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IRC log for #minetest, 2015-03-19

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All times shown according to UTC.

Time Nick Message
00:04 TheFox Or just no one seems to know what's going on?
00:06 est31 no, but I guess nobody has the time/motivation
00:06 est31 I'm sure when you know an experienced packager for ubuntu, that celeron55 will give them access to the ppa repo, to upload 0.4.12.
00:08 TheFox I see.
00:13 TheFox Well, I guess I can thank you for trying to help, est31. Just kind of disappointing the lack of communication on the matter, but life happens.
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01:21 Yves Question plz : i made a Minetest server.  To date we use our home network setup with local IPs to play.  But will have to open outhome.  My Internet service provider use dynamic IPs.  Plus im unable to fix or to know how some1 out of my home to access to my server.  Using one of those stupid TP-link.  My Internet provider cant support me about my router and customer service of TP-link tell me thats cauz my Iprovider.
01:21 Yves Does som1 have a clue for me plz?
01:27 ShadowNinja Yves: Port forward your minetest port over UDP and use your external ip (google "what's my ip" or so).
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01:28 Yves ShadowNinja: what's my ip gives me my router IP
01:28 ShadowNinja Yves: Yep.
01:28 Yves ShadowNinja: Then?
01:29 ShadowNinja Yves: Use that IP.
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01:29 ShadowNinja Yves: Just anable port-forwarding.
01:29 ShadowNinja enable*
01:30 Yves ShadowNinja: But we are more than one here to play...  Not sure i understand you.
01:31 ShadowNinja Yves: Um, so start a server.
01:31 Yves ShadowNinja: already done...
01:32 ShadowNinja Yves: Then have people connect to it.
01:33 Yves ShadowNinja: Using my router IP?
01:33 ShadowNinja Yves: If you use NAT they'll connect to your router and you'll configure it to forward to your pc.
01:34 Yves In Forwarding, i find : Virtual servers, Port Triggering, DMZ and UPnP
01:34 Yves looking at NAT
01:35 Yves NAT is enable
01:36 ShadowNinja ~give Yves google tp-link site:portforward.com
01:36 ShadowBot Yves: TP-Link Router Port Forwarding Guides - PortForward.com: <http://portforward.com/english/​routers/port_forwarding/TP-Link>; TP-Link Router Passwords - PortForward.com: <http://portforward.com/default​_username_password/TP-Link.htm>; Secure and Configure TP-Link Wireless Routers - PortForward.com: <http://portforward.com/engli​sh/routers/wireless/TP-Link>; Port forwarding (3 more messages)
01:37 Yves ShadowBot: Noted.  Will look at that.  Thx alot :)
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02:29 Sokomine hm. i think i'm going to put the import of .mts and .we files into a seperate mod as that might be needed by other mods as well (apartments, mg_villages, upcoming build_chest for buildings...)
02:29 Sokomine wonder which name might be suitable for that...  save_restore ? build_chest ?
02:33 est31 build_chest?
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02:35 * est31 requests rename of ShadowBot to $hadowBot. Now its just breaking too easily the autocomplete for its owner ShadowNinja :)
02:35 Sokomine well, a chest you dump somewhere, select the blueprint to spawn, and then it does just that. kind of like towntest
02:35 est31 cool
02:36 est31 serialize_lib ?
02:36 Sokomine trouble is: i need the functionality of reading blueprints (be they .we files or .mts schems) in more than one mod
02:36 Sokomine so a new mod for those functions might be in order...
02:36 est31 no
02:36 est31 or yes
02:36 Sokomine reading .mts files fully was not possible before zlib decompression got added to the api
02:36 est31 perhaps own directory in worldedit
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02:37 Sokomine the worldedit part is more or less taken from worldedit directly
02:37 est31 but isn't worldedit already in its own directory?
02:37 frogle6 helllo
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02:37 Sokomine it's supposed to be independent of worldedit
02:37 Sokomine though actually placing a building manually will certainly require a priv (worldedit priv comes to mind there)
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02:38 Sokomine there's also the issue with replacing non-existing nodes with other ones...
02:38 frogle6 hello
02:38 Sokomine hi
02:38 est31 but the vanilla worldedit directory is already a library isn't it? which additional functionality do you need?
02:38 est31 https://github.com/Uberi/Minetest​-WorldEdit/tree/master/worldedit
02:39 est31 this one Sokomine ^
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02:42 Sokomine i need a part of the serialization file. just take a look at latest mg_villages. it already contains that code from worldedit
02:43 est31 and any additional things Sokomine?
