Time Nick Message 07:40 * timokoesters[m] sent a long message: timokoesters[m]_2018-05-13_07:40:53.txt 08:02 sfan5 yeah looks like a scaling problem 08:03 sfan5 timokoesters[m]: try this setting https://github.com/minetest/minetest/blob/stable-0.4/minetest.conf.example#L809 08:15 sfan5 alternatively, https://github.com/minetest/minetest/blob/stable-0.4/minetest.conf.example#L730 08:29 sfan5 sounds like broken dpi detection 09:53 andirc8000 Hi all, I've opened a bug for signs_lib https://github.com/minetest-mods/signs_lib/issues/31 (wanted to do this myself but my opengl knowlegde is weak, so my eta for this would be half-a-year probably or so .. so since cyrillic support has been added to signs_lib recently I thought someone else might be also interested in fixing this...) 09:54 andirc8000 Btw, thanks a lot for adding cyrillic text support to signs_lib! 10:17 Krock andirc8000, try copy&pasting cyrillic text from one written book to a new one. this is most likely an irrlicht issue 10:22 andirc8000 Krock: ok, right, I've just tried to copy paste text from one wooden sign to another (without using 'signs_lib' mod) and it was garbled. 10:27 Krock to solve this issue you'd probably have to build Minetest with Irrlicht 1.9-dev (unstable) to get better key handling 10:45 Astrobe Just get that stupid idea out of my head: could seasonal leave colors be implemented as a super-slow texture animation? 11:01 Krock Astrobe, nice idea. could actually work. try it :) 11:06 Astrobe Actually I'm busy with another stupid idea right now: make liquid_alternative_flowing="water_source" for water_source so that I don't see water-walls anymore :-D 11:10 ANAND Q #1: Can a CSM over-ride a chat-command? 11:27 Astrobe I think texture animation for seans won't work because when the engine starts animating a texture, 11:27 Krock A #1: It can over-ride a CSM chat-command 11:27 Astrobe it probably starts at frame 0. So when you enter a new block, it's all spring again. 11:28 Astrobe One would need a special global animation offset, for one thing. 11:31 ANAND Krock, how 'bout builtin commands? 11:34 Krock ANAND, any builtin chat comand 11:34 Krock which is CSM 11:35 Krock but it can't overwrite commands that start with / 11:35 ANAND aww :/ 11:35 ANAND ok thanks! 11:36 ANAND Q #2: Is it possible to modify a specific player's model? 11:37 ANAND AFK for a bit 11:40 Astrobe You know what a nightmare is when you've seen a giant spider jump over an appletree. 11:44 xerox123_ I think you're looking for a subgame, which is a collection of mods 11:44 Astrobe What your're looking for is a "subgame" rather than a "modpack" 11:49 Astrobe I've only really tried "Farlands". There's also "Wastelands" that looks nice. 11:50 Astrobe There's also many survival servers if you can play online. 11:54 Astrobe Find the post on the forum and follow the instructions. There's no builtin mod manager so there's no standard way. 11:58 Krock timokoesters[m], git clone the stuff into your mods directory if it's a mod 11:58 Krock so you can run "git pull" to update it quickly 11:59 Krock or even use an update script which looks out for git clones in your mod directory to update them all together 12:07 Krock it's the fastest way :) --depth 1 might be desired for faster download 12:11 Astrobe "games" folder 12:14 ANAND Krock, is it possible to modify the player model of only one specific player? 12:15 Astrobe ... and its "directory" for Linux freaks ;-) 12:16 Astrobe execution privilege is not required I think. I'm on Windows myself. 12:16 Krock ANAND, you can tell each player to use another provided model 12:16 ANAND timokoesters[m], there's no such thing called "cheating" in singleplayer 12:16 Krock like Jordach made a mod to have a Sam and Samine (M/F) version 12:17 ANAND Krock, is that possible using lua? 12:17 Krock ANAND, https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4044 12:17 Krock https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L5003-L5004 12:18 Krock whereas "model" is the file name of the model in your model directory 12:18 Krock player_api also supports registering models that have the same animations as the regular one 12:19 ANAND and 'texture' is a skin like the default character.png? 12:19 Krock yes 12:20 Krock example: https://github.com/minetest/minetest_game/blob/master/mods/player_api/api.lua#L43-L50 12:20 ANAND ah cool 12:20 Astrobe timokoesters[m], just try it. If it's too difficult then grant yourself whatever seems appropriate. 