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IRC log for #minetest-dev, 2013-06-28

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Time Nick Message
00:23 hmmmmm joined #minetest-dev
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00:55 hmmmmm anyway i should probably show you guys this https://github.com/kwolekr/minetest/commit/11ebe50f3d63cfac3b419ff8eb94e4b5b4415a06
00:56 hmmmmm ahk.. i just modified minetest.conf.example btw
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01:13 hmmmmmm and also this https://github.com/kwolekr/minetest/commit/6352ac6c4a6f3f7dc338752a962c9931535deedb
01:19 hmmmmmm so in summary there's a new mapgen flag, nolight, which completely disables lighting calculations
01:20 hmmmmmm regular players wouldn't probably want to set this ever, it's intended for mods that add their own mapgen
01:21 hmmmmmm mapgen parameters such as mgname, seed, water_level, and flags can be set through a new minetest.set_mapgen_params function; i specifically left out chunksize because the results of letting a mod touch that would be.... devastating
01:22 hmmmmmm thing is, because of the way everything works, set_mapgen_params can *only* be used within an on_mapgen_init callback
01:23 hmmmmmm so let's say a mod wants to take over the mapgen completely; what it'd do is:  minetest.register_on_mapgen_init(function(mgparams) minetest.set_mapgen_params({mgname="singlenode, flags="nolight", flagmask="nolight"}))
01:24 hmmmmmm likewise, you can disable/forcibly enable trees, caves, dungeons, jungles. or any variation this way
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03:12 sweetbomber hmmmmmm: have you implemented the biome-map?
03:13 hmmmmmm currently, only mapgen v7 implements it
03:14 hmmmmmm i don't think it's currently very useful with biome ids alone, unless you're the only mod to register biomes
03:15 hmmmmmm (then you'd be able to keep track of what id is for what, based on what order you registered them in)
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03:18 sweetbomber v7 has a biome map?
03:18 sweetbomber let me check the last version
03:18 sweetbomber the last time i checked, it only used calcBiome and did no storage
03:22 sweetbomber i just asked because once you said you may implement such map
03:22 sweetbomber *getBiome
03:22 hmmmmmm if i said that i must've meant biome lookup table
03:22 hmmmmmm or biome cache
03:23 sweetbomber ok, i guess i found it
03:25 sweetbomber ok,nice
03:26 sweetbomber maybe ill add a function getBiomeId(std::string name)
03:26 hmmmmmm um
03:26 hmmmmmm BiomeDefManager::getBiomeIdByName()
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03:33 sweetbomber what do you think?
03:34 hmmmmmm about what?
03:34 sweetbomber sorry, i lost my connection. only saw your answer now in the log
03:34 sweetbomber that function already exists?
03:34 sweetbomber or you were just suggesting the name for it?
03:36 sweetbomber ok, it does not exist...i was afraid it missed my eye
03:36 sweetbomber ill implement it then
03:36 hmmmmmm erm
03:36 hmmmmmm it'd have to be a lua api, i already have plans for it
03:37 hmmmmmm actually no, it can be entirely done in lua, so it ought to be put there instead
03:37 sweetbomber why implement it entirely in lua?
03:38 hmmmmmm because if it can be done completely in lua and there's no downside to this, it should
03:38 hmmmmmm no need for yet another api in the core
03:39 sweetbomber hmm..it looks strange. it seems to me it is a function belonging to the biomedefmanager. the biome ID is an abstraction private to biomedefmanager
03:40 sweetbomber so its also biomedef manager that should return the name, given an element of the biomemap vector
03:41 sweetbomber (which the user does not need to know what that element contains, if it is an ID or something else that biomedefmanager uses to distinguish biomes internally))
03:42 sweetbomber this from a modularity perspective, oc
03:43 hmmmmmm perhaps i did make a tiny mistake by not dealing with only biome ids in the core api
03:44 hmmmmmm but the functions as a whole would still need to be put in the core to do what it's supposed to
03:45 hmmmmmm actually not even... i should've made a global table that contains all of the biome definitions, then on mapgen initialization after the registration phase, get that table and parse everything all at the same time
03:46 sweetbomber i think that a global table looks very ugly...
03:46 sweetbomber a biome manager is the best option, i think
03:46 sweetbomber *the
03:46 sweetbomber *the biome manager
03:46 sweetbomber it provides abstraction
03:46 hmmmmmm this would still use the biome manager, it's just that there'd be no lua -> C++ calls necessary to register biomes
03:47 kahrl ABMs use the table approach so there's some precedent for that
03:47 sweetbomber what is the problem with those calls?
