Time Nick Message 00:02 PilzAdam Im going to sleep now 00:24 hmmmm alright, so i think i'm going to get rid of the height_min height_max biome stuff and have a height_point 00:24 hmmmm it just makes sense because biomes are always an inexact nature anyway 00:25 VanessaE um 00:28 RealBadAngel heh i just got another sapiers funded issue i think 00:29 RealBadAngel some1 made setting enable_shaders set to true 00:29 RealBadAngel i bet its sapiers 00:29 RealBadAngel caused all the shaders code not to work at all 00:30 RealBadAngel while this setting can be 0, 1 or 2 00:31 RealBadAngel i rebased all my stuff, double and triple checked everything and it was not working 00:32 RealBadAngel took me a while to find a reason :) 00:32 khonkhortisan then it shouldn't be called enable_ 00:32 RealBadAngel menu changes fucked up enable_shaders setting 00:33 RealBadAngel # 0: disable shaders 00:33 RealBadAngel # (1: low level shaders; not implemented) 00:33 RealBadAngel # 2: enable high level shaders 00:33 RealBadAngel #enable_shaders = 2 00:34 RealBadAngel clickin on enable shaders in menu sets the value to true 00:34 khonkhortisan lol 00:34 khonkhortisan there should be [\] half a checkmark for 1 00:35 VanessaE or jut a bunch of checkboxes for each type of shader 00:35 RealBadAngel basic ones could be level 1 00:35 VanessaE so that for G*d sakes I could disable the one that makes the tops of stuff get brighter, without losing alpha support. 00:35 RealBadAngel so, im goin to push now my own changes 00:36 RealBadAngel then fix the sapier's bug 00:37 * khonkhortisan votes to rename enable_shaders to shader_level 00:37 khonkhortisan but why is it creative_mode? 00:38 khonkhortisan full_block_send_enable_min_time_from_building = 2.0 *sigh* 00:39 kaeza who needs comments when you have self-explaining variables? 00:42 RealBadAngel + if fields["cb_shaders"] then 00:42 RealBadAngel + engine.setting_setbool("enable_shaders",tabbuilder.tobool(fields["cb_shaders"])) 00:42 RealBadAngel + end 00:43 RealBadAngel thats sapier's change 00:43 RealBadAngel shall i follow it and modify engine to use true/false or keep 0,1,2 values? 00:44 VanessaE true/false on multiple variables 00:44 VanessaE since not everyone will necessarily want the same set of shaders. 00:44 RealBadAngel i can adapt the engine. sapier is the one to change the code to fit the current state 00:46 RealBadAngel imho shaders should use true/false and then detailed settings anyway 00:46 RealBadAngel low level/high level means nothing 00:54 VanessaE well a true/false to enable shaders to begin with maybe, but each type of shader needs a control 00:55 VanessaE maybe one person will want only top-side brightness and alpha, another might just want the bumpmapping and nothing else, etc etc. 00:55 khonkhortisan creative_mode = 0, 1, 2 00:55 khonkhortisan enable_shaders = false 00:55 khonkhortisan crash_game = -inf 00:55 RealBadAngel http://i.imgur.com/nYZACIQ.jpg 00:55 RealBadAngel newly generated world :) 00:59 RealBadAngel http://i.imgur.com/RE4G6mp.jpg 00:59 RealBadAngel and with Haven TP 01:03 VanessaE what, no screenshot with HDX? :) 01:04 RealBadAngel you make it 01:04 RealBadAngel well hold on 01:06 Anchakor this is with shaders? 01:06 Anchakor what the shaders do? 01:07 RealBadAngel bumpmapping 01:07 RealBadAngel for starters with fixed light source 01:08 RealBadAngel also theres specular effect coded 01:08 RealBadAngel fixed too 01:09 RealBadAngel now we do need to add light sources just for it to shine bright 13:29 RealBadAngel hi all 13:32 RealBadAngel PilzAdam, sorry for delay yesterday. it came it was not my fault 13:33 RealBadAngel thx to testing before pushing i traced sapier's bug 13:34 PilzAdam RealBadAngel, https://github.com/minetest/minetest/issues/807 13:34 PilzAdam and why have you added an extra setting for this? 13:35 Calinou PilzAdam: quick disabling, for packs that have normal maps? 13:35 Calinou else you have to move the normal maps by hand 13:36 RealBadAngel every shader will come with its own setting 13:37 Zeg9 Better have a setting for it until it works everywhere... 13:37 PilzAdam why is enable_shaders an s32 then? 13:37 RealBadAngel you ask me? 13:37 RealBadAngel ask c55 13:37 RealBadAngel btw its wrong 13:38 RealBadAngel and sapier's bug can turn out good 13:38 PilzAdam you could enable bumpmapping if enable_shaders >= 3 13:38 RealBadAngel no 13:38 RealBadAngel you shall be able to enable shaders at all, and select which ones you want to use 13:40 RealBadAngel current system (not finished anyway) assumes that we can turn off the shaders, or enable all the power eatin shaders without choice 13:42 RealBadAngel PilzAdam, and >=3 or >=30 make completely no point when there are dozens of shaders to come 13:44 RealBadAngel only tab in menu with enable/disable each of them makes sence 13:45 celeron55 PilzAdam: enable_shaders has settings 0, 1 and 2, of which 1 is assembly shaders and 2 is high-level language shaders 13:45 RealBadAngel so user will be able to pick up water reflections, god rays but no bumpmapping for example 13:45 celeron55 by testing it was determined that assembly shaders are useless 13:45 Taoki RealBadAngel: Hi 13:46 celeron55 and nobody will code them anyway 13:46 celeron55 so it could be just had as a true/false setting instead 13:46 RealBadAngel celeron55, so i got the meanin of the setting wrong 13:46 RealBadAngel i thought 1 for very basic ones, depending on hardware 13:46 Taoki RealBadAngel: Saw my mention about bumpmapping causing black surfaces instead of working? 