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IRC log for #minetest, 2017-05-19

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All times shown according to UTC.

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04:19 AlexYst Are sideways slabs no longer a thing? I can't seem to place them on walls any more.
04:20 AlexYst (In the latest unstable version)
04:27 * AlexYst is reading through the commits to find the problem, and instead found bush saplings
04:27 nore AlexYst: there has been changes to how slabs are placed, but you can still use the screwdriver anyway
04:27 AlexYst Sweet! I was hoping those would be added one day.
04:28 AlexYst nore: The screwdriver isn't what I mean. So they can't be placed that way then? Sad.
04:28 nore https://github.com/minetest/minetest_game/com​mit/e6d0d775e3533b7b91b292e13c800b9737e057fd
04:28 AlexYst Thank you!
04:30 AlexYst "Stairs: Improve stair and slab rotation on placement" ... "Improve"? I think not! The new stair-placement looks pretty sweet, though the slab thing will require me to redesign some of my builds to compensate for.
04:31 nore why so?
04:31 nore screwdriver still works
04:32 AlexYst I was using them for doors that can't get flooded.
04:32 AlexYst As I said, the screwdriver's nice, but it's not what I'm looking for.
04:32 nore what do you mean?
04:33 AlexYst Using slabs, you can offset doorways by half a node. It keeps your house from getting flooded.
04:33 nore I still don't understand why the screwdriver is not a solution
04:33 LazyJ AlexYst, do you mean holding the sneak key to cause the slabs to be placed vertically?
04:34 AlexYst nore: I tried that, that doesn't get them to place differently.
04:34 nore place the slab in the correct position, then use the screwdriver to rotate it in the orientation you want
04:34 nore (right-click)
04:35 AlexYst nore: The screwdriver is fine if that's what you want to use, but it's not a solution for my building style. I'll find a non-tool solution and it'll be fine. I just need to do some redesigning is all.
04:36 LazyJ AlexYst, have you tried MoreBlocks' version of slabs?
04:36 nore hmm
04:36 AlexYst LazyJ: I haven't, no. I might try those in a bit, thanks!
04:37 LazyJ AlexYst, the reason I suggest MoreBlocks because I use those instead of default to avoid using the screwdriver.
04:37 LazyJ If placing against a vertical surface, the MoreBlocks' versions automatically flip to a vertical position.
04:38 AlexYst That sounds like what the stairs mod ones used to do. Perfect.
04:38 LazyJ Holding the sneak key while placing will constrain them to a horizontal position.
04:40 LazyJ nore, the screwdriver is OK for fine tuning a design but for efficiency, builders learn tricks and short-cuts that eliminate some of the extra fiddling.
04:40 nore LazyJ: true
04:40 AlexYst It looks like another option is to use an actual door.
04:40 AlexYst Like, doors:door_wood or something.
04:40 nore maybe holding shift should place slabs vertically
04:41 LazyJ Trap doors work for an Old West saloon look.
04:41 AlexYst nore: It's probably just me being picky. Unless someone else has a problem with the new functionality, it's probably best to leave it.
04:42 AlexYst LazyJ: How do you get tha .... Oh, you mean like perpetually open, right?
04:42 LazyJ Ah, re-read some of the earlier parts of the discussion - looking for non-floodable doors.
04:43 LazyJ I'm not sure about the default screwdriver and default doors, now that I think of it.
04:43 LazyJ * default trap doors...
04:44 LazyJ Rotating the new mesh node versions causes (or did cause) Minetest to crash.
04:44 AlexYst Huh. Well that sounds fun.
04:45 LazyJ And I use a non-default screwdriver that seems to ignore some of the default's stuff that is supposed to prevent the screwdriver from working on it.
04:45 LazyJ So take my suggestions with a grain of salt if you are using all default stuff.
04:46 AlexYst I'm mostly using default stuff. That, and the mods I'm developing.
04:46 LazyJ But in the past I have used rotated trap doors for saloon style doors.
04:46 AlexYst OH! I see what you mean now. That sounds pretty sweet.
04:48 LazyJ If you are looking to block water transparently, use MoreBlocks' circular saw to cut glass into the smallest, thinnest panel it creates.
