Time Nick Message 00:05 pgimeno I'm having trouble compiling the client. It looks for /usr/lib/i386-linux-gnu/libGL.so but that is not the correct path. Any idea how to specify the correct one? 00:08 Foz I've noticed something odd about punching nodes. If a player punches a node that causes the wielded item to be changed, the node will be punched again with the new item if the players mouse button is still down. A normal single-click can cause this double punching when the item is changed quickly. 00:08 pgimeno ok, answered my own question by grepping, setting the cmake variable OPENGL_gl_LIBRARY:FILEPATH= solved it 00:08 pgimeno sorry for bothering 00:11 Taose No bother :) 00:11 * Taose wouldn't have been able to help anyway 01:16 redblade7 hey guess what 01:16 redblade7 another counterfeit client spotted 01:16 redblade7 "econolodge" 01:16 redblade7 you can't teleport, unified_inventory_lite crashes 01:17 redblade7 we can add that as a trademark infringement 01:21 VanessaE redblade7: not a trademark issue 01:21 VanessaE different market 01:21 VanessaE Ask The Beatles about that :) 01:22 LazyJ VW vs John, Ringo, Paul, and... who was the other guy? 01:22 VanessaE heh 01:22 VanessaE well I was thinking more like Apple Music versus Apple Computer :) 01:23 LazyJ Econolodge - isn't that a motel chain? 01:23 VanessaE yeah 01:31 redblade7 yeah true 01:31 redblade7 have you ever heard of a client crashing when one opens the inventory (unified_inventory_lite)? 01:32 redblade7 because it doesnt do that with real minetest on google play or any desktop 01:32 redblade7 i dont have nearly as many mods on this serevr and it was never an issue on my other 01:32 redblade7 but for some reason fake clients are crashing 01:32 redblade7 also, what is a 'crafting table"? 01:34 redblade7 i mean this new server uses valleys mapgen which is rare but 01:35 redblade7 either way my server with plantlife, trees, and lots more mods doesn't seem to have this problem 01:35 redblade7 i mean if it's a counterfeit program obviously i cant help them 02:36 redblade7 what is a crafting table, though 02:36 redblade7 i've never heard of such a thing 02:36 redblade7 but apparently it's an alternative to an inventory 03:23 Taose A crafting table basically allows you to take a block and transform it into different shapes 06:01 presstabstart is it only yaw that's stored for all active objects? 06:03 presstabstart well all active objects that need it 06:11 presstabstart oh no wait, there's pitch 06:48 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Dungeongen: Add and improve parameters 13a901a56 https://git.io/vyktd (152017-02-26T06:46:14Z) 07:45 muhdnurhidayat I leave this here, just in hope that any modders would read it. https://forum.minetest.net/viewtopic.php?f=47&t=2434&p=253526#p253526 09:08 presstabstart when will we get voxel entities 09:08 presstabstart soon? 09:11 Krock yes, in a few hours it's ready 09:11 Krock no, first we need a developer who is keen to start programming it 09:12 Krock then it will take a long time to implement the storage of these entities and at the end there's still no API to use them in-game, so adding that will take even more time 09:13 presstabstart there's also stuff like collision detection right 09:13 presstabstart I'm going to take a guess and say aab boxes (or whatever they're called) aren't sufficient 09:15 Krock maybe.. dunno. 09:15 presstabstart you're going to need to take the mesh of the voxel entity and decompose it into convex shapes, then apply the separating axis theorem 09:18 presstabstart i could be completely wrong 09:21 presstabstart for mesh decomposition you'll definitely need a library 09:21 presstabstart *decomposition into convex 10:11 Nyarg : do you say about mod or minetest dev source implements ? 10:11 Krock core source 10:12 Krock there are already attempts to get a similar effect using meshes 10:12 Krock attaching them all together and creating floating structures, but they're quite laggy 10:12 Krock !mod meshnode 10:12 MinetestBot Krock: Meshnodes [meshnode] by stu - https://forum.minetest.net/viewtopic.php?t=8059 10:13 Krock Oh cool. there was a recent update 10:15 presstabstart does collision work right on that mod though? 10:20 presstabstart I imagine for voxel entities storage you'd need something very similar to the 'map' class. Large entities could be multiple map blocks wide 10:21 Nyarg and shadows ! don't forget a shadows ) 10:25 presstabstart all the rendering engine sees is a bunch of meshes. but shadows could be a problem; huge objects are going to be many map blocks big. It's probably best to forget about shadows with them for now. 10:30 presstabstart The easiest thing to start with right now- though the hardest to finish- would be the collision detection 10:38 presstabstart apologies, since we're dealing with voxels we'll only need to deal with sets of OBBs right? 