13:47 celeron55 RealBadAngel: no, anything like that shouldn't be done 13:47 RealBadAngel so i request Sapier to fix the bug then 13:47 celeron55 (unless there is a VERY good reason to) 13:47 RealBadAngel formspec changes fucked up this very setting 13:49 RealBadAngel Taoki, please send me all the details, GFX card youre using, OS, Drivers and sample screenshot 13:50 Taoki RealBadAngel: openSUSE 12.3 64bit, Radeon HD 6870, fglrx driver (proprietary ATI driver). Others reported the issue too. Before I get screenshots, what I can say is that all textures are black... I only see the sky and the fog on black nodes 13:50 RealBadAngel what about downloading texture pack? 13:51 Taoki Using the Sphax pack with normal maps 13:52 RealBadAngel ok, we will try to hunt down the reason 13:53 RealBadAngel its 4 pm now at my time zone 13:53 RealBadAngel i will be back online in four or five hours 13:53 Taoki 5pm (almost) here :) 13:53 Taoki ok 13:53 Taoki Need to go in an hour too, will be back about the same time after 13:53 RealBadAngel so youre +1, not much 13:54 RealBadAngel great 13:54 RealBadAngel we will try to reproduce steps to get or avoid errors 13:55 RealBadAngel GFX stuff is hard to debug 13:55 Zeg9 RealBadAngel: try running minetest with LIBGL_ALWAYS_SOFTWARE=1 13:55 RealBadAngel i know that my code is workin on either very old and brand new GPU's 13:55 Taoki RealBadAngel: Oh, and no error messages in console about it happening 13:55 Zeg9 Apparently the GL software renderer has this issue too 13:56 RealBadAngel if so it can be caused by drivers 13:56 RealBadAngel i already know that all open source drivers for linux are worth shit 13:57 RealBadAngel so only propertiary and proper version of it 13:57 RealBadAngel there should not be such problem for windows on the other hand 13:57 Taoki fglrx is the proprietary driver, same as what Windows users have for ATI cards. The free drivers are getting goog also 13:58 Taoki I actually think Minetest is a little faster with the free Radeon driver. But I need fgorx for other rojects that can't work without it 13:58 RealBadAngel but from my experience before i got proper one, i had to reinstall ubuntu 5 or 6 times 13:59 RealBadAngel because i was using too old gpu 13:59 RealBadAngel and amd already showed a finger 14:00 RealBadAngel its not like on windows that newer driver will properly use older hardware 14:00 RealBadAngel at some point theyre dropped 14:01 RealBadAngel thats why Thorvalds said "Fuck you Nvidia" 14:01 RealBadAngel he just forgot to add 'and all of you manufacturers mafia' 14:02 RealBadAngel because they made it on purpose, to force users to buy new hardware 14:03 RealBadAngel it was good? its still working? fuck it, lets cause drivers stop to work with it 14:03 celeron55 ha, planned obsolescence, the best thing ever 14:03 RealBadAngel its a fact 14:03 celeron55 it should be illegal 14:04 RealBadAngel tv switches are planned to work exact numer of times 14:04 RealBadAngel then they broke 14:04 RealBadAngel same for phones 14:05 RealBadAngel and it is legal 14:05 celeron55 well, really they're planned so that "how can we make this the cheapest possible given that it has to work N times" 14:05 celeron55 but it results in the same thing 14:06 RealBadAngel look at the time of live for any electronic product 14:06 celeron55 except some shit that doesn't even make any sense while still exists (like some of the printer stuff and whatever) 14:06 RealBadAngel when you buy it you can read its ages after new solutions 14:07 RealBadAngel how to force you to buy new one? 14:07 RealBadAngel design it to break after certain time 14:07 RealBadAngel even swiss watches dont have now lifetime warranty 14:08 RealBadAngel on the other hand, i was living in berlin some time ago 14:08 RealBadAngel we were doing some renovation to an old flat 14:09 RealBadAngel he have found radio receiver from before ww2 14:09 RealBadAngel we just turned it on and enjoyed POLISH stations 14:10 RealBadAngel the feature none of the modern receivers didnt have 14:11 RealBadAngel over 60 yrs old, still functionin and better than nowadays one? curious isnt it? 14:11 RealBadAngel last year i bought a very good keyboard 14:12 RealBadAngel aluminium casing, with 2 possible led key background light 14:12 RealBadAngel perfect to code at night 14:12 RealBadAngel aluminum is durable 14:13 RealBadAngel what a coder would dream more of? 14:13 RealBadAngel of keys that dont loose paint 14:13 RealBadAngel after that year im writing blindly 14:13 RealBadAngel because all the black cover from keys went off 14:14 RealBadAngel well, from most of them 14:14 RealBadAngel most used 14:15 RealBadAngel ok, im goin off. i will be back in a few hours 14:16 RealBadAngel and please somebody tell sapier to fix the shaders menu entry 14:35 hmmmm :s 14:50 hmmmm well i have something but i'm not sure if i like it because it happens too often: http://en.zimagez.com/full/0f0be4c37c9186f7329a618ec91320d4a10e6c790bba27dd6924c0fb25bf0a9de5684f47ec63e547ca4ef03d73fdc2b5.php 14:54 hmmmm and i think i'm pretty much back to the start when it comes to biome selection and the height component.. that entire area in the screenshot would be "plains" but it certainly isn't, etc. i feel like i'm going back to the period where i had a terrain variance point as a parameter, except this totally won't work anymore with the 3d noise 14:55 hmmmm and much of the terrain from my new version of v7 seriously looks like it's a level from Far Cry 14:56 PilzAdam the way it is currently in master works pretty good (at least for what I need it to be) 14:56 PilzAdam though the height of the biomes should be more random 14:56 hmmmm i'm sure it is, but there are real problems with it that i set out to fix and i came up with something completely different instead 14:58 PilzAdam just make sure that the interface dont get overcomplicated 14:58 hmmmm .. 14:58 hmmmm erm.... 16:53 sapier Am I correct enable shaders only has values 0 and 2? 