12:21 Astrobe Did you play the tutorial and some minetest_game already? 12:21 ANAND so would this work? 12:22 ANAND player.set_properties({mesh = "model", texture = "character.png"}) 12:23 ANAND Krock ^ 12:23 Krock mesh = "my_own_player_model.b3d" 12:24 ANAND can it be a .blend? 12:24 Krock and visual = "mesh" to tell Minetest to use the mesh 12:24 Krock dunno. try it 12:24 ANAND ok 12:24 ANAND visual can also be set using player.set_properties() right? 12:25 Astrobe yes there is. 12:26 Krock yes there are. 12:26 Krock ANAND, please look at the lua_api first 12:26 ANAND ok 12:29 Krock /time 6000 if that doesn't help, you're probably trapped in stone 12:30 Astrobe From what I remember Farlands is not too difficult, so it might be normal you don't see enemies there. 12:30 Krock there are also some settings you can tune to make it brighter 12:31 ANAND Krock, last question: Does the player skin have to be 64x32 px in size? Can it be larger with the same aspect ratio? 12:32 Krock depends on the model 12:32 ANAND the aspect ratio? 12:32 Krock maybe. I don't know anything about modelling - maybe it works with scale 2 12:33 ANAND hmm... alright 12:33 ANAND Thanks for all the help! :) 12:33 ANAND !next 12:33 MinetestBot Another satisfied customer. Next! 12:34 ANAND :D 12:41 Krock /reveoke 12:41 Krock */revoke 13:52 Ruslan1 Hi sfan5 I can’t chat in #minetest-hub 13:53 sfan5 i'm not responsible for -hub 13:53 Ruslan1 Ok 13:54 Ruslan1 Now what 13:55 Shara Maybe do some reading: http://hub.minetest.net/info 13:55 Ruslan1 Ok 13:57 Ruslan1 I did 14:00 Ruslan1 Shara: can you +v in #minetest-hub I already read it 14:01 Shara Do you contribute to MT? 14:02 Ruslan1 Yes 14:02 Shara How? 14:02 Ruslan1 I don’t know 14:02 Shara Then no, I can't +v 14:03 Ruslan1 Ok whatever 14:04 Krock Ruslan1, did you create a mod or host a server? that's also contributing 14:05 Ruslan1 I created game for my own 14:11 entuland oh didn't know about that channel, joined out of curiosity :) 14:42 Out`Of`Control hi 14:42 Out`Of`Control what is purpose of minetest-hub? 14:43 Out`Of`Control Shara: can i get voice in hub? 14:44 Shara Out`Of`Control: maybe identify the purpose before asking for voice? 14:44 Out`Of`Control Shara: i have read info on hub page 14:44 Shara And do you contribute? 14:45 Out`Of`Control Shara: i run server report bugs. Sugest solution. code a bit 14:45 Shara If you make mods, run a server, contribute to either MT or MTG or anything else like that, then you can have voice. 14:45 Shara Okay. 14:45 Out`Of`Control Shara: i run Liberty Land server 14:46 Shara That's fine then :) 14:46 Out`Of`Control k thanks 15:05 Astrobe when the engine creates a flowing node next to a source node, it seems it calls none of the node's construction callbacks. Can someone confirm? 15:10 Astrobe I guess it's part of "bulk node placement". 15:11 Astrobe :wa 15:12 Astrobe sry, nvm. 15:26 Miner_Joe Hey guys, trying to build a minetest server for i386 and I'm following this guidelines on Ubuntu 16.04: http://dev.minetest.net/Compiling_Minetest#Compiling_on_GNU.2FLinux 15:26 Miner_Joe *guide 15:29 Miner_Joe Anyway, when it comes time to compile the game, I get a CMAKE error that the directory minetest/-j2 doesn't exist. I'd copy and paste but Putty's being an ***. 15:30 Astrobe -j2 looks like a make/cmake option. You must be missing a space somewhere. 15:37 Miner_Joe I copied and pasted from the website. 15:37 Miner_Joe and checked that. 15:38 Miner_Joe Putty allows c&p from external. You just can't c&p from putty to somewhere else, which is kind of weird. 