Time Nick Message 04:31 nolsen O.o 04:31 nolsen Oh shit, I forgot about my server 04:31 * nolsen quickly checks for griefers 04:31 nolsen Cmon, connect. 04:33 nolsen If Cygwin will load, I have no time. 04:35 nolsen Welp, My place got damaged by the sons of satan that roams the internet, trolling. 04:36 nolsen Anyone who get in their path will get hear or feel the biggest rage they have ever heard of felt. 04:36 nolsen Beware of them! 04:36 nolsen Expect them! 04:36 ajaypay wha? 04:36 nolsen And watch out for the MLG ones, they think they are the king of quicksc0ping nonsense. 04:37 ajaypay griefers path? 04:37 ajaypay oh no 04:38 nolsen I think someone needs to write a new mod, where instead of banning/jailing griefers, troll them. 04:39 ajaypay how can the take my MLG(minegeld notes???) 04:39 nolsen I love trolling little kids, and watch them rage. 04:39 nolsen ajaypay: That's not what MLG stands for. 04:39 nolsen MLG = Massive League Gaming, or Men lacking Girlfriends. 04:39 ajaypay what is it? 04:40 ajaypay oh um ok? 04:40 nolsen I always wanted to find a little kid that does MLG nonsense and troll the hell out of it. 04:40 ajaypay was the last one a joke? 04:40 nolsen Sorta. 04:40 nolsen MLG does stand for Massive League Gaming 04:41 nolsen but Men lacking Girlfriends part is true. 04:41 nolsen Because anyone who isin MLG is lacking a girlfriend :P 04:41 ajaypay yeah 04:41 ajaypay whait what? 04:42 nolsen I need to get on CoD one day, and find an MLG kid, and troll it out, and grab some snacks and enjoy the music (which is rage). 04:42 ajaypay dont need a girlfriend,never had one 04:43 nolsen ajaypay: Perhaps you need to use your brain a bit more and stop asking what? what? what? 04:43 nolsen I one time ban a kid who kept saying how on minecraft. 04:44 nolsen He probably how'd at the ban screen. 04:45 ajaypay no protect an island dupe the kid into going there+no spawn and make shure he sleeps thel make a big box(do this only to the worst trolls) 04:46 nolsen Welp, time for me to go now. 04:47 ajaypay welp?more like burnt up guy in his bed trying to go to sleep. 04:48 ajaypay its 93degreese f here! 04:48 ajaypay farehiet 04:49 ajaypay farenhight 04:49 ajaypay feels like 109 04:51 ajaypay VanessaE did u update home decor lateley 04:53 ajaypay on trepca i tried making a bundle of sticks but i just gut wood back 04:54 * ajaypay is being paitent 04:54 ajaypay k bye 04:57 VanessaE ajaypay: I'm pretty sure that recipe conflict was fixed ages ago; gloopblocks needs updated on trepca 05:34 MinetestBot 02[git] 04rubenwardy -> 03minetest/minetest: Use frame instead of words 'no screenshot available' 13b13809f http://git.io/vtvE1 (152015-06-24T07:33:38+02:00) 06:31 bobomb is there a way to force flush the map each time you start a map in singleplayer mode so that you can develop mapgen mods without starting a new game each time? 06:32 VanessaE just rm map.sqlite or map.db 06:32 VanessaE put it in a script - minetest ; rm mapfile 06:48 hoodedice MinetestBot! 06:48 MinetestBot hoodedice! 06:48 hoodedice where were you yesterday? 06:48 asl97 i guess it's not possible to put textures into their own folder? 06:48 hoodedice it is? 06:48 hoodedice IIRC it was 06:50 asl97 i predict i would be working with over 100 textures in a mod, wanted to split them into their own folder but it doesn't seem to work 07:19 technomancy just built a binary display out of luacontrollers with my 5-year-old; he's loving it =D 07:20 VanessaE show him my nixie tubes mod :) 07:20 VanessaE (it works with LuaC's + Digilines) 07:22 technomancy will have to check that out 07:23 technomancy is there a way to mass-program luacontrollers? 07:23 VanessaE not really 07:23 VanessaE just copy&paste 07:26 technomancy could really use an I/O expander =) 07:27 VanessaE that's what digilines are for 07:27 VanessaE you send messages along a common bus, like I2C, rather than over discrete lines 07:28 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/nixie_tubes-decatron.png 07:28 VanessaE this for example 07:28 VanessaE that LuaC is sending messages to each of the tubes shown there, by using a different "channel" (like a device address) for each one. 07:53 RealBadAngel Calinou, have you tested minimap? 