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IRC log for #minetest, 2016-11-16

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All times shown according to UTC.

Time Nick Message
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01:02 Emperor_Genshin Successfully exported this kind of model on minetest (without the GLSL shaders of course :P ), if anyone wants to see the model here is a link of a video prevew of the model and critique it (helps me improve with things), I'll make another video of the model in minetest as a mob entity, perhaps after i'm done with work lol since i'm still at my job
01:02 Emperor_Genshin (on a quick break of course lol). https://vimeo.com/191407047
01:02 Emperor_Genshin Video Password is: 3DStuff
01:03 Brikooba Does a mapgen configuration parameter exist to turn off sky islands?
01:03 Brikooba Emperor_Genshin: why a password?
01:03 Emperor_Genshin Just want to  have that as private
01:10 Brikooba Emperor_Genshin: it would need to be very much a 'magical entity' since the limbs are not attached to one another.
01:11 Brikooba attached to anything
01:11 Brikooba I liked your choice of how to move the different parts in combinations.
01:16 Emperor_Genshin yep, it's like a 4 arm telekinetic golem lol
01:18 Emperor_Genshin Im thinking of giving this model some fingers lol
01:19 Emperor_Genshin should I do it?
01:20 Brikooba Does it sustain itself or is it simply conjured to fight?
01:22 Emperor_Genshin It sustain itself
01:22 Brikooba You could draw some kind of flexible magic energy line connecting the parts to something, such as the ring or a back of the skull.
01:23 Brikooba if it is sustaining itself, it could use some fingers or claws. Pincers.
01:24 Emperor_Genshin Yeah Im thinking about giving it fingers, would look much cooler lol
01:24 Emperor_Genshin All I know is that I'm aiming to make a Boss concept model.
01:24 Brikooba I don't know about cooler. It gives more the impression of a single purpose pokey-pokey, bashy-bashy being without them though.
01:25 Brikooba time for me to go
01:26 Emperor_Genshin I say cooler as visually makes it look a bit menacing (but that's just me thinking about it picturing it in my head lol)
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03:09 TommyT Hello people
03:16 kaeza bye!
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03:42 cheapie My LTC-4000 traffic light controller now has the ability to operate in selectable timed or sensor-operated modes, as well as to change modes on a schedule. Useful for any Minetest roads that are deserted at night :P
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09:17 nm0i Peace among worlds, people.
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09:33 JamesTait Good morning all! Happy Wednesday, and happy Have a Party With Your Bear Day! ūüėĀ ¬†ūüéā ūüéą ūüźĽ
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12:17 Brikooba Post your favorite MapGen + Seed for regions around 0,0 radius of about 600.  (nice to play within 600 of origin).
12:18 Brikooba I like MapGen 6 seed 0 much.  I'm looking for a nice seed for MapGen 7 of development
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12:24 Brikooba I thought compressed cobblestone would be impervious to TNT.
12:28 Chinchou As far as I'm aware, /nothing/ is impervious to TNT due to the TNT code making too many assumptions about the nature of all nodes.
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12:28 Chinchou See also:  Technic's forcefield.
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12:40 sfan5 Chinchou: nodes can declare themselves blast resistant
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12:44 Chinchou Oh, so it did change?  Technic's manual hasn't been updated to reflect that yet.
12:44 Chinchou I never really looked into it, as I always remove TNT.
12:45 Chinchou That's good to know, though.
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12:46 sfan5 documentation being outdated shouldn't be surprising
12:46 sfan5 is most cases it's better to just read the code yourself
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12:49 Chinchou Slightly outdated isn't surprising, no.  Of course, there's a reason it exists, and saying "go read the code instead" makes too many assumptions about the users - and the readability of the code in question.
12:49 Brikooba hmm. default_privs=all in mintest.conf does not work. They must be listed individually.
12:50 sfan5 well yes
12:50 sfan5 reading the code yourself is only better when you can
12:50 Chinchou Aye.
12:50 sfan5 Brikooba: that's because "all" is not a privilege
12:50 Chinchou ^
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12:50 Brikooba It could have been a set of privileges.
12:50 Chinchou It isn't reserved, either, I assume - a mod could use "all" as a priv name itself.
12:51 sfan5 indeed
12:51 sfan5 "privilege sets" don't exist
12:51 Chinchou That's probably a good thing in some ways.
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12:52 Chinchou More aliases == more places to bone something up accidentally.
12:52 * Chinchou recalls a specific sudoers file, shudders
12:54 red-001 It would be a good idea to reserve "all"
12:54 Chinchou Aye
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12:55 Chinchou Even if it won't get used for priv sets(which would be one hell of a can of worms due to mods adding privs), it would be good to prohibit mods from adding an "all" in order to prevent exactly that sort of confusion.
12:56 Chinchou Hmm...  Makes me wonder:  Is it possible for a mod to remove/disable a core priv?
12:56 red-001 It might also not be possible to grant/revoke a priv with that name with chatcommands
12:56 red-001 why would a mod want to do that?
