Time Nick Message 00:14 luizrpgluiz I never thought I generate a single tree was so complicated 01:55 exio4 !tell calinou what do you think about http://www.extremetech.com/computing/205382-ssds-can-lose-data-in-as-little-as-7-days-without-power ? 01:55 MinetestBot exio4: yeah, sure, whatever 01:57 LedInfrared "With SSDs, you can’t necessarily depend on more than 12-24 months of longevity" 01:57 VanessaE exio4: sure, it you run them at like 90C or something, and that's not for consumer drives. 01:57 LedInfrared wot 01:58 exio4 VanessaE: the title is a bit misleading 01:58 VanessaE yes 01:58 exio4 VanessaE: there was a different article about how _it_ did happen, but it was 3~ months 01:58 exio4 notn 7 days 01:58 exio4 and it was a controlled environment 01:58 exio4 and a consumer drive 02:00 exio4 I'll try to find it 02:00 exio4 VanessaE: https://blog.korelogic.com/blog/2015/03/24#ssds-evidence-storage-issues 02:01 exio4 well, it talks about the same with less nice graphs 02:01 exio4 but still, it has anecdotal evidence! proof! 02:01 VanessaE thing is, that's all about data retention *without power* 02:02 exio4 yes 02:02 exio4 I just happened to have my desktop offline for 3~ weeks, too 02:02 VanessaE and unless you're a total idiot, you don't leave your computer powered-off for years-at-a-time with no backup plan. 02:03 exio4 still, the fact that it can lose data being powered-off is a bit scary 02:03 VanessaE yeah 02:04 exio4 anyway, I found old HDDs 02:04 VanessaE glad I keep my machines on all the time, and I keep incremental backups :) 02:04 exio4 IDE, 30~ gb, I plugged and found old data and programs I wrote as child 02:04 VanessaE cool 02:04 exio4 pretty much 6+ years without being plugged 02:05 exio4 and in a harsh environment eh, like 02:05 exio4 uh, I don't know anything similar more than saying I happened to have it in a box w/o books 02:06 VanessaE bbiab 02:22 luizrpgluiz I just wanted to create a simple tree in the mapgen minetest without relying on other mods :( 02:55 RealBadAngel luizrpgluiz, https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2837 02:55 luizrpgluiz RealBadAngel: I'm trying to generate a tree of dev.minetest using the l-system system and treedef 02:55 RealBadAngel here you have ready example 02:56 luizrpgluiz yes 02:56 luizrpgluiz :( 02:57 RealBadAngel just put that in your mod 02:58 RealBadAngel thats all you need to spawn a tree 03:01 luizrpgluiz RealBadAngel: can you help me remote access, at least to show me an example? 03:05 luizrpgluiz RealBadAngel: I am using version 0.4.12 is it why does not generate the tree? 04:16 sofar can I override minetest.set_timeofday() somehow to catch other mods and calls to /time ? 04:21 OldCoder Hm 04:21 OldCoder Explain sofar 04:21 OldCoder BTW Does anybody know a "JP" or "JP2" ? 04:45 Pilcrow luizrpgluiz isn't on here any more is he? 04:45 RealBadAngel OldCoder, if you mean popes, both are dead ;) 04:46 RealBadAngel Pilcrow, hes gone 04:46 RealBadAngel half an hour ago or so 04:47 Pilcrow OldCoder: ah, ok. shucks. I just spent some time making a simple tree-genning mod for him to use as an example... :( 04:47 RealBadAngel he asked for it here too 04:48 OldCoder Popes? 04:48 OldCoder Ah 04:48 RealBadAngel John Paul 04:48 OldCoder His New York City is up now 04:48 OldCoder Was checking the nick for credits 04:48 OldCoder Was there a JP2 here ? 04:49 OldCoder server minetest.org port 30016 New York City is Not Itty Bitty 04:49 Pilcrow I know he was asking in here; I was reading the logs, and decided to make someithing and pop in to surprise him with some help! But, I guess I'm too late tonight. Maybe tomorrow. :P 04:50 RealBadAngel hmmm, im wondering now if minimap should work always in full bright or show terrain with current light 04:51 Pilcrow RBA: I know I'd prefer full bright, but perhaps a poll would be the best choice of action... 04:52 RealBadAngel hi Zeno` 04:52 Zeno` hi :) 04:52 RealBadAngel Zeno`, hmmm, im wondering now if minimap should work always in full bright or show terrain with current light 04:52 Pilcrow hello Zeno` 04:52 Zeno` most games show it full bright 04:52 Zeno` hi Pilcrow 04:53 RealBadAngel but since i moved scanning to mapblock mesh updates we can have night maps 04:53 Zeno` I can't think of a game where the minimap is dark because it's night time 04:53 Zeno` hmm. What's it look like? 04:54 RealBadAngel it will look the same as the actual terrain, with lights 04:54 RealBadAngel and radar mode can work as night vision 04:54 Zeno` might be a refreshing change from what's "normal" 04:54 Zeno` yeah sounds interesting 04:54 Pilcrow seems like it would take quite a bit of coding to implement a minimap with light-level support. would it not slow things down? 04:55 RealBadAngel no 04:55 RealBadAngel i do scanning now in mapblock mesh updates 04:55 RealBadAngel light data for each node is already here 04:56 Zeno` *nod* 04:56 Pilcrow Ah. So it's just a matter of using a variable versus a static number then, huh? That sounds like it should be a config option... 