15:38 Ruslan1 Out`Of`Control: 15:41 ANAND -j is an argument passed to make which specifies the number of CPU cores to use for building the project 15:41 ANAND -j2 tells make to utilise two cores 15:44 Astrobe Do you have a line like this in your copy/paste: 15:44 Astrobe make -j$(grep -c processor /proc/cpuinfo) 15:46 Miner_Joe rotflmbo! I was copying both the cmake and the make into the same command. I've had no sleep all night and I think this is a sign of sorts :D. 15:48 Miner_Joe Since it's a server, do I need to compile without Irrlicht? 15:51 Astrobe It looks like it's _optional_ in this case. 16:03 Krock Miner_Joe, set -DBUILD_SERVER=1 and -DBUILD_CLIENT=0 but you'll need irrlicht anyway 16:04 Krock looks like it'll only need the header files 16:14 entuland uhm... ERROR[Server]: suspiciously large amount of objects detected: 84 in (4. -1, -15); removing all of them 16:14 entuland what could have caused it? 16:14 entuland I just cut down a bunch of trees and farmed my cotton field 16:15 Astrobe falling nodes. 16:15 Astrobe Too many of them falling. 16:15 entuland it's strange cause my current position is 79, 3, -265, I'm pretty far from that position 16:16 entuland I'll teleport there to see what's there 16:17 Astrobe More generally, it means that the limit of 64 objects inside of a node has been exceeded. 16:18 entuland weird... that position was buried under the ground, it seems to be around my spawn point for that world 16:18 entuland pretty sure I haven't been around there lately 16:27 entuland am I right in thinking that the only "legit" way to convert an isolated patch of "dirt" into "dirt with grass" is to connect it to an existing "dirt with grass" block and patiently wait for grass to spread? 16:28 zorman2000 That or planting grass on it 16:28 entuland you mean the weak "grass" block that normally grows on the "dirt with grass" blocks? 16:29 zorman2000 Yes 16:29 zorman2000 If you put any grass node on top of a dirt node eventually will become dirt with grass 16:29 entuland neat, thanks 16:29 zorman2000 Np 16:29 entuland making a large grass patch and planting flowers on it, then waiting for them to spread, is the expected way to farm them, correct? 16:30 zorman2000 Yes 16:30 entuland good 16:30 entuland thanks again 16:30 zorman2000 For flowers there are no seeds so you can only wait them to spread 16:30 zorman2000 Np again 16:49 entuland uhm... 16:49 entuland 2018-05-13 18:47:36: WARNING[Server]: ServerEnv: Trying to store id = 468 statically but block (4,-1,-15) already contains 64 objects. Forcing delete. 16:49 entuland 2018-05-13 18:47:41: ERROR[Server]: suspiciously large amount of objects detected: 75 in (4,-1,-15); removing all of them. 16:50 entuland I'm not doing anything at all there 16:50 entuland I'm still far away 16:50 entuland I have several lines readin that "trying to store" 16:54 Astrobe It might be that a mod is generating those objects because of a bug. 16:55 entuland Sounds reasonable, yes 16:58 entuland I'll keep an eye on it and I'll try to understand what's happening 18:03 cimbakahn Is gabriel or Trump or Survivalg around? 18:04 cimbakahn I can not connect to www.linux-forks.de 18:06 cimbakahn stormchaser3000, Hello! 18:11 cimbakahn fireglow, Hello! 18:12 cimbakahn lumberJ, Hello! 18:14 cimbakahn popey, Are you the same popey that works for Canonical? 18:15 cimbakahn Telesight, Hello! 18:15 Telesight Hello.... 18:17 cimbakahn Telesight, How are you? 18:19 cimbakahn Telesight, I am involved in a huge project. I will be back on the server tomorrow. 18:20 entuland I thought about asking in the hub but I'm not voiced. I tried registering a node and its recipe _after_ the mod has been loaded (that is, in a callback I can trigger) and it chokes on checking the current mod name 18:20 entuland I tried disabling such a check to see what could happen, and other things went havoc 18:20 entuland I guess there is no way to register new nodes after the mod has loaded 18:21 entuland point is, I'd like to try a mod able to create new nodes (.obj mesh, texture and whatnot) but if I can't register new nodes while the game is running I don't think it will work as I would like it to 