02:43 Sokomine i called it worldedit_file.lua there
02:43 Sokomine the function i need is local in worldedit. which is not...very practical :-)
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02:44 Sokomine see it as a low-level access for reading .we files
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02:46 Sokomine hi jordan4ibanez
02:46 jordan4ibanez Hello, Sokomine
02:47 est31 btw, why is it bad to have a worldedit dependency?
02:47 est31 I mean worldedit != other mods in worldedit
02:48 est31 its only a library isnt it?
02:48 est31 thats the purpose its so generic
02:49 jordan4ibanez You shouldn't have a worldedit dependancy, you should check if it exists and if not return
02:49 est31 soft dep yes
02:49 jordan4ibanez Bam redundancy, but, without halting the game
02:50 Sokomine doesn't help me. i do need access on a lower level then the worldedit api provides
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02:50 est31 then extend the API and submit a PR
02:50 jordan4ibanez Like what exactly?
02:50 Sokomine hmm. you're right. that might be a good ide
02:51 Sokomine jordan4ibanez: i need the function that reads the file and turns the data into a table but does not place the building anywhere yet
02:52 est31 and you should probably license it under AGPL
02:53 jordan4ibanez Write this: Use voxel api to load chunks in area, read from the chunks, put the data into a table, close voxel api, take list, read each member, convert each member to the corresponding node string, and bam you have a table full of readable nodes
02:53 est31 because worldedit requires that (sadly)
02:53 Sokomine i'd also love to have general save-some-data-to-a-file-in-the-world-path function in builtin. something like https://github.com/Sokomine/mg_vil​lages/blob/master/save_restore.lua   very simple, very often needed
02:54 est31 jordan4ibanez, thats exaclty what the file does, but that function has more features
02:54 est31 like compatibility
02:54 Sokomine yes. will be easier if it's a seperate mod under agpl. i think i'm going to use gplv3 for the villages part
02:54 est31 or it works around bugs in luaJIT
02:54 jordan4ibanez Then just write the data to a .txt file lol
02:55 est31 agpl requires that *all* stuff that links to it is agpl too
02:55 est31 or no sorry
02:55 Sokomine ah, even other mods calling it?
02:56 est31 dunno if that falls under the linking rule
02:56 Sokomine jordan4ibanez: that'd be a bit overkill for this purpose
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02:57 Sokomine well...we could write a mod that converts .we to .mts...but maybe agpl isn't so bad either. i'm not sure yet
02:58 est31 mg doesnt have a license
02:58 est31 weiird
02:58 * est31 wonders whether a license was a rule for topics in the mod releases forum
02:58 est31 as it was added
02:59 jordan4ibanez Well the thing about overkill is that once you write it you can always use it again because it has features that you didn't even know it had at the time
02:59 WarrTab It'd be really nice to have an option to store all world files in the chunk store.  Then, you could have single-file worlds, and avoid corruption an server power loss...
02:59 jordan4ibanez def write_chunks_to_string_then_txt_file(stuff): end
02:59 est31 lua is not the right place for that
03:00 jordan4ibanez Fine
03:00 jordan4ibanez def write_chunks_to_string_then​_txt_file(void){return(0);}
03:00 est31 and ofc not compressed
03:00 est31 please compress 0
03:01 WarrTab 0 compresses to 1
03:01 WarrTab Horizontally
03:01 jordan4ibanez def write_chunks_to_string_then_​txt_file(void){return(-0);}
03:01 WarrTab Compresses to - vertically
03:01 est31 lol
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03:02 jordan4ibanez Are chunks stored in memory as a vector or as an array?
03:03 est31 lol good question
03:03 est31 first its not chunks but mapblock
03:03 est31 http://www.gnu.org/licenses/​gpl-faq.html#MereAggregation
03:03 est31 "if the semantics of the communication are intimate enough, exchanging complex internal data structures, that too could be a basis to consider the two parts as combined into a larger program."
03:03 est31 I think this isn't intimate enough
03:04 Sokomine est31: that's not a problem. i've talked to nore, and nore said that gplv3 would be ok. after all mg_villages did start with nores mapgen, and still has a lot from that base. i only extended
03:05 jordan4ibanez hmmmm: Can you answer this?
03:05 est31 ko
03:05 est31 ok*
03:05 hmmmm what's a "chunk"
03:06 est31 I think jordan4ibanez means mapblocks
03:06 jordan4ibanez A mapblock*
03:06 hmmmm aren't they stored in a std::map?