03:47 hmmmmmm i think a leaner API is better
03:49 kaeza it's easier to define a table in Lua, and get the fields from C++ when required than creating structures in C++ and passing them back to Lua when required
03:49 kaeza I believe that's one of the things why ABMs and registered nodes are stored in Lua
03:50 hmmmmmm right, so i should correct that mistake partially and have a wrapper for register_biome that inserts the biomes into the table, and then a lookup on biome information would involve lua only
03:50 kahrl nodes use a hybrid approach
03:50 sweetbomber the thing is that having biome tables in biomedefs is much faster than accesing lua fields
03:50 kahrl classic register_item_raw for most fields but the lua table for callbacks
03:50 hmmmmmm let's face it, we don't need dedicated api to do something so dour
03:51 sweetbomber what api?
03:51 hmmmmmm sweetbomber, you sure?  iterating through a bunch of tables is a lot faster than having to parse each table after a Lua -> C++ -> Lua transition
03:52 sweetbomber wait a sec, what are we talking about?
03:52 hmmmmmm not that it's relevant anyway, since speed is non-critical at server creation time...
03:52 sweetbomber what im talking about: adding a function called getBiomeIdByName in biomedefManager for use *solely* within core
03:53 hmmmmmm but we already have that
03:54 kahrl wouldn't it in fact be possible to delete that function?
03:54 sweetbomber let-me check the repo, i dont have it on biomes.*
03:54 sweetbomber was it added recently?
03:54 hmmmmmm recently, i think a month ago
03:54 hmmmmmm i needed it for the decorations
03:55 hmmmmmm kahrl, i suppose so.. but you can also delete other lua-only api.  if you want to mess things up in the api, it's really easy to do
03:57 sweetbomber -.- lol, you added it 11 days ago
03:57 hmmmmmm seems like a month
03:57 hmmmmmm i've been losing track of time
03:58 sweetbomber so, before we were all talking about different things, right? lol
03:58 hmmmmmm i suppose so
03:58 kahrl hmmmmmm: I meant getBiomeIdByName but it looks like it's still needed
03:58 hmmmmmm i was talking about getting the biome information from ID in lua
03:58 sweetbomber kahrl:  i think that fnction makes sense, even if noone uses it
03:59 sweetbomber and as it seems, hmmmmmm is already using it, i suppose
03:59 hmmmmmm yeah, see, it may have been different in the past, but we only add functions if we need them...
03:59 sweetbomber and im needing it too
03:59 hmmmmmm just adding things to make a "complete" abstraction is kind of useless
03:59 hmmmmmm this way we don't have 50000 variants of the same getter/setter methods
04:00 hmmmmmm it's good to focus on the goal, not just making pretty Java-like code
04:00 sweetbomber the thing is: deleting things that complete the abstraction, just because they are not used now is different from that
04:00 sweetbomber by deleting, i mean code that is already done
04:00 hmmmmmm i haven't ever *removed* any functions
04:01 sweetbomber i was talking about kahrl's suggestion: "wouldn't it in fact be possible to delete that function?"
04:02 kahrl the function would still exist in the git history so it wouldn't really be lost
04:02 sweetbomber good point
04:03 sweetbomber anyway, if tht function was deleted what was the alternative?
04:03 sweetbomber as long there is an alternative to know what is in biomemap given the name, there is no problem
04:04 sweetbomber and as long as we dont need to use the name everytime an element in biomemap is to be inspected, as string operations are damn slow...
04:05 hmmmmmm yup, string operations are typically avoided.  in the past, the people who worked on minetest felt that things were fast enough with all the extraneous string operations and as a result, the code as a whole is slower than it ought to be, but we can't fix it because the slowness is engrained into everything
04:05 kahrl "are typically"? tell that to g_settings :P
04:06 hmmmmmm i mean nowadays
04:06 hmmmmmm i'd love nothing more than to give settings an overhaul, use a fast hashtable, make things lockless, and precache the value based on type instead of parsing everything each and every time
04:07 hmmmmmm then go through every single instance and remove it from loops or other places where it really doesn't *have* to be
04:07 kahrl it would be cool if C++ had something similar to ruby's symbol data type
04:08 kahrl semantically they are like strings but internally (for comparisons etc.) they are integers
04:08 kahrl without having to explicitly declare an enum and conversion functions
04:08 hmmmmmm kinda surprised that ruby has types
04:09 kahrl well, classes
04:09 kahrl any instance can have additional (singleton) methods
04:09 sweetbomber well, ruby is another level
04:10 sweetbomber the "objectization" is far from what is possible in c++
04:11 sweetbomber very nice language, indeed
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04:11 kahrl though since everything is dynamic method lookups are damn slow
04:11 kahrl might have improved since I last used it
04:11 sweetbomber its still slow
04:12 sweetbomber but is very used in the industry, for what i know
04:12 hmmmmmm what, Ruby?