04:56 Zeno` hmm. What about when GPU lighting is implemented? 04:57 Zeno` Although I guess talking about something akin to Duke Nukem Forever is pointless 04:57 RealBadAngel http://i.imgur.com/eDhCBdV.png 04:57 RealBadAngel as u can see radar is able to show terrain shape 04:58 Zeno` yeah I like that 04:58 Pilcrow it does look very nice 04:58 * Pilcrow wants to use it now, lol 04:59 RealBadAngel gonna test that idea how it will look and feel 05:00 RealBadAngel imho that can make minimap less of a cheat and kinda original 05:00 Zeno` yes 05:00 Zeno` I don't think it's really a cheat btw 05:00 Zeno` no more than using a GPS is cheating 05:01 Pilcrow I'm just wondering how it will look at night, is all. maybe some lower limit is in order, so that when there's NO light, there's still something visible (just dark)... 05:01 Zeno` I guess if you were an explorer from 1200AD you might consider it cheating 05:01 RealBadAngel hehe 05:01 RealBadAngel i will code that feature and try it 05:02 RealBadAngel i think i will be ready to show that later today, now im refactoring all the scanning 05:02 Pilcrow Zeno`: but explorers from 1200AD didn't have a constantly-updating "you are here" arrow on their maps. ;) 05:03 Pilcrow ^ unlike this mod 05:03 RealBadAngel minimap is not a mod, it will be engine feature 05:04 Pilcrow that's actually just what I was going to ask... "or is it a mod?" :P 05:05 Pilcrow that's better anyway. as a mod, a minimap would be (and is) painfully slow... :P 05:06 exio4 I don't think it'd be that slow 05:06 exio4 it'd be laggy though 05:06 RealBadAngel atm minimap runs at 15fps (desired) and 60fps for world 05:06 RealBadAngel on my box ofc 05:07 exio4 that's realtime-ish 05:07 RealBadAngel when i move all to threads it will run at same frame rate as world 05:08 exio4 :( 05:08 RealBadAngel but even 15fps is enough for it to show movement and node placing smoothly 05:08 Pilcrow yeah, I guess it's not as bad as I thought. I just have slow hardware. 05:09 Pilcrow oh and hello exio4. why are you frowning? 05:09 exio4 because my arduino doesn't like me 05:09 exio4 yay it worked 05:10 Pilcrow exio4: wha'cha tryin' ta do wif it, mayt? (hooray for horrible english!) :P 05:11 sofar OldCoder: I don't see an on_timechange() event I can catch, but I want to see when the gametime manually changes 05:12 sofar OldCoder: I can either have an event called every step and read the clock, but overloading the set_timeofday() call seems cheaper 05:12 OldCoder I'm certain this is possible, if not it must be added 05:12 OldCoder Falling asleep so can't make a patch presently 05:12 OldCoder You simply want 05:12 OldCoder to detect a time change? 05:13 sofar yes 05:13 OldCoder There has got to be a way to do that 05:13 OldCoder Check drowning code 05:13 OldCoder Lots of things 05:13 OldCoder Operate based on steps 05:13 OldCoder Steps not sufficient? 05:13 sofar well I want to detect a manual time change, not a step 05:13 OldCoder Manual? 05:13 OldCoder Then overload may be best 05:13 sofar user calling /time, or mod calling minetest.set_timeofday() 05:14 VanessaE you'll have to redefine the set_timeofday() call and the override the /time command. 05:14 sofar both? 05:14 VanessaE yeah 05:14 VanessaE well maybe 05:14 exio4 Pilcrow: it was just using it for controlling a few leds remotely 05:14 OldCoder VanessaE, PM 05:15 Zeno` wait, you're putting the minimap in a thread? 05:17 Pilcrow VanessaE and sofar: I just looked into builtin, and it seems /time actually calls core.set_timeofday iteself. therefore, overloading core.set_timeofday (aka minetest.set_timeofday) will change /time as well... 05:17 VanessaE oh ok 05:17 sofar yeah I was just reading that 05:17 sofar so I need to overload core.set_timeofday 05:20 Pilcrow yeah, I think that'll work. I've never done such a thing though, lol. 05:20 sofar gonna try 05:20 sofar I'll explain later, hopefully in working code form :^) 05:21 Pilcrow is it a new mod, or related to crops? :3 05:22 sofar new mod, not entirely related to crops but likely useful to every server out there 05:22 Pilcrow kewl 05:25 Pilcrow I'm so absent-minded when it comes to modding. I constantly jump back and forth between different, unfinished, mods. some of them are -mostly- working now, but that's why I've never really released anything so far. my hoverbot is probably the closest. it's at least on my github, and works... :P 05:26 sofar well crops is stable, so I'm exploring some other ideas that add some basic framework code to handle more mundane things nicely and mod-wide 05:26 sofar I may add more crops later and tune it, but I'm letting it simmer a bit first :) 05:28 Pilcrow heh. yeah, I didn't mean your crops was 'unfinished' necessarily. I assumed you were doing more with it eventually, but I was mostly just commenting about my own habits. 