07:55 hoodedice I HAVE -- nah jk 07:55 hoodedice there's some vignette effect in 0.4.12 ubuntu stable that I never got on windows 07:58 Calinou RealBadAngel, sorry, exam this afternoon... 07:58 RealBadAngel Calinou, wel good luck :) 07:59 RealBadAngel hoodedice, and? 07:59 hoodedice just saying 08:00 hoodedice tfw C does not have boolean >_> 08:00 hoodedice (pre C99) 08:01 Calinou C11 ftw! 08:02 hoodedice I'm pretty sure the C in use next semester will be C89 #AmericanEducationAmIRite? 08:03 hoodedice well, this just made me appreciate modern languages a little more 08:03 hoodedice (even though the fix is a simple typedef) 08:06 hoodedice I also love how every other C error contains the term "core", my favourite being "core dumped" 08:12 hoodedice RBA, want to look at some really bad C code? 08:29 Calinou http://webquake.quaddicted.com/Client/WebQuake.htm 08:29 Calinou in-browser Quake 08:32 VanessaE meh, no webgl support in chromium :-/ 08:35 Calinou https://lut.im/jprJ7ymD/afzMjsvh 08:35 Calinou VanessaE, works fine here (Chromium 43) 08:36 VanessaE this is 43.0.2357.81 as included in xubuntu. 08:36 VanessaE turns out the dev who maintains this package disabled gl accel. 08:36 VanessaE something about it being the main cause of desktop crashes in X or some such 08:36 hoodedice hehe too bad VanessaE, working in default browser included in xubuntu =P 08:37 VanessaE hoodedice: it usually works fine for me. this is new in *ubuntu 15.04 08:37 hoodedice things breaking in a new ubuntu release is new? That's new to me 08:38 Calinou VanessaE, do WebGL test sites work for you? 08:38 VanessaE nope. 08:39 hoodedice ...mouse doesn't work though, so yeah 08:40 hoodedice "Do I need to bust your face open for trying to quit" 08:43 asl97 we got yaw in object but what about pitch? 08:44 VanessaE asl97: nope. 08:45 hoodedice Calinou, did you check out imgrush? 09:00 asl97 i thought i could just rotate the image using [transform] but it didn't work, it also left a lot of artifacts 09:01 asl97 oh well, another idea into the bin 09:54 Calinou hoodedice, yes, long time ago 09:54 hoodedice why are you not using it? I thought you liked mediacrush? 09:55 Calinou because lut.im does the job for images 09:55 Calinou and offers temporary hosting too 11:33 Taoki Weird. I have a collisionbox enabled for an entity, yet when I hover over it nothing appears. Am I missing anything? 11:33 Taoki It's attached to a bone BTW, but that probably doesn't matter 11:47 Taoki Ah, weird... it only works if the item isn't attached. Is this intentional? 15:46 VanessaE good morning 16:09 rubenwardy Has anyone here played King Arthur's Gold? 16:09 rubenwardy (note: proprietary) 16:10 VanessaE not me 16:13 rubenwardy It's interesting. It looks like Terraria, but you build castles and do PvP fighting. Most of the emphasis is on PvP fighting though; singleplayer is boring (there are no attackers) 17:06 CWz what would be a good way to make a mod that prevents player from digging those annoying vertical 1x1 shafts 17:09 Jordach /ban? 17:14 rubenwardy You use /rollback_check to see who did it 17:15 rubenwardy You could write a mod yourself 17:15 rubenwardy Just check on place if there are more than 4 in a stack below the player, if so then delete 17:15 rubenwardy Would involve checking 4 * 9 blocks, and then removing 4. 17:16 rubenwardy 40 node get / sets. Might be an idea to use LVM 18:23 Taoki Can anyone help me out a bit with this code please? https://forum.minetest.net/viewtopic.php?f=47&t=12659&p=182664#p182663 The person who posted the example I'm following isn't around it seems, and I'm trying to implement it, but don't understand the calculations 18:23 Taoki (FOV for mobs basically) 18:28 Taoki For one thing, I do not get how the dotproduct holds any information about angle and direction. It only seems to represent distance 18:39 nore Taoki, the dot product of two vectors is equal to the product of their lengths and of the cosine of the angle between them 18:39 nore so you can get that angle too 18:40 nore (if you know their lengths) 18:40 Taoki Still can't understand, trying for an hour to. What exactly do 'yaw2vec' and 'angle' return and represent in that example? 