04:12 hmmmmmm not for anything important i'd assume
04:12 sweetbomber yes
04:12 sweetbomber it depends on what you consider important
04:12 hmmmmmm cpu intensive websites would probably use servlets or cgi
04:12 sweetbomber if you are refering to performance tasks, oc no
04:12 sweetbomber but for testing and other things
04:13 sweetbomber equaly important as designing software
04:13 sweetbomber it is actively used
04:13 sweetbomber alongside cucumber, i guess
04:13 hmmmmmm cucumber?
04:13 hmmmmmm ah
04:14 hmmmmmm software keeps getting crazier and crazier names
04:14 sweetbomber lol
04:14 sweetbomber know what lua means?
04:14 hmmmmmm moon?
04:14 sweetbomber yup
04:14 sweetbomber it always looks strange when its your language
04:14 hmmmmmm heh, true
04:14 sweetbomber for you its just a name
04:14 kaeza well, Lua at least makes sense :)
04:15 sweetbomber for orbiting around the core?
04:15 hmmmmmm that's pretty clever
04:15 kaeza it's a "satellite" (or "extension") to your host
04:15 hmmmmmm it wasn't intended to be a scripting language when it was named, though, i don't think
04:15 sweetbomber well, maybe with cucumber, testing becomes a real salad
04:16 sweetbomber idk
04:16 kaeza lol
04:16 sweetbomber more than it already is
04:18 sweetbomber well, im going
04:18 sweetbomber good night
04:52 kahrl ummmmm
04:52 kahrl how did unescape_string ever work? (util/string.h)
04:53 hmmmmmm it removes all \ from strings
04:53 kahrl i <=
04:54 hmmmmmm the entire string escaping is a big hack though
04:54 hmmmmmm formspec specifiers should've probably been designed better from the start
04:54 hmmmmmm ah, that comparison added an extra null
04:56 kahrl ah guiFormSpecMenu always calls c_str immediately after unescape_string
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04:58 hmmmmmm i think i know how that bug got there.. this one guy wanted to allow certain characters in formspecs, and he wrote code to do it but it was *really* horrendous
04:59 hmmmmmm i had to rewrite practically everything and i guess one of the things i missed was the string length
04:59 hmmmmmm that loop condition rather
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05:53 realbadangel hi there
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08:23 celeron55 hmmmm: lua *was* intended to be a scripting language when it was named; also, for example github uses ruby 8)
08:30 celeron55 here's the "Evolution of Lua" paper written by the creators of Lua: http://www.lua.org/doc/hopl.pdf
08:30 celeron55 it's quite interesting
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10:05 celeron55 i think it's odd to put "official" documentation and stuff in Feature Discussion because they get flooded by 100 other things that are basically feature requests
10:08 celeron55 i would suggest to post things like this http://forum.minetest.net/viewtopic.php?id=6396 to the more specific topic section, this one going to Modding General
10:10 kaeza wouldn't it be better in News?
10:10 celeron55 i'll leave it up to hmmmm to request moving it; it really depends on the intentions of the OP
10:10 kaeza parhaps not...
10:12 celeron55 what would be the purpose of a hypothetical new section that could contain this?
10:12 celeron55 it's really hard to even think of that
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10:16 celeron55 i think i'm sticking to my original suggestion
10:17 celeron55 what about adding a topic in News called "0.4.7 -> 0.4.8" (and similar in between each release) where such things could be posted?
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10:17 celeron55 it's not really good either
10:18 celeron55 i guess there's not really any better alternatives for this, i'm fine with how it's now
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12:18 whirm hi all
12:18 whirm http://paste.debian.net/13119/ <- I'm getting this when loading my world in single player with a current master's build
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12:27 whirm nm, I'm getting help @ #minetest (corrupt files, not likely minetest's fault)
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12:31 kahrl actually it is
12:32 kahrl the way it saves these files is not exactly the best way
12:34 kahrl to put it diplomatically
12:34 whirm heh
12:34 whirm is it writing directly to them instead of write->rename
12:34 whirm ?
12:34 kahrl yep
12:35 kahrl and writing all the player files all the time, even if they didn't change
12:37 whirm :/
12:39 Exio does anyone know where is the VoxelArea lua-interface? :P
12:45 proller hmmm*
12:45 Exio hehe
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13:08 celeron55 i have too much donation money
13:08 celeron55 i'll pay $20 to someone who fixes the player file saving!