04:48 LazyJ Place the tiny panels against a surface to hid them.
04:49 LazyJ The player can still pass through the node space but liquids are held back (as if a torch was placed there).
04:50 LazyJ If you use MoreBlocks' trap glass, and cut it in the saw, a visual glitch renders one side of the glass completely invisible.
04:50 AlexYst That sounds good. The reason I don't use torches any more is because of their flammability. Someone can burn them away, then flood.
04:51 LazyJ Use that glitch to create the illusion of an invisible barrier from either the inside or the outside, whichever way you want the illusion to appear.
04:51 AlexYst I've had some pretty creative vandals on my server in the past.
04:51 LazyJ The thing about MoreBlocks' trap glass is that players can walk through it.
04:51 AlexYst Right, I forgot about trap glass.
04:51 AlexYst It's been so long since I've played with moreblocks.
04:52 LazyJ The glitch also occurs with other glass (any glass set to combine - becomes frame-less).
04:52 LazyJ Experiment with MoreBlocks in a test world.
04:52 AlexYst It doesn't even need to be visually hidden, just easy to pass through. The main place this'll be is at the new spawn room to keep it safe.
04:53 LazyJ The major draw back to MoreBlocks is if you use a crafting guide.
04:53 AlexYst Because of all the stair/slab nodes?
04:53 LazyJ The saw adds about 18 or so extra, alternate recipes for every block it is coded to work with.
04:54 LazyJ So if you are comfortable with editing mod code, I'd recommend disabling the extra recipes and let the saw's menu take care of it.
04:55 LazyJ The saw does register a lot more nodes and the stair nodes have more surfaces to render.
04:56 LazyJ Trade off between prettier and more detailed builds vs a lot more node registrations and surfaces (vertices??) to render.
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05:02 AlexYst Hmm. I don't particularly need a lot of detail, just a lot of security.
05:03 AlexYst I think I'll go with a glass door approach. No extra nodes, but also no flooding or burning.
05:04 AlexYst Just because I'm insane, I might put the spawn room underwater too. Try flooding or burning that, vandals!
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05:19 onetiredkoala AlexYst, I don't think flooding is too difficult if it's underwater if you're not careful :P
05:20 AlexYst onetiredkoala: How can they add liquid when the place is already surrounded by it? I should also mention the protection mod, so they can't remove the walls or directly put liquid in the building.
05:20 paramat MTG slabs used to be vertical when placed on a wall, but we changed it to horizontal because most builders prefer that default placement
05:21 AlexYst paramat: Yeah, can't please everyone. Gotta' go with the majority.
05:25 MinetestBot [git] nerzhul -> minetest/minetest: When minimap is disabled in configuration, really disable it (#5771) e25a38e https://git.io/vHvOm (2017-05-19T05:25:27Z)
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05:46 onetiredkoala AlexYst, oops, yes. My mistake
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05:48 MinetestBot [git] juhdanad -> minetest/minetest: Fix alpha for liquid nodes (#5494) 75c393c https://git.io/vHv3T (2017-05-19T05:46:10Z)
05:48 MinetestBot [git] SmallJoker -> minetest/minetest: Mainmenu: Fix issues while trying to enable all mods (#5770) 6744005 https://git.io/vHv3k (2017-05-19T05:45:47Z)
05:58 MinetestBot [git] HybridDog -> minetest/minetest: Fix textarea bug: clicking right of the end of a line caused the curs… a4a377e https://git.io/vHv3g (2017-05-19T05:57:21Z)
06:10 MinetestBot [git] HybridDog -> minetest/minetest: Do not create dummy normalmaps (#4180) 3526740 https://git.io/vHvsm (2017-05-19T06:08:12Z)
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06:56 muhdnurhidayat For Minetest/Mod:Android Manager translations credits, the last line is name for French, Spanish & German translators... should I translate them as is to Malay or add my name? xD
06:57 muhdnurhidayat The weblate page is here btw: https://hosted.weblate.org/pro​jects/minetest/mtmods4android/
06:57 red-001 looks like rubenwardy is not online right now
07:00 muhdnurhidayat oh, maybe I'll ask in "Source String Comment" in weblate (and hope they read)... that's the only line not translated yet... xD
07:00 red-001 use !tell or send him a memo
07:00 muhdnurhidayat oh, ok...
