Time Nick Message 00:58 blert easy way to convert vm_index into bm_index? 01:01 MinetestBot 02[git] 04RealBadAngel -> 03minetest/minetest: Mapblock mesh: Allow to use VBO 13f9d7277 https://git.io/v200N (152016-02-26T00:51:01Z) 01:01 MinetestBot 02[git] 04RealBadAngel -> 03minetest/minetest: Remove new_style_water 138eb7ddb https://git.io/v200A (152016-02-26T00:50:46Z) 01:01 MinetestBot 02[git] 04rubenwardy -> 03minetest/minetest: Cache some settings 134efb7eb https://git.io/v200x (152016-02-26T00:50:39Z) 01:04 Fixer ._. 01:13 OldCoder Fixer, ? 01:13 Fixer VBO is finally here, amen 01:14 Fixer for years it was elusive 02:44 Hijiri >sqlite sum function returns NULL for empty results rather than 0 02:44 Hijiri aaaa 02:44 Hijiri do all sql DBs do this? 02:45 est31 dunno 02:45 est31 guess the answer is no 02:45 est31 because there is huge difference in behaviour of SQL DBs 02:45 est31 large lock in effect :) 02:47 Hijiri well coalesce exists apparently 02:47 Hijiri I'll just use that 05:49 MinetestBot 02[git] 04Jeija -> 03minetest/minetest: Fix minetest.request_insecure_environment() always returning nil 13033a510 https://git.io/v20FM (152016-02-26T06:36:48+01:00) 05:53 sofar http://i.imgur.com/AihRZKv.png 09:22 Niebieski Hey, is it possible that Minetest enters Google summer of code this year ? 10:52 yyt16384 VBO is giving big FPS boost for me 10:53 yyt16384 I can get 60 FPS in the most heavy scene 10:53 yyt16384 And one month ago I'm only getting 10 10:54 yyt16384 Maybe I can enable some eye-candy options now 10:56 VanessaE don't enable shaders yet. 10:56 VanessaE the benefits offered by the VBO commit are best without. 10:56 VanessaE also make note of your view range - it's now a fixed distance (instead of auto-tuning) 10:57 VanessaE so you may even be able to increase it 10:58 yyt16384 I'm not going to increase view range 10:58 yyt16384 It's 48 now, enough for me 10:58 VanessaE ok. 10:58 VanessaE fwiw, I get about 80% better frame rate for a given distance, now. 10:59 Obani yyt16384, the thing is with fixed viewing range, lag is again minimized 10:59 yyt16384 I was having fixed distance before 10:59 est31 with fixed viewing range lag is not minimized 11:00 est31 that was what adjusting viewing range was about 11:00 est31 a fixed FPS 11:00 est31 and then try to get there 11:00 est31 using varying viewing range 11:04 VanessaE (frankly I'm a little ... disappointed ... by the removal of the auto-tune feature) 11:11 Obani why ? 11:17 Obani VanessaE, jumping mod still works in 0.4.13 ? 0.o 12:38 Taoki Hi... I have a mapgen related question: How do I make sure that the node_dust defined in minetest.register_biome does not spawn on top of some decorational nodes? Like for instance if I have grass on the biome, how can I prevent snow blocks appearing on top of grass? 12:38 CWz VanessaE, what does auto tune do? 12:41 VanessaE it used to vary your view distance according to your FPS 12:41 VanessaE too much FPS, it increases the view distance, and vice-versa. removed recently as it didn't work well. 12:42 Taoki VanessaE: It did work well for me. But apparently some people thought otherwise... 12:44 CWz what about quicktune? that is accessed by pressing the page up and page down key. which is that used for 12:45 VanessaE no idea 12:46 CWz it's been there for years 13:41 Wuzzy What is contained in the “insecure envinronment”? 13:41 Wuzzy I get it by calling minetest.request_insecure_environment() 13:45 est31 Wuzzy, you get stuff to escape the lua sandbox 13:45 est31 its planned to get enabled by default in the future 13:45 Wuzzy Is the minetest table contained as well? 13:46 est31 yes 13:46 Wuzzy really? 