12:57 Chinchou Who knows?
12:57 red-001 would that just cause problems
12:57 red-001 wouldn't that just cause problems?
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13:16 Brikooba The default backend is set in subgame.cpp:loadGameConfAndInitWorld
13:17 Brikooba The fallback to use if 'backend' is not specified is in map.cpp
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13:23 sfan5 Brikooba: actually the default backend is set in subgame.cpp
13:23 sfan5 wait
13:23 sfan5 the "second" default is in map.cpp i mean
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13:40 Brikooba To clarify, What is written as the default backend into file world.mt is in subgame.cpp .  What is used if the value named 'backend' were missing is in map.cpp.
13:40 Brikooba I'm looking at many maps mapgen output, so i changed my default to dummy for now.
13:47 sfan5 well you can also just edit world.mt instead of fiddling with the code
13:51 Brikooba I'm testing many seeds , so that would mean editing many files.  Also, I run in fullscreen, so i must exit minetest to get to the editor.  So, editing the source code is not harder for what I am doing.
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13:55 Brikooba What could make it easier though is to use that map image generator thing to view the maps that way first to identify which i want to look at further in 3D.
13:57 Brikooba I haven't used it. I must find it. I think there are 2 of them now, aren't there?
13:58 sfan5 https://github.com/minetest/minetestmapper
13:59 sfan5 just change the seed by editing map_meta.txt
13:59 sfan5 no need to create a new world everytime
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14:02 Brikooba Thanks for the mapper link.
14:03 sfan5 you could even have a script that automatically starts the server, generates a map and proceeds with the next seed
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14:10 Brikooba I thought map_meta.txt would be different for each world, so i could not only change the seed, but I see map_meta.txt remains the same.
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14:24 Brikooba minetest mapper doesn't know how to use the dummy backend.
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14:31 sfan5 Brikooba: thank you
14:31 sfan5 literally lmao
14:31 sfan5 the "dummy" backend does not store the world anywhere
14:31 sfan5 it's obvious that minetestmapper can't use it
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14:37 Brikooba Only obvious if you know technically how minetest mapper is implemented. Reasonably, a user can expect the mapper to use MapGen.
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14:38 swift110 hey all
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14:39 garywhite hi
14:40 swift110 hey garywhite
14:42 sfan5 Brikooba: no
14:43 sfan5 because the mapper just projects the map into an image
14:43 sfan5 why would it generate a new map?
14:43 est31 replicating the mapgen would be a too complicated and large task for the mapper to do
14:43 sfan5 also the "dummy" backend is for use by devs
14:45 sfan5 Brikooba: probably using redis is the best solution when you want to rapidly start/stop the server just to generate a map
14:46 Brikooba I remember a comment that the map generator can cause the map DB to grow in size. That must apply to minetestmapper.py .  Does it call into minetest , which then generates the location if it does not already exist?
14:47 Brikooba sfan5: Generating where it has not, is even usually desirable if you want a nice square image and not everything has been explored yet.
14:48 sfan5 that is out of scope
14:48 sfan5 the mapper is supposed to project an *existing* map to an image
14:48 est31 indeed it is
14:48 Brikooba est31: There would be no need to replicate mapgen. The mapgen of minetest can be used, as long as minetest is not compiled staticly.
14:48 sfan5 also db growing in size after using the mapper? never heard of that
14:49 sfan5 1) dlopen(minetest.exe) and fiddling with raw c++ is neithe portable nor a good idea
14:49 sfan5 2) you'd have to load a whole server including the mods and their code for running just to generate the map
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15:04 Brikooba A mapper is then useless for my case, if it does not generate for unexplored territory.
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15:11 sfan5 no it's not useless
15:11 sfan5 have minetestserver generate parts of the world first, then use minetestmapper
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15:24 Brikooba sfan5: how would I have minetestserver generate parts of the world first?
15:24 sfan5 /emergeblocks
15:24 sfan5 or if you don't want to login: a mod could do this
15:29 rubenwardy what is a good way of doing unit tests in Lua?
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15:37 rubenwardy https://github.com/t4im/shakedown looks nice
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16:56 MinetestBot [git] Rogier-5 -> minetest/minetest: Fix unexplained shader issue (glsl compiler bug??) (#4757) 5f0dc8e https://git.io/vXSW5 (2016-11-17T02:56:05+10:00)
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17:42 Brikooba What looks to be the nicest map to play for Development MapGen 7, area within 600 of 0,,0 , for seed numbers 0 to 32 .  Is 31 . Prize runners up are 32 and 3.
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17:58 MinetestBot [git] est31 -> minetest/minetest: Introduce builtin_shared and use it to fix #4778 afc48c8 https://git.io/vXSgp (2016-11-16T18:51:36+01:00)
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18:18 Brikooba If anyone wants a list of mods I have assembled which have HDX support or special navigation value and do not slow down mapgen or display, let me know.
