Time Nick Message 08:09 nore sfan5, ShadowNinja: ok with game#506 and game#511? 08:09 ShadowBot https://github.com/minetest/minetest_game/issues/506 -- Add screwdriver callbacks, and code them for doors and beds by Novatux 08:09 ShadowBot https://github.com/minetest/minetest_game/issues/511 -- Use connect_to_raillike for default:rail (2nd try) by Wuzzy2 08:16 sfan5 nore: game#511 seems ok 08:16 ShadowBot https://github.com/minetest/minetest_game/issues/511 -- Use connect_to_raillike for default:rail (2nd try) by Wuzzy2 08:19 sfan5 nore: 506 too 08:19 nore ok 12:01 Megaf_ Hi all, can you please remove the dependency of screwdriver on doors? 12:02 Megaf_ I dont have screwdrivers on my server and because of the new commits it no longer starts 12:02 Megaf_ http://paste.debian.net/plain/176911 12:02 Megaf_ ^ kilbith 12:02 kilbith answered in PM already 12:04 Megaf_ added if screwdriver == nil then screwdriver = {} end to doors/init.lua as suggested by kilbith and it worked 12:05 Megaf_ very easy to fix 12:34 Megaf_ https://github.com/minetest/minetest_game/issues/512 12:35 Megaf_ [Feature Request] Add some options to beds mod. #512 12:35 ShadowBot https://github.com/minetest/minetest/issues/512 -- always generate underground springs and liquid fine tuning by proller 12:37 nore Megaf_: use game#512 for issues of minetest_game 12:37 ShadowBot https://github.com/minetest/minetest_game/issues/512 -- [Feature Request] Add some options to beds mod. 12:38 Megaf_ Thanks 12:41 nore Megaf_: can you test https://github.com/Novatux/minetest_game/commit/3669ca0a8355a56bd6a519ccd35f7b526fa11c76 please? 12:44 Megaf_ testing 12:47 Megaf_ nore: seems to work 12:47 nore ok, I'll push it then 12:49 Megaf_ game#513 12:49 ShadowBot https://github.com/minetest/minetest_game/issues/513 -- [Bug] Beds make the server skip time when nobody is online. 12:51 nore sfan5, ShadowNinja, what are your thoughts about game#509 (problems with multinode nodes) 12:51 ShadowBot https://github.com/minetest/minetest_game/issues/509 -- Beds, doors and fire 12:53 sfan5 nore: why not have bed_{top,bottom}.on_destruct call a single function that removes both nodes 12:54 nore sfan5: right now the problem is that on_destructs are called recursively, crashing the server if both parts would have that 12:54 nore it can be fixed by adding information to metadata 12:55 nore but since that code can be useful for doors too, what about adding it in default or even in builtin? 12:55 sfan5 could be a good idea 12:55 Megaf_ https://github.com/minetest/minetest_game/issues/509#issuecomment-102028305 12:55 * nore will start coding then 12:56 Megaf_ read my comment first 12:56 Megaf_ kilbith: ^ 12:56 nore Megaf_, yes, but we need to have nodes that prevent other nodes from going where they shouldn't 12:57 kilbith Megaf_, already discussed here : https://github.com/minetest/minetest_game/pull/486 12:57 nore because single-node doors/beds can still have one of their nodes be replaced by another node 12:58 Megaf_ #2700 12:58 ShadowBot https://github.com/minetest/minetest/issues/2700 -- [Feature Request] Add command to display current time. 12:59 kilbith already doable with a mod 12:59 Megaf_ nore: ok, I seen ow 13:03 Megaf_ s/seen/see 14:15 nore sfan5: https://github.com/Novatux/minetest/commit/9ce307bd0a0e464e787f6ae73e75285dc9d76f46 and https://github.com/Novatux/minetest_game/commit/bae154b424c1441280213cba91761b8818bf97ef 14:17 nore the multinode API 15:20 nore sfan5: can I merge game#347, and HybridDog's sound of game#333? 