13:46 est31 i think so not sure 13:46 Wuzzy weird, in my experiments it was not contained 13:46 Wuzzy I need to escape the directory restriction, to be precise 13:47 Wuzzy and need to call minetest.create_schematic, which contains a filename 13:47 Wuzzy to be precise, I want to write schematics in a mod directory 13:47 Wuzzy in a subdirectory actually 13:48 Wuzzy btw, is it permitted to write into subdirectories without any insecure environment? 13:48 est31 its permitted to write to world dir 13:48 est31 but not to mod dir 13:49 Wuzzy ok but how to do it with the insecure enviroment 13:49 Wuzzy ? 13:49 est31 perhaps its even permitted to mod dir 13:49 Wuzzy no 13:49 est31 but only during the load 13:49 est31 and only for the curren mod 13:49 Wuzzy okay, I am asking this for the Tutorial subgame 13:49 Wuzzy It does not work with mod security and I am trying to fix it 13:50 Wuzzy Loading data works fine now, does not require insecure environment 13:50 Wuzzy but there are two commands /tsave and /tsave_entities which write world data into mod dir 13:50 est31 why do you need to save to the mod dir? 13:51 Wuzzy the world data is in mod directory to load the world data from schematics 13:51 Wuzzy it is used for updating the map 13:51 Wuzzy its complicated, its how the tutorial works 13:51 Wuzzy previously, the tutorial shipped the world as a world directory 13:52 Wuzzy now it is stored in mod dir and the mod will load it and generate the map from there 13:52 Wuzzy and saving is needed whenever someone want to update/edit the world 13:52 Wuzzy its complicated xD 13:52 Wuzzy anyways, it seems that my insecure environment does, in fact, NOT contain minetest table :-( 13:53 Wuzzy which means that insecure_environment.minetest.create_schematic(bla, bla, bla) does not work 13:53 Wuzzy but insecure_environment.io.open(whatever) works 13:54 Wuzzy minetest.create_schematic alone does not work cuz Minetest comlpains I am outside of permitted directories 13:54 Wuzzy Do you think it is a bug I don't have the minetest table in my insecure env.? 14:12 stormchaser3000_ hi 14:13 stormchaser3000 there we go 15:01 est31 Wuzzy, have you checked that the insecure environment returns for you what you need? 15:04 est31 Wuzzy, you might want to try "core" instead of "minetest" 15:05 est31 even though Wuzzy I dont think you need the insecure environment for storing schematics 15:05 est31 I mean you dont need to store schematics for the tutorial 15:05 est31 not in the mod dir 15:05 est31 perhaps in the world dir, i dont know 15:05 est31 but there is no use case I can think of where you should put it in the mod dir 15:36 Megaf Hi 15:36 Megaf What do you prefer? sire.com/subsite or subsite.site.com? 15:37 everamzah documentaries.reddit.com or reddit.com/r/documentaries 15:37 everamzah depends on my mood 15:37 everamzah (don't forget /r/lectures) 15:41 kaadmy is there interest in recreating the "original" minetest? 15:41 kaadmy ie. 0.2-0.3? 15:42 Megaf we have that already 15:42 CWz voxelands 15:42 Megaf indeed 16:17 nanovad . 16:26 Wuzzy est31: core didn't work either. I tried insecure_environment.core.create_schematic. For some reason Minetest complains about accessing an external file. 16:26 Wuzzy Whyyyyyyyyy? I thought that's the point of insecure environment? 17:10 kaadmy redcrab has posted again on the forum on the redcrab server thread! 17:10 Indohmo !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 17:10 kaadmy previous post was june 2015 18:37 paramat Taoki, dust won't be placed on top of 'buildable_to' nodes (long grasses, flowers), so control it that way 18:38 Taoki paramat: Nice! Though, does that mean grass will make holes in the ground? 18:38 Taoki eg: Flowers cause dust nodes not to spawn there. 