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IRC log for #minetest, 2015-09-03

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02:32 _Clouds_ Can someone tell me why I keep getting the error register_decoration: could not get all biomes ; get_biome_list: failed to get biome "stone_grassland" when using minetest.register_decoration???
02:34 _Clouds_ Also is there a reason why nothing will spawn on water??
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03:36 swift110-phone Hey
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04:12 MinetestBot [git] Rui914 -> minetest/minetest: Small fixes of minetest.has_feature d493855 http://git.io/vGyW8 (2015-09-03T06:10:17+02:00)
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04:26 MinetestBot [git] est31 -> minetest/minetest: Areastore: fix "attempt to index a number value" 2035bfc http://git.io/vGy8O (2015-09-03T06:17:02+02:00)
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04:36 paramat _Clouds_ are you using a mapgen mod that clears the registered biomes and decorations? if so make it depend on default mod *and* flowers mod, otherwise flowers mod may load after your mapgen mod and the flower decorations will be looking for the biomes you just cleared
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05:00 wilkgr Minetest just keeps crashing due to "Access violations". Any ideas why?
05:00 wilkgr >> === FATAL ERROR ===
05:00 wilkgr >> Access violation (Exception 0xC0000005) at 0x038AF480
05:00 wilkgr >> Saved dump to C:\Users\Wilko BSDE\Documents\ab\minetest-0.4.13\bin\..\minetest.dmp
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05:00 wilkgr Forget what I just said. I got in.
05:01 wilkgr But I have another problem. I am building a semi-automatic farm, and it works great...partly
05:01 est31 wilkgr, is the crash every time
05:01 wilkgr I cannot get the pipework deployers to place seeds onto the hoed soil.
05:01 est31 or just time to time?
05:02 wilkgr est31; ignore that bit, just got in :D
05:03 wilkgr Just having trouble with VanessaE 's pipeworks.
05:04 est31 wilkgr, place the deployer below the dirt, facing up
05:04 wilkgr Ok.
05:04 wilkgr I'll try
05:05 wilkgr Have to get this done quickly - planning to release this on my birthday, Saturday.
05:06 wilkgr YES
05:06 wilkgr Thanks :D
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05:11 swift110-phone Hmm
05:13 wilkgr Oh yes
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05:14 wilkgr Finished - yay!
05:14 * wilkgr uploads early
05:15 wilkgr BTW, I really like the new website.
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05:46 wilkgr Uploading......
05:48 wilkgr Taking FOREVER to upload.
05:48 wilkgr [bleep]
05:48 wilkgr "This web page is not available"
05:52 wilkgr Is a 5.35 MB file too large/
06:02 swift110-phone Ok
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09:48 Megaf Good morning
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10:37 Megaf Oh dear, I will never ever buy a power efficient CPU again, they are so slow
10:39 Megaf I mean, a power usage oriented CPU. I have this AMD E1-6010  CPU running at 1,3 GHz. It uses little energy yes, it never heats but damn, it is quite slow when I want to compile stuff, specially when I want to compile 4 things at the same time as I'm doing right now. It's a dual core CPU
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10:41 Megaf Hi est31, I will be testing the issue with the latest Irrlicht here
10:42 est31 hi
10:45 Megaf !g test
10:45 MinetestBot Megaf: http://www.speedtest.net/
10:45 Megaf !g liquorix kernel arch linux
10:45 MinetestBot Megaf: https://wiki.archlinux.org/index.php/Kernels
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11:07 waressearcher2 is anyone here ?
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12:07 Megaf waressearcher2: everybody
12:11 Megaf Any Arch user here?
12:11 Megaf we need Arch users to test something
12:12 Megaf This, https://bugs.archlinux.org/task/46176
12:12 est31 Megaf, perhaps lets go to #archlinux
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12:26 Megaf There
12:27 waressearcher2 why Arch ?
12:27 waressearcher2 is it contains some specific library or kernel version ?
12:27 Megaf we are trying to figure that out
12:28 Megaf the very  same Irrlicht works nicely on Debian and Ubuntu but crashes on Arch with a memory corruption error
12:28 Megaf I think is the Arch kernels fautl
12:28 Megaf fault*
12:29 Megaf brb
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12:31 benben962 Hi everyone !
