Time |
Nick |
Message |
01:34 |
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01:47 |
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03:54 |
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03:55 |
jyfl987 |
VanessaE: tried the newest minetest game , its good |
03:55 |
jyfl987 |
and found the released mod on forum is very well |
04:16 |
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05:11 |
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05:20 |
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05:58 |
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06:04 |
jyfl987 |
is there any explatation for how 3d model for item/stuff/mob works |
06:04 |
jyfl987 |
what i see is many png file |
06:05 |
VanessaE |
it's some exploit of the wield_item option |
06:05 |
VanessaE |
nodebox-based |
06:05 |
jyfl987 |
any documents? |
06:06 |
VanessaE |
I haven't seen anything explaining how to do it outside of normal nodes |
06:06 |
VanessaE |
but the MOBF framework is where it's used most |
06:07 |
jyfl987 |
VanessaE: so for normal item like a block you just give 6 side looking image? |
06:08 |
VanessaE |
for a block, yes, for a nodebox you define it as a collection of rectilinear objects |
06:08 |
VanessaE |
those are fitted together, and then the images you provide are overlaid as if projected from the sides |
06:09 |
jyfl987 |
how to define a nodebox? |
06:09 |
VanessaE |
minetest.register_node( blah blah |
06:09 |
VanessaE |
drawtype = "nodebox" |
06:09 |
VanessaE |
other stuff here |
06:09 |
jyfl987 |
nope i mean the vert data |
06:09 |
VanessaE |
node_box = { |
06:10 |
VanessaE |
type = "fixed" |
06:10 |
VanessaE |
fixed = { |
06:10 |
VanessaE |
{ x1, y1, z1, x2, y2, z2 }, |
06:10 |
VanessaE |
(repeat for as many objects as you need) |
06:10 |
VanessaE |
} |
06:10 |
VanessaE |
} |
06:10 |
VanessaE |
}) |
06:10 |
jyfl987 |
got it |
06:10 |
VanessaE |
something of that form anyway |
06:11 |
VanessaE |
the two sets of x/y/z coords define opposing corners of the box |
06:11 |
jyfl987 |
so if you defined a nodebox with n block, you need to provide n*6 image for that? |
06:11 |
VanessaE |
nope |
06:11 |
jyfl987 |
1? |
06:11 |
VanessaE |
only max 6 images, as part of the usual tiles = {} field |
06:12 |
VanessaE |
they'll be projected onto the assembly of boxes |
06:12 |
jyfl987 |
oop , so its all normal vert model |
06:12 |
VanessaE |
so every box's face that points, say, toward -X will get part of the image you plugged in for -X in tiles={} |
06:12 |
jyfl987 |
no stick out/in block |
06:13 |
VanessaE |
you can make nodebox-based nodes in any shape you want as long as you can fashion it out of rectilinear primitives |
06:14 |
VanessaE |
but if you have say, a handle that stick out and above the body of an object - for example a valve - whatever appears on the top face of the handle would also appear on the same face of the body |
06:14 |
jyfl987 |
ah, you mean each image is a 3d projection or each side's node |
06:15 |
VanessaE |
flat projection from that side |
06:15 |
jyfl987 |
got it |
06:15 |
jyfl987 |
then how you define mob? |
06:15 |
VanessaE |
as if you fashioned your model out of glass and then placed six movie projectors around it, one per face. |
06:15 |
jyfl987 |
since mob need to move there blocks |
06:16 |
VanessaE |
I don't know how those 3d mobs work, except that they aren't animated at |
06:16 |
VanessaE |
all |
06:16 |
jyfl987 |
and i see 3d animal mod, why the role still a 2d shape? |
06:17 |
VanessaE |
eh? |
06:17 |
jyfl987 |
have you ever played in a remote server? |
06:17 |
VanessaE |
frequently. |
06:17 |
jyfl987 |
when you see other user |
06:17 |
VanessaE |
oh |
06:17 |