03:07 hmmmm a way more efficient data structure would be a sparse vector, but we'd have to implement that :(
03:07 jordan4ibanez The game would be incredibly fast if you did that holy moly
03:08 hmmmm no it wouldn't
03:08 hmmmm i know exactly what minetest needs to become fast
03:08 VanessaE a total overhaul? :P
03:09 hmmmm sure, but not quite
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03:09 est31 why would be a vector be better?
03:10 est31 you mean every of the 60k^3 possible positions to be indexed?
03:10 hmmmm mapblocks are contained within a MapSector
03:10 est31 ah ok
03:11 est31 then it makes sense yes
03:12 jordan4ibanez Load the chunk into memory, create vertexes based on pos/surrounding blocks, make gpu render faces, only collision detect by rounding the nodes on the collisionbox, only update vertexes on chunk updates
03:12 jordan4ibanez Or does Minetest already do this?
03:13 hmmmm that's a perfect if not simplistic way of describing how minetest already works
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03:14 jordan4ibanez Then why is it so slow on windows? I'm not being a smartass I'm legitimately asking
03:14 hmmmm which part is slow
03:14 est31 mapsector isn't axaxa , but 1xax1 ??
03:14 est31 lol
03:15 hmmmm MapSector is a vertical collection of MapBlocks
03:15 est31 yes just read the code
03:15 jordan4ibanez The entire game, in linux, it runs at 500fps, on windows <30
03:15 hmmmm OpenGL is made to be slower on windows becuz MS
03:16 jordan4ibanez I don't know about that, even valve said that it was faster than dx even on windows, is it because of irrlicht?
03:17 hmmmm yeah, that's possible
03:17 hmmmm I dunno what valve said recently
03:17 hmmmm but MS does really give preferential treatment
03:18 est31 perhaps its doing stuff like it did on linux once, creating a new window (that isn't shown) and removing it, six times every frame.
03:18 est31 fps was quite good for that
03:18 est31 (not irrlicht but mt)
03:23 jordan4ibanez I wonder what it would be like to make a minetest clone lol
03:24 jordan4ibanez I don't know where I was going with that
03:25 est31 clone or fork
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03:28 jordan4ibanez Pure opengl clone
03:29 Zeno` If you're to do that you may as well start from scratch
03:29 Zeno` It'd probably be less effort
03:35 est31 then its a clone
03:36 est31 but I admit it would be cool to have graphics engine choice
03:36 est31 for the client
03:37 est31 "do you use the irrlicht version?" "no I use the pure open gl clone" "I've heard its faster" "yea."
03:38 est31 in server chat ofc
03:38 hmmmm well
03:38 hmmmm one way to make minetest render faster would be to improve occlusion culling
03:39 hmmmm there's currently no good way to tell how much we overdraw
03:41 Zeno` what was createForsythOptimizedMesh() intended to be used for?
03:42 hmmmm you mean it's not used?
03:42 Zeno` nope
03:42 hmmmm hmm
03:42 hmmmm that was kahrl's thing
03:42 hmmmm it optimizes the vertex buffer by drawing order
03:46 Zeno` RBA added it didn't he?
03:46 Zeno` straight from irrlicht IIRC
03:46 hmmmm really?  i thought that was kahrl
03:46 hmmmm well if you say so
03:47 Zeno` But the week he committed that was also the week he got very busy at his new job and it's never actually been used
03:47 hmmmm :{
03:48 Zeno` I added it in a few places at one point but I don't know how to see the difference it makes (of course callgrind is useless)
03:49 Zeno` gosh, it was ages ago. Time flies.
03:49 Zeno` https://github.com/minetest/minetest/commi​t/016448331061f87a63b8f9ef33671d81e8922ad1
03:50 est31 (Note: no fly privilege)
03:50 est31 /privs Time
03:50 Zeno` :p
03:51 est31 /revoke Time fly
03:51 est31 Zeno`, satisfied ?
03:51 Zeno` yes, very satisfied. Thank you
03:51 * Zeno` might need a sleep now after all that excitement
03:53 jordan4ibanez I think netbeans is broken in pcbsd http://i.imgur.com/oeHac19.png
03:54 est31 lol wasnt java supposed to be ... umm
03:54 est31 platform independent?
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06:49 MinetestBot [git] nerzhul -> minetest/minetest: Reset the old HP method on PlayerSAO::setHP 2676d28 http://git.io/hR49 (2015-03-19T07:47:45+01:00)
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09:39 fuznuts can i use worldpainter to make minetest maps too?  Or can I convert the minecraft maps I make that way to minetest maps?