11:09 Taose Krock, anything beyond an 8x8 square is damn near unusable! (it misses blocks for some reason once it starts getting too large) 11:29 rdococ I'd like some feedback on a new mod of mine... if that's okay... 11:29 rdococ actually 11:29 rdococ why don't I post it on the forums 11:29 rdococ I'm dumb 11:30 rdococ but 11:30 rdococ does it count as a release 11:30 rdococ or a WIP?! 11:32 bas080 rdococ: what is the mod about ? 11:33 rdococ it's an electric mod like mesecons, but at a more fundamental level (transistors, resistors, heck you have to dope silicon with an alloy furnace and some glooptest ores). 11:37 bas080 could you share the forum link please 11:38 rdococ I don't have a forum link but I have a github link 11:38 rdococ https://github.com/rdococ/silicons 11:39 rdococ it's not too realistic, but you do need a grasp of how transistors and stuff function...sort of 11:39 Krock rdococ, so what now? N-Type or NPN? 11:39 Krock both? 11:39 rdococ I think those two act similarly :/ 11:40 Krock the resulting function is usually quite similar but there are some differences. 11:41 Krock however, I think you could move some helper functions to a seperate file to make it easier to manage 11:41 rdococ I could. not used to doing that yet but it would be a good practice 11:42 Krock also caching "minetest.get_meta(pos)" is helpful - less to write ;) 11:42 rdococ and faster too 11:43 Krock if Lua(JIT) only had such optimizations *dreams* 11:46 Krock btw, rdococ, your email when committing isn't set up correctly 11:46 rdococ ? 11:46 Krock https://github.com/rdococ/silicons/commit/6dab0.patch 11:46 Krock GitHub doesn't link it with your account 11:46 diegom you need to add it 11:47 Krock no, he needs to change it 11:47 diegom https://github.com/settings/emails 11:47 rdococ er 11:47 Krock that's an invalid email 11:47 diegom well, maybe 11:48 Krock you can always use "rdococ@users.noreply.github.com" if you don't have a spem catcher mail address 11:48 Krock *spam 11:48 rdococ I just set my email to private 11:48 Krock ah 11:49 diegom it will still appear in commits 11:52 rdococ you say it's not linked with my account but it counts as a contribution in my profile 12:01 diegom 'rdococ' is not clickable here: https://github.com/rdococ/silicons/commit/6dab0 12:01 diegom also not shown here: https://github.com/rdococ/silicons/graphs/contributors 12:02 diegom uh, disregard, it is clickable now :P 12:02 rdococ heh 12:02 rdococ I just added rdococ@rdococ.Home as a secondary email 12:11 Taose Gotta love fake email addresses 12:11 Taose You can also set up masks and have them re-direct to the trash bin 12:16 rdococ well, I have mutt 12:16 rdococ I feel like that's related 12:30 presstabstart how do i get dungeons like in http://i.imgur.com/RnMRgoQ.png? 12:31 Calinou haha 12:31 presstabstart oh wait, i forgot how to read 12:31 presstabstart oh and courtesty of celeron 12:31 presstabstart *courtesy 12:46 Jordach rdococ, wat 12:50 Krock presstabstart, but it'd love dungeons rarely in such piles - to explore and find chests in them 12:50 Krock just requires some additional mods to generate the stuff inside 12:51 presstabstart I'd like a world that's just 100% dungeons 12:51 Krock that'd be a really dark world 13:49 presstabstart sfan5 check #3505 please. is this what you meant? 13:49 sfan5 3505? 13:50 presstabstart i mean 5305 13:50 Jordach oops 13:51 sfan5 presstabstart: i meant it in a way that the whole getDeadStatus & setDeadStatus thing isn't needed at all 13:52 presstabstart you mean by removing the variable? 13:52 sfan5 yes 13:52 presstabstart only way to do that is to rely on a previous state; having 0 hp doesn't imply that the player is dead. 13:53 sfan5 why not? 13:53 sfan5 hp 0 definitely means that the player is dead 13:53 sfan5 the problem is that the code assumes hp 0 means that the player died 13:53 sfan5 while that could have happened prior alrea 13:53 sfan5 dy 13:54 presstabstart we discussed setting hp to some unattainable value 13:54 presstabstart argued that would be messy 13:54 presstabstart but if you want, we can 13:54 sfan5 what prevents this issue from being solved without any extra variable or value for hp? 13:59 presstabstart I don't understand 14:02 presstabstart how would you solve it without one or the other? 14:06 presstabstart Because otherwise if we didn't have the variable HP would be the only way to determine death; no other way of deducing 14:09 sfan5 is that a problem? 14:10 sfan5 only call on_dieplayer if the player actually dies, as in his hp changes to 0 14:13 presstabstart That's currently what happens, but the function is called in multiple places, such as on client connection 14:14 presstabstart hmm no wait 14:26 presstabstart ok so the player has died, but how do you know he's actually dead? 14:27 presstabstart all on_dieplayer does is bring up the death screen 14:27 presstabstart basically 14:27 Krock perhaps there's a need for a redesign of these functions? 