux professionally 03:52 khonkhortisan DFeniks, my mistake was drawing the tracks diagonally, and not making the carts able to follow them without zig-zagging. 03:54 TriBlade9 sofar, How are you liking MT modding? (Aside from the issues with the biome API) 03:54 sofar boy loaded question 03:54 sofar lua is... just... wow 03:54 TriBlade9 Wow in a good way or bad way? x] 03:54 sofar arrays start at 1. no value++ 03:55 sofar *G* 03:55 TriBlade9 (I prefer JavaScript by a long shot) 03:55 sofar sorry, I'm a C type of person ;) 03:55 TriBlade9 Perhaps you should try core engine development? 03:55 TriBlade9 I suck at C/C++, but have made some half-useful PRs so far 03:56 sofar well I used to do Linux kernel development 03:57 est31 drib 03:57 est31 drivers? 03:57 sofar nah lua is fine, I started with zero knowledge less than 5 days ago 03:57 sofar est31: mostly, yes (I maintained e100, e1000 and a few other of Intel's ethernet drivers for a while) 03:57 sofar TriBlade9: I've spent perhaps 10 hours total on porting sedimentology, so it's not so bad 03:58 acerspyro Isn't it LUA that' s 03:58 acerspyro that's slowing MT down* 03:58 sofar nah, performance wise it's doing fine 03:58 TriBlade9 With LuaJIT it's bearable, but I still think V8 would be faster 03:58 sofar minecraft/bukkit couldn't handle sedimentology better, I'd say minetest does just as good without luajit 03:59 sofar well, let me add 03:59 sofar sedimentology isn't hard on servers at all - in DEFAULT settings 03:59 sofar for my testing I run at 100x though 03:59 sofar since otherwise it's too slow ;) 03:59 acerspyro isn't V8 for JS? 03:59 TriBlade9 I'd love to see servers running sedementology 03:59 TriBlade9 Yes acerspyro. I really want MT to use Js x] 03:59 acerspyro lol 04:00 sofar there were a few MC servers around, people sent me links and whatnot 04:00 sofar with the bukkitsplosion, I haven't checked much 04:00 sofar I just play at home with my kids mostly, anyway 04:02 chrisf i dont have numbers to link (sorry), but ive seen luajit perform significantly better than v8. 04:04 acerspyro GOVERNMENTAL BULLSHIT 04:07 chrisf acerspyro: ? 04:09 acerspyro lol 04:18 jordan4ibanez gregorycu: The distance between the two trucks is now configureable. :D 04:18 gregorycu Won't that make your collision code for turning hard? ;) 04:19 gregorycu You've a brave man 04:20 jordan4ibanez Let me make a video to show just how smooth it is, I'm impressed with myself 04:20 gregorycu Cool, looking forward to it 04:26 jordan4ibanez Man, I can't wait until all my code is developed so I can finally have a train yard in Minetest 04:30 jordan4ibanez gregorycu: http://youtu.be/LFyndP3OIL8 04:30 TriBlade9 jordan4ibanez HYPE 04:31 jordan4ibanez Hype? 04:32 gregorycu Awesome 04:33 gregorycu I think this makes is simplier for you, if you ever were to introduce a large curve 04:34 TriBlade9 jordy, it seems to be a bit jerky in that video. I can't tell if it's just FPS lag or what 04:34 jordan4ibanez That might happen, but this current code doesn't allow for it 04:34 jordan4ibanez TriBlade9: It's just fps lag 04:34 TriBlade9 Okay 04:34 TriBlade9 I see you like Geany for modding as well <3 04:35 * est31 uses kate 04:35 gregorycu Out of interest, what happens with a zig-zag track? 04:35 TriBlade9 Woah, that speed though 04:35 jordan4ibanez It's because I have to use moveto instead of setvelocity for the main part of the train, what you saw in the video would happen on a server 04:36 TriBlade9 ah, oke 04:37 jordan4ibanez gregorycu: The train sways side to side 04:37 gregorycu Very cool 04:37 gregorycu As it should 04:44 jordan4ibanez Minetest, someday: http://youtu.be/cNFKMXqLsgY 05:39 jordan4ibanez Can a moderator move this https://forum.minetest.net/viewtopic.php?f=47&t=11027 to WIP mods? 05:39 jordan4ibanez Also goodnight 05:59 est31 nooo lag on VanessaE survival server. I logged out and now it sais "connecting to server" without anything happening. 