09:53 Calinou fuznuts, yes you can, at least parts of Minecraft worlds
09:53 Calinou there is experimental work on converting full worlds
09:55 Calinou https://github.com/dgm3333/mcimport
09:55 Calinou you might need this (implements Minecraft blocks): https://dl.dropboxusercontent​.com/u/21225632/mcblocks.zip
09:56 Calinou the former is a Python script, the latter is a Minetest mod
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09:57 fuznuts how long are we talking about this taking?
09:58 Calinou no idea
09:58 Calinou I have never tried it
10:11 JamesTait Good morning all; happy Chocolate Caramel Day! :-D
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10:27 MinetestBot [git] paramat -> minetest/minetest: Mgv5/mgv7: Sprinkle dust from full_node_max.Y if chunk above is generated d03c299 http://git.io/h0L0 (2015-03-19T10:18:42Z)
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12:36 farfadet46 hi / bonjour
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12:39 Calinou hi
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12:59 nrzkt salut farfadet :p
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12:59 nrzkt i didn't know you are on IRC farfadet46 :)
13:03 Jordach nrzkt, salut (didn't know you were french) :)
13:04 farfadet46 hey
13:04 farfadet46 ;)
13:04 farfadet46 i'm trying to make a little mod but i'm very bad at that :p
13:05 farfadet46 somebody know Galaxy55 ? http://galaxy55.com/
13:07 farfadet46 i want to try to make a laser to breack nodes like in galaxy 55
13:10 farfadet46 i started with that, i'm right ? http://dev.minetest.net/minetest.register_tool
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13:11 ThatGraemeGuy farfadet46: there is a mining laser in the technic mod, you could try looking at that mod's code for inspiration: https://forum.minetest.net/viewtopic.php?id=2538
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13:12 farfadet46 oh cool thanks ;)
13:16 ThatGraemeGuy np
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14:04 est31 The stable ppa now gets a 0.4.12 build. Please test and report whether it works
14:04 nrzkt slow !
14:04 nrzkt FreeBSD, Archlinux and play store are faster :p
14:06 est31 faster than f-droid though :)
14:06 est31 umm my project too ...
14:08 est31 builds requested...
14:08 ipv6b swaaws ran BSD. It's not my fault it was only binaries that counted as "stable" on that server. I wish swaaws was contactable
14:08 * ipv6b ran 0.4.9 as "stable"
14:09 * ipv6b is gonna play "just test" for a while
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14:32 nrzkt yes Jordach :)
14:32 est31 whatever, its out :)
14:41 VanessaE good morning
14:41 ipv6b est31, have you seen the mobs in "just test"? Mobs allow us to get grass and jungle grass so we can grow wheat and cotton.
14:42 ipv6b We can grow wheat underground with the help of a "city block" whose main function is to be "antigrief water&lava" but at nearest 4 blocks gives "50 light" which allows me to grow cotton and wheat.
14:43 est31 what is your nick mine is est
14:43 est31 est31
14:44 ipv6b My nick is ipv6v6 because I lost my password to ipv6 and couldn't recover it...
14:44 est31 there killed you
14:45 nrzkt VanessaE: good afternoon
14:45 nrzkt VanessaE: pull master & try again :)
14:45 VanessaE nrzkt: did you fix the death loop also?
14:46 nrzkt one old test was retrieved and pushed which fix everything in fact. Not the best design but the working design, and that permit to keep the original commit goal without regression :)
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14:54 meldrian Hello everybody :)
14:54 Zeno` The Death Loop hheeh
14:57 nrzkt it's a new funny entertainement :p
14:58 VanessaE ...
15:00 nrzkt that's a joke ! smile, it's thursday, :p
15:00 VanessaE too tired
15:00 nrzkt now you can leave the death loop and sleep if you want :p
15:01 VanessaE I was serious.
15:01 nrzkt maybe, but this is not a reason for me to be tired too, sorry :). The bug is fixed, now please update your servers and we go to other problems
15:02 VanessaE not until the death loop is fixed
15:02 VanessaE without that fix I can't disable damage on the creative server.
15:02 VanessaE I have no idea if other users are also caught up in that loop and just haven't told me
15:02 nrzkt i think you are too tired to read what i said :p
15:03 nrzkt pull, update restart and play
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15:06 YvesLevier VanessaE: I did.  My bad :(
15:06 VanessaE hm?