VanessaE |
you mean the player sprite |
06:17 |
jyfl987 |
isnt that a 2d shape like |
06:18 |
VanessaE |
simple: celeron55 it stubborn :-) |
06:18 |
jyfl987 |
yes |
06:18 |
VanessaE |
is* |
06:18 |
jyfl987 |
well no one fork that and solve it? |
06:18 |
VanessaE |
someone did solve it in blockplanet/minetest++ months ago, but c55 said he doesn't want that type of mob/player model system |
06:19 |
VanessaE |
(frankly, I don't either - I'd prefer something more game-like, like the player/bots models in OpenArena) |
06:19 |
jyfl987 |
ok, then have you ever feel stuck when you installing some mods? |
06:19 |
Calinou |
now go code transparency sorting |
06:19 |
Calinou |
this is required for proper 3D model support |
06:19 |
Calinou |
have fun |
06:19 |
VanessaE |
(now that we're talking about him, he will show up just any time now) |
06:19 |
Calinou |
thou shalt not highlight the God(R) |
06:21 |
jyfl987 |
VanessaE: i dislike that because its not seems the block based game type |
06:21 |
VanessaE |
true, but I'd have to say the way blockplanet and minecraft did it is even worse |
06:22 |
jyfl987 |
and yesterday i have install jordan's essetinals mod , i feel sometimes its frozen/lag when playing on local server |
06:22 |
jyfl987 |
i was wondering if its the lua's problem |
06:22 |
Calinou |
minecraft models are hardcoded :| I remember searching around in the .jar file for models :p |
06:22 |
Calinou |
back when I started playing it |
06:23 |
jyfl987 |
Calinou: and i tried your mod |
06:23 |
Calinou |
what mod? |
06:23 |
jyfl987 |
Calinou: its good :] |
06:23 |
jyfl987 |
more ore? |
06:23 |
Calinou |
ah |
06:23 |
VanessaE |
jyfl987: partly lua yes - it depends on which mod and how slow its code it |
06:23 |
VanessaE |
but sometimes the map generator is just slow |
06:23 |
jyfl987 |
yep |
06:23 |
VanessaE |
hmmmm said he figured out some ways to speed it up tremendously |
06:23 |
VanessaE |
like 10x or better from what I gather |
06:24 |
jyfl987 |
my machine at home is a intel i7 2600 + 16G ram , and its still cant let me prevents the lag |
06:24 |
jyfl987 |
VanessaE: i have said we need low level scripting api like a vm |
06:24 |
jyfl987 |
not a lua |
06:24 |
VanessaE |
no way |
06:24 |
VanessaE |
a virtual machine would only be slower. |
06:25 |
jyfl987 |
nope actually lua has its own vm |
06:25 |
VanessaE |
compile the Lua. |
06:25 |
Calinou |
compiled mods are slower, sfan5|OFF said |
06:25 |
Calinou |
VanessaE: and by changing a single line, you can speed it up by 2x |
06:25 |
VanessaE |
if they're slower, then the compiler sucks big time |
06:25 |
jyfl987 |
if you dont leave lua then at least give luajit2 a try :] |
06:25 |
Calinou |
now c-fifty-five should add that fix |
06:25 |
Calinou |
I wonder how do you run a compiled mod |
06:26 |
VanessaE |
jyfl987: thexyz did. he said it wasn't helpful at all |
06:26 |
jyfl987 |
VanessaE: then maybe the lag caused by io |
06:26 |
jyfl987 |
like udp stuff , db access/ no caching , etc |
06:26 |
jyfl987 |
i dont like cpp, so couldnt help |
06:27 |
VanessaE |
jyfl987: according to hmmmm, the map generator is slow because of the game's perlin noise code and how it is used |
06:27 |
VanessaE |
s/game's/engine's/ |
06:28 |
jyfl987 |
VanessaE: but the udp based protocol is also a problem, i have expierences while playing on local server, it sometimes lag |
06:28 |
VanessaE |
jyfl987: the map generator is the cause. this has already been pretty much worked out. |
06:29 |
jyfl987 |
no, its like when you drop ore in fortune, it will lag and response you after 1 secs |
06:30 |
VanessaE |
oh that part of the lag |
06:30 |
jyfl987 |
isnt that the network's problem? |
06:30 |
VanessaE |