18:40 * nore looks 18:40 Taoki I get strange numbers I can't fully correlate 18:41 Taoki Thanks :) 18:41 nore yaw2vec takes the yaw of the entity, and returns an unit vector of the direction that entity is looking at 18:42 nore and angle takes 2 vectors, and returns the angle between them (the inverse cosine of their dot product divided by their lengths) 18:43 Taoki Ah... so yaw2vec is basically a virtual point on the 2D / 3D plane which indicates the direction? 18:43 nore yes 18:43 nore the point will look in a cone 18:44 nore if you want to ignore the vertical angle, just set y to 0 in the calculations 18:44 Taoki ok. As for angle, I noticed that it seems to depend on distance only. Even if I'm behind or in front of the mob, it's smaller or larger the closer or further I am. So I'm not sure how I get any useful info from it. 18:44 nore (I mean, in the vector you give to it) 18:44 Taoki It's not eg: Negative behind, positive in front 18:45 nore the dot product should be 18:45 Taoki Ah. I put a debug print, and it's not 18:46 nore are you sure it is the dot product? another issue may also be that you mob is not looking in the expected direction 18:47 TenPlus1 hi folks 18:47 Taoki Basically, the mob stands still. I go two blocks in front of it, the value is somewhere about 0.5. Then I go two blocks left, right, or behind the mob... without it moving. I still get the same value. 18:47 Taoki hi 18:47 nore hi 18:47 nore hm... 18:47 Taoki (left / right / back of the mob) 18:47 Taoki So it only seems to represent distance, regardless of direction 18:48 nore ah, I know 18:48 TenPlus1 Q. is there a way to have entities display within a certain range only ? 18:48 TenPlus1 say if player is within 10 blocks ??? 18:48 nore it's angle(yaw2vec(yaw, pitch), vector.subtract(pos1, pos2)) you want 18:48 Taoki TenPlus1: Have the entity scan for players periodically, in a distance of 10. Not per player however 18:49 nore TenPlus1: the closest I have for that is code that simulates entities in Lua and shows them only if a player in nearby 18:49 nore (used in pipeworks to get "entities" in unloaded blocks) 18:50 TenPlus1 will check pipeworks mod to see... so many problems with having too many entities in one active area... gotta limit it somehow 18:50 Taoki Thanks, I will try that 18:50 nore TenPlus1: it still simulates them 18:50 nore and those entities need to be registered and created with special calls too 18:51 TenPlus1 sounds like a lot of work for a sign/itemframe 18:51 nore ah, for that, you could have the node to check 18:51 nore so much easier :) 18:51 TenPlus1 how u mean? 18:51 nore put an abm in node 18:51 nore that check if a player is nearby 18:51 TenPlus1 oh right... if player close by add item, if not remove it 18:51 Taoki nore: That's close! However, if I stand in front of the mob or behind it, the value is 90* in both cases 18:52 nore Taoki: then the mod is looking at 90° angle 18:52 nore so one side will be 0 and the other 180 18:52 nore you need to change yaw2vec by setting x -> z, and z -> -x 18:53 nore should work 18:53 TenPlus1 is anyone experiencing the "std::bad_alloc" errors on servers ? 18:53 nore TenPlus1: I don't remember experiencing it 18:54 Taoki What does -> do, never used that or seen it in other mods 18:54 nore however, I have often at startup a crash with "double free or corruption" :/ 18:54 nore that's not syntax 18:54 nore I just meant: replace x by z in yaw2vec 18:55 Taoki Oh, sorry... will try that 18:55 nore and z = ... by x = -... 