15:13 VanessaE bbl
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16:14 xenkey Hi
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17:21 xenkey Hi
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17:46 hmmmm http://openssl.org/news/secadv_20150319.txt
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18:02 luizrpgluiz hi
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18:10 Krock meow?
18:11 STHGOM woof
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18:20 luizrpgluiz https://forum.minetest.net/v​iewtopic.php?f=7&amp;t=11261 hahahahahahahahahahahahahahahaha
18:21 xenkey Hi
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18:23 Krock luizrpgluiz, this is the best content of that topic: http://www.speedextreme.com/funn​y/DeadHorses/deadhorse_lego.jpg
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18:24 rubenwardy Seriously, WTF is up with the forums recently?
18:25 Krock nothing?
18:25 Krock You've solved the problem as I see
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18:26 rubenwardy I have to reset the cache as when I log in, I log back out.
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18:26 rubenwardy It happened yesterday as well
18:26 rubenwardy It means I have to log out of ALL my websites.
18:26 rubenwardy It's a pain
18:27 Krock why? Just delete >that< cookie
18:28 rubenwardy Requires an extension. I'm using FF
18:28 est31 nope
18:28 Krock get the extension :P
18:28 est31 not for me
18:29 rubenwardy found it
18:29 rubenwardy I HATE the FF settings. I wish they didn't change it from what it is a year ago. They go rid of disable javascript as well
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18:34 Calinou it's in about:config
18:34 Calinou people disabled it by mistake
18:34 Calinou anyway
18:34 Calinou ftp://ftp.gnu.org/gnu/gnuzilla/31.5.0-gnu2/
18:34 Calinou GNU for everyone!
18:35 rubenwardy Yeah, I found it, it's just takes longer to get to. (oh well)
18:40 Krock luizrpgluiz, you didn't understand what "Don't feed the trolls" means?
18:44 luizrpgluiz HEHE
18:44 luizrpgluiz sorry
18:47 rubenwardy I was wondering whether he was one of those repeat-a-post spam bots.
18:47 rubenwardy But no links
18:47 rubenwardy Apparently not then :)
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18:50 ekem !google
18:51 ekem !google modelling minetest
18:51 ekem :|
18:51 rubenwardy !g modelling minetest
18:51 MinetestBot rubenwardy: http://wiki.minetest.net/Using_Blender
18:52 rubenwardy If you're making a node/block, and it is going to be cube like, you could use http://rubenwardy.com/NodeBoxEditor
18:52 ekem i was going to make a windmill.
18:53 Calinou compliacted models are best made in Blender, or Cube 2 (export .obj then import it into .blender)
18:53 est31 "This program supports all operating systems Minetest supports." does that include android :)
18:53 rubenwardy Lol. Oops
18:53 rubenwardy Theoretically, but good luck converting it
18:53 ekem Calinou: any field reports about triangle count and where you want to be?
18:53 rubenwardy ekem, I guess you want it to be animated?
18:54 ekem it would be nice, yeah
18:54 rubenwardy You would need to do the pole as a node, and then add the blades as one entity.
18:54 Calinou there's no animated model support (for meshnodes)
18:54 rubenwardy Outside of my area of experties
18:54 rubenwardy ^^
18:54 Calinou ekem, triangle count is indicated in both Blender and Cube 2 (wtr)
18:55 ekem i mean for limits
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18:55 Calinou oh, you can use anything
18:55 Calinou don't hesitate to use up to 1,000 triangles per model
18:55 Calinou the only limit is the one of the model format
18:55 Calinou eg. 4096 for md2
18:55 ekem oh nice, im more worried abuot introducing client lag
18:55 Calinou we support md2, md3, obj, x, b3d
19:01 Krock sfan5, please http://sfan5.duckdns.org/ircstats/minetest.html if possible :)
19:01 Krock *update
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19:04 YvesLevier Calinou: Im very courious about triangles.  Have a link?
19:05 Krock yeah, let's make a triangle that makes sounds when punching it with something iron-y
19:06 Calinou YvesLevier, modern GPUs handle millions of triangles fine
19:06 Calinou this is a voxel-based game though, so you want your creations to be mostly cubical
19:06 Calinou so most models will fit with 500 triangles
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19:08 ekem any limit so size of the model?
19:09 Calinou the size can be anything (ie. the model can go outside of the node space)
19:09 Calinou as for file size, keep it as small as possible.