13:10 celeron55 (it really is in everyone's interests and nobody appears to have any motivation in doing it otherwise)
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13:45 sfan5 celeron55: just curious, how many donation money do you have?
13:46 celeron55 roughly 200 donation monies, some of which i'm of course keeping for upcoming hosting costs
13:46 sfan5 *much
13:46 sfan5 ah, ok
13:47 celeron55 but really, overally i get more than i spend, and i occasionally try to come up with other stuff that is in the common interests of the community
13:49 PilzAdam celeron55, too hacky? https://gist.github.com/PilzAdam/5884807
13:50 celeron55 also, donations are public information since this year, updated on this page: http://www.minetest.net/support
13:50 celeron55 or, really, not individual donations but rather the budget
13:54 celeron55 PilzAdam: i think that's fine for the "writing them all the time" thing (the $20 bounty requires doing the saving as save-and-move-over though)
13:55 PilzAdam I dont want any money
13:55 celeron55 thought so 8)
13:56 Taoki Started working on a system to set fog + lower horrizon color based on sun position and how the player is looking toward the sun. Hopefully this will allow something close to as beautiful as MC's system
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13:57 Taoki Got sky.cpp to read the local player's Pitch and Yaw, so what matters now is to mix that in with time of day and modify horrizon color. Will take a while but shall be doable
13:58 PilzAdam celeron55, should I push that upstream then?
13:58 celeron55 if you've tested it well, sure
13:59 celeron55 (i don't think anyone wants to test it or anything, and it's the simplest solution)
13:59 Taoki celeron55: Also, if you have enough donation money: Please give more than 20$ to who gets hardware lighting done ;) (likely won't be me so)
14:00 Exio 20.1
14:00 Exio ;P
14:00 PilzAdam celeron55, hm, it writes each file once after startup, should that be fixed?
14:00 Taoki If you add a price on something as important as that, it's likely it will motivate someone to do it earlier
14:00 celeron55 Taoki: don't expect there to be any kind of bounty unless i specifically say so; as of now there isn't
14:00 Taoki I know, just a suggestion
14:01 celeron55 i'd prefer using the money for something else than bounties though
14:01 celeron55 they're not really fair
14:01 Taoki Sadly, even in FOSS, money can be needed to be motivated. The difference is that in any case, money is used farily in FOSS, so nothing wrong in that
14:01 Taoki Yeah
14:01 Taoki Could be nice to use it to make MT more popular. Like an article in the news about it or so
14:02 celeron55 if one wants news coverage, writing a press release about some new feature or about the community or something would be best
14:02 celeron55 and mailing it to everywhere
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14:03 PilzAdam celeron55, FYI, there was an article in the blog of the biggest german ubuntu community about Minetest
14:05 celeron55 one thing i could do with the money is pay for a VPS to host an MT server (or a few), but i wouldn't be moderating it myself so it's really up to someone else to figure out all the details
14:05 celeron55 it would be in the interests of many people
14:06 celeron55 it's uncomfortable close to the budget though
14:06 celeron55 bly*
14:07 PilzAdam ok, fixed that "write each player file once at startup" thing too: https://github.com/PilzAdam/minetest/commit/ab98fda68f993d1ab55f7f21a6ee045a2a7693aa
14:08 celeron55 what did you change?
14:08 PilzAdam setting m_last* in deSerialize()
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14:09 celeron55 it would be cleaner to call isModified() in there
14:09 PilzAdam true
14:09 celeron55 (kind of unintuitive though, and the name is bad... it should be something like checkModified() to imply that it does other than just ask it)
14:12 hmmmm what do you guys think of sending a packet every time the user crosses over into a new biome
14:12 celeron55 what'd that do?
14:12 hmmmm vs. sending all biome definitions, having the clients compute what they're stepping into, and do things based on that
14:13 hmmmm eh, client side things like node aftereffects
14:13 hmmmm for now i'm just thinking of tinting the color but perhaps other things could be done as well
14:14 celeron55 i think having the client calculate stuff allows much smoother effects and things
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14:15 celeron55 if something _can_ be done that way, then i think it should be
14:15 hmmmm i'd like to try simpler things first and i suspect the first option would work fine, players don't usually move that quickly, this isn't time-critical, etc.
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14:15 celeron55 in this case it's up to whether the biome definitions are mature enough to be used that way
14:15 Exio does "rename" works on windows?
14:16 celeron55 hmmmm: what kind of things are you thinking would happen, then?