05:29 sofar I do that too :^) 05:32 exio4 lovely, by lovely I mean, rly lovely 05:32 sofar :w 05:33 exio4 network heavily lagged after just 20 seconds, hate this crappy wifi 05:33 Pilcrow recently I've been experimenting with globalsteps. I want to see if it would be practical to have a globalstep that 'checks' things, and a function that registers new things to check and what to do if the check succeeds. in practise, it would be a command that sort-of creates new callback functions (such as on_playerjump, or on_hp_change)... 05:35 Pilcrow obviously that would create some stress for the server. I want to know how much stress it would cause though. might be worth it... :P 05:36 Zeno` hmmm 05:36 Pilcrow Zeno`: hmmm? 05:37 Zeno` well... 05:37 Zeno` I'd implement your idea 05:37 Zeno` I don't think it'd stress the server toooo much with LuaJIT 05:37 Zeno` but in the long run it might be worth adding to the engine 05:38 sofar Pilcrow: VanessaE: overloaded core.set_timeofday() and works as expected - /time triggers it 05:38 VanessaE good deal 05:38 Pilcrow sofar: awesome 05:40 sofar is there an easy way to store a value in env_meta.txt? 05:40 sofar or is there no lua interface into it? 05:42 Zeno` There doesn't seem to be a lua interface for it 05:43 Zeno` m_env->saveMeta() is only used twice in server.cpp and nowhere else 05:43 sofar I'll make my own file 05:43 sofar I don't want to put stuff in the mapgen file 05:43 Pilcrow Zeno`: I don't know C/C++, so I wouldn't personally be able to add the callback thing to the engine, but I'm doing my best to implement the idea in lua. It -might- not be worth using, depending on how much system stress it causes, but it intrigues me; at this point it's mostly just an exciting experiment... :D 05:44 Zeno` The thing is it might even be faster in Lua 05:45 Zeno` because there would be no "context" switches to/from C++/Lua 05:46 Pilcrow I guess you've got a point... but it kind of depends on what's being checked, too... 05:46 Zeno` of course 05:51 Pilcrow the idea is very meta though. the only way I can think to do it involves quite a few nested functions... 05:54 Pilcrow as in, feeding a function two arguments, which are also functions (check and exec), which are then added to a table of functions in a certain order, etc. then a globalstep that runs each of those check functions on each player, and, if they return true, run the corresponding exec function on the same player... 05:54 Pilcrow does that makes sense? it did in my head... :P 05:55 Zeno` yeah it makes sense 05:55 Zeno` what for though? 05:59 Pilcrow well, the initial function is for creating the new 'callback' to begin with. it would need a function describing how to check what needs to be checked, and a second function describing what to do if that check succeeds. then the globalstep actually executes the functions... 05:59 Zeno` ah, I see. Cool 06:00 Pilcrow this is on the level of "almost painful but I think I can make it work" :P 06:01 exio4 which kind of checks would you add there 06:01 exio4 Pilcrow: I don't see how an high-order function is meta 06:02 exio4 also, working with high-order functions is going to be extremely nice with Lua, and extremely painful with pre-C++11 C++ :D 06:03 exio4 wait, lua functions are just a normal value in the stack, so nvm 06:03 Pilcrow exio4: I was more or less thinking functions within functions etc. was meta. but my definition of that term may well be wrong... :P 06:03 exio4 local functions is a normal thing on my side of the world 06:07 exio4 having a list of functions is also common 06:08 Pilcrow ok. well neither are something I've done much at all. 06:08 exio4 Pilcrow: I opened a random .hs file on my ~/Dev/Haskell/random directory http://dpaste.com/3785B9K 06:09 exio4 an high order function + a list of functions + mapM_ over the list :p 06:10 Pilcrow heh. honestly, I can barely follow that, lol. 06:11 exio4 count takes a function, and a list, and counts elements that match a predicate 06:11 exio4 it's equivalent to count f = sum . filter f 06:11 exio4 that's an inlined version, I was benchmarking it IIRC 06:12 exio4 ls is just the list of functions from int to bool (aka predicates) 06:12 exio4 mapM_ (print . (`count` [1..n])) ls <- this is a monadic map, basically, iterating over a list and doing something "effectul" (in this case, printing to screen) 06:13 exio4 expanded, not point free, it'd be mapM_ (\f -> print (count f [1..n])) ls 06:13 exio4 which, in turn, could be seen as something like 06:13 exio4 for f in ls: 06:13 exio4 print (count f [1..n]) 06:14 exio4 now, the [1..n] is a list from '1' to 'n' 06:14 exio4 so [1..10] is [1,2,3,4,5,6,7,8,9,10] 06:14 exio4 in this case, n happens to be a top-level value, 50 million 06:15 exio4 so it basically counts how many times "f" is valid from 1 to 50M 06:15 exio4 and prints the result to the screen (it'll be a number, as seen by count's type) 06:15 Pilcrow yeah, I can see it counts from 1 to 50 million. what I don't get is how it evaluates weather 'f' is valid 06:16 exio4 f is valid? 