dunno about that |
06:30 |
jyfl987 |
and i play on local server!! |
06:30 |
jyfl987 |
so i insist to use tcp instead of udp |
06:30 |
Calinou |
you must use UDP |
06:31 |
Calinou |
VanessaE: 0.3/early 0.4 map gen was quite fast :P |
06:31 |
VanessaE |
Calinou: I know. |
06:32 |
VanessaE |
why do we still use a map generator that is so widely agreed to be slow, sub-optimal, and sometimes boring? |
06:32 |
VanessaE |
I mean, can we not roll back to pre-0.4 code for that, or is it just too different now? |
06:33 |
jyfl987 |
Calinou: why i must to use? |
06:34 |
jyfl987 |
do you use rudp? or what? |
06:37 |
jyfl987 |
VanessaE: Calinou and which step will trigger new map generating? 1, user entry a area that just at the border 2, user entry a area that in its forward it has N area at from the border, N might be 2, 3, ... |
06:38 |
VanessaE |
N mapblocks from the user's current position pretty much in all directions |
06:38 |
Calinou |
the block generation range can be changed in minetest.conf |
06:40 |
jyfl987 |
then how about that in Z axis? |
06:40 |
jyfl987 |
i mean height |
06:40 |
jyfl987 |
high |
06:40 |
VanessaE |
I wish there were a way to force the map generator to just throw away the whole map except for what's been built or dug, and generate anew against that |
06:40 |
VanessaE |
(for fixing corrupted maps, or allowing ore generation when a new nod is added, etc) |
06:40 |
VanessaE |
hmmmm said that writing a program to do that would be trivial |
06:41 |
VanessaE |
(I really *really* wish he'd pick a real nick already) |
06:43 |
jyfl987 |
Calinou: btw, when i see your moreore mod, i say, why not let those steel/golden tool could been put in furnace to burned back to steel/gold? |
06:43 |
Calinou |
haha, recycling? maybe :P |
06:43 |
jyfl987 |
we did that in offline world, isnt it? |
06:44 |
Calinou |
feel free to make it yourself and send me the pull request on github |
06:44 |
Calinou |
https://github.com/Calinou/calinou_mods |
06:44 |
Calinou |
:P |
06:44 |
jyfl987 |
Calinou: ok, will try that |
06:44 |
Calinou |
I'll make the textures later, no need to make them |
06:44 |
jyfl987 |
Calinou: and i hope we could give a mod pack like essentials |
06:44 |
VanessaE |
I don't see what's wrong with recycling |
06:44 |
jyfl987 |
the default mods are so less |
06:44 |
Calinou |
there is, see jordan4ibanez's mod |
06:44 |
VanessaE |
I put a simple function in vessels for that |
06:45 |
VanessaE |
(any glass item , if crafted into vessels:glass_fragments, can be smelted back to regular glass blocks) |
06:45 |
jyfl987 |
Calinou: i have tried that, and i have told that made me feel lag |
06:45 |
Calinou |
what are your computer's specs? |
06:46 |
jyfl987 |
VanessaE: and for farming i hope the water could be consume |
06:46 |
VanessaE |
the problem with "essential" mod packs is each person's definition of the same is different |
06:46 |
jyfl987 |
Calinou: intel i7 2600 + 16G ram win7 64bit |
06:46 |
Calinou |
more ram than me! |
06:46 |
Calinou |
and your graphics card? |
06:46 |
jyfl987 |
well maybe its the MS's beating of opengl? i should try on ubuntu at home this evening |
06:46 |
VanessaE |
for me, it better have homedecor, moreores, moreblocks, and a number of others - for someone else, it might need to have the various hostile mobs from animals or simple mobs, along with some medieval theme |
06:47 |
jyfl987 |
Calinou: i am a server-side engineer |
06:47 |
jyfl987 |
Calinou: and now my work is data mining so ram is really important to me :] |
06:47 |
Calinou |
inb4 bitcoin mining |
06:47 |
VanessaE |
datamining? BURN THE HERETIC! |
06:47 |
jyfl987 |
Calinou: the graphics card is a nv gt430 |
06:47 |
VanessaE |
;) |