19:09 Calinou .obj and .b3d are smaller than .x, usually
19:09 Calinou the former is a text format, the latter is a binary format, the third one is also a text format
19:09 ekem ok cool, the node space is what i was after
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19:57 Calinou the Ubuntu 14.10 build is no longer, since I stopped using it. Instead, there will be a Debian 8 (testing) build
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19:59 devmarth heyo
20:00 Calinou https://forum.minetest.net/vi​ewtopic.php?f=42&amp;t=10239
20:01 rubenwardy Does that include NBE 0.8.1?
20:01 Calinou it includes latest master
20:01 Calinou of everything :P
20:02 devmarth Hey Krock, can you please confirm this with me.. you did that Windows compile on a Windows machine, correct? Sorry, I still have not figured this shit out. It's really pissing me off that I can't get it.
20:03 Krock confirmed.
20:03 devmarth Fedora, Ubuntu, and Debian builds were so much easier.
20:03 Calinou I would have made Fedora builds if Fedora worked on this machine :'(
20:03 devmarth Ah, that is why. I compile on an Ubuntu machine. Do you have any idea on how to do it with an Ubuntu machine? xD
20:03 Calinou devmarth, I have an one-line script
20:04 Krock somehow I love your request because about a year ago I asked those to BlockMen :)
20:04 Calinou https://forum.minetest.net/v​iewtopic.php?f=42&amp;t=3837
20:04 devmarth I know how to compile on Ubuntu and stuff though
20:04 rubenwardy Do you mean cross compile?
20:04 devmarth It's a Windows build I am trying to do.
20:04 devmarth You got it rubenwardy
20:04 rubenwardy See the buildbot in utils, I think]#
20:04 Krock cross compiling should be easier than on windows
20:04 devmarth I know how to run buildbot and its successful
20:04 devmarth It's the DLL's I cant figure out
20:05 devmarth I got all the ones from the compile, but it needs other ones when I run it and it pisses me off
20:05 devmarth Especially since Minetests build doesnt have the DLL's its saying it needs
20:05 Krock just copy those DLLs from the donwloaded libraries
20:05 devmarth I did.
20:06 Krock and what's missing?
20:06 devmarth That doesnt work because it needs to be "signed" as sfan5 said
20:06 devmarth I cant remember what it was missing lemme boot into Windows.
20:06 sfan5 i didn't talk about signing
20:06 sfan5 devmarth: there should be no DLLs missing
20:06 devmarth you said something along the lines of that
20:06 sfan5 when?
20:07 devmarth a few days ago
20:07 devmarth it probably wasnt "signing" but it was that it couldnt be minetests dll's
20:07 sfan5 are you sure?
20:07 devmarth you needed the ones from the compile folder
20:07 devmarth positive
20:08 devmarth The build I had, has the following DLL's and says some are missing: freetype6.dll, Irrlicht.dll, libcurl.dll, libiconv2.dll, libintl3.dll, libogg.dll, libvorbis.dll, libvorbisfile.dll, lua51.dll, OpenAL32.dll, zlib1.dll, zlibwapi.dll
20:09 devmarth So I think thats all the DLL's and it says ones missing (I cant remember which dll it said it needs but it wasnt a dll that minetest had)
20:10 devmarth im gonna upload the build i have (its a minimal build so its smaller)
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20:56 xenkey How do I make something walkable?
20:56 xenkey I'm tired of walking into signs
20:56 zat joined #minetest
21:00 Calinou xenkey, you mean un-walkable?
21:00 Calinou add walkable = false, to the definition
21:00 xenkey surely if you can walk in it its walkable
21:00 xenkey but sure
21:00 xenkey thanks
21:01 Calinou http://opengameart.org/content/simple-tiles
21:01 Calinou might be interesting for modders
21:02 xenkey online.net servers do a bad job at hosting minetest
21:02 xenkey The labs ones anyway
21:03 Jordach xenkey, DigitalOcean VPS are cheap
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21:04 Jordach $5 a ./mo for 512mb, 1 core and 15gb (
21:04 Calinou cheap?