18:38 Taoki Or do they spawn on top of dust nodes? 18:38 kaadmy Taoki: i think so 18:38 Taoki ok 18:38 kaadmy i think they're ignored 18:38 Taoki Better than nothing I guess 18:38 paramat correct 18:39 paramat not ideal but simple 18:39 paramat for a snowy biome you would want 'dirt with snow' at ground level anyway 18:40 paramat ie as 'top' node 18:41 Taoki paramat: Problem is that the biomes I'm using have dirt_with_grass as the duster node. Yes, I know that's not ideal... I just need the other slots to be free. 18:41 Taoki I use node_top to spawn dirt. 18:42 Taoki Sadly you can't define your own layers. 18:44 Taoki The story's a bit like this: My game will have a more unique setup. The normal node is of course stone. But on top of stone comes gravel. On top of that gravel comes normal dirt. Then on top of that dirt, dirt_with_grass. 18:45 Taoki Ah. A workaround might be to spawn only default:dirt. Then in on_generate, I check each default:dirt node and if it's topside, I turn it into default:dirt_with_grass. I have my own dirt <-> dirt_with_grass function anyway (coded my own ABM), so I could do it in its definition function. 18:57 ShadowNinja kaadmy: Maybe he'll ban the bot that's been spamming his forum... 18:59 paramat ah, not enough biome layers for you 19:49 magnate Hi folks. Every time I create a world in minetest, it has no trees or grass, only water and stone. Makes it hard to craft a pickaxe! Am I doing something wrong? 19:50 Krock mapgen v5 or v7, I guess 19:50 sfan5 yes you are doing something wrong 19:50 magnate I've tried v6 and v7 19:50 sfan5 the question is what 19:51 magnate ok 19:51 Krock v6 gives you regular terrain all the time 19:51 magnate Is it a config setting somewhere? 19:51 magnate What is the best mapgen for a normal (diverse) world? 19:51 sfan5 usually not 19:51 sfan5 v6 19:51 paramat you using MT v0.4.13? 19:51 magnate 0.4.10 (Debian Jessie package) 19:51 paramat ah 19:52 paramat mgv5 mgv7 are just stone and water back then 19:52 paramat use mgv6 or use latest MT version 19:52 magnate ok thx 19:53 paramat there should be recent builds available somewhere, or compile it yourself 19:53 everamzah https://packages.debian.org/jessie-backports/games/minetest 19:54 magnate thx everamzah 19:54 everamzah you're quite welcome 19:56 paramat in 0.4.13 mgv7 is the most developed mapgen 20:00 magnate Time to upgrade to stretch! Thanks all ... 20:01 everamzah be bold 20:12 Cava #minetest 20:18 everamzah you are here 20:20 Cava ciao 20:21 everamzah hello 20:29 Mati^1 hi all 20:30 Mati^1 sorry but my englisch ist not too god but i have BAD massage about RealBadAngel Maciej Kasatkin 20:31 Mati^1 if someone is online from minetest cooder ? 20:34 paramat bad message? 20:34 paramat i am a core dev who works with RBA 20:37 Mati^1 moment 20:38 paramat is he in hospital again? 20:39 Mati^1 http://wloclawek.naszemiasto.pl/artykul/dramat-na-ul-piekarskiej-straznicy-miejscy-pomogli-uratowac,3659920,art,t,id,tm.html 20:39 Mati^1 yesterday 20:40 Mati^1 in the hospital 20:41 Mati^1 massive heart attack 20:42 Mati^1 not regained consciousness 20:42 sofar oh goodness 20:42 sofar that's terrible news :() 20:42 Mati^1 this foto ist real in web 20:43 Mati^1 for me too 26yers best frend 20:44 Mati^1 transported to another city Torun 20:45 Mati^1 30min resuscitation :( 20:45 sofar thank you for telling us. Paramat and me and others talked with him on a daily basis 20:45 paramat very worrying news. thanks for letting us know. we knew he was having heart problems 20:48 Mati^1 no problem :( how I will know something more, will write 20:48 sofar thank you 20:48 Mati^1 okay 20:49 Mati^1 bay bay Regards 20:49 paramat my thoughts and best wishes will be with him 21:37 ssieb paramat: do you have any idea why clay doesn't get generated on either v6 or v7 mapgen? I see it listed as an "ore" in the mapgen.lua file 21:40 paramat it does, but was a little rare in 0.4.13 stable, fixed now 21:40 ssieb ok, fixed in minetest_game or engine? 