14:31 presstabstart the design is fine 14:31 presstabstart imo 14:35 Nyarg I am searching forum for cube Sauerbraten, read and still don't know what is big rock may prevent conect MT engine and Sauerbraten 14:37 Nyarg somebody help me with giving one or two "rocks" names please 14:37 presstabstart sauerbraten uses octree geometry, MT uses voxel 14:38 presstabstart you'd have to redo pretty much everything 14:38 Nyarg thanks ) 14:38 Nyarg ooops stop 14:39 Nyarg MT is not irliht am I right ? 14:39 Jordach it is irrlicht 14:39 Nyarg does irliht use voxel geometry by self ? 14:39 Jordach no 14:39 Jordach it's an old style quake like engine 14:39 presstabstart irrlicht is the rendering engine. pretty sure is uses meshes ^ 16:26 Elon_Satoshi Hullo 16:28 presstabstart hi 16:42 Krock hi 16:56 Elon_Satoshi Hey Krock 16:56 Krock hey 17:00 Elon_Satoshi I wish minetest had a language switcher 17:00 Elon_Satoshi And an API for multiple languages in the mods 17:01 Elon_Satoshi Like, how do you register the name of an item as "axe" if the language is set to English in the settings and "hakilo" if the setting is Esperanto? 17:01 Elon_Satoshi There should be a language option in the config file 17:04 kaeza it's almost as if you need to RTFM 17:05 kaeza RTFCF rather 17:05 Calinou RTFCFWTFBBQHAX 17:07 kaeza !mod vortoj 17:07 MinetestBot kaeza: Translate Item Definitions [vortoj] by Casimir - https://forum.minetest.net/viewtopic.php?t=8497 17:07 kaeza intllib 17:07 kaeza !mod intllib 17:07 MinetestBot kaeza: Internationalization Library [intllib] by kaeza - https://forum.minetest.net/viewtopic.php?t=4929 17:07 kaeza Elon_Satoshi, ^ 17:09 Elon_Satoshi Fmm 17:11 Elon_Satoshi Hmm* 19:07 fireglow !mod digiline_routing 19:07 MinetestBot fireglow: Could not find anything. 19:08 fireglow !mod digiline routing 19:08 MinetestBot fireglow: Could not find anything. 19:14 xerox123 !mod boats 19:14 MinetestBot xerox123: Boats [boats] by PilzAdam - https://forum.minetest.net/viewtopic.php?t=4016 19:15 xerox123 !mod buckets 19:15 MinetestBot xerox123: Could not find anything. 19:20 Krock fireglow, krock-works.16mb.com/MTstuff/modSearch.php?q=digiline&lucky=sure 19:22 Krock xerox123, buckets can't be found -> they're bundled in MTB (but I assume you already know that) 19:23 Krock *MTG, sorry didn't mean to highlight you, MinetestBot 19:23 xerox123 I meant wooden buckets 19:23 xerox123 but thanks :P 19:23 Krock wooden ones? haven't seen such a mod yet 19:23 Krock wood is generally not the best material to put liquids in 19:24 xerox123 https://forum.minetest.net/viewtopic.php?id=1645 19:24 Krock https://forum.minetest.net/viewtopic.php?t=16472 19:31 agaran Krock: untrue, wodden tubes were used quite widelly.. Few subgames had nice wodden buckets for water only too (which sounds good) 19:32 Krock this means I must test more subgames :) 19:37 agaran Krock: grail test (is nice imo even iw weather IS lag generating) 19:41 Krock weather is always laggy ;) 19:44 agaran Krock: but there was quite nice one too 19:52 kaeza https://forum.minetest.net/viewtopic.php?id=1645 19:52 kaeza https://forum.minetest.net/viewtopic.php?t=16472 19:52 kaeza both of those are WIP 19:52 kaeza do you take WIP mods into account? 19:52 Krock but the 2nd one is newer :) 19:53 Krock sure, duane has some very good mods (that work fine) in the WIP subforum 19:53 kaeza I mean for the mod indexer 19:54 kaeza maybe duane should release those too :P 19:57 Krock WIP mods are labelled as such in the mod indexer GUI, but a mod is a mod 19:57 Krock thus it will list WIP mods aswell, as long their topic is named correctly 20:08 kaeza ah 20:08 kaeza gone... 20:27 fireglow tell Krock thank you 20:27 fireglow !tell Krock thank you 20:27 fireglow ~tell Krock thank you 20:27 MinetestBot fireglow: I'll pass that on when Krock is around 20:27 ShadowBot fireglow: O.K. 21:07 zyabin101 fireglow, do mbot and sbot *really* have that "tell ASAIC" function? ;3 21:08 zyabin101 (as soon as I can) 21:11 fireglow what 21:13 xerox123 how do I get all the mods to show up in world.mt so I can set them to true? 21:13 xerox123 would deleting it regenerate it? 21:13 xerox123 wait nevermind they showed up 21:16 agaran xerox123: you add mods, run server, shutdown, they get added. Rinse and repeat 22:07 Nyarg something wrong: Minetest show me mesh with textures inside visible only. (Blender: create cube + add bone + ctlP + export mycube.x) 22:07 Nyarg Why ? 22:11 Nyarg oops mow works ok 22:14 Nyarg export restPosition issue 22:32 Nyarg nope, if I rotate mesh via set_bone_position() textures again seems inside mesh ... mmagic 22:41 sofar Nyarg: normals?