21:04 xenkey 25gb
21:04 Calinou 2 GB RAM, 2 core is 20$ month
21:04 xenkey Those specs
21:04 Calinou I've seen much cheaper
21:04 Jordach Calinou, technical support is useful there :)
21:04 Calinou also bandwidth isn't unlimited
21:04 xenkey Currently I have a 4 core 2GB RAM box but it just won't cut it
21:04 Calinou https://www.pulseheberg.com/vps/hdd
21:04 Calinou this
21:04 Calinou 7 €/month
21:04 Calinou 4 cores, 4 GB RAM
21:04 Calinou (yeah, this is an HDD, also available with 15 GB SSD at the same price)
21:05 Calinou this is an SSHD anyway, better than nothing
21:05 Jordach Calinou, they don't support "topup" style payment
21:06 sfan5 pretty much same price as DO: https://www.atlantic.net/cloud-hosting/pricing/
21:06 Jordach right now i have $7 worth of credit
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21:06 Calinou really, DO is quite expensive
21:06 Calinou when you look at PulseHeberg's price
21:06 xenkey http://vultr.com
21:06 Jordach Calinou, not all of us speak French
21:06 Calinou https://www.pulseheberg.com/game
21:06 Calinou lol @ Garry's Mod image
21:06 sfan5 http://www.ramnode.com/
21:06 xenkey Use SSDVPS code and get $25
21:07 xenkey Wait that's expired
21:08 sfan5 vultr has ssd cloud in tokyo
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21:08 sfan5 now thats interesting
21:08 Jordach is it radioactive water cooled?
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21:26 xenkey Can i store leveldb database backups in the form of single sqlite3 files?
21:26 xenkey I mean to say i want to convert it without replacing the leveldb files
21:26 paxcoder Can centrifuge be made to empty itself only when its input is empty?
21:28 sfan5 xenkey: thats (theoretically) possible, there is no code for that though
21:28 paxcoder i need a way to detect when a centrifuge is empty
21:28 xenkey So I scp all these files across?
21:29 sfan5 just tar then before copying them
21:29 xenkey There's a delay when placing blocks
21:29 xenkey I mean between placing and seeing them appear
21:30 FreeFull What sucks is if you place a block, walk onto it, and then it disappears and you fall
21:30 sfan5 ^
21:30 xenkey tar zcf - map.db | ssh box 'tar zxf -'
21:30 xenkey Like so?
21:30 FreeFull Which is why I always look at the item count in the bar, and if it doesn't go down, I go forward
21:30 xenkey You mean you don't go forward
21:31 sfan5 xenkey: yes
21:31 xenkey Okay, that's another issue. What about this block disappearing business?
21:32 FreeFull xenkey: Well, typically I'm walking backwards when I'm bridging
21:32 xenkey Okay you're confusing
21:32 xenkey I'm not going to go into the distinction between forward and back when the player's movement direction is reversed
21:33 xenkey So I have to be exactly facing forward to have predictable stair placement
21:33 FreeFull I'm going to stick with "w is forward, s is back"
21:33 FreeFull Yeah, minetest's stairs and slabs are tricky
21:34 FreeFull But I like how you can place them sideways
21:34 FreeFull You can fix them up later with a screwdriver
21:34 xenkey Sometimes the textures don't line up
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21:38 xenkey https://a.pomf.se/tbdtbj.png
21:38 xenkey thoughts?
21:38 paxcoder est31, you should make just an "Injector" instead of the stackwise and the itemwise one, which could inject adjustable amounts of each thing
21:39 xenkey being a server admin is harder than i initially envisaged
21:40 est31 paxcoder, a stack is basically a given amount of some thing
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21:40 paxcoder est31, exactly
21:40 Nytram xenkey, You will be building until until your brain melts. good luck. ;)
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21:41 paxcoder est31, so this new thing would be a generalization of both the stackwise and the itemwise injector
21:41 xenkey There's a LOT more than is in the scrot Nytram
21:41 xenkey So much work
21:41 xenkey It must be at least 7 on the fucks scale and I don't give that many
21:41 est31 paxcoder, only because your use case will then be satisfied doesnt mean everybodies will
21:42 est31 also think inside the game, we need itemwise injectors to have an "inferior" version
21:43 paxcoder if you want, you can make this an "even more superior" version
21:43 paxcoder and you could make one of the recipes be stackwise+itemwise
21:43 paxcoder whatever man, just give it to me, i'm desperate! XD
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21:44 paxcoder friggin reactor
21:44 est31 paxcoder, sorry but right now I'm busy with other things
21:45 est31 just build some quarries, and autocrafting centrifuges will be easy
21:45 est31 thats also a nice challenge isnt it?
21:45 est31 build autocrafter chains?
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21:47 paxcoder centrifuges need energy
21:47 paxcoder you may have a public grid but i don't
21:48 Calinou installed Fedora in a QEMU VM
21:48 Calinou I might make builds for it
21:48 paxcoder I use Debian.
21:49 Calinou the host runs Debian jessie
21:49 Calinou switched 2 days ago, from Xubuntu
21:49 est31 paxcoder, thats all the challenge connected to this :)
21:49 est31 but agree it was easier for me
21:49 paxcoder est31, you have no idea how much time i've already put into this
21:50 est31 paxcoder, I guess there will be people willing to help you build a public network on your server too wont there?