06:47 |
Calinou |
ah |
06:47 |
Calinou |
opengl works fine for me |
06:47 |
Calinou |
i7 2600K, 12GB ram, nvidia 570gtx, win7 64 bit |
06:48 |
jyfl987 |
Calinou: they said microsoft beat opengl for their DX |
06:48 |
VanessaE |
datamining - aka we know what you will eat for breakfast tomorrow and intend to help someone try to sell you a side dish to go with it :-) |
06:48 |
Calinou |
DX can go fuck itself |
06:48 |
Calinou |
I use opengl under windows whenever I can |
06:48 |
Calinou |
because I don't use AMD :p |
06:48 |
jyfl987 |
VanessaE: well , yes actually we know where you have arrived and which network you have used/using |
06:48 |
jyfl987 |
VanessaE: and we trace your clicking/buying/etc |
06:48 |
Calinou |
what annoys me about nvidia is their refusal (is that a word?) to open source their (terrible but fast) drivers :| |
06:49 |
Calinou |
why? they'd lose no money |
06:49 |
Calinou |
I bet noone wants to see their horrible coding style |
06:49 |
VanessaE |
jyfl987: which is why I make a point to run an adblocker and so forth |
06:49 |
Calinou |
jyfl987: suddenly: chromium, ixquick/startpage |
06:49 |
Calinou |
and adblock |
06:49 |
jyfl987 |
Calinou: i can understand |
06:49 |
VanessaE |
Calinou: refusal is a word, yes. |
06:49 |
jyfl987 |
Calinou: because nowaday's graghic cards is just common chip |
06:50 |
VanessaE |
they complain that it's patents and NDAs that is the problem |
06:50 |
jyfl987 |
Calinou: their firmware is the key-note |
06:50 |
VanessaE |
licensing shit from some other company |
06:50 |
jyfl987 |
VanessaE: well i mining data from mobile ad domain, |
06:51 |
Calinou |
VanessaE: mesa driver has patented stuff but it is open source |
06:51 |
jyfl987 |
VanessaE: like ios/android :] |
06:51 |
Calinou |
it can be disabled when compiling it |
06:51 |
Calinou |
both suck |
06:51 |
Calinou |
cyanogenmod ftw (I don't even have a phone anyway, but if I do, the android ROM will suffer) |
06:51 |
VanessaE |
I say reconfigure the patent system entirely - if it ain't a piece of hardware or it's more than 2 years old, NO PATENT. |
06:51 |
VanessaE |
(or expire any patent that exists) |
06:51 |
Calinou |
patents should not even exist |
06:51 |
Calinou |
regardless if hardware or software |
06:51 |
Calinou |
and reverse engineering should always be allowed |
06:52 |
VanessaE |
I can see an argument for minimal length of time on patents, e.g. two years |
06:52 |
VanessaE |
but beyond that? fuck off |
06:52 |
Calinou |
btw: the nouveau/mesa drivers support opengl 3.1 now :D |
06:52 |
Calinou |
and some opengl 4 stuff |
06:52 |
VanessaE |
so I heard |
06:52 |
jyfl987 |
VanessaE: yep, the time is the problem, but maybe we could make it 5-8 years, |
06:52 |
Calinou |
fun patent: apple owns a patent on smooth corners |
06:53 |
Calinou |
no jok |
06:53 |
Calinou |
joke* |
06:53 |
VanessaE |
yup |
06:53 |
jyfl987 |
i dont agree with no patent |
06:53 |
jyfl987 |
but i agree with reduce the patent time for less then 10/20 years |
06:54 |
Calinou |
2 years seems fair enough |
06:54 |
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06:54 |
VanessaE |
Calinou: you know how certain old 8-bit computers do their cursors not by XORing the screen but by swapping the screen char with some other symbol? Some company from the 70's owned, at the time, a patent for XOR'ing a screen cursor |
06:54 |
Calinou |
opponents are part of the game; deal with them and don't be a "copyfag" |
06:54 |
VanessaE |
(some drafting/CAD program crosshairs) |
06:54 |
jyfl987 |
its better to use 4 years, like precident voting, when you got a patent , it make you the leader of the market, but after 4 years , we need to replay the game |