06:03 diemartin est31, 06:03 diemartin * VE-Survival has quit (Quit: Game shutting down.) 06:03 diemartin oops, extra \n 06:04 diemartin lol quarry bug again :D 06:04 est31 it crashed the server? I got no *** server shutting down message 06:06 kaeza est31, it's back up BTW 06:06 VanessaE I restarted the server actually. 06:07 VanessaE it didn't crash, it just lagged too hard. 06:07 kaeza ah 06:30 est31 does a server need restart for backups? 06:32 est31 VanessaE: do you use a btrfs copy-on-write snapshot like mechanism for making backups or is it a simple cp production.db backup-`date`.db 06:33 VanessaE I use rsync to make the backups 06:33 est31 rsync copies the whole file I guess. 06:35 VanessaE mmhmm 06:35 VanessaE the backup cycle takes about 14 minutes at present 06:35 VanessaE (spinning rust drive, tens of gigs to copy) 06:37 est31 is it copied to the same disk? 06:38 The_Chosen_One_ How does one edit their posessions on a server? I've tried modifying my player file. It just returns to normal every time I start the game. 06:42 kaeza The_Chosen_One_, make sure the server is not running 06:43 The_Chosen_One_ I've closed the server and left it running both. In either case, when I start the game, I still have the same things I left off with. 06:44 kaeza only thing I can think of is that, or that you are modifying the wrong file 06:45 The_Chosen_One_ I went into the worlds folder then to my world. Then I went to players and clicked on the file for my player. 06:47 The_Chosen_One_ I'm uploading the files via sftp to a vps after modification. 06:47 VanessaE est31: yeah, unfortunately that's my only option. but better that then no backups at all 06:47 est31 true 06:50 est31 have you experience with btrfs snapshots? 06:50 kaeza The_Chosen_One_, I just tried locally, and editing the player file works 06:51 The_Chosen_One_ I just tried locally and it works. 06:51 kaeza since you said you were uploading via ftp, are you sure you're putting the file in the correct place? 06:52 The_Chosen_One_ Yes. It's asking to overwrite the previous one and after I close the server down, the file size (which I'm looking at in Filezilla) changes. 06:53 The_Chosen_One_ Basically when I stop playing the game, the file size changes. When I shutdown the server and update the file itself, it also changes. Could it be the endline encoding? CRLF? 06:56 sofar est31: btrfs snapshots... are not backups :) 06:57 est31 yeah. idk whether you can mount a snapshot and the "latest version" simultaneously, while writing on the latter and copying the first to a safe place 06:57 * VanessaE wanders off to bed. 06:57 VanessaE night 06:58 sofar est31: well that's actually the nice thing about btrfs snapshots, it is inherently safe to do that 06:58 sofar you can mount any of the snapshots and main volume at any time 06:58 est31 also for writing? 06:59 sofar creating is atomic 06:59 sofar you shouldn't rsync data between them, just make another snapshot and throw old ones out 06:59 sofar (I've worked with the btrfs developers in the past) 07:00 sofar Chris is a very nice guy 07:01 est31 yes. but I mean, take the server offline, make a snapshot, then get srv back on and mount and copy the snapshot to a safe place the same time 07:01 est31 whos Chris 07:01 est31 btrfs dev? 07:01 sofar Chris Mason 07:01 sofar main btrfs author 07:01 est31 ok 07:02 sofar yeah you can do all that safely at any time, really 07:02 sofar the ONLY thing btrfs is iffy about is free space 07:02 est31 is there a nice undelete utility 07:02 sofar I end up reclaiming manually to avoid it 07:03 sofar undelete? pretty much not possible with any FS like ext3/4/btrfs/xfs etc 07:03 sofar your data could be gone in microseconds on any linux fs 07:03 est31 but there is a history of roots or something like that 07:03 sofar that's the nature of them 07:03 sofar well if you snapshot, who cares about undeletes? 