12:33 benben962 I'm trying to get mesecons to work on my minetest 0.4.9 (Trisquel 7) but it looks like it doesn't want me to...
12:36 benben962 In debug.txt I get this :
12:36 benben962 14:00:15: ERROR[main]: ========== ERROR FROM LUA ===========
12:37 rubenwardy we'll need more than that
12:37 rubenwardy and use a paste bin, please
12:37 benben962 How ?
12:37 rubenwardy also, Minetest 0.4.9 is not supported, please update to Minetest 0.4.12
12:37 rubenwardy * Minetest 0.4.13
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12:37 rubenwardy http://pastebin.com/
12:38 benben962 Can you tell me how to update because in my repos, the latest version is 0.4.9
12:38 rubenwardy take all the lines from  ====== ERROR FROM LUA === to ===============
12:38 rubenwardy you'll probably need to build it yourself
12:38 rubenwardy I don't know what Trisquel is based on
12:39 benben962 So I have to uninstall it and build it ?
12:39 rubenwardy ah, it's Ubuntu
12:39 est31 or you can use the ppa
12:39 benben962 Ubuntu derivative
12:40 benben962 I'll try using the ppa and I come back to tell whether it fixed the problem or not :)
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13:40 benben962 So thank you rubenwardy and est31, everything did work out good after I upgraded my minetest through the ppa :)
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13:46 _Clouds_ Can someone tell me how to get something to spawn on default:water_source using minetest.register_decoration?
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14:47 Megaf_ I'm upgrading my laptop from Debian Jessie to Debian Stretch, wish me luck. :S
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14:57 swift110-phone Helo all
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15:12 Zaitabai hello.
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15:20 STHGOM hi
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16:34 Megaf_ Update was good :)
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16:47 Megaf_ Debian Stretch here now, looking good
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17:28 MinetestBot [git] HEXcube -> minetest/minetest: Rename minetest-icon.svg to minetest.svg - Fixes #1564 c345657 http://git.io/vGQfS (2015-09-03T19:26:28+02:00)
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17:52 TheWild I'm trying to find anything (game, animation, graphic, anything) which presents a map or level constructed of voxels that was done before 2008 and I can't find anything.
17:52 TheWild That's weird.
17:52 TheWild Not even a Super Mario Bros clone.
17:52 TheWild Nobody dreamed about voxels that time? Were our computers that slow?
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17:57 JawsClaws Why is the weather removed?
17:57 Megaf_ Because it couldnt be fixed
17:58 JawsClaws From minetest 1.4.9
17:58 JawsClaws What was wrong and what is this channel for ( want to make sure)
18:00 Wayward_One TheWild: does this help? http://blog.roblox.com/2011/12/evolution-of-voxels-in-video-games/
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18:16 rubenwardy JawsClaws... oh
18:20 Megaf_ Cool, HDR video https://www.youtube.com/watch?v=fjtGenTSfX8
18:22 Megaf_ That's cool too https://www.youtube.com/watch?v=cAJfDBomx2Y
18:22 Zaitabai can you restrict the size of maps?
18:24 Megaf_ Yes you can, but it's a new feature and I don't know how to use it
18:28 TheWild Wayward_One: yes, I was reading it, though... just take a look. Years ago we had our games: Super Mario Bros, Metroid etc. Due to the limitations of the hardware, the maps were created from tiles. The small ones (8x8) were built into bigger ones (16x16) and the rest of map was made of them. We got graphics cards capable of rendering 3D graphics in real time quite long ago. Was that around 2000?
18:29 TheWild ^ about games from that age: note that tiles were placed in grid!
18:29 TheWild so people just went into polygon stuff skipping the voxels?
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18:31 rubenwardy Zaitabai, map_generation_limit in minetest.conf
18:31 rubenwardy see the minetest.conf.example, it's not very accurate
18:33 Zaitabai Still trying to learn enough to make my own game. Kinda don't want to use the default scripts since it will GPL my stuff.
18:34 est31 at most, it'll LGPL it, if it isnt trivial already
18:35 est31 this is a good reference: http://rubenwardy.com/minetest_modding_book/
18:35 est31 especially http://rubenwardy.com/minetest_modding_book/lua_api.html
18:35 est31 rendered lua_api.txt
18:36 Wayward_One TheWild: I'm not really sure
18:36 Zaitabai est31, thanks already downloaded it, very helpful.