15:20 ShadowBot https://github.com/minetest/minetest_game/issues/347 -- Apples give 2 HP instead of 1 HP, bread gives 5 HP instead of 4 HP by Calinou 15:20 ShadowBot https://github.com/minetest/minetest_game/issues/333 -- Add hurt sound by Snipie 15:22 VanessaE nore: oh sure, introduce a new multi-node feature *after* I phased out all of the multi-node items in homedecor :) 15:23 nore :) 15:23 kilbith nore, the hurt sound seems like a sneeze :/ 15:23 kilbith https://raw.githubusercontent.com/Snipie/minetest_game/master/mods/default/sounds/default_hurt.ogg 15:24 nore kilbith: you didn't test the correct one: http://freesound.org/people/satanicupsman/sounds/144015/ 15:26 kahrl having just 1 sample that gets played each time you get damaged sounds like a recipe for being really annoying 15:26 kahrl I would suggest having at least 5 (more if possible) of which one gets chosen at random 15:26 nore sfan5: also game#349, game#353 15:26 ShadowNinja nore: HD's 333 sound is O.K., but it's too long. 15:26 ShadowBot https://github.com/minetest/minetest_game/issues/349 -- Make some common nodes let light pass through by Calinou 15:26 ShadowBot https://github.com/minetest/minetest_game/issues/353 -- Give 24 rails per craft instead of 15 by Calinou 15:27 nore ShadowNinja, yes, it would need to be cut 15:27 nore (but I'm not able to do that) 15:27 * ShadowNinja will do that. 15:27 ShadowNinja Er... "Login to download" -- nope. 15:28 sfan5 nore: 353 and 347 are ok 15:28 VanessaE ShadowNinja: audacity + record from capture. :) 15:29 ShadowNinja VanessaE: Found the link from the HTML. 15:29 VanessaE that works too 15:29 kahrl heh 15:30 sfan5 nore: 349 is ok too 15:30 Calinou :D 15:30 Calinou if all are merged, I'll be eligible for credits 15:31 kilbith ... 15:33 kahrl ShadowNinja: how did you find the link? All i could find is the previews, which are presumably lower quality 15:34 ShadowNinja kahrl: s/lq/hq/ on the link :-) 15:34 kahrl ah, nice :) 15:37 nore also, what about game#301 if it is configurable? 15:37 ShadowBot https://github.com/minetest/minetest_game/issues/301 -- Change ore generation to a non-uniform distribution. by Novatux 15:39 VanessaE nore: I ran that for a fair while in dreambuilder...turns out people didn't really like it 15:39 nore so, if added, disabled by default would be best, you think? 15:40 VanessaE yeah 15:41 VanessaE the main complaint was that it was too easy to end up mining in a fairly bare area 15:44 kahrl shouldn't be a problem if you start mining where you already found ores 15:46 nore ShadowNinja, about the screwdriver callback: where should the two basic on_rotate be then? 15:46 ShadowNinja Here's the trimmed audio, ogg vorbis 44.1k: https://drive.google.com/file/d/0B1eQE0s7LHNZUnF3aVBJc1M5UjA 15:46 nore ShadowNinja: can you merge it? 15:46 ShadowNinja nore: What do you mean? 15:46 ShadowNinja nore: Er, maybe. 15:47 nore for screwdriver: there are two default on_rotates: screwdriver.disallow and screwdriver.rotate_simple 15:47 nore where should I put those? 15:47 ShadowNinja I'm working on spliting game_api.txt now though. 15:47 VanessaE nore: have you addressed how the screwdriver handles the wallmount parma2 method? 15:47 VanessaE it's *really* screwy. 15:47 nore VanessaE: no, not yet 15:47 ShadowNinja (and fixing all the typos and syntax errors) 15:47 VanessaE ok 15:47 nore ShadowNinja: ok 15:48 VanessaE nore: I'd say put the special handling in the right-click (and make left-click do nothing) since it looks to the user like an axis direction change (rather than rotation around the axis) 15:49 nore VanessaE, well, the easiest way would be to make a screwdriver.wallmounted on_rotate :) 15:49 VanessaE ... 15:49 VanessaE you're killing me :) 15:51 nore VanessaE: https://gist.github.com/Novatux/8a57197e070b1ff48e50 15:51 nore can you try it? 15:52 VanessaE sure 15:52 nore also, what about game#290? (but only for grass & flowers) 15:52 ShadowBot https://github.com/minetest/minetest_game/issues/290 -- Add rotation to plants. by RealBadAngel 15:53 nore game#454 too 15:53 ShadowBot https://github.com/minetest/minetest_game/issues/454 -- Allow placing decaying leaves when holding shift by MT-Modder 15:55 nore and game#395 15:55 ShadowBot https://github.com/minetest/minetest_game/issues/395 -- Make furnace work even when unloaded by Kalabasa 15:56 rubenwardy game#395 has a bug, according to ve 15:56 ShadowBot https://github.com/minetest/minetest_game/issues/395 -- Make furnace work even when unloaded by Kalabasa 15:56 nore yes, I mean, if bug is fixed 15:57 nore because it is still controversial... :| 15:58 nore game#502 looks fine too 15:58 ShadowBot https://github.com/minetest/minetest_game/issues/502 -- Created TNT mods namespace by LeMagnesium 15:59 VanessaE nore: that reminds me, 15:59 VanessaE I have 395 merged in DB. did you notice the user comment I pasted there? 