16:56 Calinou 0, 1 (not used yet), 2 16:57 Calinou 0 disable, 1 low level shaders, 2 high level shaders (GLSL) 16:57 sapier 3 values can't ne set by a checkbox ;-) 16:57 Calinou red eclipse begs to differ 16:57 celeron55 Calinou: s/not used yet/not used anymore and never will be/ 16:57 Jordach yep 16:58 Calinou three-state checkboxes are possible, but maybe not in irrlicht 16:58 Calinou oh 16:58 Calinou then just use 0 and 2 16:58 celeron55 thus, the original suggestion of sapier was 100% correct 16:58 sapier you can build 10 states checkboxes too by some way still principle of a checkbox is true/false ... anything else would be better a dropdown 16:59 sapier if we want different ways for shaders we can add a dropdown? 17:00 sapier if we really want 0/2 only I suggest changing to true/false as this simplifies menu code and isn't a big deal in engine (I guess) 17:01 celeron55 it probably should be 17:01 sapier btw is it common consens to remove the vertical labels from all tabs? 17:02 celeron55 i guess so; i can't really care if you rewrote the whole thing anyway 17:04 sapier it's not a big deal to remove it and I don't care if those labels are there or not I just don't want to remove them just to put them back tomorrow ;-) 17:05 celeron55 they were made by me and afaik everyone hates them 17:05 celeron55 8) 17:05 sapier not everyone I don't hate them ;-) 17:06 sapier if I knew that before I wouln't have had to add a special formspec ;-) 17:42 hmmmm awwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww 17:42 Jordach yes hmmmm 17:42 hmmmm that's the cause of the discontinuity in the original v7 17:43 hmmmm i forgot to use fabs() instead of abs() and it kept rounding persistence to either 0 or 1 17:43 celeron55 nice 8D 17:54 ironzorg 8=D 17:54 Jordach hmmmm, now that's what i call dumb 17:54 Jordach (at times) 17:54 hmmmm ..... 17:54 hmmmm you don't even know what the problem was 18:05 hmmmm alright, better... http://i39.tinypic.com/2e5il4i.png 18:18 Jordach hmmmm, looking good 18:18 Jordach (but the land should be more flat near rivers...) 19:10 celeron55 hmmmm: with some surface detail that will surely blow the brains out of some people 19:10 * celeron55 knows how people work 19:35 proller is any objections for yet another random liquid patch? https://github.com/proller/minetest/commit/f6262876c87457d867bafeeb45fa0881ca28c36f 19:38 Taoki I don't understand what it does but if it fixes something it works, absoultely not and quite the opposite 19:45 proller Taoki, its make better 8) 19:52 celeron55_ http://paste.dy.fi/U8D 19:52 celeron55_ ^ forum moderators wake up and read 19:53 PilzAdam is that celeron55_ smiley in there intentional? ;-) 19:53 celeron55_ it's the pastebin software acknowledging my glorious presence 19:54 PilzAdam AFAIK he was temp banned for replying to spam 19:54 PilzAdam (and generally being stupid) 19:54 Taoki Replying to spam is a reason to temp ban someone? :/ 19:55 PilzAdam sfan5 said so 19:55 sfan5 AFAIK he was temp banned for replying to spam 19:55 Taoki Kinda weird 19:55 sfan5 i didn't 19:55 Taoki ah ok 19:55 Taoki Prolly a mistake or his account got hacked. Unless he did something bad 19:56 sfan5 Taoki: someone called "sdssddsdds" posted 5 posts of NSFW spam 19:56 sfan5 -> http://forum.minetest.net/profile.php?id=6474 19:57 sfan5 caught him while he was online 19:57 Taoki Prolly spam bots, those are indeed horrible 19:57 celeron55_ umm 19:57 celeron55_ wtf 19:57 celeron55_ that guy is with the name Dan Duncombe on the forum, and he definitely isn't banned: http://forum.minetest.net/profile.php?id=5529 19:58 sfan5 and his IP is different from the sdss... guy 19:59 Taoki Maybe the broken ban was fixed 19:59 sfan5 the ban entry looks good 19:59 Jordach_ his avatar was ugly troll 19:59 sfan5 what the fuck PunBB 19:59 celeron55_ hmm, maybe it's an IP ban? 20:00 celeron55_ but how do we know 20:00 sfan5 celeron55_: go to the sdss.. profile, click on the ip, click on the "show other users with this ip"... 20:00 sfan5 "Dan Dunbcobe" appears 20:00 sfan5 *Dumbcobe 20:00 sfan5 probably because he previously had the ip of the spammer 20:01 celeron55_ is the time of posting for each IP available 20:01 celeron55_ i mean, each user 20:01 celeron55_ actually, that dan seems to be an old user 20:02 sfan5 PunBB confuses me 20:02 sfan5 79.xx.226.128 is the last ip he used according to his IP stats, but on the profile another ip is shown 20:03 celeron55_ well it's his last ip 20:03 celeron55_ dan obviously now has the ip of the spammer and can't log in with it 20:03 celeron55_ so it doesn't update 20:03 * Taoki dislikes punbb because it's so simple 20:03 Taoki We don't even have smileys :o 20:03 celeron55_ smileys are deliberately disabled 20:03 celeron55_ because i say so 20:04 celeron55_ sfan5: it seems to be a UK address 20:04 Taoki because i say so - Ah, that explains a lot then. Thanks. ;) 20:05 celeron55_ Taoki: smileys are annoying and distract from the actual text and people abuse them way too much 20:05 Taoki Yeah, that is true in many cases. Even if a forum looks dead without them too (MT is the first one that's the case I frequent) 20:05 Taoki But not an important thing so sure 20:06 Taoki At this stage at least, the forum is more important for discussing how things work and the like. 20:06 sfan5 celeron55_: so what do we do now? remove the ip from the ban entry? 20:07 celeron55_ sfan5: i think yes 20:07 celeron55_ i'll do that and reply to him 20:07 hmmmmm just tell dan dumbcomb or whatever to reset his router 20:07 PilzAdam have you thought about that he probably is the spammer? 20:07 hmmmmm what's his ISP? 20:08 Taoki Either he spammed (can't be known so far so it's unfair to accuse) or someone used his router to, or through some amazing coincidence a spambot caught his dynamic IP 20:08 celeron55_ hmm 20:08 hmmmmm uhh, correct me if i'm wrong, but that spammer was banned a while ago, and this guy has been posting up until today, right? 