07:04 est31 yeah, thats always the argument 07:06 est31 is there any good mechanism that automatically makes snapshots? 07:06 sofar suse has snapper 07:08 est31 what are you using for regular snapshots? 07:08 sofar I'm not using btrfs atm 07:09 sofar most of my data lives on a raid-5 07:09 est31 ok 07:09 est31 but doesn't save you from a wrong rm -rf 07:10 sofar there's a second drive in a different machine for the real important stuff 07:16 sofar is there a way to get pointed_thing from the player name in a chatcommand handler? 07:28 est31 without punch? 07:30 twoelk|2 maybe you can catch the info sent to the F5 on screen display? 07:32 sofar yeah I want to do this server-side 07:33 twoelk ? 07:33 sofar client points at node, issues /command, stuff happens to pointed_node 07:34 twoelk ah, sort of cache the pointed at info server side 07:35 sofar cache? no, just using it once 07:36 est31 there needs to be a message for the server to send a request to the client which node it points at 07:36 twoelk don't I loose focus once I start the chat command? 07:36 est31 or the client needs to send it with the movement data 07:36 sofar you don't lose focus 07:36 est31 if you use on_punch instead? player punches node -> issues command 07:36 sofar I could calculate it from the player position and orientation 07:37 sofar or on_punch, but I don't want to have it punched 07:37 est31 that however would involve a lot of punch handlers to add 07:37 sofar exactly 07:37 sofar and when to cancel them? and when not? 07:37 twoelk I don't think doing it without punch is a good idea 07:37 sofar well I don't want to create a custom tool 07:37 sofar like e.g. MC's WE does 07:38 est31 uset the position of the player 07:38 twoelk if you move the direction when trying to chat this could have unwanted effects 07:38 twoelk like on a tablet 07:40 sofar this is more for a server admin like tool 07:40 sofar if there's no clean solution I won't code it up 07:40 est31 what should the tool do 07:41 sofar basically call an internal mod function to attempt to erode it 07:44 est31 sofar: you could take the position directly under the player. and the command can have a number as param, that sais in which range the attempt should be done too 07:44 twoelk sounds like a dangerous tool to handle correctly :-D 07:44 sofar est31: that's what I'm thinking now 07:45 * twoelk remembers a locked key while using the node gun and the havoc it created 07:47 sofar can I remove all generated landscape and have it regen by removing the map.sqlite file? 07:48 sofar yup, that seems to work 07:49 est31 oh yeah only storing diffs is one of the things that are in my interest list. you need to establish a way on how to make mapgen 100% determinstic 07:49 est31 and portable 07:54 redstonecraftpl hi 07:58 sofar any good rain/storm mods? 08:23 I_shat_myself What is the meaning of this when migrating to LevelDB? Irrlicht log: Error: Need running XServer to start Irrlicht Engine. 08:23 Krock hi 08:24 I_shat_myself hi 08:24 Krock I don't need xserver to start Irrlicht.. lel 08:25 I_shat_myself After that line, it says: Irrlicht log: Could not open display, set DISPLAY variable 08:26 Krock also I don't see why irrlicht is needed to migrate a database 08:26 I_shat_myself Your guess is as good as mine. 08:27 I_shat_myself I don't understand why X is needed. 