06:16 exio4 what do you mean? 06:17 exio4 f will first 'even', then 'odd', then 'even . (`div` 2)', then 'odd . (`div` 2)', the last two can be seen as \x -> even (x `div` 2) and \x -> odd (x `div` 2) 06:17 Pilcrow well, it counts how many times f is valid. how does it know if f is valid or not? or is there something I'm missing? (darn this 1AM brain, lol) 06:17 exio4 'f' is a parameter 06:18 exio4 you give it a predicate, function, and counts how many times _that_ f "is true" 06:20 exio4 the predicates, in this case, come from the list 06:20 exio4 that list* 06:21 Pilcrow yes, what I'm saying is, where does it actually check weather that particular f is true? 06:21 exio4 the list has the predicates that, check if a number is even; if a number is odd; if the half (integer division, so 5/2 = 2) is even; and if the half (again integer division) is odd 06:21 exio4 Pilcrow: I don't understand the question, you mean "where" it applies the f? 06:23 exio4 'iterating' over the list, in this case, is done using mapM_ 06:25 Pilcrow so... ls is a function, and it executes ls with each number from 1 to n, then prints the number if ls returns true? is that right? 06:26 exio4 ls is a list of functions 06:26 exio4 Pilcrow: no :p 06:27 exio4 will start explaining count alone, count takes some function as parameter (f), and a list, any list, right? 06:27 Pilcrow oh. wait. so... it runs each function in ls, with each number, and prints the number if one of those functions returns true? 06:28 exio4 neither :p 06:28 exio4 count, takes a single function/predicate, iterates over the list, and keeps counting how many values from the list matched to that predicate, lemme write some lua 06:30 Pilcrow for one thing, I don't completely understand what 'predicate' means in the context of programming; I've only ever heard it used for grammar, and only had a tentative grasp of it then... 06:30 exio4 predicate is just a fancy name for a function that takes something and returns a boolean 06:31 Pilcrow oh 06:33 Pilcrow I've got to go to bed soon. my sister goes to bed at 1:30AM and if I'm up past then, I'll keep her awake... it's 1:33 now. :\ 06:34 exio4 well, I'll !tell you a rewrite of this in Lua 06:34 exio4 it may be useful to see what this is with a familiar syntax 06:36 Pilcrow alright, thank you. I really would like to understand it, I just don't have the time to learn right now. thanks for the conversation, and goodnight exio4 (and anyone else who's still around)... o/ 06:36 jin_xi hey its morning here! 06:37 exio4 lol 06:37 exio4 good night Pilcrow 06:37 Pilcrow lol alright, good morning to those of you who are in daylight hours. as for me, I'm going to sleep. :P 07:15 exio4 !tell Pilcrow naive (but faithful, map <-> for, but I don't know Lua, but whatever) http://dpaste.com/2YXM2KW 07:15 MinetestBot exio4: I'll pass that on when Pilcrow is around 08:30 technomancy digilines has an LCD screen node; is it subject to the same memory leak as dronetest where textures don't get garbage-collected? 09:00 jin_xi technomancy: yes 10:09 claudia hi, I'm new to minetest and my children love to play it 10:09 claudia so i set up on ubuntu and android a server and clients 10:10 claudia in multiplayer mode we can not craft TNT ... 10:10 ElectronLibre That's normal. 10:10 claudia OK 10:10 ElectronLibre In multiplayer it's disabled by default. 10:10 claudia I see.... 10:11 ElectronLibre Shut the server down, close the clients, open minetest.conf and add the specific line to enable it. 10:11 * ElectronLibre looks for it... 10:11 claudia especialy my son like to blow up things ;-) 10:11 ElectronLibre Hmm, wait. 10:12 ElectronLibre There is no config line for this. You will have to edit a line in the code. 10:12 ElectronLibre Can you locate minetest_game in your file system? (maybe in ~/.minetest/games) 10:12 claudia that sounds difficult 10:13 claudia MomP 10:13 ElectronLibre Nevermind, I found it : 10:13 ElectronLibre enable_tnt = true 10:13 ElectronLibre In minetest.conf 10:14 ElectronLibre minetest.conf.example doesn't talk about it... I even doubt it is up-to-date... 10:15 claudia yes it works, thank you very much 10:15 ElectronLibre You're welcome. 