14:16 hmmmm eh, i think those posix-style file operations end up giving you permission problems, exio, i'd avoid it or maybe #define it to something else (or make a wrapper for it and MoveFile)
14:17 PilzAdam https://github.com/minetest/minetest/commit/280946ba836cde9516f9344f47561f3356bdf869
14:17 hmmmm celeron, tinting nodes a different color based on biome, so if you step into a desert, everything looks more arid, along with the sky, maybe the sun can be emphasized, maybe that openarena red blurry outline can be applied
14:17 hmmmm for example
14:18 hmmmm yes, some scene postprocessing
14:18 hmmmm if minetest is going to start looking really nice graphically, i say why not
14:19 PilzAdam I dont like changing node colors in different biomes
14:19 hmmmm well, good for you
14:19 hmmmm don't use biomes then, or disable it
14:19 PilzAdam It removes the player's ability to fully change the world
14:20 celeron55 i agree with PilzAdam; but it's a different thing whether that's bad or not
14:20 PilzAdam it should at least be configureable in the node definition
14:21 hmmmm nothing wrong with a setting; enable_biome_effects
14:21 hmmmm client side
14:21 Taoki PilzAdam: The gradual grass color idea for biomes sounds good to me. Sadly Minetest doesn't have that yet
14:21 hmmmm and yes, obviously there's going to be a node definition thing for this, how else do you think it's going to possibly work?
14:21 celeron55 you can't do gradual grass colors with the single packet
14:21 celeron55 it requires what hmmmm is trying to avoid
14:22 hmmmm do you believe i'm going to start hardcoding node names or something?
14:23 celeron55 i think it's important to figure out what we want to achieve and what not
14:23 celeron55 otherwise efforts will be focused wrongly
14:23 celeron55 someone could make a wiki page of things that biomes might do, so there would be a base for that
14:24 hmmmm the gradual biome change... it's not what minecraft does, and it's undoubtably more technically challenging
14:25 celeron55 if you're going to drastically modify how nodes look simply based on where the player is standing, a desert is going to look very odd when one looks it from some other biome, and so on
14:25 hmmmm every single step the player takes, we're going to have to have the client scan some largeish radius for a new biome and then change the color *if the player's yaw is in that direction*
14:26 hmmmm i'd rather have an option for that too
14:26 celeron55 this "options for everything and add things that are generally bad" won't work here
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14:30 hmmmm i can't come up with any good way to do that.  what i described is basically what's required to make a gradual change
14:31 hmmmm and by the way, this isn't something i want to do *right now*
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14:50 proller celeron55, and save player files to json format
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18:02 Exio just checking, couldn't https://github.com/minetest/minetest/pull/771 get closed?
18:03 Taoki Exio: Should be. Probably commenting re-opened it by mistake
18:05 Exio and, why isn't https://github.com/minetest/minetest/issues/763 merged yet?
18:10 thexyz > No idea if it breaks anything.
18:11 thexyz also, we should enable freetype by default
18:14 celeron55 definitely
18:14 celeron55 (when it's found)
18:18 Calinou same for gettext?
18:19 celeron55 that is already done i think
18:20 thexyz nope
18:20 thexyz if(GETTEXT_FOUND AND ENABLE_GETTEXT)
18:22 khonkhortisan_ I'd suggest the other order for short-circuiting :)
18:23 Calinou should be default imo
19:29 PilzAdam thexyz, re 769: Irrlicht docs say it only affects directx, and your builds are the only one that have support for it
19:30 thexyz yes, and?
19:30 thexyz I already know that
19:30 thexyz but could it be that it causes other problems
19:30 PilzAdam 0.4.7 build has this, right?
19:31 thexyz yes
19:32 PilzAdam are there any known problems with it?
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19:39 celeron55 put it in, we'll find out 8)
19:41 PilzAdam http://forum.minetest.net/viewtopic.php?id=6213
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20:11 Exio when i tried it here, opengl / linux, i didn't see any problem
20:11 Exio but for checking if something is bug-free in corner cases you need to talk with VanessaE :P
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20:31 thexyz what about http://techwhack.co/google-random-animal-names-anonymous-viewers-google-drive-files-44046/
20:32 PilzAdam I would prefer to just leave it empty, so the user has to choose a name
20:33 thexyz okay
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20:46 celeron55 is it possible to die to mobs in the dwarves game, or any game currently available?
20:48 celeron55 i've been standing in a dark cave for quite some time and nothing has thus far happened
20:49 celeron55 oh, a sound
20:50 celeron55 a.. sheep, that i can't find
20:50 celeron55 well this is lame
20:51 Exio who would even use mods with those entity big-bugs around
20:52 PilzAdam AFAIK dwarves uses simple mobs?
20:54 celeron55 it does
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20:54 celeron55 i'm not too familiar with simple mobs' configuration
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