08:27 Krock maybe an engine bug 08:28 I_shat_myself This is the command I gave. Maybe I did it wrong. minetest --migrate LevelDB --world world 08:30 Calinou hi 08:30 Calinou LevelDB is not necessarily faster, by the way 08:30 Calinou this is especially true on local worlds 08:31 kaeza I_shat_myself, try using `minetestserver` instead of `minetest` 08:31 kaeza `minetestserver` does not require X; `minetest` does 08:31 Krock SQLite is better IMO 08:32 TriBlade9 Hey guys, is anyone available for me to ask a crapton of modding questions? 08:32 Krock continue 08:33 kaeza 0 OK, 0:1 08:33 I_shat_myself I appended a "-X" to the end of my ssh login on my VPS. It seems to either be tied up or actually doing something now. How long does it take to migrate a freshly created world? 08:33 Krock depends on its file size 08:34 kaeza "freshly created world" "depends on its file size" 08:34 Calinou TriBlade9, ask them 08:34 TriBlade9 Okay. 08:34 I_shat_myself As in, never access by a player. 08:34 I_shat_myself *accessed 08:34 Calinou should be done in seconds… 08:34 TriBlade9 First off, how does one create an additional inventory for a player, which is automatically stored? 08:34 TriBlade9 Or does one need to handle the serialization themselves? 08:35 Krock kaeza, maybe (s)he explored 10000m^3 already within some hours and that's already a big file 08:35 kaeza Krock, I take "freshly created" as "I just mkdir worlds/MyWorld" 08:35 Krock TriBlade9, just add a list to the player 08:36 TriBlade9 Yes, I attempted that 08:36 Krock kaeza, but then there's no configuratio or anything 08:36 I_shat_myself No, I started Minetest and it created worlds/world. I then shut minetest down 08:36 TriBlade9 player:get_inventory():set_list("NAME", {}); 08:36 Krock how about :set_size("foobar", 5*5)? 08:36 kaeza TriBlade9, player:get_inventory():set_size("NAME", 1234) 08:36 TriBlade9 Did that as well 08:37 TriBlade9 Does that show up anywhere? Or do you have to create a formspec for it? 08:37 Krock but that should work 08:37 Krock formspec required 08:37 TriBlade9 (Obviously I'm a bit new to modding x]) 08:37 Krock except you override "main" :3 08:37 TriBlade9 Huh, okay 08:37 kaeza use an on_joinplayer callback to set the player's inventory formspec 08:37 Krock ^ 08:38 TriBlade9 Can I just use Unified Inventory? 08:38 TriBlade9 To display a separate formspec 08:38 kaeza but be aware that this way your mod may be incompatible with other inventory-changing mods (like UI) 08:38 kaeza well, consult the UI API 08:38 Krock unified inventory is great for smaller things 08:39 TriBlade9 Alright, TY for the help 08:39 TriBlade9 Yeah, I'm just making a small inventory for clothes 08:39 kaeza !next 08:39 MinetestBot Another satisfied customer. Next! 08:39 TriBlade9 Lol 08:39 kaeza aaaaand I'm off to bed anyway 08:39 TriBlade9 See ya kaeza 08:39 Krock bai 08:39 kaeza g'night 08:53 Zeno` drawtime=45 08:53 Zeno` nice 08:53 Zeno` heh 08:53 I_shat_myself I'm compiling minetestserver from source b/c my distro doesn't have it. Where will my worlds and mods be stored directory wise? 08:54 Zeno` I_shat_myself, depends. Check ~/.minetest/ 08:54 I_shat_myself in reference to the OS and I will do once it's finished compiling. 08:55 Zeno` well ~ is your home directory 08:55 Zeno` so check there first (cd ~/.minetest) 08:58 Calinou I_shat_myself, what distribution do you use? 08:58 Calinou minetest-server package on Debian/Ubuntu should do it 08:58 I_shat_myself I'm using an Ubuntu variant but I just found that out. I was using minetestserver as the package. 08:59 Krock Zeno`, http://i.imgur.com/DKURC97.png 08:59 Zeno` what is that?! 08:59 Zeno` (apart from huge) 08:59 Krock New York City 09:00 Zeno` why is drawtime=1060?! 