11:31 kahrl ElectronLibre, it's in minetest_game/minetest.conf.example 11:32 ElectronLibre Oh, thanks for the clarification. 14:36 TheWild We have get_look_pitch, get_look_yaw, set_look_pitch, set_look_yaw. However, I've noticed that player's model does not change its pitch. Is this because model has bone missing or because it isn't yet implemented in Minetest? 14:53 * CWz wonders if the minetest devs ever met eachother IRL 15:02 VanessaE TheWild: it's because of bugs in the way animations work - set pitch would in theory adjust the *head* pitch but to do so requires blending that change with the regular dig/walk/etc animations 15:02 VanessaE (this is also why the player model's head doesn't turn/pitch during normal gameplay either) 15:05 Calinou we can partially adjust the whole player model. 15:05 Calinou multiply pitch deviation by 0.25, and you're done. 15:06 Calinou this is what Quake 2 did 18 years ago before us 15:06 luizrpgluiz hi all 15:06 Calinou how many times did I say this… :/ 15:06 Calinou it's a hack, but it works 15:06 Calinou it does its job 15:06 luizrpgluiz ? 15:06 VanessaE true but who wants to just pitch the whole player model? 15:07 * TheWild just launches the Blender 15:07 Calinou it's a temporary solution, until we get skeletal transforms 15:07 Calinou something we probably will never have 15:09 TheWild it seems that player's head turning is not a part of animation 15:11 Calinou it should not be :P 15:14 exio4 >.> 17:08 CN87ham I want to add mobs 17:09 ElectronLibre Use this : https://forum.minetest.net/viewtopic.php?f=9&t=9917 17:11 CN87ham Thanks. I'll give it a try. 17:19 Putz3000 I installed the mod MAPP and do not see any error on launching and playing but when I try crafting a map from dirt I am offered no map. Does it no longer work or is there something I may need to do to get to work? 17:24 Krock Putz3000, "use" (click, punch) something with that item after you crafted it 17:27 Putz3000 Krock: the problem is I am unable to craft. The wiki or forum post says dirt dirt dirt on the bottom row and I believe one dirt in the middle of the middle crafting row. That gives me no output. Nothing shows up as being crafted nothing shows up as an option 17:28 Krock that's a missing feature. say /giveme mapp:map 17:28 VanessaE Putz3000: get rid of that mod entirely. 17:28 Krock ^ solves the problem too 17:28 VanessaE there's a new in-engine minimap coming soon 17:28 Krock >soon 17:29 VanessaE Krock: as in a few days by my guess 17:29 Krock Already? I thought there were still some requests 17:29 Putz3000 VanessE: so you recommend getting rid of it and go without a map for now? Its my understanding there is no built in one as of yet correct? 17:29 VanessaE Putz3000: correct on all counts., 17:30 * Krock points at the TAB key, it allows to autocomplete names on good IRC clients 17:30 Putz3000 VanessaE: Ok - thanks. Any suggestions then for finding my way back to a build spot if lost? 17:31 VanessaE Putz3000: use waypoint markers 17:31 Krock "There's no way back" - Like in many movies 17:31 VanessaE Unified Inventory mod has those 17:31 Putz3000 Krock: Thanks for weighing in on this as well 17:31 Krock :D 17:32 Putz3000 Krock: No way back a joke or are you saying once you stray to far from what you are working on it goes away? 17:33 VanessaE Putz3000: another trick some people use is to build a really tall column of say, dirt, and put torches at the top 17:33 Krock Putz3000, re-phrase pls.. I don't get your question 17:33 VanessaE you can see such things in all-view-range mode ("R" key) 17:33 Krock VanessaE, client unloads the cunks over time and the server owners love those 17:33 Krock *chunks 17:34 VanessaE true 17:34 Krock double-true 17:35 VanessaE or you can use the overview mapper and view its output using any image viewer 17:35 VanessaE that depends of course on the server owner having created overview maps for you to look at, if you're not in singleplayer mode 17:36 Putz3000 OK, will give the suggestions some try. The house being built is on top of very tall mountain and has torches on outside but I have never been able to find it again. Its weird. I am now trying to fly at night in hopes of spotting it. As an FYI, I am playing local right now - not on a server 17:37 Krock F5 is your friend. don't go too far away 17:37 Putz3000 Krock: F5? 17:38 Krock The magical key to view the coordinates 17:38 Krock mostly you spawn around 0,0,0 17:38 Krock +/- 200m 17:39 Putz3000 Krock: Huh... Is there a way to force a spawn or jump to a coordinate? In this case if I could get to original spawn spot when game launched I could easily get to where I wanted to be 17:40 ElectronLibre Putz3000, set `static_spawn_point` in minetest.conf . 