18:22 entuland if I can write to my mod subfolder I could make it pick up new nodes upon relaunching the world 18:22 entuland but that would be suboptimal for the idea I have 18:33 fireglow who the heck was that 18:35 entuland uh? 20:09 Miner_Joe Hey guys, is there anywhere I can get minetest 5 for Windows. After compiling my server, 4.5 is incompatible and it's the only one listed on your site. 20:10 Miner_Joe *4.16 20:11 rubenwardy *0.5 20:11 rubenwardy *0.4.16 20:11 rubenwardy https://forum.minetest.net/viewtopic.php?f=42&t=17439 20:11 rubenwardy !title 20:11 MinetestBot rubenwardy: [Windows] Daily development build [0.5-dev] - Minetest Forums 20:12 Miner_Joe Thanks. 20:39 entuland is there any documentation about how the "^" char in a tile definition like this works? {name = "default_dirt.png^default_grass_side.png", 20:39 entuland the "tile definition" section in the API doesn't mention it 20:41 rubenwardy texture modifiers 20:41 paramat Astrobe liquids probably don't do callbacks to improve performance, and because they rarely need callbacks (especially flowing) 20:41 rubenwardy default_grass_side.png is drawn on top of default_dirt.png to produce the resulting image 20:42 paramat liquid processing is intensive 20:44 Astrobe Not after you've set liquid_alternative_flowing="default:water_source" for the water_source node itself :-D 20:44 entuland oh wow lots of stuff to fiddle with the textures there, thanks rubenwardy, found that section 20:44 Astrobe Makes beautiful diamonds wehn you place a water source on a mountain top :D 20:45 rubenwardy :) 20:46 MinetestBot 02[git] 04rubenwardy -> 03minetest/minetest: Update contentdb_url to content.minetest.net 139cc341e https://git.io/vp92h (152018-05-13T20:41:02Z) 20:50 Astrobe Anyway now in my subgame, lightning strikes on water create a water source that self-replicates with this hack. 20:51 Astrobe That makes beautiful tidal waves or tsunamies. 20:52 Astrobe Of crouse, I've removed buckets. I hope I didn't miss other ways to carry water. 20:53 Astrobe I am correct that mg v7 doest generate water above see level without highland pools? 20:53 paramat entuland see https://github.com/minetest/minetest/blob/9cc341e91face2c999a96e023ba43444c689164d/doc/lua_api.txt#L347 20:53 paramat correct 20:53 paramat only mgvalleys has sloping rivers 20:54 entuland thanks paramat, rubenwardy pointed out "texture modifiers" which was enough to direct me to the right spot in the api :) 20:59 entuland ah, one thing I noticed but I forgot about pointing out: https://github.com/minetest/minetest/blob/master/builtin/game/register.lua#L56 20:59 entuland why is it allowed to create nodes without a mod namespace (that is, leading with a colon)? 20:59 entuland and why no sanity check in such a case? 21:00 entuland I just registered ":whatever!!!" and it allowed me to do it 21:00 entuland but then the node itself failed to load the texture 21:02 paramat erm i think a ':' prefix is used when overriding a node from another mod? 21:02 paramat nope 21:02 paramat i should check before typing 21:03 paramat so i don't know 21:04 paramat oh see L329 below 21:06 entuland I see 21:07 entuland I think that section should though be refactored to ensure validity checks are run for names leading with a colon as well 21:07 entuland assuming mods are meant to be allowed defining such names 21:07 entuland or prevent them from doing it 21:08 Astrobe the ':' prefix does allow to define a node in a different module. I'm pretty sure I used this. 21:09 Astrobe or I've seen the message hitting me to do so often enough. 