18:36 rubenwardy Zaitabai, it's in the engine so won't effect your subgame
18:36 TheWild that page makes me feel like: 1986-1991 - scientific domain only. 2000 - small voxels. No big ones. Big are ugly. 2007, 2008 - after a big leap something is going on. 2009 - Infiniminer! Oh no, it's abandoned. Minecraft! 2010...future - People went crazy about Minecraft. More and more clones.
18:37 Zaitabai Can I set my blocks to generate as terrain? I assume writing a terrain generator is quite difficult.
18:37 rubenwardy writing a good terrain generator is
18:37 Megaf_ yep, use hte flag is ground content or something like that
18:38 rubenwardy you would need to change the default mod to change the aliases in mapgen.lua
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18:38 rubenwardy is_ground_content doesn't make it generate, it just means that it can be replaced/overriden by caves
18:39 rubenwardy https://github.com/minetest/minetest_game/blob/master/mods/default/mapgen.lua#L5
18:39 rubenwardy paramat is the one to talk to, though
18:40 rubenwardy also, see register_biome
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18:44 TheWild When I got a internet connection in 2008, I never attempted to search for voxel stuff other than wikipedia page because I thought that there is definitely at least one game utilizing map constructed of big voxels.
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18:46 Zaitabai That mapgen.lua looks like just what I'm looking for. Can I make my own "mapgen_type" alias, or are there only a list of defaults?
18:48 rubenwardy list of defaults, as the engine looks for those
18:48 rubenwardy you can make your own biomes with register_biomes
18:49 rubenwardy you can also remove all default biomes (which makes those aliases unneeded, afaik) using minetest.clear_registered_biomes()
18:51 TheWild I'm not sure it is a good word but can I expect that each next version of Minetest become more "generic"? I mean to the point that every voxel game (okaaay, most of them) can be ported into Minetest?
18:55 rubenwardy TheWild: http://irc.minetest.ru/minetest-dev/2015-08-29#i_4381073
18:55 rubenwardy also see up and down
18:55 rubenwardy and also note that this is just an opinion that may or may not be true, and doesn't necessarily reflect the opinion of the whole core team
18:56 rubenwardy any information comes under no warranty, implied or otherwise. Terms and conditions may apply
18:57 TheWild ok, anyway thanks for the good search
18:57 rubenwardy I'd like to see if more flexible, within reason
19:02 TheWild I'd love to see it like: All definitely core stuff goes to core (the grid of voxels, what is skybox, etc.), everything that can be programmed in Lua goes to Lua (this means the idea of crafting grid goes to Lua too).
19:03 TheWild All computationally expensive stuff goes to core... or... maybe not. Well, I'm not sure about few aspects. For example: terrain generator is computationally expensive but we would want let the user modify its functionality
19:03 TheWild hoping Lua isn't such a hog
19:03 rubenwardy All the computationally expensive stuff should somehow be made modular, maybe as a C++ mod
19:05 TheWild so linkable as .dll? (is it .so under Linux?)
19:05 est31 we can use webassembly
19:05 rubenwardy It could be built in to the executable, it just needs to be as decoupled as possible
19:05 est31 then we dont need several binary formats
19:05 est31 and recompiles for different OS
19:06 rubenwardy Would you say that Minetest is quite coupled together?
19:06 est31 hard question
19:07 est31 there are big classes
19:07 rubenwardy some parts are, some parts are not, I guess
19:07 est31 yea
19:07 est31 if you want to do some small things, its easy
19:07 est31 but if you try to do really large things, its mega hard
19:07 est31 but decoupling too much is bad as well
19:08 est31 because if you want to change sth, you reallize you do need this special relationship between two classes
19:08 rubenwardy Compromise between maintainance, and maintainence
19:08 est31 yea :)
19:08 rubenwardy ie: too hard to understand vs to hard to find what you need :P
19:09 est31 something like that, yes
19:09 est31 TheWild, what generalisation would you like to see for crafting?