09:00 Calinou https://cdn.mediacru.sh/F/FK-miM9HUoUF.png 09:00 Krock Zeno`, cuz there were that many nodeboxes to be drawn 09:00 Zeno` haha Calinou 09:01 Krock Calinou, who's that? 09:01 Calinou it is on rnd's server 09:01 Calinou (rnd is someone I know, actually) 09:01 TriBlade9 Hmm 09:01 TriBlade9 Is there a way to register an inventory list before hand? 09:01 I_shat_myself I know this will sound weird but is there a way to run minetestserver as a service? Whenever I close the ssh session, the server shuts down. 09:02 est31 thats because it listens for hangup signal 09:03 est31 either use screen, or do (which I recommend) this: http://wiki.minetest.com/wiki/Setting_up_a_server 09:03 est31 it also contains how to do regular backup 09:06 Zeno` pity the link to the bash script seems to be dead 09:06 I_shat_myself Now that I'm using minetestserver instead of minetest --server, I get this http://pastebin.com/vuKWnW4T 09:07 Krock I_shat_myself, you need minetest 0.4.11 09:07 Krock 0.4.9 is old. 09:07 Zeno` and you also need to avoid running a server as root :P 09:08 est31 should not need. but emphasis added on "please do it" 09:08 I_shat_myself That's very true Zeno. 09:08 Calinou 0.4.9. 09:09 Calinou get a more recent version, I_shat_myself 09:09 Calinou 0.4.11 or latest Git 09:09 Calinou Mesecons no longer works on 0.4.9, since it uses override_item() 09:09 I_shat_myself That means my repos are FAR behind. 09:10 Krock about 500 commits 09:10 Zeno` I would recommend the latest git 09:15 I_shat_myself Where is root's trash stored? 09:16 Krock I don't know why I want to answer with: "At C:\ :P" 09:16 I_shat_myself I trashed the compiled version for the minetest-server version. Now, no matter how many times I pass the URL through get, cmake says files are missing. 09:17 I_shat_myself *git 09:18 Kalabasa it depends on how you "trashed" it 09:19 I_shat_myself rm -R 09:19 est31 rm -rf git demands that 09:20 TriBlade9 rubenwardy, are you on? 09:21 Calinou he is not, send him a memo? 09:22 TriBlade9 !memo 09:22 TriBlade9 Awkwad x] 09:22 TriBlade9 ... 09:22 TriBlade9 Double awkward. 09:23 TriBlade9 I'll just post an issue for him on GH 09:23 est31 Shadowbot help tell 09:23 ShadowBot est31: (tell ) -- Tells the next time is seen. can contain wildcard characters, and the first matching nick will be given the note. 09:23 Calinou TriBlade9, /ms send rubenwardy 09:23 Calinou this works on all freenode 09:23 TriBlade9 Vunderbar 09:24 I_shat_myself How well does Minetestserver run on one core? 09:24 Calinou the game should preferably be run on dual-core CPUs 09:24 Calinou so that background tasks run on another core 09:25 Calinou read and apply these settings: https://forum.minetest.net/viewtopic.php?f=10&t=1825 09:25 Calinou especially `active_block_range = 1` 09:25 Krock I_shat_myself, minetest is playable on a 2.5 GHz singlecore CPU 09:25 Krock so I think a server will run fine 09:26 I_shat_myself These are in the Minetest.conf file? 09:26 Calinou yes 09:26 Calinou add it, it isn't present by default 09:26 I_shat_myself Already have. was doing some fidgetting with it earlier. 09:42 Kalabasa Anybody knows what the "error in error handling" error means? 09:44 Krock the error gave an error? 09:44 Calinou Kalabasa, use Lua without LuaJIT to know the real error 09:45 Kalabasa Do I have to recompile? 09:45 Kalabasa Oh. In the pause screen, USE_LUAJIT=0 09:48 Calinou oh, you're already using non-LuaJIT 09:50 Kalabasa Maybe related to `get_luaentity()` 09:52 Kalabasa or punch 09:56 SopaXorzTaker Here's a free Minecraft gift code: W1H1-A1,1 2E04 09:57 SopaXorzTaker xD 09:57 SopaXorzTaker ->trolling 09:57 Krock Here's a costy Minetest gift code: W0W101 09:58 SopaXorzTaker Here's another one: MINETESTISGPLIFYOUBOUGHTITCONSIDERADONATIONLOLPWNT 10:13 TriBlade9 VanessaE, you don't happen to have a Unified Dyes API do you? 10:13 TriBlade9 I'm not looking forward to writing out a 90-length table with the names and hex values of each possible dye color. 