20:08 hmmmmm oh he registered today 20:09 celeron55_ yes, and he has been posting from a different IP 20:09 celeron55_ Registered: 2013-05-10 20:09 celeron55_ the spam account was registered today 20:09 sapier https://github.com/minetest/minetest/pull/806 should be checked and merged to fix most pressing bugs 20:09 hmmmmm well, two people can't be on the same IP 20:10 hmmmmm i guess that guy is the spammer 20:10 celeron55_ probably the spammer just got a new ip and that guy happened to get it then 20:10 sfan5 yeah 20:10 celeron55_ the MT userbase sure is large as this can even happen at any probability 8) 20:10 sfan5 bad luck i guess 20:10 hmmmmm that would be the ultimat coincidence though 20:10 sapier btw I don't see any chance to add ; support within labels does anyone have a good idea? 20:10 PilzAdam ^ 20:10 hmmmmm ultimate* 20:10 hmmmmm if you confront the guy he'll probably say "oh that was my brother messing around" 20:10 celeron55_ i'll remove the IP ban for now, if he messes up again, that's a permban then 20:10 sfan5 this seems similar to the birthday problem 20:10 hmmmmm i'd ask him about it before unbanning 20:11 hmmmmm see what his response is 20:11 celeron55_ nah 20:11 RealBadAngel hi sapier 20:20 celeron55_ he already sent a second e-mail too, saying he's annoyed and "will give up Minetest and play Minecraft" "if this happens again" 8) 20:20 celeron55_ people are so impatient 20:21 kahrl well, two people can't be on the same IP 20:21 hmmmmm practically speaking 20:21 kahrl of course they can, we live in an age where some ISPs NAT all their customers 20:21 celeron55_ oh yes, that's wrong; some ISPs NAT many people behind a single IP these days 20:21 celeron55_ especially mobile ISPs 20:21 sfan5 "will give up Minetest and play Minecraft" oh, no we'll be losing everyone 20:22 sapier yea some mobile providers nat their whole net 20:22 hmmmmm what sort of 3rd world shithole would you need to live in for them to do *that*? 20:22 Taoki Ok, me and RBA are finding out why bump mapping isn't working for me. It seems shaders are entirely broke with fglrx driver for Minetest 20:22 celeron55_ hmmmmm: apparently GB 20:22 hmmmmm sounds about right 20:22 celeron55_ 8D 20:22 Taoki http://pastebin.com/raw.php?i=5nRt6N05 20:24 kaeza hmmmmm, here, 4G isn't widespread yet 20:24 celeron55_ the sad thing about that IP though is that if the spammer continues, that guy *will* get IP banned 20:24 celeron55_ and it actually can happen 20:24 celeron55_ that's shit 8) 20:24 PilzAdam suddenly: IPv6 20:24 kaeza also, the ISPs here do that 20:25 sapier hmm ip bans aren't really a good solution nowadays ... but I guess we don't have another option? 20:25 celeron55_ suddenly: you can't pay for a VPN either: https://torrentfreak.com/mastercard-and-visa-start-banning-vpn-providers-130703/ 20:25 sfan5 suddenly: IPv6 20:25 sfan5 does punbb even work with IPv6? 20:26 hmmmmm of course not, gotta win the war on terrorism! 20:26 hmmmmm AND protect our children 20:26 celeron55_ yeah, terrorists like this: http://www.npr.org/blogs/alltechconsidered/2013/07/03/198129617/teen-jailed-for-facebook-comment-reportedly-beat-up-behind-bars 20:27 celeron55_ it's not very convincing when people with that much power are *that* dumb 20:27 celeron55_ i bet the real terrorists are basically laughing their asses off 20:27 celeron55_ 8D 20:28 Taoki The real terrorists are making the laws and running the US 20:28 sfan5 ^ 20:28 sapier :-) true but I guess thats a #minetest topic ;-) 20:29 Taoki Ok, I'm pretty sure that sometime (a few months ago) a change caused shaders to break in Minetest for fglrx driver 20:29 celeron55_ oh also, good luck when the police comes to your door because the IRC transfers the word "terrorist" into your clients 20:30 celeron55_ (i'll shut up now) 20:30 sfan5 :D 20:30 sfan5 anyway, good night 20:36 RealBadAngel for the record, im using fglrx drivers (also older radeon here) and everything works fine 20:36 RealBadAngel kubuntu 12.04 here 20:37 RealBadAngel im pretty sure that Taoki's drivers are fucked up. NONE of mt shaders are workin for her 20:37 RealBadAngel its not just bumpmapping issue 20:37 Taoki I think it's either Irrlicht or Minetest that broke suppport for my driver at some point 20:37 Taoki I run a lot of other engines with a lot more detail and shaders, and all works fine at perfect performance 20:39 hmmmmm irrlicht is such a ghetto 20:39 hmmmmm why, why, wasn't ogre3d used 20:39 Taoki If it was a driver issue, all other Linux native 3D engines would have issues too. I play Xonotic, Stuntrally, and others that have shaders, and they work 20:39 PilzAdam hmmmmm, because GUI 20:40 hmmmmm and it's not even a good gui frankly 20:40 sapier this question is useless too as I don't think anyone will volonteer to switch everything ... anyone? 20:40 hmmmmm hah 20:40 hmmmmm haha 20:40 VanessaE eh... if you wanna do it, go for it ;) 20:40 VanessaE Taoki: enable_shaders in minetest.conf - is it "true" or a number 20:41 VanessaE ? 20:41 Taoki OGRE might have been a good laternative. Too late now though 20:41 Taoki VanessaE: 2 20:41 VanessaE ok. 20:41 VanessaE I ran into a glitch yesterday that happened from that, thought I'd check. 20:42 Taoki VanessaE: If you're using fglrx you might have shaders ont working as well 20:42 Taoki VanessaE: Is water surface still 2 pixels lower for you with shaders turned on? 20:42 VanessaE yep. 20:42 Taoki interesting 20:42 VanessaE shaders work for me with fglrx 20:42 Taoki VanessaE: In Catalyst Control Center, what is "Catalyst AI" set to?? 20:43 VanessaE "standard" 20:43 VanessaE if I set it to "advanced" it causes all kinds of weird glitches. 20:43 Taoki VanessaE: Can you test if shaders still work when you set it to Advanced and click Apply? 20:44 Taoki hmmm 20:44 Taoki Maybe that's why 20:44 VanessaE try it in standard mode 20:44 Taoki I forgot... do I need to restart the system to apply changes to catalyst AI for newly opened programs 20:44 VanessaE in advanced mode basically the game either doesn't render at all or the window's filled with garbage 20:44 VanessaE nope. 20:44 celeron55_ hmmmmm: i selected irrlicht because ogre didn't have an equally free license at the time and frankly was at equal development stage; irrlicht seemed more established 20:44 VanessaE it's immediate. 