18:26 garywhite Brikooba: Could you shoot me the list? I can barely play VE-Creative, so maybe I'll share the list with someone like cheapie who would probably have a better idea of whatever's going on there
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18:29 Brikooba garywhite: Sure, I will assemble it.
18:30 Brikooba If someone knows a way for a player to configure fog depth to keep it shorter and closer to the border of the viewable area, please share.
18:31 garywhite thx
18:31 Brikooba I know i can turn fog off.
18:33 sfan5 + and -
18:33 sfan5 this is called quicktune
18:34 garywhite QuickTime, what?
18:35 garywhite Sorry, I had to make that joke
18:35 Brikooba I'm using +,- and the problem is that with small distances, fog comes too close.
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19:00 Brikooba Note, for larger chests, you can either use L_Chest or InfiniteChest.  L_Chest has orientation difficulties.  garywhite
19:00 garywhite ok
19:13 Brikooba I don't know how to use this one yet.  https://github.com/minetest-mods/time_regulation
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19:33 Brikooba It would be nice if quartz let some light through.
19:34 Krock it can either let through the light or not
19:35 Krock there's no way to make it half-going-through
19:35 sfan5 hm
19:35 Krock a workaround is to make it shiny
19:35 sfan5 sounds like an interesting feature
19:35 Krock yeah
19:35 Krock maybea bit hardto implement
19:35 Krock ^ space fails
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19:49 garywhite Does running /clearobjects full delete stuff?
19:59 sfan5 what is "stuff"?
20:01 CWz_ it only kills entities
20:01 CWz_ not nodes
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20:03 garywhite ok
20:03 garywhite Hi swft110_
20:06 swift110_ hey
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20:31 Brikooba Here is a mod request: make all blocks of group Wool eliminate damage. The purpose is so that all colors and textures of wool can be used.
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20:31 Brikooba Alternatively, high resolution textures for a cushion would do well.
20:35 Brikooba Mod 'jumping' has a cushion and trampoline. https://github.com/Jeija/minetest-mod-jumping
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21:02 Brikooba garywhite: it's ready.  Where's a good site to host a single static HTML page?
21:02 swift110_ cool
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21:17 excore hey
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21:24 red-001 Brikooba doesn't github offer free hosting or something?
21:28 Brikooba If I used a Git.* hoster, it would be https://gitgud.io/
21:28 Brikooba I just pasted it as markdown here https://paste.debian.net/plainh/6ec594ee
21:28 Brikooba swift110_, garywhite
21:30 Brikooba There are a few things in HDX which i did not evaluate: castles, technic, infrastructure
21:31 swift110_ hey Brikooba
21:31 Brikooba Castles looks like it could be nice, but i hope the degree to which it slows mapgen to make silt is not noticeable.
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22:13 Brikooba hi swift110_
22:14 swift110_ how are you Brikooba
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22:15 Brikooba sleepy.  Will be gone soon.
22:17 twoelk what is that list about?
22:17 twoelk you want hdx for those?
22:20 * twoelk studies logs
22:20 twoelk aah  :-D
22:27 Brikooba It is a list of things which I play with: they do not cause noticeable lag. Most of them are used because they are supported by HDX. Some do not support HDX but are important.  Some do not use textures.
22:28 Brikooba I sought most of the mods supported by HDX.
22:35 Brikooba Which Castles Mod variant to use?
22:36 Brikooba https://github.com/minetest-mods/castle/wiki ¬† ¬†https://forum.minetest.net/v‚Äčiewtopic.php?f=13&t=7159
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22:41 Brikooba Without much certainty, i'll try the first.
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22:42 Brikooba Are castles automatically generated?
22:42 Brikooba (as dungeons are)
22:43 redblade hi
22:43 redblade kinda playing games thinking of things for a possible new server
22:44 redblade i noticed that it used to be, when you died, your items were lost and it created bones
22:44 redblade but it doesnt seem to do that
22:44 redblade (i'm using singleplayer to test stuff first)
22:44 redblade any way to get that original behavior back?
22:45 redblade Brikooba: i'm guessing you're referring to a minetest mod, as there is no castles in the game. it depends on the mod
22:52 Brikooba redblade: Maybe you joined the channel after I had posted the links to the mods. ¬†https://github.com/minetest-mods/castle/wiki ¬† ¬†https://forum.minetest.net/v‚Äčiewtopic.php?f=13&t=7159
22:53 redblade i did i just got your last two messages
23:06 Brikooba I think I remember now a mod which generated castles, and I think it was for minetest.  It may have been a different mod than those 2.
23:09 Brikooba No, I think it was for minecraft, instead.
23:10 Brikooba So, I guess these ones do not generate the castles.
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23:30 redblade ok i figured something out
23:30 redblade i have to turn creative mode off but allow give
23:32 SpawnBugs Brikooba: https://github.com/minetest-mods/castle/ is for building castles, not generating
23:38 Brikooba Are dungeons all cobblestone?  Do they leave ores in the walls?
23:40 SpawnBugs walls are cobblestone and mossy cobblestone, no ores in such walls
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