10:23 Zeno` c'mon TriBlade9 10:23 Zeno` don't be lazy 10:23 Zeno` :D 10:23 TriBlade9 I'm doing it right now Zeno` :P 10:24 Zeno` just use named colours 10:24 TriBlade9 Well, I'm trying to use Unified Dyes for all my clothing, which is colored using the [colorize:RRGGBB texture thingy 10:24 Zeno` https://github.com/Zeno-/minetest/blob/master/src/util/string.cpp#L382 10:24 Zeno` there you go... lots of them 10:24 TriBlade9 Since VanessaE used named colors and RGB, it's not exactly nice 10:25 TriBlade9 That's real nice, but still doesn't integrate with UnifiedDyes :P 10:25 TriBlade9 Btw, colored chat should have support for those 10:25 Zeno` VanessaE, update UnifiedDyes 10:25 Zeno` lol 10:26 TriBlade9 I have a right to be lazy and grumpy >:U 10:26 TriBlade9 I'm having a bout of food poisoning. 10:27 Zeno` just write a quick and dirty Lua script or C program to get the colours :P 10:28 TriBlade9 I'm using a modified version of her bash script 10:28 TriBlade9 Still have to convert RGB to Hex manually though 10:36 TriBlade9 1/3rd done 10:38 jin_xi hm. wonder if its possible to change crosshairs on the fly? 10:39 TriBlade9 Shit 10:39 TriBlade9 I just realized that there's an inherant block to me making a clothing mod 10:39 TriBlade9 I can't make textures for shit. 11:02 TriBlade9 huh, how do you add stuff to the creative inventory? 11:04 jin_xi usually your stuff is added by default unless you add not_in_creative or so 11:07 TriBlade9 Weird, not working for me (Unified Inventory) 11:08 CWz deleteblocks seems to crash minetest 11:37 TriBlade9 Clothing mod is working :D 11:40 TriBlade9 G'night 11:54 TheFrozenPig Hi, How do you guys setup a starting point in the game where people can start from and respawn to? 11:56 TheFrozenPig I have the respawn part down pat but the initial point is driving me insane. 12:01 Zeno` static_spawn 12:01 Zeno` in minetest.conf 12:05 TheFrozenPig Found what I was doing wrong. For some reason, I used periods instead of commas. 12:05 TheFrozenPig I had actually written a lua script for respawning because it was ticking me off. 12:08 Krock some people want to invent the wheel a 2nd time 12:12 est31 TheFrozenPig: there are already mods out there doing what you want 13:18 Kalabasa What is the weight for? 13:18 Kalabasa entity weight 13:43 Jordach deprecated, it doesnt have a use anymore 14:13 Kalabasa Oh... 14:56 Evil-Elf-Lord-Ba Is anyone else having problems with plantlife_modpack in 4.11? 14:58 jin_xi what problems? 14:59 Evil-Elf-Lord-Ba I put it in world.mt and now MT says it cannot find the mod. I copied the folder name directly from the folder to avoid spelling mistakes. 15:01 Evil-Elf-Lord-Ba The modpack is in the mods folder. 15:02 jin_xi does the mod show up when you configure the world via gui? 15:02 Evil-Elf-Lord-Ba Give me a second. 15:03 Kalabasa Wow, free models from OpenGameArt http://opengameart.org/content/pixel-dungeons-set1-props-and-stuff 15:03 Kalabasa fits "minetest style" 15:05 Evil-Elf-Lord-Ba Yes and it actually works. 15:06 MinetestBot 02[git] 04CraigyDavi -> 03minetest/minetest_game: Follow naming convention of textures and sounds in doors 136157982 http://git.io/VQjhRA (152015-01-17T16:05:23+01:00) 15:06 MinetestBot 02[git] 04CraigyDavi -> 03minetest/minetest_game: Add fancy inventory for bones 1307dcae7 http://git.io/qP-rkA (152015-01-17T16:05:19+01:00) 15:07 jin_xi cool, i always use the gui so idk what was the problem, but glad it works now 15:08 Jordach i always drop my mods into /games/gamename/mods/ 15:09 Evil-Elf-Lord-Ba No, I mean it works for the GUI. The server minetestserver is still going kaput. 