20:44 celeron55_ hmmmmm: it's a long time ago 20:45 Taoki VanessaE: For me it renders and works 20:45 Taoki VanessaE: No as in shaders don't work? 20:45 VanessaE Taoki: if it matters, I'm using Debian 7 Sid with the driver downloaded directly from AMD. 20:45 VanessaE nope as in you don't need to re-boot/re-login to make those changes work. 20:46 Taoki ok 20:46 VanessaE (afaict, that only applies to changes in the display manager and display options sections) 20:47 Taoki Ok, shaders work in the raw Irrlicht examples 20:47 Taoki It's more likely a Minetest - fgrlx issue 20:47 Taoki I'll try with standard and no catalyst AI 20:48 proller https://github.com/minetest/minetest_game/pull/185 20:48 proller sponge! 20:48 Taoki Wait... 20:49 Taoki One more thing: I hafe ssa set to 4 (anti-aliasing). lthough that doesn't work either 20:49 Taoki I'll try to turn it off 20:50 VanessaE I have all the extra settings turned off/down 20:51 Taoki Disabled FSAA and Catalyst AI, still no working shaders 20:51 VanessaE Taoki: there's another consideration - are you by chance picking up bits and pieces from two different irrlicht installs? 20:52 Taoki VanessaE: No, I only have one Irrlicht source (by system packages) 20:52 VanessaE ok 20:52 VanessaE (I compile it from source since Deb 7 has 1.8, but 1.7.3 works better for me) 20:52 Taoki ok, vsync wasn't it either 20:52 VanessaE Taoki: there is a caveat: 20:53 VanessaE when bumpmapping is turned on, the "top sides are brighter" shader does NOT work for me. 20:53 VanessaE and in fact, liquids go opaque too 20:53 VanessaE you know what, let me re-check the water level too 20:54 Taoki Trying without bump maps enabled, shaders still don't work for me 20:54 RealBadAngel for Taoki it seems like that opengl is not working at all 20:54 VanessaE water is definitely lower than a whole block. 20:54 Taoki And yes, t's just Minetest. I even compiled the Irrlicht examples and the shaders example works 20:54 VanessaE (but wasn't "new style water" fixed recently?) 20:54 Taoki RealBadAngel: So if its only Minetest and OpenGL isn't working at all, it means for some reason MT doesn't detect my opengl 20:58 Taoki Nothing seems to get rid of them :/ 20:58 Taoki http://pastebin.com/raw.php?i=UsFGNJvu 20:59 RealBadAngel youre using global or DRUN_IN_PLACE=1? 20:59 VanessaE (fwiw: I use a global install) 20:59 RealBadAngel please do make fresh compile from git 21:00 RealBadAngel and use -DRUN_IN_PLACE=1 21:00 RealBadAngel cmake . -DRUN_IN_PLACE=1 21:00 Taoki -tested the Irrlicht samples. No doubt, all shaders work. So it's just Minetest and something on my end with it 21:00 Taoki ok 21:00 RealBadAngel then 21:00 RealBadAngel make -j2 21:01 khonkhortisan seed = 7735349607834205003 position = (-303.47,38.15,-13.54) watch water fail to fill a cave from both ends 21:01 VanessaE khonkhortisan: you mean floating sources? 21:01 Taoki I use cmake-gui. I enable RUN_IN_PLACE there right? 21:01 Taoki The checkbox 21:02 RealBadAngel dont be lazy 21:02 khonkhortisan yes, and a wall of them 21:02 VanessaE I use the command line for cmake, maybe that's why? 21:02 RealBadAngel open your console 21:02 khonkhortisan and flowing not going anywhere 21:02 VanessaE khonkhortisan: happens with lava too. 21:02 VanessaE (the floating part) 21:02 VanessaE khonkhortisan: flowing, /set -n liquid 10000 21:02 RealBadAngel i noticed one thing 21:02 VanessaE that'll restore the previous default value. 21:03 RealBadAngel 23:50:18: INFO[main]: Compiling high level shaders for test_shader_3 21:03 RealBadAngel 23:50:18: INFO[main]: SourceShaderCache::getOrLoad(): Loading path "/windows/D/Small games/Minetest/Minetest_GIT/bin/../client/shaders/bumpmaps_solids/base.txt" 21:03 RealBadAngel since when /bin is on the way to get into /client/shaders ... 21:04 VanessaE wait a sec here... 21:04 VanessaE this is run-in-place? 21:04 VanessaE why is it reading from ~/.minetest ?? 21:04 Taoki Cimpiling with run_in_place enabled 21:04 VanessaE 23:50:16: INFO[main]: Selected world: Mircea [/home/mircea/.minetest/worlds/Mircea] 21:04 RealBadAngel i can see ".." 21:04 VanessaE surely this is wrong? 21:05 Taoki Yeah, I used the default cmake setup. Which by default takes data from my user dir 21:05 proller khonkhortisan, liquid_finite? 21:05 Taoki I'm trying without it too 21:05 VanessaE ah, ok 21:05 Taoki Also, I run the minetest binary from Minetest_GIT/bin which I hope is ok 21:05 khonkhortisan no, infinite 21:05 proller its not water 8-) 21:06 Taoki BRB 5 minutes 21:06 RealBadAngel me too, going to eat something 21:07 proller its 4d jujube 21:11 Taoki back 21:13 Taoki RealBadAngel: Same issue with run_in_place ;( 21:13 Taoki http://pastebin.com/raw.php?i=PdEwte8b 21:13 Taoki I'll try with a fresh minetest.conf too 21:15 Taoki Same issue with fresh minetest.conf and shaders on 21:15 Taoki I don't know what could be causing this :( 21:17 RealBadAngel atm me neither 21:17 Taoki The problem it complains about though is not finding a path to the glsl files. Not a general opengl issue 21:17 Taoki In the latest log I just posted above at least 21:17 VanessaE Taoki: I know it's a really long shot, how about a run-in-place build but done entirely with the standard command-line stuff? 21:17 VanessaE rm CMakeCache.txt; cmake . -DRUN_IN_PLACE=1 ; make -j2 and nothing more 21:17 Taoki VanessaE: I''m using run in place now and re-compiled from scratch 21:18 RealBadAngel i aleady suggestet it 21:18 VanessaE ok, thought I'd try 21:18 RealBadAngel Taoki, have you compiled it from command line? 21:18 Taoki RealBadAngel: http://pastebin.com/raw.php?i=PdEwte8b What is the opengl issue itself here? Since I only see errors about it not finding the shader files 21:19 Taoki And running cmake from command line generates the cache and bbuild folder in the root git folder and makes a mess. How do I indicate ./build as the folder? 