21:50 paxcoder nope
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21:52 paxcoder i have an array of 35 geothermal generators just to power this one centrifuge
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21:56 paxcoder 34*
21:57 est31 paxcoder, run off solar energy
21:57 paxcoder i have two solar panels
21:57 est31 arrayed and which tier?
21:58 paxcoder (MV, which each took 3 LV, which each took 3 simple),and each produces  900EU
21:58 paxcoder the centrifuge needs 8000
21:58 paxcoder so no thanks, i won't build 9
21:59 est31 at which server do you play btw
21:59 paxcoder Remarco's
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22:14 paxcoder est31, and i can't automate squat
22:15 est31 sqat??
22:15 Calinou I did 3 seconds on the jump server
22:18 paxcoder est31, how does quarry work? don't i need HV?
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22:21 paxcoder someone tell me so i don't waste resources
22:21 Jordach you do need hv
22:21 Jordach thats how my quarry on VE-Survival is wired up :)
22:22 Jordach i also know reactors are boring
22:22 paxcoder Jordach, thanks. Would you know how much EU does it need?
22:22 Jordach paxcoder, enough
22:22 paxcoder and that would be?
22:22 Jordach ~15k -> 100k?
22:22 ShadowBot Jordach: Error: Spurious ">".  You may want to quote your arguments with double quotes in order to prevent extra brackets from being evaluated as nested commands.
22:22 Jordach ShadowBot, stfu
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22:23 paxcoder that would need me to build another 34 geothermal generators
22:23 paxcoder actually another 68
22:24 paxcoder and the accompanying converters and wires of course
22:24 Jordach paxcoder, i know the reactor used to output 100k eu
22:24 Jordach not sure now
22:24 est31 its still outputting that amount I think
22:25 est31 and quarry needs 10k
22:25 est31 in HV
22:26 Jordach yes https://github.com/minetest-technic/technic/b​lob/master/technic/machines/HV/quarry.lua#L14
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22:27 paxcoder so 34 more :/
22:27 paxcoder hmm
22:27 paxcoder or not
22:27 paxcoder i've got these two solar panels
22:28 est31 place them at +50
22:28 est31 then you get maximum power
22:28 paxcoder 9000 from geothermal (converted from 10000) + 900 from each solar
22:28 paxcoder that's enough
22:28 est31 you have to convert it
22:28 paxcoder Jordach, i've got the reactor built, if only i could get the darned fuel
22:29 Jordach paxcoder, hah
22:29 paxcoder est31, oh right.
22:29 est31 paxcoder, iran has that problem too
22:29 paxcoder one step up again
22:29 paxcoder nah it doesn't
22:29 Jordach HV solar panels with HV bat boxes are good enough :)
22:30 paxcoder Jordach, hv bat boxes? o.O
22:30 est31 bat what?
22:30 Jordach 10m eu for everyone
22:30 est31 lol
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22:31 Jordach tip: battery boxes discharge when wired into a transformer
22:31 paxcoder <Jordach> HV solar panels with HV bat boxes are good enough :)
22:31 paxcoder ?
22:32 Jordach paxcoder, basically you can ignore goddamn reactors for good :)
22:32 Jordach (and if theres a beds mod a solar panel has 0 downtime)
22:32 paxcoder sec, it's time to take my remainder ur powder out and punch the stack injector
22:33 paxcoder (i know because it stopped producing a noise, since the note block is attached)
22:34 est31 bye
22:34 paxcoder Jordach, how slow is a single quarry thing?
22:34 Jordach depends
22:34 Jordach i haven't picked up technic in a while
22:35 Jordach and i have a problem with technic
22:35 Jordach it's become tedious to do everything now
22:36 paxcoder you can say that again
22:36 Jordach i preferred it when i could stick a uranium rod into a reactor and got power
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22:38 paxcoder i'd be fine if the reactor could just process everything automatically.
22:38 paxcoder let it take a week, just don't make me shuffle the powder around a billion times
22:40 Jordach i remember the older IC2 where i could get to nuclear in about 15 hours with the correct spawn
22:41 paxcoder Jordach, was all ore 3.5?
22:42 Jordach ?
22:42 paxcoder 3.5%
22:42 paxcoder the reason we need a centrifuge
22:42 Jordach yes
22:43 Jordach stick ore into compressor and enjoy a fuel rod
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