15:09 jin_xi oh 15:31 MinetestBot 02[git] 04kilbith -> 03minetest/minetest_game: Add straw 135d8b244 http://git.io/8DFQ-g (152015-01-17T16:30:31+01:00) 16:23 ottodachshund 09memehopper 17:41 rubenwardy Hi all! 17:42 Wayward_One silly question, how does one update their fork of minetest on github? 17:42 Wayward_One hello rubenwardy :) 17:42 rubenwardy Wayward_One, please clarify 17:42 rubenwardy Do you mean get changes from Minetest upstream? 17:42 rubenwardy Or add your own changes? 17:43 Wayward_One get changes from upstream. i'm currently 124 commits behind master 17:44 Calinou hi rubenwardy 17:44 Calinou Wayward_One, git pull https://github.com/minetest/minetest.git 17:44 Calinou or minetest/minetest_game.git for the game 17:44 Calinou use that command in your Git repository 17:44 rubenwardy and then git push 17:44 Calinou then you can push… using git push 17:44 rubenwardy If you use the windows client, you need to open up the shell 17:45 Wayward_One ah, ok. 17:45 rubenwardy If you have changes, you need to rebase. Which is a PITA 17:45 rubenwardy brb 17:45 Calinou this is why you should keep the master branch unmodified 17:45 Calinou and make all your changes in branches 17:46 Calinou `git checkout -b branch_name` creates a branch and switches to it 17:48 Wayward_One yeah, i know, i do. i was just wondering how to update my fork 17:49 Calinou be sure to use the git pull while you're in the master branch 17:49 Wayward_One ok 17:49 Wayward_One yeah, i was aware of the other commands, just not git push lol 18:16 rubenwardy back! 18:16 MinetestBot 02[git] 04Sapier at GMX dot net -> 03minetest/minetest: Fix NodeMetadataList loosing memory on deserialize due to invalid clear map call instead of clear 13a39c136 http://git.io/RUDygw (152015-01-17T19:14:36+01:00) 18:16 MinetestBot 02[git] 04none@none.none -> 03minetest/minetest: Fix entitiy WieldMeshSceneNode not freed due to additional grab 132959d6b http://git.io/SKLrZg (152015-01-17T19:13:08+01:00) 18:28 rubenwardy Blender <3 18:28 Jordach <3 18:28 VanessaE you seen the updates to pipeworks and technic lately? :) 18:32 rubenwardy This is what I'm currently working on: https://cdn.mediacru.sh/R/Rv3D5NeBpKwY.png 18:32 rubenwardy (Warning: 1080p) 18:33 rubenwardy Jordach: how can I make the light from the fire bounce of the floor and scatter to the ceiling? What is it called? I'm currently using ambient occulusion, only 18:38 Calinou global illumiantion, rubenwardy 18:38 Calinou Tesseract does it in realtime :p 18:38 Calinou global illumination* 18:38 Trixar_za Tesseract? How would that look? 18:38 Calinou it looks fine 18:39 Calinou even on its low quality setting 18:40 jordan4ibanez Jordach: Are you up for doing a texture? 18:40 Jordach rubenwardy, enable indirect lighting and turn the bounces up 18:44 Calinou I guess you need 1 bounce only 18:44 rubenwardy Yeah, any more and it is all read 18:44 rubenwardy red 18:45 rubenwardy I'm fiddling with the things 18:47 Jordach is there anything i don't know about blender 18:48 Calinou Blender has a node editor for making textures 18:49 Jordach Calinou, NeoTextureEditor does that better 18:49 rubenwardy The stairs are now glowing from underneath- I've made sure that there are no diagonal gaps. Any suggestions? 18:49 Jordach rubenwardy, are they a single mesh? 18:50 rubenwardy No 18:50 rubenwardy Is there a stair making modifier? 18:50 Jordach shift + right click them 18:50 Jordach then ctrl + j 18:50 Jordach then enter edit mode, select all with a then remove doubles with the side meny 18:52 rubenwardy zero vertices were removed. They're probably not close enough together? 