Time Nick Message 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/commit/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. 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! 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 02[git] 04nerzhul -> 03minetest/minetest: When minimap is disabled in configuration, really disable it (#5771) 13e25a38e https://git.io/vHvOm (152017-05-19T05:25:27Z) 05:46 onetiredkoala AlexYst, oops, yes. My mistake 05:48 MinetestBot 02[git] 04juhdanad -> 03minetest/minetest: Fix alpha for liquid nodes (#5494) 1375c393c https://git.io/vHv3T (152017-05-19T05:46:10Z) 05:48 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest: Mainmenu: Fix issues while trying to enable all mods (#5770) 136744005 https://git.io/vHv3k (152017-05-19T05:45:47Z) 05:58 MinetestBot 02[git] 04HybridDog -> 03minetest/minetest: Fix textarea bug: clicking right of the end of a line caused the curs… 13a4a377e https://git.io/vHv3g (152017-05-19T05:57:21Z) 06:10 MinetestBot 02[git] 04HybridDog -> 03minetest/minetest: Do not create dummy normalmaps (#4180) 133526740 https://git.io/vHvsm (152017-05-19T06:08:12Z) 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/projects/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/minetestbot-modules/blob/master/COMMANDS.md 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 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 07:07 muhdnurhidayat ok, thanks red-001 for the command example ... and just realized it's just like /tell in IhrFussel's Server xD 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 09:24 muhdnurhidayat oh yeah... xD I'm still on IRC btw... :P 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 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 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 16:05 Raven262 KDE is full of bugs. 16:05 Raven262 And thats the only cause i don't use it anymore. 16:09 Calinou works fine here 16:16 Raven262 You're on kde? 17:03 Markow OpenBox3 + Tint2 + ROX2 FTW! :D 17:06 Raven262 Whats ROX2? 17:08 Taose STONE the sequel? 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 18:27 MinetestBot rubenwardy: May-19 07:03 UTC 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 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 does your mod manager support CSM mods? 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 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 19:15 calculon i would use a table like { { timestamp1, line1 }, { timestamp2, line2 }, ... } 19:16 calculon not sure it's the best way though 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 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 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 21:20 GNU[BDC] lol 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