18:55 TenPlus1 the Xanadu map has grown over 60gb in size and from time to time it'll read a section of map with an error and crash server with "std::bad_alloc" error 18:55 TenPlus1 was hoping someone else may have a solution by now 18:56 nore hm... maybe ask on -dev, I don't know the origin of the bug 18:56 nore but I've seen a few comments about it IIRC 18:56 TenPlus1 lol, done that already... no answer as yet... 18:57 TenPlus1 the devs are working hard on something tho 18:57 Taoki I seem to have 50* in front and 130* when behind. This might be it 18:57 nore ok, then you just have one final change to do if you want to ignore pitch 18:57 nore instead of using vector.subtract(pos1, pos2), use that vector with a 0 y coordinate 18:57 Taoki Ah, it seems to depend on where the mob looks as well 18:58 Taoki That part is ok, I want pitch as a parameter 18:58 nore ok :) 18:58 TenPlus1 thanks nore, cya folks 18:58 nore ^ that's what the yaw2vec function is for :) 18:58 Taoki What I mean is: If the mob looks toward one direction and I stand in front of it, I get one result. Then if the mob looks in another and I stand in front of it, I get another result 18:58 Taoki Ah, so it's intentional 18:59 nore ehm, what? 18:59 Taoki I was expecting it to be relative, and like always get 50* when I'm standing in front of the mob 18:59 Taoki No matter where the mob looks toward 18:59 nore it should always be about the same (relative to 90°) when you are in front 18:59 nore of the mob 18:59 Taoki Ah. Doesn't seem to 18:59 nore ... 18:59 nore are you sure you use the yaw of the mob? 19:00 Taoki Yeah. I noticed that now I get 50* when behing the mob instead 19:00 nore ah, there is a sign problem then 19:00 nore try to put a "-" before the x coordinate 19:00 nore (in yaw2vec) 19:01 Taoki Aha... the problem is that it reverses 19:01 Taoki If the mob's yaw goes past a certain point, I stop getting 50* in front of it and get 50* when back from it 19:01 Taoki And vice versa with 130* 19:01 nore yeah, that looks like a sign problem 19:01 Taoki I'll try that 19:03 Taoki x = -math.sin(yaw) * math.cos(pitch), ... ? 19:03 nore yep 19:04 Taoki Thanks, that solved it! I get 125* in front of the mob all the time now. 19:04 nore good :) 19:05 Taoki Need to figure out what exactly to check however, to tell if I'm within the FOV. 19:05 nore you need to check 180 - angle <= fov 19:06 Taoki Aha 19:06 Taoki Yeah, I think I see now 19:06 nore (you should set the fov to 80-85 or so) 19:08 Taoki I wonder why I get a weird value like 125* Instead of 0* or 90* or 45* 19:08 Taoki When right in front of the mob 19:08 Taoki Also angle changes a lot with distance, even if I'm still right in front and parallel 19:09 Taoki So if I move toward or away from the mob, while facing it parallel, the angle increases and decreases a lot 19:09 Taoki From 124* to 160* in 3 nodes 19:11 Taoki Huh... but on the sides of the mob this doesn't happen. And I get 90* on each side. 19:12 Taoki Even if I step away or toward the mob, if I stay aligned with its side the angle remains 90*. I could rotate it back, but since it's 90* on both sides that would re-add the issue of front and back being difficult to distinguish. 19:25 CoolantDragon Hey, where's the link to svg of the MT logo? 19:25 sfan5 sec 19:26 sfan5 CoolantDragon: https://github.com/minetest/minetest/blob/master/misc/minetest-icon.svg 19:26 CoolantDragon Thanks 19:30 nore So if I move toward or away from the mob, while facing it parallel, the angle increases and decreases a lot <-- that's the pitch thing 19:31 nore shouldn't happen if you ignore pitch by setting all y coordinates to 0 19:31 Taoki nore: Pitch is already 0. So I'm walking along the axis if the cone. 19:31 nore yes, but you need to set the y coordinate of the vector subtraction to 0 too 19:31 Taoki nore: But that is solved if I replace sin with cos for x and z again. Problem is that this re-introduces not being able to tell between front and back again 19:33 nore does setting it to 0 work better? 19:33 Taoki Pitch is 0 already. 