21:19 RealBadAngel the issue is it doesnt see glsl libraries at all i think 21:19 RealBadAngel because it is looking for files that are not a part of minetest 21:19 VanessaE what's cmake . -LH show? 21:20 VanessaE (stupid, obvious question of course) 21:20 RealBadAngel i could see that with your earlier log errors 21:20 Taoki VanessaE: http://pastebin.com/raw.php?i=nFShWgtK 21:20 VanessaE no luajit? for shame ;) 21:20 * VanessaE reads more... 21:21 Taoki Not distributed in my system packages and I don't think it makes a difference I care enough about :P 21:22 Taoki But really, this makes no sense 21:22 RealBadAngel 2 times faster makes no difference? funny ;O 21:22 VanessaE ANYway 21:22 Taoki I'm also not seeing any other opengl errors apart from the shaders themselves. 21:23 VanessaE for me, it's "-- Found OpenGL: /usr/lib/x86_64-linux-gnu/libGL.so" 21:23 VanessaE so at least that much is right 21:23 RealBadAngel can you go back to 0.4.3 or whatever and check if shaders work? 21:24 Taoki Ah, good idea. I'll see which version of minetest is offered in system packages 21:24 VanessaE ubuntu, right? 21:24 Taoki erm, 0.4.6 21:24 Taoki Anyone got a 0.4.3 build for Linux? 21:24 VanessaE heh, nope. my builds only go back to 0.4.6 21:24 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/builds/ 21:24 VanessaE see if one of those works for you 21:24 sapier why is opengles found for taoki? 21:25 Taoki sapier: shaders arent found and working for me 21:25 sapier yes on your build opengles is found and enabled is this same for vanessae? 21:25 RealBadAngel opengl lib is found 21:25 sapier opengles is embedded opengl 21:25 Taoki opengles? 21:26 RealBadAngel s for software? 21:26 sapier Found system opengles2 library /usr/lib64/libGLESv2.so; ... 21:26 celeron55_ http://en.wikipedia.org/wiki/OpenGL_ES 21:26 Taoki Interesting. Didn't even know what that is 21:26 RealBadAngel ah 21:26 celeron55_ it's used on every smartphone 21:27 Taoki So minetest is compiled with openGL embedded? Can I turn that off for cmake? 21:27 celeron55_ and android and iOS thing 21:27 Taoki ah ok, not relevant then 21:27 sapier i guess opengles has limited shader support 21:27 Taoki celeron55_: http://pastebin.com/raw.php?i=PdEwte8b Can you logically make anything as to why I get those shader errors? I don't understand 21:27 RealBadAngel disable it then 21:27 Taoki And no one else can 21:27 sapier not sure but if your minetest runs on opengles instead of opengl that might explain shaders not working 21:27 Taoki RealBadAngel: Is there a cmake option? 21:28 celeron55_ Taoki: put opengl in minetest's config as video_driver or whatever 21:28 VanessaE sapier: I don't see opengles on mine, no. 21:29 celeron55_ actually... no, there's no way MT could use opengl es by default 21:29 Taoki Did, still not working 21:30 sapier so wrong trace 21:30 celeron55_ THANKS SO MUCH! THIS IS GREAT! I CAN FINALLY VIEW THE FORUM AGAIN! SORRY 21:30 celeron55_ FOR THE SECOND EMAIL SAYING I WOULD GIVE YOU BAD FACE! I AM SORRY! THANKS 21:30 celeron55_ AGAIN! 21:30 celeron55_ lol this guy isn't the stable sort of people 21:30 Taoki What's even funnier: VanessaE has fglrx too, and for her it works. And for me it worked too in the past 21:31 RealBadAngel move that ES library to trash or whatever 21:31 RealBadAngel and compile again 21:31 RealBadAngel easiest way to check if its involved 21:32 Taoki SourceShaderCache::getOrLoad(): No path found for "/opengl_vertex.glsl" 21:32 RealBadAngel i said compile again 21:32 RealBadAngel you dont have such fast box ;) 21:32 Taoki Errr, I'm not hacking into my system even dead! I'll remove the ES path from cmake using the Advanced view 21:33 sapier No path found for "/opengl_vertex.glsl" is the shader really there? 21:33 Taoki There's also libEGL.so 21:33 Taoki sapier: GIt/client/shaders exists well and intact 21:33 sapier yes but maybe lookup path is messed up 21:35 Taoki I removed the OPENGLES include dir and lib path from cmake, compiling again 21:35 VanessaE Taoki: did you try one of my older builds? 21:35 Taoki VanessaE: I'll try to find the oldest now 21:36 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/builds/minetest-git-run-in-place-20130410_dda2071c.tgz 21:36 VanessaE found it ;) 21:36 Taoki minetest-git-run-in-place-20130410_dda2071c.tgz 21:36 Taoki thx :) 21:36 VanessaE ninja'd :D 21:36 VanessaE you'll need to install the luajit package from roughly that date also (or at least, try the one in your system repo) 21:37 Taoki lol, my screen is covered in build consoles with text lines flowing like in The Matrix 21:37 VanessaE lol 21:37 Taoki green text to make it even more appropriate 21:38 Taoki Compiling your oldest repo but with new cmake settings (it surely wouldn't even build otherwise) 21:38 VanessaE just re-compiled freshly pulled git and shaders are working for me, or at least bumpmaps are. 21:38 Taoki Since it's still a different platform 21:38 Taoki Yeah, only for me they aren't. And I can't wait to find out whty 21:39 Taoki VanessaE: Can you send me your compiled minetest binary file? So I can see if it's something with the build process for me 21:39 VanessaE sure 21:39 Taoki On a file host or something 21:39 Taoki Thanks. If it runs on my Linux distro, it would help understand a lot 21:39 VanessaE catch. 21:39 kaeza khonkhortisan, VanessaE, it's liquid_loop_max, not liquid 21:40 VanessaE kaeza: oh, it was changed? 21:40 kaeza I set that to 10000 and it fixed the flowing problem 21:40 VanessaE forgot abotu that. 21:40 Taoki DCC is working. This will be worth seeing 21:40 VanessaE jesus, 26MB for a binary? doesn't that seem just a little...hefty for MT? 21:41 kaeza 25MB are debugging symbols 21:41 Taoki VanessaE: Wait to see it when you compile the Debug version instead of release ;) 21:41 Taoki Ah, that IS a debug version then 21:41 VanessaE odd, I don't recall building a debug build. 