21:09 entuland the ability to define names with a leading colon, or to override them, whatever its purpose, is fine 21:10 entuland my point here is just that the code that checks the chars doesn't run in such a case 21:11 paramat ah yes 22:13 Miner_Joe Sorry guys. It's been a while since I've ran my own server. Where can I find a reference to how to configure world.mt? 22:24 Miner_Joe Nvrmnd guys. Found what I was looking for. 22:29 swift110 hey all 22:43 entuland yo 22:52 swift110 how are you entuland 22:53 entuland fine thanks, just very very sad because my plan about the next mod isn't going to work :/ 22:54 entuland I think I'll implement it anyway, but it's sad that it will require a world restart every time a new block gets created 22:54 swift110 oh why wont it work 22:54 swift110 I hope to play some minetest today as its been quite a while 22:55 entuland it isn't going to work cause the plan is to make a mod where you create new block types inside the game itself 22:56 entuland since I can only register new nodes at mod loadtime I'll need to restart the world to have them added 22:56 Astrobe One of my linux programs exec() itself to reboot itself on demand. Quite handy. 22:56 entuland I thought about using a single existing block and swapping the textures / meshes, but I strongly doubt I'll be allowed doing so 22:56 Astrobe Maybe try to sneak that in a PR? :D 22:57 entuland oh well if I plan to release the mod I can't expect people to reboot the world just for adding such blocks 22:57 entuland the idea would be to have it working right away 22:57 entuland what is a PR? 22:58 Astrobe "Pull Request". Basically submit a patch for a program. 22:58 entuland ah I see 22:58 entuland well, I suspect it's a limitation of the engine itself or something 22:59 entuland someone else here spoke about the inability to load media at runtime or something 22:59 entuland or is it? 22:59 entuland is it possible to read a new mesh and a new texture while the world is running? 22:59 entuland I mean, as an engine possibility, not as a minetest possibility 23:01 paramat yeah it's an engine limitation 23:03 paramat node properties can't be updated in-game 23:04 entuland damn 23:04 entuland can't update node properties, can't register new nodes while the game is running... 23:05 entuland oh well, I think I could find a workaround :) 23:06 entuland actually, I think I will. I can fake the new blocks till the world gets restarted with some trickery, then have such fake blocks be replaced with the real one when the world restarts... 23:06 entuland may work 23:09 paramat there are 2 issues requesting those features, and a half finished PR, but it's complex to do and has run into problems 23:10 entuland uhm... no. faking the block isn't going to work. Such blocks could theoretically reach up to 4096 sub-voxels each so I doubt it's going to work. 23:10 entuland you mean a PR to irrlicht, paramat? 23:16 paramat a PR to MTEngine 23:17 paramat 'meta set nodedef' 23:18 paramat plus there's an issue requesting updating textures in-game 23:18 entuland uhm... but if irrlicht doesn't allow it how could MTEngine work it around? maybe I'm misunderstanding how the various pieces fit together 23:22 Guest32175 I'm very curious as to what minetest is... anyone wanna fill me in? I would love any reply. 23:23 Astrobe L-system trees look sort of like meshes generated at runtime. Could they fit your bill by any chance? 23:24 Astrobe Guest32175: Did you visit the Website? 23:24 entuland they surely sound like they could, I'll look it up Astrobe 23:25 entuland uhm.. that's about creating stuff with multiple blocks... my plan involves that step, but with a twist: 23:26 entuland the player places down a special canvas block, which occupies one block, but whose mesh actually covers a cube of 16 blocks in side to delimit the building space 23:26 entuland then the player places down various colored wood blocks to build his own new block 23:26 Guest32175 Okay I will 23:27 entuland wool, not wood 23:27 entuland the canvas block will then read the various positions of the wool blocks and their color and will build an .obj definition and UV mapping against a default texture 23:28 entuland such an .obj will become the mesh for the new block (16 times smaller than the thing the player has built with wool, of course) 23:28 entuland that's the idea in a nutshell 23:28 entuland but it involves restarting the world in order to have it pick up the new mesh 23:35 Guest32175 Ahh investing concept! I'd love to dig in. What's the best way to get started? 