21:41 paramat it needed fixes in both 21:41 ssieb and it's more than rare, it's very non-existant on any games I've tested (I scanned the database) 21:41 paramat weird should be some 21:42 ssieb I used a tool to look in the world database and it didn't find any blocks with "clay" in the name 21:45 ssieb paramat: is there any information on what the difference is between the mapgens and which one should be used? 21:48 paramat no :) try them to see the difference. they should all be used, but mgv7 is the most developed and most complex 21:51 paramat mgv6 is 'stable', we promise to not break worlds by changing the mapgen. mgv5/mgv7 are near-stable. mgvalleys is still in development 21:52 paramat flat and fractal are near-stable 22:05 ssieb paramat: last time I was using minetest (probably about a year ago) mgv7 was only stone :-) It does have some interesting features: http://sieb.net/mtv7square.png 22:05 paramat heh those are fixed now 22:06 paramat they were slices of dungeons 22:06 paramat i liked them though, there were just too many of them 22:06 ssieb minetest monoliths 22:06 paramat exactly 22:22 sofar hmm, I'm glad people like the fencegate model. I wanted to make a gate that is easily recognizable and different enough, but also something that blends in well with fences 22:22 sofar I had seen blockmen's gate but I didn't care for it, it looked off too much 22:38 paramat yeah the triangular shape is nice and fresh 22:44 sofar also, I purposely chose to allow anyone to open it (digging can be protected, of course, through a protection mod) 22:44 sofar since it's easily jumpable 22:46 paramat makes sense 23:45 ssieb Does anyone know if flowers are supposed to multiply? They used to. You could plant one and over time, others of the same kind would show up in the general vicinity. 23:46 Hijiri I don't know, they do so in 0.4.13 stable at lesat 23:46 Hijiri least 23:47 ssieb hmm, I have biomes and plantlife mods. I wonder if they interfere with that 23:47 ssieb because it doesn't seem to be working 23:50 paramat they still do, or should do 23:52 LazyJ Flowers grow/spread very slowly, require full(?) light and a lot of space. Plus, players have to be in the same area to keep the area active. 23:56 LazyJ I've found that flowers are not something you can reliably cultivate in production fields. The best method I've been able to come up with (in survival-mode) is to plant random colors in the area I'm building in and then as soon as a second flower grows, pick it and plant it away from the others. 23:57 Hijiri How do I make mods show up in the server list, do they need to be in the server config? 23:57 Hijiri rather than in the world's mod list 23:57 LazyJ But that only works when I'm working on a big enough project that will take time to complete, allowing time for the flowers to spread while I'm in the area keeping it active. 23:57 Hijiri what I do is plant all my flowers near the spawn area 23:58 Hijiri so other people will keep it active 23:58 LazyJ Hijiri, the mods shown on the server list might only be the ones in the /minetest/mods directory. 23:58 Hijiri (it still slows down due to flower overcrowding though) 23:58 Hijiri it's in the .minetest/mods directory 23:58 Hijiri and then the world is configured to use them 23:59 Hijiri I don't mean that they were in a world mods directory 23:59 LazyJ Ah. Well, so much for that idea.