19:09 est31 crafting can be computationally expensive, note that
19:10 rubenwardy the crafting recipe searcher should be c, but the interface should be lua
19:10 rubenwardy so the interface would call the c to accelerate it
19:10 TheWild Like all crafting recipes are managed by some mod. And if our game has to be different from what we seen in current Minetest, we can just not require this mod. Or create our own crafting mechanism.
19:11 rubenwardy yeah, the interface should be in a "crafting" mod. However: backwards compatibility of subgames that don't have the crafting mod
19:12 rubenwardy by not requiring you mean not including in your subgame?
19:12 TheWild It seems like searching a shaped/shapeless crafting rule directly isn't a big problem - it's just hashtable. But checking all the groups might be.
19:12 est31 my general idea is to have the speed critical algorithms in the engine, and the customisation in the lua
19:13 est31 with an interface that allows us to improve our algorithms, but still flexible as possible
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19:14 est31 if an algorithm is already pretty fast, it can be approached "more closely", without abstraction layers
19:14 TheWild maybe: to allow create an object that is a kind of resolver. We can add crafting rules to it and resolve them efficiently. For any grid size.
19:14 TheWild like: resolver = create_crafting_rule_resolver();    resolver:add({...})
19:14 TheWild resolver:resolve({...})
19:15 rubenwardy sounds like bloat
19:15 rubenwardy ;P
19:15 TheWild why?
19:16 TheWild would it be slow? How much resolutions per seconds are done on some usual server?
19:16 TheWild s/seconds/second
19:17 TheWild is the syntax ugly?
19:17 technics huhu, there is something i dont understand: i cant connect with my non-admin acc anymore... the server says ...supplied wrong (SRP) password... /clearpassword doesnt help. i downgraded to 0.4.12 because the irrlicht issue on arch. cant it have something todo with it? ...my admin acc does work fine and new accs also
19:18 rubenwardy wait, what are crafting rules? craft recipes?
19:18 TheWild yeah, I mean crafting recipes
19:18 est31 technics, yeah if you have downgraded it might not work
19:18 est31 technics, upgrading works, but downgrading doesnt if you have set your password on the new version
19:18 est31 technics, you are an arch user?
19:19 est31 can you try something?
19:19 technics i didn changed it at downgraded version...
19:19 technics maybe
19:19 est31 just install 0.4.13 together with the newest irrlicht 1.8.2-2
19:19 est31 and tell whether it works
19:20 technics anotherone im withit in mumble just tested yet seems to work :D
19:20 technics he didnt knew about our diskussion^^
19:20 technics will test
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19:22 technics hope my account will work after reinstall also :'D
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19:29 technics someone asked me, which irrlicht version is recommed? he has an older system...
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19:33 technics [1]    11302 segmentation fault (core dumped)  minetest
19:33 technics oh...wait
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19:52 technics that damned yaourt doesnt give me the latest minetest-git version, but tells me there is a newer one...damn. will compile from git by hand now -.-
19:55 technics i understood... my mirror is the problem :D
20:03 technics now i have new arch mirrors :D
20:05 technics *and updates, yey!
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20:13 TheWild what are side effects of releasing something on WTFPL other than nobody will contribute to?
20:16 Zaitabai I'm aware that weather is borked, but is there a way to change sky color/texture?
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20:29 T4im TheWild: why would noone contribute to it? O_o
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20:55 kaeza greetings
20:55 Zaitabai Hello kaeza.
20:58 MinetestBot [git] Rui914 -> minetest/minetest: Change my email 91bf68e http://git.io/vG7Ec (2015-09-03T22:57:52+02:00)
21:01 Zaitabai Is there a way to convert schmatics to text and vice/versa?
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21:36 TheWild Ok, I found something voxel-based that was before 2008. And it was for NES. http://img.gamefaqs.net/screens/b/6/b/gfs_81048_2_1.jpg
21:41 Zaitabai TheWild, and the name of the game would be?
21:41 TheWild oh sorry. 3D Block.
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22:09 swift110-phone Hry
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22:25 leiget Anyone got any references on the main menu API? I'm wanting to change it around for my personal use.
22:25 Megaf_ This doesnt work https://github.com/HybridDog/minetest-nether/blob/master/nether/portal.lua
22:26 Megaf_ we cant escape from the nether
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22:32 kahrl_ leiget: doc/menu_lua_api.txt
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