21:41 Taoki I build release 21:41 Taoki See if Debus is set instead of Release for cmake 21:41 Taoki Either way this file is ok for now once it transfers 21:41 Taoki already at half 21:42 VanessaE cmake . -DIRRLICHT_SOURCE_DIR=$IRRLICHTDIR -DCMAKE_INSTALL_PREFIX:PATH=/usr -DRUN_IN_PLACE=0 -DENABLE_FREETYPE=0 #-DCMAKE_BUILD_TYPE=Debug 21:42 RealBadAngel it could be not the first time that debug code crashes tested code ;) 21:42 VanessaE (as you can see, debug is commented-out) 21:43 Taoki VanessaE: Still not working with me compiling your oldest GIt build. Will see your binary next 21:44 VanessaE ok 21:45 VanessaE done. 21:45 Taoki Meh... that binary won't work 21:45 Taoki ./minetest: error while loading shared libraries: libbz2.so.1.0: cannot open shared object file: No such file or directory 21:46 Taoki Whatever that lib is :P 21:46 VanessaE so install the necessary lib ;) 21:46 VanessaE probably from zlib or so 21:46 Taoki I have the package 21:46 Taoki Prolly your binary looks for a different path, being a different platform and all 21:47 Taoki Dunno any more :( 21:47 celeron55_ probably VanessaE's binary looks for a different version of libbz2 (which is a different thing than zlib, in case you didn't know) 21:47 * VanessaE shrugs 21:47 VanessaE sowwy. :) 21:47 celeron55_ or alternatively VanessaE's binary assumes it's statically contained in the irrlicht library 21:47 Taoki Yes, I searched for libbz2 and the package for that is installed 21:47 celeron55_ or whatever odd 21:47 Taoki NP 21:48 Taoki This shader issue makes no sense though, and now I'm really curious to find out why it doesn't work only for me 21:48 celeron55_ you can't really share binaries like that between linux systems 21:48 VanessaE Taoki: what are you running anyway? 21:48 celeron55_ you need to actually take care that all library dependencies are sane and portable 21:48 Taoki Erm, someone else reported black bumpaps today. So maybe it's someone else to 21:48 Taoki VanessaE: openSUSe 21:48 VanessaE o 21:48 VanessaE ok 21:49 Taoki I don't know what else to try about those shaders... 21:49 Taoki Clearly my build of minetest has a problem 21:49 Exio are you making a self-contained linux portable binary? 21:50 VanessaE Exio: Taoki is trying to just sort out a build issue, we're just trying different binaries to see if anything works at all 21:50 Taoki I use the default cmake settings, apart from Freetype support 21:51 Taoki VanessaE: What version of irrlicht do you locally compile with? 21:51 VanessaE 1.7.3 21:51 VanessaE (1.8 is evil) 21:51 Taoki Maybe it's because I have 1.8.2, dunno 21:51 Taoki But the irrlicht samples I tested (which work) are also 1.8 21:51 Taoki Most likely at least 21:52 Taoki Anyone here compiles Minetest on Irrlicht 1.8? 21:53 Taoki RealBadAngel: What's your Irrlicht? 21:54 Taoki VanessaE: Can you temporarily build on top of 1.8 and see if shaders still work? Asking you cuz you also have fglrx like me so it would be most accurate 21:54 VanessaE sure, gimme a few mins 21:54 Taoki Sure. Thanks 21:55 Taoki Only logical explanation would be this, really. Minetest might not be handling something properly for Irrlicht 1.8.2 21:56 Taoki If so, I'll need to get 1.7.3, unpack it somewhere, and tell Minetest from cmake to use the include path there 21:56 VanessaE Unpacking libirrlicht1.8:amd64 (from .../libirrlicht1.8_1.8+dfsg1-2_amd64.deb) ... 21:56 VanessaE this version is suitable? 21:56 Taoki I have 1.8.2. Would be most accurate to try with that one 21:57 VanessaE ok, lemme go grab it 21:57 Taoki If your distro has it of course 21:57 Taoki ok 21:57 Taoki Just wanna be fully sure and safe it's that 21:57 RealBadAngel 1.8 21:57 Taoki And I feel it might be. Cuz I don't see what else could 21:57 Taoki ah 21:57 Taoki RealBadAngel: 1.8.2? 21:57 VanessaE is the zip from the irrlicht download page sufficient? 21:58 Taoki Not sure, I always let cmake detect irrlicht from system path 21:58 RealBadAngel if i were Taoki i would try different drivers 21:59 Taoki RealBadAngel: If you were me you'd be too scared to play around with drivers much on the main machine :P (cuz well, that's just me) 21:59 Taoki I will switch to the free Radeon driver eventually, but not now cuz many games still don't work with it 21:59 RealBadAngel i had similar case here 21:59 Taoki I HATE having to need fglrx 21:59 RealBadAngel i had to rollback to legacy drivers 22:00 RealBadAngel current drivers just refused to work or caused weird effects 22:01 Taoki Problem with the free Radeon driver is: 1 - No power management. The fans and GPU are either always running low (underclocked and games barely work) or always running high (fully clocked and fans are noisy). And 2 - No correct support for RAM - VRAM transfers 22:01 Taoki If the VRAM is filled, and textures must be swapped with the RAM, hell breaks lose. fglrx does it way more quickly 22:01 RealBadAngel and no hardware acceleration 22:01 Taoki Once those are solved I'll gladly dump fglrx 22:01 Taoki HW accel seemed to work last time. Xonotic ran as fast (almost faster in some spots) with shaders and effects turned on 22:02 RealBadAngel open ones are 20%-30% of speed as legacy ones 22:02 Taoki So I think that one got done so far 22:02 RealBadAngel and still windows one are faster than legacy 22:03 VanessaE Taoki: building against whatever 1.8.x that zip was (I see nothing that clearly says what the .x is or where to get .2 save for maybe the svn repo) 22:03 Taoki It's mostly one game I need fglrx for: Xonotic. And well some Windows games I run on WINE, like Need for Speed (yes, it runs natively on WIne very well) 22:03 Taoki VanessaE: ok, that's fine 22:03 Taoki RealBadAngel: And for Xonotic, Radeon driver is only slower due to the huge textures. And vram getting filled. If it's only handling the rendering, effects and acceleration, it works well :) 22:05 VanessaE whoa, wtf 22:05 VanessaE everything's black 22:05 Taoki VanessaE: Turn bump mapping off. If it's the same thing as me that's why 22:06 Taoki That's where this whole thing initially started from 22:06 Taoki That likely sounds like shaders not working for you too now 22:06 VanessaE ok, hold a sec. 22:06 Taoki And it's Irrlicht 1.8's fault 22:06 Taoki VanessaE: Without bump mapping but with shaders set to 2, check water level. If water surface isn't 2-3 pixels lower, then shaders are bork 22:06 VanessaE yep, turning off bumpmapping restores it to normal functionality, including the usual default shaders. 