16:00 nore yep 16:00 nore were you able to find why it did that? 16:00 VanessaE nope, I didn't have time to look into it 16:00 VanessaE I'm guessing it's actually technic's fault now 16:01 VanessaE since its furnaces et al. don't have that same feature 16:01 VanessaE I guess the user simply walked too far away from them, so the default furnaces seem "faster" now 16:01 nore game#494 looks good 16:01 ShadowBot https://github.com/minetest/minetest_game/issues/494 -- Simplified flowers registration by LeMagnesium 16:02 VanessaE nore: ok, the screwdriver works as expected, with one caveat: it should override the on_rightclick of the node being clicked on 16:02 VanessaE since those will often be signs. 16:02 nore VanessaE: maybe 16:02 nore ^ no, you have to use Sneak+rightclick 16:02 VanessaE yeah I know 16:02 VanessaE that works 16:02 nore can't be changed :( 16:02 VanessaE no? 16:03 nore I think it can't 16:03 nore also: did you try it with torches? 16:03 VanessaE nope, didn't think of that 16:03 VanessaE sec. 16:05 RealBadAngel hi 16:05 VanessaE nore: you know, that's not half-bad on a torch. 16:05 nore hi RBA 16:06 nore VanessaE, doesn't it create floating torches? 16:06 VanessaE yes, it does 16:06 VanessaE but the rotation itself works as expected. 16:06 nore that's bad :( 16:06 VanessaE as for on_rightclick, it'll just have to be handled by the nodes themselves rather than in the screwdriver. 16:06 VanessaE nore: it should be enough to call nodeupdate() after a rotation 16:06 VanessaE lemme check that 16:07 nore VanessaE: better would be to skip rotations that are not allowed then 16:07 VanessaE hm 16:07 VanessaE yeah maybe so 16:08 VanessaE only rotate to the next available surface or so? 16:09 VanessaE hey RBA 16:09 nore yep 16:13 VanessaE guess it needs a screwdriver.torchlike ;) 16:13 nore or .attached_wallmounted :) 16:14 VanessaE heh 16:15 VanessaE welkl 16:15 VanessaE well 16:15 VanessaE you're gonna need to handle attached-not-wallmounted too :) 16:28 RealBadAngel http://i.imgur.com/FweC1Ch.jpg 16:29 RealBadAngel im pretty close to finish it :) 16:29 nore wow 16:29 VanessaE nice 16:30 Calinou too dark minimap? 16:30 VanessaE needs a normalizer routine 16:31 RealBadAngel Calinou, its dynamic, closer you are to the surface, its brighter 16:31 VanessaE keep the distance-variable brighness, but at the same time keep the dimmest and brightest stuff fixed at a certain point 16:32 RealBadAngel thx to that ground gets faded when you are flying up, while structures in the air will become visible 16:32 Calinou make the light dimming optional 16:32 Calinou ideally the minimap should be very configurable 16:32 RealBadAngel to fade away there cannot be minimal value other than 0 16:32 Calinou would be nice if scale was changeable in-game too 16:32 Calinou using a key 16:33 Calinou 0.5×, 1×, 2×, 4× 16:33 nore Calinou: it is 16:33 ElectronLibre Calinou: It is changeable with F9. 16:33 Calinou ok 16:33 RealBadAngel its off/ surface 1x,2x,4, radar 1x,2x,4x 16:34 Calinou no 0.5× :P 16:34 RealBadAngel that would mean area of 256x256x256 nodes to scan 16:34 RealBadAngel a bit too much ;) 16:36 Calinou Rei's minimap did it :P 16:37 celeron55 a map isn't very useful if you can't even see the distance that is rendered anyway on screen 16:38 LittleJoe ^^^^ 16:38 RealBadAngel would you like to show whole visible world in the minimap? 