06:55 |
VanessaE |
how stupid does that sound, right? |
06:55 |
Calinou |
president* |
06:55 |
Calinou |
OBAMA'S LOOSE! |
06:55 |
* Calinou |
lives in france anyway |
06:56 |
VanessaE |
fuck patents - ESPECIALLY software patents. |
06:56 |
jyfl987 |
anyway , i hope if i could provide script for generating the texture |
06:56 |
jyfl987 |
so that it willr reduce the network usage |
06:56 |
Calinou |
there are no software patents in europe; however some europe guys are willing to allow software patents in europe |
06:56 |
Calinou |
I hope not :< |
06:56 |
VanessaE |
2 years on hardware and ONLY IF YOU CAN PROVIDE A PROTOTYPE THAT WORKS, and sero patents on software or anything else |
06:56 |
Calinou |
inb4 "a mod to a game" is patented |
06:56 |
Calinou |
that will happen 8) |
06:56 |
VanessaE |
zero* |
06:57 |
VanessaE |
Calinou: prior art :-) |
06:57 |
jyfl987 |
Calinou: i dont like europe's system |
06:57 |
VanessaE |
(as if that ever stopped anyone...) |
06:57 |
jyfl987 |
it feed so many lazy guys |
06:57 |
Calinou |
what annoys me too is people (consumers) don't do anything against that -- like walled gardens. |
06:57 |
jyfl987 |
i prefer US's |
06:57 |
Calinou |
eg. they still use mp3, while android plays .ogg just fine |
06:57 |
VanessaE |
yup |
06:57 |
Calinou |
.ogg has better compression than .mp3 and is patent free |
06:57 |
Calinou |
why use .mp3? |
06:57 |
VanessaE |
habit. inertia |
06:58 |
VanessaE |
everyone knows what an mp3 is, most don't know what ogg is |
06:58 |
jyfl987 |
Calinou: if you want zero software patent, why not migrate to new zealand? |
06:58 |
jyfl987 |
they just remove that |
06:58 |
Calinou |
europe doesn't have software patents for now |
06:58 |
VanessaE |
fuck software patents. fuck them with a long, rusty nail. |
06:58 |
Calinou |
it might or might not have in the future |
06:59 |
Calinou |
this means, fuck them with debian stable? |
06:59 |
Calinou |
</unfunny joke> |
06:59 |
VanessaE |
LOL! |
06:59 |
VanessaE |
no, slackware :D |
06:59 |
jyfl987 |
take care of your dick, it has been use to frequencely :] |
06:59 |
jyfl987 |
cold down |
06:59 |
jyfl987 |
s/to/too/ |
06:59 |
VanessaE |
eh? |
07:00 |
* VanessaE |
points to her name. um? |
07:00 |
jyfl987 |
i see you `fuck` so frequncely :] |
07:00 |
VanessaE |
yeah well women fuck too :-) |
07:01 |
jyfl987 |
VanessaE: so how the engine reference the texture? by a file or a area of memory that extract from a file? |
07:01 |
VanessaE |
I don't know how it's done internally, but in a mod you reference it by filename, |
07:01 |
VanessaE |
I guess the game caches the textures in memory though |
07:02 |
jyfl987 |
so if i could provide a memory's point, may i could provide a mode that dynamic generate the texture |
07:02 |
VanessaE |
possibly |
07:03 |
jyfl987 |
this is useful for painting |
07:04 |
jyfl987 |
yesterday i saw a letters mod on forum |
07:04 |
VanessaE |
there are two such mods |
07:04 |
VanessaE |
actually three or four if you count thexys's signs mod |
07:04 |
jyfl987 |
and i think why not use the crafting grid as a point arraw input |
07:05 |
jyfl987 |
thexys's ? |
07:05 |
VanessaE |
thexyz's sorry. |
07:05 |
VanessaE |
he did a signs mod that is nodebox-based and displays the text ON the sign |
07:05 |
VanessaE |
(instead of needing a mouseover) |
07:06 |
VanessaE |
PilzAdam rewrote that mod to put the text entry into a single line with some very simple formatting markup |
07:06 |
VanessaE |
it makes dynamic textures by way of a "combine" modifier that's passed to irrlicht I guess |
07:06 |
jyfl987 |
hmm, supporting Postscript? |
07:06 |
VanessaE |
no, think simpler |
07:06 |
jyfl987 |
VanessaE: like logo language? |
07:06 |