23:35 entuland you mean getting started with minetest in general, Guest32175? 23:36 entuland or what in particular? 23:37 Guest32175 The scripting! 23:37 entuland know anything about Lua? 23:37 Guest32175 I suppose just b playing on it would be similar to mine craft 23:38 Guest32175 ...I can learn! 23:38 entuland okay 23:38 entuland I'm a newb myself, I can tell you a few things: 23:38 Guest32175 Ooh wonderful! 23:38 Guest32175 Thx entuland 23:39 entuland you're welcome, hang on a sec 23:39 entuland dev.minetest.net for the game hooks and objects and whatnot, as a general guide 23:40 entuland www.lua.org/manual/5.1/ for the language reference (Lua is currently 5.3, but minetest uses 5.1.something) 23:40 entuland since it's all Lua (or so, I'm simplifying) you'll get access to the internals of the game itself in the files you'll be downloading, installing and running 23:41 entuland that means you can actually go and alter the source, restart the world and you'll have changed even stuff that is built-in the game 23:41 entuland not advising doing that unless you know what you're doing, of course :) 23:41 entuland you are mostly expected to start by reading other's mods and making your own, for starters 23:42 paramat what is not possible in irrlicht? 23:42 entuland that's what I did and I learnt a lot in a few days (but I'm also a programmer since 20 years or so) 23:42 paramat no l-system trees are not meshes 23:42 entuland not sure paramat, I'm very ignorant about the whole framework, my target would be to register a node while the world is running, or at least change its mesh 23:43 entuland as far as I have understood there currently is no way for doing that, can't say whether it's a minetest limitation or a irrlicht limitation 23:43 Guest32175 Very useful stuff entuland I'll be hanging around those websites you suggested :D 23:45 paramat hmm i'm not sure if registering a node in-game is possible, but i'll link you to the PR .. 23:46 Guest32175 Wow its a whole book, nice! 23:46 paramat https://github.com/minetest/minetest/pull/1118 23:46 entuland you're welcome Guest32175 :) 23:46 entuland thanks paramat 23:47 paramat that PR might only enable changing nodedef in-game, instead of creating a new node 23:47 rubenwardy Guest32175: https://rubenwardy.com/minetest_modding_book/ 23:48 entuland ah yes, that as well, couldn't find the link :P 23:50 paramat then the PR was taken over by another person in https://github.com/minetest/minetest/pull/5895 but later abandoned 23:51 paramat it's our oldest issue https://github.com/minetest/minetest/issues/36 from 2011 23:52 entuland oh wow, I got to the core pretty soon this time ahahahah 23:52 entuland means that my dissect-fu is holding up decently despite the age :P 23:52 entuland anyway, I'm glad that I'm not the only one interested in such things 23:54 entuland that could be a good motivation to actually download the C++ sources, fiddle with them and compile them myself 23:54 Guest32175 Thx again entuland I will get cracking on those manuals soon. Hope to chat again! 23:54 paramat it looks like it doesn't allow a new node to be created in-game though, but if you had a dummy node ready to change .. 23:54 entuland I think I'll first create my mod despite the limitation of having to restart the world, perhaps it could help gathering some more attention to it :P 23:55 entuland yep, I thought about a node where the actual mesh to be used gets stored in the metas or something 23:55 entuland so that the players, once they'll have created their meshes, can right-click on any of those and change the mesh 23:55 entuland or even animate them with an ABM? may be an idea 23:56 entuland considering the potential complexity of the meshes it's going to generate, they're meant for decoration and not for building in large amounts 23:56 paramat and see https://github.com/minetest/minetest/pull/5919 23:58 entuland I'm wondering about pipeworks, where multiple small non colliding blocks move along the space of a colliding block (the pipe)... I should investigate how that's achieved as well