22:07 Taoki And they work? 22:07 VanessaE http://pastebin.ubuntu.com/5845015/ 22:07 Taoki Did you check the waater surface? 22:07 VanessaE lemme check again just to be sure 22:07 Taoki ok. If water is lower by 2-3 pixels then default shaders work 22:08 VanessaE huh, water level is even with the top of other blocks for me 22:08 VanessaE but the tops of blocks are considerably brighter than the sides 22:08 Taoki VanessaE: Yep, same as me. So it's clear... Irrlicht 1.8 breaks shaders 22:08 Taoki VanessaE: One more thing please... 22:08 VanessaE yes? 22:08 Taoki VanessaE: Can you set debug_log_level = 3 in minetest.conf, delete debug.txt, run Minetest (enter the world) then close it, then paste the content of the new debug.txt? 22:09 Taoki That way we can see the error and be fully sure 22:09 VanessaE sure, sec. I wanna see how this behaves on my server also. 22:09 VanessaE *waits 43 years for 48395748932 nodes to download and render* ;) 22:11 VanessaE seems normal there, save for shaders being non-functional 22:11 VanessaE ok, log level... 22:11 Taoki Yes, the content of debug.txt 22:12 VanessaE http://pastebin.ubuntu.com/5845024/ 22:12 VanessaE debug.txt ^^ 22:12 Taoki 18:12:33: INFO[main]: SourceShaderCache::getOrLoad(): No path found for "/opengl_vertex.glsl" 22:12 Taoki No doubt 22:12 VanessaE *looks* 22:12 Taoki RealBadAngel: ^ Case solved. Irrlicht 1.8 f***s when ran with fglrx 22:13 Taoki Well, partly solved 22:13 VanessaE indeeds so 22:13 VanessaE -s 22:13 Taoki Here's the weird part. I downloaded Irrlicht 1.8 SDK just now, compiled the examples, and its shaders WORK 22:13 Taoki So it's only Minetest + Irrlicht 1.8 + fglrx that doesn't 22:13 Taoki That's the lethal combination 22:13 VanessaE *nod* I'd agree with that 22:13 VanessaE question is, how to fix it? 22:13 VanessaE (short of telling irrlicht 1.8 to take a hike) 22:14 Taoki celeron55_: Any chance the devs could find out in more detail how this happens? 22:14 Taoki Anyway, I'll look fir 1.7.3 and compile MT with that for now 22:14 Taoki But at least we know what it is. Your test helped a lot with that VanessaE, thanks :) 22:15 VanessaE no prob 22:15 VanessaE btw, 1.7.3 is here: http://downloads.sourceforge.net/irrlicht/irrlicht-1.7.3.zip 22:17 Taoki Compiling MT on Irrlicht 1.7.3 now and will see how that goes 22:18 Taoki If shaders work for me now (and by any sane logics they will), this should be bug reported quickly 22:19 Taoki Only remaining question is, is it an Irrlicht issue or Minetest issue? Because the shader samples that come with Irrlicht work (I compiled those for 1.8). 22:23 VanessaE Taoki: do the samples use the same methods that the MT shaders use? 22:23 Taoki That I didn't check. But I ran the shader sample under opengl 22:24 Taoki wait 22:24 Taoki No. Strange... the Irrlicht folder with the sample doesn't contain any *.glsl files 22:24 Taoki soo they MIGHT not be the same 22:26 VanessaE wonder what language they are if not GLSL? 22:26 Taoki Not sure 22:31 Taoki Damn it. I can't compile Irrlicht 1.7 with libirrlicht.so >.< 22:33 VanessaE Taoki: all I ever do is cd irrlicht-1.7.3/src/Irrlicht; make -j8 22:33 VanessaE always worked for me 22:33 Taoki VanessaE: Does it generate a libirrlicht.so or libirrlicht.a? 22:34 VanessaE vanessa@rainbird:~/work/irrlicht-1.8/lib/Linux$ ls 22:34 VanessaE libIrrlicht.a 22:34 Taoki Actually, given I use Irrlicht from a custom path, it's best I go with .a 22:34 Taoki Ah, ok. I'll go with that too 22:34 VanessaE er, that was 1.8 duh :) 22:34 VanessaE lemme check 1.7 22:34 VanessaE same thing. 22:34 Taoki Only difference is that .a libs are embedded into the minetest binary, while .so are read dynamically 22:35 Taoki Compiling with 1.7.3 now 22:35 VanessaE when I compile against irrlicht, I just do -DIRRLICHT_SOURCE_PATH=/path/to/irrlicht-1.7.3 (i.e. the top level) 22:35 * Taoki wonders if RealBadAngel is away, or I managed to upset him too 22:36 VanessaE probably just away 22:40 hmmmmm i really don't know why sapier added the mapgen choice 22:40 Taoki And yep... bump mapping works for me too now 22:41 Taoki Strangely though, water level is still not any lower o.o 22:41 VanessaE Taoki: can you confirm that water turns opaque? 22:41 Taoki It was opaque before, but sure 22:41 VanessaE well set it to not-opaque first :) 22:44 Taoki it's still transparent with shaders yes, regardless of the "opaque water" option 22:45 VanessaE for me, it's opaque if bumpmap is enabled. 22:45 Taoki Ah yes, bumpmap is enabled too 22:45 Taoki It works now 22:45 Taoki Anyway, reporting this bug then heading off 22:47 VanessaE Taoki: interestingly, other alpha items work, such as stained glass. 22:50 VanessaE Taoki: and, with bumpmapping, water is indeed slightly lower than surrounding blocks. 22:50 VanessaE so other shaders are working except the one that makes the top sides brighter. 23:09 Taoki http://forum.minetest.net/viewtopic.php?pid=98135 Summary and conclusion of what went down 23:11 VanessaE bbl 23:46 PilzAdam furnaces are broken 23:47 PilzAdam the "^[lowpart" in the formspec needs to be changed to "^[[lowpart" 23:47 PilzAdam this breaks mods 23:47 PilzAdam (broken since Lua menu) 23:56 * hmmmmm claps