16:38 LittleJoe that would be cool : D 16:39 LittleJoe it would be nice to also be able to see beyond the chunks that are generated 16:39 RealBadAngel what will you see on a 128x128 pixels then? 16:39 LittleJoe so you can see mountains off in the distance for example 16:39 Calinou that's impossible, unless you know world seed and generate world on client 16:40 Calinou this is kind of what farmesh did 16:40 kahrl btw, the reason minecraft can do larger maps is that it stores a heightmap of the world, so it never needs to scan vertically 16:40 kahrl maybe it would be beneficial to add that 16:40 nore RealBadAngel, but if you do 0.5x, you can only scan 1 column in each 2x2 square perhaps 16:41 RealBadAngel but then minimapper would be only usefull over the surface 16:41 nore that would also allow almost any size :) 16:41 nore yep 16:41 RealBadAngel and wont show nothing above 16:42 kahrl above? you mean below, in cave mode? 16:42 RealBadAngel there are many structures in the air 16:42 RealBadAngel or other mapgens can do that 16:42 RealBadAngel my approach will minimap them too 16:42 kahrl the heightmap is updated whenever sunlight is spread or unspread 16:43 nore (btw, light spread/unspread is still buggy :|) 16:44 LittleJoe another thing I like a out MC is chunks load farther away from the player giving more of a landscape view 16:45 Calinou this is configurable, LittleJoe 16:45 Calinou increase client and server sending range 16:45 Calinou will require more bandwidth and client resources 16:46 LittleJoe but once the chunks are loaded for the first time doesn't it decrease performance sucking? 16:46 RealBadAngel they can be unloaded then, dont forget 16:47 LittleJoe but the mapgen doesn't have to work again 17:01 ElectronLibre I've just written game#514 to solve game#512 's second point. 17:01 ShadowBot https://github.com/minetest/minetest_game/issues/514 -- Added option to disable beds night skip by LeMagnesium 17:01 ShadowBot https://github.com/minetest/minetest_game/issues/512 -- [Feature Request] Add some options to beds mod. 17:03 nore ah, thanks :) 17:03 ElectronLibre You're welcome. 17:06 Adimgar greetings 17:06 Adimgar i've a little question, maybe it've been asked before, but i couln't find about it neither in the forum and wiki 17:07 Adimgar is it possible to translate ingame texts (node names, items, etc)? 17:08 kilbith yes, intllib - further on #minetest 17:12 Adimgar thanks 17:13 nore sfan5, ShadowNinja, can you look at #515 and give your opinion please? 17:13 ShadowBot https://github.com/minetest/minetest/issues/515 -- Lua speedup 17:13 nore (ehm, game#515) 17:13 ShadowBot https://github.com/minetest/minetest_game/issues/515 -- [Discussion] Development direction 17:35 nore can I merge #514? 17:35 ShadowBot https://github.com/minetest/minetest/issues/514 -- Mese picks are meant to be weapons by jojoa1997 17:36 nore game#514 17:36 ShadowBot https://github.com/minetest/minetest_game/issues/514 -- Added option to disable beds night skip by LeMagnesium 17:36 nore ^ sfan5, ShadowNinja 17:52 TeTpaAka Can someone review #2701? 17:52 ShadowBot https://github.com/minetest/minetest/issues/2701 -- Add get and set functions for the nametag color by TeTpaAka 21:03 RealBadAngel btw, why after using tnt on desert stone it drops desert stone bricks>> 21:03 RealBadAngel ? 21:05 ElectronLibre It should drop desert cobble. 21:11 RealBadAngel i know, but it drops bricks instead 21:11 ElectronLibre I will take a look at this after when I will have finished what I'm working on. 21:12 RealBadAngel ah, nvm, its my modified game 21:12 ElectronLibre Oh, ok, then, everything is fine. 21:27 est31 man this code is ugly: https://github.com/tenplus1/minetest/blob/patch-1/builtin/game/item_entity.lua#L174 21:27 est31 err 21:27 est31 either way 21:27 est31 nvm 21:49 RealBadAngel i think i found a solution for both threading minimapper and making map bigger 21:49 RealBadAngel im gonna get all the data when makin mapblock mesh 22:17 est31 pushing 2 commits in 15 minutes: https://github.com/minetest/minetest/compare/master...est31:master