17:40 Krock Use /teleport if you're in singleplayer 17:41 ElectronLibre Sorry, static_spawnpoint. 17:42 Putz3000 Krock, ElectronLibre, VanessaE: Awesome, thank you. Maybe I can still get that dad of the year award once I get back to the build site. 17:42 VanessaE heh 17:43 Krock lol 17:44 ElectronLibre You have your chances. 17:44 Putz3000 It was all because I wanted to be a cool dad and wanted sand for cool glass walls. stupid, stupid, stupid. :) 17:44 VanessaE why not play in creative mode? :) 17:45 ElectronLibre And if you really can't find it, use the minetestmapper to build a 2D map of the map. 17:46 Putz3000 VanessaE: what does creative do outside of no mobs? Does it give full inventory of items? 17:46 VanessaE it presents a selection inventory next to your working inventory 17:46 VanessaE as for mobs, no, that's up to the author of the mod that provides them 17:46 ElectronLibre And you can use infinite amount of the items and nodes. 17:46 VanessaE yep 17:47 VanessaE I highly recommend getting the Unified Inventory mod 17:47 VanessaE it presents a much easier to use creative inventory panel than the default code 17:47 Putz3000 VanessaE: Interesting. I will have to look into it then. & I am looking into the Unified Inventory mod now 17:57 luizrpgluiz anyone here besides the vanessa, already managed to generate a tree using treedef biomes without relying on other mods? 17:57 VanessaE *headdesk* 17:57 luizrpgluiz ^^ 17:58 VanessaE luizrpgluiz: there's no such thing as a "treedef biome". 18:00 VanessaE I already explained what you have to do. 18:01 VanessaE either use a bunch of set_node() calls to build your tree, or use a schematic, or learn minetest's L-systems implementation and use a tree model in that. 18:01 VanessaE but that's only to create the tree 18:01 VanessaE you're gonna have to write your own code to figure out where to PUT it. 18:02 VanessaE (if you don't want to rely on some extra mod) 18:06 luizrpgluiz but there is some code in dev.minetest calling the tree by treedef? 18:07 VanessaE wtf is dev.minetest?? 18:07 luizrpgluiz :D 18:07 VanessaE and I told you already, the spawn_tree() call works with L-systems models, but you have to write some code to determine where on your world to PUT THE TREE. 18:09 luizrpgluiz well, I'd put the spawn in coordinated 0 5 0 18:11 luizrpgluiz but the problem is that he did not appear in this coordinated 18:11 VanessaE *headdesk* 18:11 VanessaE do you even understand what you're trying to do here? 18:12 luizrpgluiz well 18:16 VanessaE bbl 18:17 Krock s/coordinated/coordinates/ 18:20 est31 good ol sd problems, you're not the only ones having them :) 18:20 est31 s/ones/one/ 18:20 hoodedice Isn't #2196 a lua/modding side issue? 18:20 hoodedice https://github.com/minetest/minetest/issues/2196 18:21 est31 ? 18:21 hoodedice since the main menu is all lua-side IIRC 18:21 est31 yes it is, so? 18:21 hoodedice just saying 18:22 est31 you mean it should be in minetest_game? 18:22 hoodedice the issue sounds like it is a C/C++/engine side issue 18:22 hoodedice ...yes 18:22 hoodedice ...or no 18:22 est31 mainmenu is in minetest core repository 18:22 hoodedice I dunno. Because the modding store is not under minetest_game 18:22 est31 yes 18:22 est31 therefore thats right 18:22 est31 and yes it is an engine side issue 18:22 hoodedice therefore I was less right 18:22 est31 mostly bout formspec rendering 19:28 MinetestBot 02[git] 04est31 -> 03minetest/minetest: Finalize init packets and enable protocol v25 138dbf683 http://git.io/vTfN4 (152015-05-16T21:17:28+02:00) 19:36 iio7 I have set up a small minetest server on our home lan for the family. We're running both server and all clients (different Linux distros) using version 0.4.12, but we keep getting this very annoying serialization error when trying to connect: http://pastebin.com/aCQjePt4 19:37 iio7 A client then have to reconnect, reconnect many many times before one of us finaly gets in. 19:38 Calinou did you self-compile all clients and the server? 19:38 Calinou to make sure they run the same version 19:38 iio7 Yes, all are self compiled 19:38 iio7 And all are running 0.4.12 19:39 iio7 I can confirm this bug: https://github.com/minetest/minetest/issues/2373 19:40 Calinou well, confirm the issue on GitHub, so that we know it still exists 19:40 Calinou if you don't have an account I can do it for you 19:40 ElectronLibre When did you compile them? 19:40 iio7 Using the clients I have compiled I can connect to different 0.4.12 servers on the internet without this issue, could this be anyway related to the "speed" of LAN sending data very fast? 19:40 iio7 ElectronLibre, I have compiled on different days. 19:40 ElectronLibre Recompile everything. 