19:34 Taoki If I fly up or down, the value barely changes by any amount though. So not sure if pitch fully works anyway 19:35 Taoki I assume 0 is fully horizontal... should be 19:39 nore ^ it is 19:39 nore did you try flying up & down very close to the mob? 19:40 Taoki Both closer and a bit further. Pitch doesn't seem to do much though 19:40 Taoki Doesn't have the same influence as horizontal movement by far, just a few decimals 19:40 Taoki So something must be wrong 19:41 Taoki http://pastebin.com/raw.php?i=nZsMSxpp This is what I have now 19:42 Taoki ^ works perfectly when it comes to yaw, and returns 0 when standing right in front of the mob's face (at any distance). But it also does the same when behind the mob, plus pitch doesn't seem to do enough 19:43 nore hm... 19:43 nore try swapping x and z again :) (and negate one of them) 19:45 Taoki nore: Didn't work too well. If I swap sin and cos between x and z, the cone starts ranging between the mob's sides, which is incorrect 19:46 nore hm... it's quite strange that 0 is in front though 19:46 nore it should be closer to 90/-90 with what I see from your code 19:46 Taoki Normally, 90 is in front. I did 90 - calculation to undo that 19:46 Taoki Which is indeed strange 20:02 Taoki Obviously, when pitch is 0, x and z are multiplied with 1, and y remains 0 (I think). So it's even more strange that this happens and pitch is ignored, since it means a virtual cone isn't being created. 20:02 Taoki Rather a flat cone 20:02 Taoki **a 3D cone 20:06 tranquilliam Hi, I was wondering how you would code a technic machine. Does anyone know how? 20:14 est31 tranquilliam, which machine? 20:18 Taoki Yeah, I'll probably have to leave pitch out because it simply won't work :( 20:27 TheWild is the cone still a problem? 20:33 Taoki TheWild: Yes 20:33 Taoki Nothing I try seems to work properly 20:35 TheWild well... gist just hung my browser 20:37 TheWild okay, http://pastebin.com/QXbHYNHq 20:38 Taoki TheWild: pos is the position of the mob, vec is the position of the target? 20:39 Taoki Sorry, that's commented above 20:39 * Taoki is pretty tired for some reason this night 20:43 Taoki FYI: The problem might be with the yaw2vec, used to determine the vector direction. Namely all the sin and cos combinations which are very difficult to get right and test 20:46 Taoki TheWild: The part you pastebinned works fine. Sadly, it replaces the other implementation which worked fine as well. The problem is yaw2vec, and the sin / cos combinations there 20:46 * TheWild scratches on paper 20:47 Taoki TheWild: http://pastebin.com/raw.php?i=S0SK0dBZ This is the version I got working best. It almost works but has two problems: 1 - If you stand behind or in front of the mob, it returns the same thing (90*). 2 - If pitch is a value other than 0, everything breaks... pitch is not being calculated properly. 20:49 TheWild the same I wrote on paper... but... 20:50 Taoki The normal result would be something like: If you're standing right in front of the mob (parallel to its face), the result should be 0. If from there you go a little to the left, the result should decrease (to something like -10*), whereas if you go the same amount to the right it should increase (+10*). Doesn't matter which is which of course... I will use math.abs anway since I only care for val 20:50 Taoki However, pitch should also change the aim of the cone in height. So if you go above or below the mob, the angle difference increases on top of that. Still, going left and right should increase or decrease around the same vertical 0 the same way, if that makes sense. 