VanessaE |
like a pipe | character = newline |
07:07 |
jyfl987 |
x0 y0 x1 y1 rectangle draw |
07:07 |
jyfl987 |
oh, i checked that |
07:08 |
jyfl987 |
but if it could makes dynamic textures, i will try to make a painting block |
07:08 |
VanessaE |
someone did that already |
07:08 |
VanessaE |
jin_xi wrote a mod that lets you paint pictures and hang them on walls |
07:08 |
jyfl987 |
but i doubt he just use irrclient's drawText api |
07:08 |
jyfl987 |
jin_xi? this names seems a chinese |
07:08 |
VanessaE |
jin_xi. |
07:08 |
jyfl987 |
VanessaE: tell me the url |
07:09 |
VanessaE |
paintings: http://minetest.net/forum/viewtopic.php?id=2588 |
07:10 |
Calinou |
TIL git additions/deletons are lines, not bytes |
07:10 |
VanessaE |
signs: http://minetest.net/forum/viewtopic.php?id=2736 |
07:10 |
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07:10 |
VanessaE |
and pilzadam's version: http://minetest.net/forum/viewtopic.php?id=3289 |
07:11 |
jyfl987 |
VanessaE: jin_xi's is enough, i just want to check the code for learning |
07:13 |
jyfl987 |
VanessaE: checked that code, and found that it just using small brush image file as the texture |
07:14 |
VanessaE |
yes, it uses dyes for the colors |
07:14 |
jyfl987 |
i dont know whether it will lag the game if i use a 1x1 brush for painting |
07:22 |
jyfl987 |
is there any mod performance profiling toggle? |
07:22 |
VanessaE |
dunno |
07:22 |
jyfl987 |
where is c55 |
09:34 |
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14:09 |
yunfan |
VanessaE: a problem, how to let map generator to generate your adds block or nodebox? |
14:10 |
yunfan |
i have tried farming mod, but the problem is i dont want to play that under creative mode, so i need it could be found in nature map |
14:40 |
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15:29 |
celeron55 |
http://antigate.com/ |
15:31 |
Calinou |
seems legit |
15:31 |
Calinou |
better have doors rather than gates |
15:41 |
yunfan |
celeron55: i have make a chinese tranlastion file , how to use it? |
15:48 |
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15:49 |
Calinou |
yunfan: first compile the game with gettext support to enable it, then put your .po files in appropriate places |
15:49 |
Calinou |
then there should be some cmake/make setting to force it to a language.. |
15:49 |
Calinou |
cmake . -DRUN_IN_PLACE=1 -DENABLE_GETTEXT=1 |
15:50 |
yunfan |
ok just try |
15:52 |
yunfan |
seems not work |
15:52 |
Calinou |
:/ not a cmake expert, maybe you need to put the two options in a different way :p |
15:52 |
Calinou |
run_in_place is best but not required |
15:53 |
PilzAdam |
where to put the *.po file? |
15:53 |
Calinou |
minetest/po/<language code>/minetest.po |
15:54 |
PilzAdam |
i get these 2 lines in log: 17:53:59: INFO[main]: locale has been set to:de_DE.UTF-8 |
15:54 |
PilzAdam |
17:53:59: INFO[main]: locale has been set to:C |
15:54 |
PilzAdam |
it sets it to german but then to C |
15:55 |
yunfan |
de? |
15:55 |
Calinou |
C local is the default |
15:55 |
Calinou |
de = german, yes |
15:55 |
Calinou |
cn is chinese iirc |
15:56 |
yunfan |
23:55:36: INFO[main]: locale has been set to:zh_CN.utf8 |
15:56 |
yunfan |
minetest output this, but still in english |
15:56 |
PilzAdam |
Calinou, why does it set it back to c? |
15:56 |
Calinou |
then the locale name should be zh |
15:56 |
Calinou |
PilzAdam: no idea, but it works fine anyway |
15:56 |
yunfan |
ooop, i met the same problem it has been set back to c |
15:56 |
PilzAdam |
it doesnt work |
15:57 |
Calinou |
at least... it used to work for me |
15:57 |
yunfan |
23:56:41: INFO[main]: locale has been set to:C |
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