19:41 iio7 Calinou, I don't, please confirm. 19:41 iio7 ElectronLibre, why? 19:41 ElectronLibre The first thing to do is always to be sure either you have all your clients at 0.4.12-release, or HEAD. 19:41 ElectronLibre Because it might be an issue solved recently during a network rewrite, or caused by it. 19:42 iio7 ElectronLibre, so you want me to test running dev? 19:42 ElectronLibre You should rather have them all at 0.4.12-release. 19:42 iio7 That's what I alreay have 19:43 iio7 When I compiled I checked out 0.4.12 from git 19:43 ElectronLibre They all are 0.4.12-release? Oh.. 19:43 iio7 YEs. 19:43 ElectronLibre This is an incompatibility issue, then something was wrong with either the server or the client.. 19:44 ElectronLibre Did you do an update of your system since you compiled one of both? 19:44 iio7 Yes, all systems are running different Linux distributions, but all updated. 19:45 iio7 I suspect dependencies are met using different versions of packages perhaps? 19:45 ElectronLibre Yes. 19:45 ElectronLibre Or you updated one of these before recompiling. 19:45 ElectronLibre That's the only logical way you can get such an error. 19:46 iio7 Then that should be specifically mentionen in the Minetest wiki perhaps. 19:46 iio7 ElectronLibre, yes, it sounds resonable. 19:46 iio7 Hmm, that's gonna be a problem then. 19:47 ElectronLibre And that's also why I wanted you to recompile, because if it was an update of the system, then recompiling now would equalize every client. However if these are different distributions.. 19:48 iio7 They are all different distributions.. but this seems to be a problem we need to address on the wiki since lots of people use different distros. 19:48 iio7 On this page: http://dev.minetest.net/Compiling_Minetest 19:48 iio7 I have successfully compiled Minetest on Debian, Mint, Ubuntu, Alpine Linux and FreeBSD. 19:49 iio7 Yet, these all use different versions of say "libjpeg8" for example. 19:49 ElectronLibre Just in case, update, and compile. 19:49 iio7 That's not gonna do it, packages will still be different. 19:49 ElectronLibre So if it were two versions with a compatibility issue fixed later, then it's the only way you can fix it. 19:50 iio7 What package are handling "decompressZlib"? 19:50 ElectronLibre It's something like libzlib-dev I think.. 19:51 ElectronLibre libbz2-dev maybe. 19:51 est31 wtf, do these libraries really not interoperate between versions? 19:51 Calinou zlib1g-dev? 19:51 est31 how to browsers even work then??? 19:52 ADFENO Hi everybody, I have a question regarding [give_initial_stuff] and [homedecor], how can I make a player receive a written book (from [homedecor]) when he joins the server? 19:52 ElectronLibre est31: I don't have a clue, but I already saw that. 19:53 ElectronLibre ADFENO, copy one of the lines in init.lua in give_initial_stuff, replace the itemstring with the book's one, and add homedecor as a dependency of give_initial_stuff in its depends.txt 19:53 ADFENO I have tryied using Lua's long brackets to put the book-related stuff in a variable, but I don't know how to pass this variable to Minetest's :add_item. 19:54 ADFENO Hm... 19:54 ADFENO Interesting.... 19:54 iio7 Ok, I have libbz2-dev on version "1.0.6-7+b2", on the server, on one client it is "1.0.6-7+b3", and on another client "1.0.6-5", so they don't match exactly, but this should not cause a problem with serialization. 19:54 iio7 Is it possible to disable compression on serialization? 19:54 sfan5 zlib would matter more 19:54 sfan5 and no, you can't disable it 19:55 sfan5 actually you could with some hacks while staying compliant with other clients 19:55 iio7 sfan5, I can't see zlib dependency on the wiki compile page. 19:55 iio7 Only bz2 19:55 ADFENO Thank you very much. 19:55 sfan5 someone must've forgot that 19:55 sfan5 but minetest uses zlib 19:55 iio7 On windows only I think. 19:55 sfan5 uhhh 19:55 sfan5 how would that work 19:56 sfan5 it needs/wants to do compression on all platforms 19:56 sfan5 also: 19:56 iio7 Dependencies are list here: http://dev.minetest.net/Compiling_Minetest 19:56 sfan5 "21:34:12: ERROR[main]: decompressZlib: inflate failed" 19:56 sfan5 >decompressZlib 19:56 iio7 No zlib on Linux. 19:56 sfan5 (stefan@stefan-pc) ~/minetest/bin % ldd minetest | grep z 19:56 sfan5 libz.so.1 => /usr/lib/libz.so.1 (0x00007f6e4c666000) 19:58 ElectronLibre ADFENO, the red book's itemstring is homedecor:book_red for example : http://pastebin.ubuntu.com/11172250/ 19:59 iio7 I have "zlib1g-dev" installed on the server, but it is not listed as a dependency on the wiki. 19:59 iio7 Are the wiki outdated? 19:59 ADFENO Yes... I do understand the itemstring... :D 19:59 iio7 No, 16 feb 2015, last update. 