07:00 muhdnurhidayat !tell
07:00 MinetestBot muhdnurhidayat: Need a nickname...
07:01 muhdnurhidayat !help tell
07:01 MinetestBot https://github.com/sfan5/minetestb​ot-modules/blob/master/COMMANDS.md
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07:01 red-001 !tell muhdnurhidayat hello
07:01 MinetestBot red-001: I'll pass that on when muhdnurhidayat is around
07:03 muhdnurhidayat !tell rubenwardy For Minetest/Mod:Android Manager translations, the last line is name for French, Spanish & German translators... should I translate them as is to Malay or add my name as Malay translator in the translation?
07:03 MinetestBot muhdnurhidayat: May-19 07:01 UTC <red-001> hello
07:03 MinetestBot muhdnurhidayat: I'll pass that on when rubenwardy is around
07:04 red-001 !tell rubenwardy does your mod manager support CSM mods?
07:04 MinetestBot red-001: I'll pass that on when rubenwardy is around
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07:07 muhdnurhidayat ok, thanks red-001 for the command example ... and just realized it's just like /tell in IhrFussel's Server xD
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08:25 IhrFussel Actually I think my /tell command on the server is better since it doesn't require you to convert timezones it tells you how many hours and minutes ago the message has been sent
08:27 IhrFussel Most Americans/Asians have NO CLUE what GMT/UTC is (based on what I experienced)...and even many people in Europe don't know that it's just 1 or 2 hours behind their time so I like to make it easy for them
08:29 IhrFussel I'm talking about casual gamers here who just download the game they want to play and join a server...I exclude modders/devs/anyone who is educated in computer tech
08:33 IhrFussel People nowadays are used to websites/services/games converting the times to their own time zone automatically, which really is the best way...but those are just my 2 cents
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09:24 muhdnurhidayat oh yeah... xD I'm still on IRC btw... :P
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15:36 rdococ I would just like to remind everyone that strong and stable leadership is not necessarily good leadership.
15:38 Mator_ Hmm?
15:38 red-001 huh?
15:38 Mator_ It is certainly better than weak and unstable leadership though?
15:38 rdococ Not if it's malicious, Mator_.
15:38 rdococ I'd rather benevolent weak leadership than malicious strong leadership.
15:38 Mator_ alright, fair point.  :)
15:39 red-001 did I miss some politics here?
15:39 rdococ Potentially.
15:39 Mator_ If you did, I did too
15:40 * red-001 reads news
15:41 red-001 doesn't seem that anything new is happening
15:43 red-001 oh n.koreas new missile test?
15:43 red-001 nvm
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15:45 Raven262 lol
15:47 Raven262 I'm curious, who is responsible for minetest.net? The mods list is somewhat outdated and small.
15:49 red-001 https://github.com/minetest/minetest.github.io
15:50 Raven262 Ah.
15:52 red-001 they have a strange meaning of high priority
15:53 red-001 bug marked as high priority on Sep 1, 2015
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15:53 red-001 still open today
15:54 Calinou apparently you haven't been in open source for long :)
15:54 Calinou GNOME/KDE have bugs still open today, dating back from 2001 or so
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16:05 Raven262 KDE is full of bugs.
16:05 Raven262 And thats the only cause i don't use it anymore.
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16:09 Calinou works fine here
16:16 Raven262 You're on kde?
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17:03 Markow OpenBox3 + Tint2 + ROX2 FTW! :D
17:06 Raven262 Whats ROX2?
17:08 Taose STONE the sequel?
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17:40 KaadmY Why do player nametags become right-aligned when I use color escape sequences inside them?
17:41 red-001 KaadmY, bug?
17:41 KaadmY red-001: dunno
17:41 KaadmY I've never seen nametags have color escapes before
17:41 KaadmY It looks like it could be the escapes are being taken into account for string length to center align
17:41 red-001 ^
17:41 KaadmY Which would make it align wrong
17:42 KaadmY But if I balance the escapes so there's one on each side of the nametag it still happens :/
17:42 KaadmY Are escapes always a fixed length?