18:53 Jordach yup 18:53 Jordach you've got mesh gaps 18:53 Calinou Calinou, NeoTextureEditor does that better 18:53 Calinou but perhaps Blender is more powerful? 18:53 Krock eww. always those mathematics http://upload.wikimedia.org/wikipedia/commons/d/d8/5-cell.gif 18:53 VanessaE rubenwardy: also make sure you have the snap-to-vertexes option enabled when needed 18:54 VanessaE (the "-> <-" button, with a suitable "doubles" threshold) 18:58 rubenwardy doubles threshold? 19:00 rubenwardy removed 26 vertices, now 19:00 rubenwardy thanks XD 19:01 rubenwardy Still a glow, though 19:37 jordan4ibanez Cool, now you can reverse the direction of the engine seemlessly 19:50 sfan5 jordan4ibanez: the train mod you are making is crazy, crazy awesome 19:51 jordan4ibanez Thank you :D 20:02 ottodachshund did you know there is a dog breed that has been bred for trolling ducks? 20:02 ottodachshund the nova scotia duck trolling retriever 20:02 ottodachshund it plays romps and frisks at the water's edge the ducks swim close to shore to see what the fuss is about then BOOM the hunter stands up from the blind! 20:02 ottodachshund http://en.wikipedia.org/wiki/Nova_Scotia_Duck_Tolling_Retriever 20:12 jordan4ibanez This is the best http://youtu.be/qxNsZ97neeg 20:48 Polsaker ottodachshund, Tolling != Trolling 20:48 Polsaker :P 22:34 jordan4ibanez Now they stop and reverse http://youtu.be/B5PP8k8KcIo woooooooooooo 22:35 jordan4ibanez Almost time for creating the first car and attachment code :D 22:47 VanessaE jordan4ibanez: looking good 22:48 jordan4ibanez Thank you! This track tester is killing me though haha 22:49 VanessaE what model of engine is that btw? 22:49 VanessaE (I mean literally, the real life engine type) 22:52 jordan4ibanez I honestly have no idea, but it was free so hooray! 22:55 VanessaE jordan4ibanez: oh ok :) 23:05 Wayward_One that looks awesome! 23:09 jordan4ibanez Thank you! 23:09 jordan4ibanez I think I'm going to have to use moveto instead of setvelocity, it's a serious headache trying to make setvelocity stable. :/ 23:14 jordan4ibanez Actually, maybe not 23:15 VanessaE jordan4ibanez: be sure you test it under a high-lag situation also 23:16 VanessaE e.g. simulate communication delays and high server load, relative to the client, if you can 23:16 jordan4ibanez I would need a server to test it on 23:20 T4im you can set one up locally 23:20 T4im at least to test the high server load 23:20 T4im setting a very bad nice value of the process etc 23:20 VanessaE set one up in a virtual machine, that way you can pause the VM and what-not to "fake" high load/latency 23:20 T4im oh, that's a good idea ^^ 23:21 T4im letting the firewall drop a few packets and such D: 23:21 T4im :D 23:33 jordan4ibanez Good idea! 23:36 Jordach hang the fuck on 23:37 VanessaE hang it on what? 23:37 Jordach how is a velocity which is a constant motion in a vector less stable than a double beizer curve movement (moveto) 23:37 VanessaE Jordach: probably because setvelocity has no target endpoint. 23:37 VanessaE whereas moveto does. 23:39 VanessaE so to use only velocity to track an object when the client or server has an undefined stability or speed, you'd basically have to poll extremely fast to avoid position overruns 23:39 VanessaE versus moveto where you...well...don't. 23:40 jordan4ibanez Yes, exactly 23:40 jordan4ibanez I am doing comparison tests right now 23:41 VanessaE the disadvantage to moveto is that you want movement to be fluid, so you have to keep issuing new position updates *just* ahead of the object reaching each of the previous targets 23:42 VanessaE otherwise it'll stop occasionally (of course, that's what you'd want it to do were the server to lag out) 23:42 VanessaE pipeworks needs to be updated to use this same function. right now I think it just uses setvelocity