20:00 ADFENO Howver I would like to give the player an already written book... :D 20:00 ADFENO Well... 20:00 iio7 But those are the exact same version on the different boxes. 20:01 ADFENO Perhaps I can give the player a LV music player (from [technic]) and insert the message in the first audio track. :D 20:01 farfadet46 hello 20:02 ElectronLibre ADFENO, well, then... Get a pointer to the itemstack of the book, open it's metadatas, and use the format from homedecor to pre-write in it. 20:02 ElectronLibre And finally give the player the book. 20:04 iio7 Alright, I give up for now, I will make a github user and confirm the bug for now. 20:04 Calinou iio7, did it for you 20:05 iio7 Calinou, thanks 20:07 iio7 Calinou, I am wondering if this information if of any value, but our server gets connected to from outside our lan too by another family, also running different versions of minetest and distros etc., they have no problem connecting. When we use our clients to connect to public minetest servers, we too have no problems, only on LAN there is a problem. 20:08 est31 weird... 20:08 est31 what might be a problem is the length 20:09 est31 err 20:09 est31 no 20:09 est31 that doesnt have to be it 20:09 iio7 Yes, very, I am running gigabit lan, I was just thinking that "speed" might be an issue for some reason. 20:09 iio7 Sending receiving data quickly. 20:13 hoodedice hello hmmmmmm how ya doin? 20:13 est31 bad internez I guess 20:17 MinetestBot 02[git] 04est31 -> 03minetest/minetest: Fix build since last commit 13c297a75 http://git.io/vTJLV (152015-05-16T22:14:15+02:00) 22:12 MinetestBot 02[git] 04LeMagnesium -> 03minetest/minetest: Added hour:minute format to time command 13d647eaa http://git.io/vTJPE (152015-05-16T18:08:25-04:00) 22:17 MinetestBot 02[git] 04LeMagnesium -> 03minetest/minetest: Added hour:minute format to time command 13f264212 http://git.io/vTJXL (152015-05-16T18:15:34-04:00) 23:06 MinetestBot 02[git] 04ShadowNinja -> 03minetest/minetest: Add core.get_dir_list 138f9af57 http://git.io/vTJdG (152015-05-16T18:33:22-04:00) 23:06 MinetestBot 02[git] 04ShadowNinja -> 03minetest/minetest: Add core.request_insecure_environment() 136c06330 http://git.io/vTJdZ (152015-05-16T18:33:19-04:00) 23:06 MinetestBot 02[git] 04ShadowNinja -> 03minetest/minetest: Add core.mkdir 1305ab997 http://git.io/vTJdn (152015-05-16T18:32:37-04:00) 23:06 MinetestBot 02[git] 04ShadowNinja -> 03minetest/minetest: Add mod security 133a8c788 http://git.io/vTJdc (152015-05-16T18:32:31-04:00) 23:17 Pilcrow hello all. how do I make a duohedron in minetest? *trollface* 23:23 sfan5 Pilcrow: maybe you noticed, i made a new build (partially because i saw someone[you] was in need of a new one) 23:25 Pilcrow oh, thanks sfan5. just wasn't sure what build to use for windows. I'm used to compiling my own in linux... :D 23:25 Pilcrow and no, I didn't notice, but I'll go check it out. :) 23:29 MinetestBot 02[git] 04ShadowNinja -> 03Uberi/MineTest-WorldEdit: Fix existence check trying to open files for writing 13https:/ http://git.io/vTJNU (152015-05-16T19:27:27-04:00) 23:30 hmmmmmm yeah sorry guys 23:30 Pilcrow sorry about what, hmmmmmm? 23:30 hmmmmmm there was a gigantic hailstorm in my area, heavy weather causes my internet to bounce 23:31 hmmmmmm i don't normally do that kind of crap 23:31 sfan5 there's lots of other people parting an joining inbetween 23:31 sfan5 you quitting once isn't an annoyance or anything like that 23:34 Pilcrow ah, looks like hmmmmm has been signing in a lot today, according to the logs. no need to apologize though, mate. crappy internet happens to everybody once in a while... :) 23:34 hmmmmm yeah but i see the people who do that and man is it annoying 23:34 * Pilcrow just ignores it most of the time 23:38 Pilcrow !seen luizrpgluiz 23:38 MinetestBot Pilcrow: luizrpgluiz was last seen at 2014-12-23 18:46:14 UTC on #minetest 23:42 Pilcrow wait... 2014? I think something's wrong with !seen ... 23:43 est31 !seen Pilcrow 23:43 MinetestBot est31: pilcrow was last seen at 2014-02-21 08:36:06 UTC on #minetest 23:43 Pilcrow lol 23:43 Pilcrow that is definitely wrong... 23:43 est31 ~whois MinetestBot 23:43 ShadowBot est31: MinetestBot, based on phenny (~MinetestB@unaffiliated/sfan5/bot/minetestbot) has been on server holmes.freenode.net since 03:55 AM, May 01, 2015 (idle for 41 seconds) and is an op on #minetest. 23:44 est31 sfan5, ^ 23:47 MinetestBot 02[git] 04ShadowNinja -> 03Uberi/MineTest-WorldEdit: Use minetest.mkdir when available 13https:/ http://git.io/vTJxd (152015-05-16T19:46:33-04:00) 23:53 MinetestBot 02[git] 04ShadowNinja -> 03Uberi/MineTest-WorldEdit: Fix leaking {safe,check}_region 13https:/ http://git.io/vTJhU (152015-05-16T19:52:48-04:00)