17:42 red-001 no
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18:27 MinetestBot rubenwardy: May-19 07:03 UTC <muhdnurhidayat> For Minetest/Mod:Android Manager translations, the last line is name for French, Spanish & German translators... should I translate them as is to Malay or add my name as Malay translator in the translation?
18:27 MinetestBot rubenwardy: May-19 07:03 UTC <muhdnurhidayat> For Minetest/Mod:Android Manager translations, the last line is name for French, Spanish & German translators... should I translate them as is to Malay or add my name as Malay translator in the translation?
18:27 MinetestBot rubenwardy: May-19 07:04 UTC <red-001> does your mod manager support CSM mods?
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18:29 rubenwardy !tell muhdnurhidayat feel free to add yourself to all of the translation credits, and translate the credits into any other languages (although keep the name the same, ofc)
18:29 MinetestBot rubenwardy: I'll pass that on when muhdnurhidayat is around
18:30 rubenwardy red-001, no, just server ones
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19:01 IhrFussel What's the best way to implement a text HUD that "scrolls" each line automatically after X secs? Can someone give me an example?
19:04 IhrFussel For example I have 3 text lines: Each line should disappear after X secs and the others should all move up by one ... if no lines are left the HUD should display nothing
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19:15 calculon i would use a table like { { timestamp1, line1 }, { timestamp2, line2 }, ... }
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19:16 calculon not sure it's the best way though
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19:17 IhrFussel calculon, sounds good...do you happen to know how I could iterate over that complex table then?
19:17 calculon you could do while #t > 0 and (current_time - t[1][1]) > n_secs do table.remove(t, 1)
19:17 calculon to remove old lines
19:18 calculon then iterate over it to build the hud text
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19:57 micheal65536 hi i'm working on a mod and i need to be able to detect if a given position will collide with a node
19:58 micheal65536 i can tell if there is a node at a particular position, but this will return the same node for the entire cube, even if the node only occupies a small area
19:58 red-001 that's just how it works
19:58 micheal65536 i need to tell if any particular position, at a sub-node level, will collide with the collision box of the node at that position
20:00 red-001 micheal65536, what are you trying to do?
20:01 micheal65536 essentially i'm trying to implement simple pathfinding and line-of-site through a door/gate/any other node which doesn't occupy the whole cube
20:01 red-001 there is no way to do that
20:01 micheal65536 i'm also detecting drops over two meters, and currently i'm only checking if the node in question is walkable, when ideally i should also check if it is a full-height node
20:02 red-001 you have to calculate it yourself if way want to do that
20:02 micheal65536 the thing is, it gets complicated because of the different collisionbox types, specifically the "connected" type
20:02 micheal65536 plus i don't know how to get the collisionbox once i have a node object
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21:06 wilkgr Is it a bad idea to build MT server on Android?
21:07 Fixer ...
21:07 rubenwardy define bad idea
21:07 wilkgr lol
21:07 rubenwardy would you be able to host a near-infinite world with tens of players?
21:07 rubenwardy probably not
21:08 wilkgr That would be very surprising
21:08 wilkgr Minigames would probably also be a stretch
21:08 slemonide minetest is so slow
21:10 GNU[BDC] wilkgr: if you got fast i/o decent cpu why not
21:12 wilkgr GNU[BDC], it's a MediaTek MT8127, 1300MHz, quad core (apparently)
21:12 wilkgr This may take a while lol
21:13 wilkgr where "while" is ofc relative
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21:20 GNU[BDC] lol
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21:32 wilkgr Um
21:33 wilkgr I'm pretty sure it's compiling faster than on my old laptop...
21:39 Calinou wilkgr: "it'll run but like crap"
21:39 Calinou is this a good explanation?
21:39 Calinou no game server really runs well on a Raspberry Pi, with rare exceptions
21:39 Calinou apparently, a RPi 3 isn't too bad at Quake servers but that's about it
21:39 Calinou even then, players' ping times won't be optimal
21:40 AlexYst Huh. I think there's a problem. I can't get trees to grow in sunlight, but they'll grow if surrounded by mese lamps.
21:40 Calinou throw more than 4-6 players on it and cry :)
21:43 wilkgr lol
21:43 wilkgr Calinou, indeed, but I'm curious how bad exactly
21:46 wilkgr Finished building :D
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