20:51 TheWild quick testing shows that Minetest assumes 0° being toward z positive 20:51 Taoki Also, if you are right behing the mob, you should normally get an angle like 360*. Straight to the left or right should be -180* and 180* 20:51 TheWild and 90° toward z negative 20:52 Taoki Ah 20:53 TheWild try this: return {x = -math.sin(yaw) * math.cos(pitch), y = math.sin(pitch), z = math.cos(yaw) * math.cos(pitch)} 20:53 Taoki I think I did, but will try it again 20:54 TheWild and 90° toward z negative <- I meant: toward x negative 20:56 MinetestBot 02[git] 04est31 -> 03minetest/minetest: Return to ignore 133d43df9 http://git.io/vtICd (152015-06-24T22:47:41+02:00) 20:57 Taoki TheWild: Doesn't seem to work either 21:06 TheWild I found that yaw is flawed - it is not revelant to what is displayed on F5 21:08 Taoki Ah. Might be... that is a pretty bad thing on the code side IMO 21:10 TheWild whew... this one should be finally correct: 21:10 TheWild return {x = math.cos(yaw) * math.cos(pitch), y = math.sin(pitch), z = math.sin(yaw) * math.cos(pitch)} 21:12 TheWild hey, anyone read that? Player's yaw is not revelant to what is displayed on debug screen. When you turn to yaw=270, player:get_look_yaw() produces ~6.28, which is definitely PI/2 21:13 TheWild s**t, I wrote PI/2? 21:13 TheWild O_o 21:13 Taoki Will try it as well 21:13 TheWild I meant 2*PI 21:14 Taoki TheWild: Works like my "best working example" I mentioned before, so it still has the two issues: Pitch is ignored, and I get 90* both in front of and behind the mob (I cannot separate the two) 21:16 TheWild which function produces 90°? 21:18 Taoki TheWild: The last one you linked. With the other hald from that pastebin you posted 21:18 Taoki [00:07:13] return {x = math.cos(yaw) * math.cos(pitch), y = math.sin(pitch), z = math.sin(yaw) * math.cos(pitch)} 21:19 TheWild ummm... you are passing of course mob looking vector, don't you? 21:20 Taoki TheWild: self.object:get_yaw() 21:20 Taoki pitch is 0, I manually set it to 45* only to test 21:24 TheWild the function I posted on pastebin produces only positive values 21:24 TheWild you want to distinguish left and right? 21:25 TheWild something on front of mob should be near 0°, while something behind should be near 180° 21:28 Taoki TheWild: When standing right in front of the mob, the angle should be 0*. If standing a little to the left or right, it should be -something* or +something*. 21:28 TheWild +something 21:28 Taoki The one you posted does that, but both for the front and back. Also pitch doesn't seem to be accounted. 21:31 TheWild that's weird. 21:32 TheWild right now I'm testing my own yaw and pitch. yaw2vec works fine 21:32 TheWild my function also 21:33 TheWild check your yaw2vec once more. It should not have any '-' in it. 21:35 Taoki I'm using the last one you pasted 21:35 Taoki [00:07:13] return {x = math.cos(yaw) * math.cos(pitch), y = math.sin(pitch), z = math.sin(yaw) * math.cos(pitch)} 21:39 TheWild crap! 21:39 TheWild I see it now 21:42 TheWild Devs!? What will happend when I do player:set_look_yaw(player:get_look_yaw()) ? 21:43 TheWild s/happend/happen/ 21:44 TheWild Taoki, I'm sorry but could you change yaw2vec once again? 21:44 TheWild return {x = -math.sin(yaw) * math.cos(pitch), y = math.sin(pitch), z = math.cos(yaw) * math.cos(pitch)} 21:44 Taoki No worries, and sure. 21:44 Taoki Will test it in a few minutes 21:45 TheWild noone wants to hear my grumbling about bugs 21:48 Taoki TheWild: That seems to only make the cone sideways, same issues apply 21:51 TheWild ummm... hey, wait... 21:51 TheWild object:get_look_dir() 21:52 TheWild great! Produces nil for me 21:55 TheWild and entites have no pitch 22:01 Taoki :< 22:02 TheWild one moment 22:02 TheWild I'm making progress 22:04 TheWild http://pastebin.com/iQXGCZjf 22:12 TheWild have you checked this? 22:13 TheWild Taoki? 22:19 TheWild nevermind, I'm going to bed still being not sure it was working or not. 22:19 TheWild good bye 22:31 U1timat3Tr0113r wow 22:31 U1timat3Tr0113r You kicked me because I was using my nick to spam #freenode 22:31 U1timat3Tr0113r hehe 22:31 Jordach [off] no need to be a homophobic asshole 22:32 U1timat3Tr0113r gaay 22:32 U1timat3Tr0113r lol 22:36 U1timat3Tr0113r GAAAAYAYY 22:43 U1timat3Tr0113r TIL not to troll when your fucking internet is fucked up. 22:43 U1timat3Tr0113r Because you can't /join, /msg, then /part. 22:43 U1timat3Tr0113r erm troll/spam