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IRC log for #minetest-hub, 2017-04-17

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All times shown according to UTC.

Time Nick Message
00:15 diegom joined #minetest-hub
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02:38 benrob0329 http://imgur.com/a/bW9Zf
02:38 benrob0329 go home mgv5, your drunk.
02:57 benrob0329 http://imgur.com/a/b93qq <- this is why railnet should have been considered for mtg.
03:15 sofar I don't understand
03:16 * VanessaE peeks in
03:31 benrob0329 sofar: thats a ton of carts all on the same track, all running smoothly
03:34 sofar send a patch to improve the current carts in mtg?
03:35 benrob0329 railnet is a total rewrite, and was considered experimental by stu last update
03:35 benrob0329 probably should be tested extensively before hand on multiplayer servers
03:35 sofar I mean, if the movement code is an improvement, I'm sure Krock would consider adopting it
03:36 benrob0329 well, he can take a look. carts code is...interesting
03:37 benrob0329 im currently using simulated lag to test between default and railnet
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03:39 benrob0329 with a fair amount of lag both mods are fairly vomit enducing
03:40 benrob0329 but with a reasonable amount of lag railnet is considerably smoother
03:41 VanessaE do we not have a "move to x,y,z and stop" entity command yet?
03:41 VanessaE that would certainly eliminate the vomit-inducing problem
03:41 VanessaE and pipeworks items look horrible when they float out of a tube during lag, only to snap back smoothly
03:42 benrob0329 i think railnet somehow smooths out the movement
03:42 nore VanessaE: timed move
03:42 VanessaE nore: could it be applied to pipeworks?
03:43 nore VanessaE: yes but would need some rewrite
03:43 VanessaE ok.
03:43 nore https://github.com/minetest/minetest/pull/1489
03:43 benrob0329 particles might be less server intensive
03:43 benrob0329 fore pipworks
03:43 benrob0329 *for
03:44 VanessaE can't use particles.
03:44 nore (also, still requires the lag on the server to be lower than the time between two updates, or to modify the PR so that you can have more than one update at a time)
03:44 VanessaE for particles to work, tubes would have to be hollow, and they aren't (and can't be)
03:44 VanessaE btw that reminds me... nore, how hard would it be to use connected nodeboxes for those tubes?
03:44 VanessaE (should be trivial I think?)
03:45 nore VanessaE: no, there's not enough control on connexions I think
03:45 VanessaE no?
03:45 nore for things like 1-way tubes, etc
03:45 VanessaE well one-way tubes already behave differently
03:45 nore you want pipes to connect to some sides but not others
03:45 nore the problem is the other nodes
03:45 VanessaE hm
03:45 VanessaE well
03:46 nore well, the faces to which the tubes connect to these other nodes
03:46 nore correct me sofar if I'm wrong
03:46 VanessaE a node that says it can only connect from two siders, will only erver get the engine to connect ot those two sides
03:46 VanessaE regardless of what the other connecting nodes want to do
03:46 VanessaE so you could tell the engine that the one-way tube can onyl connect from its ends and the engine will obey
03:46 nore are you sure that is possible? and works with 6d facedir?
03:47 VanessaE yep.
03:47 VanessaE I'm not sure about 6dfacedir
03:47 VanessaE but the rest I am sure of
03:47 nore ok
03:47 * VanessaE pokes sofar
03:47 nore well, depends on whether 6d facedir works then...
03:47 VanessaE well
03:48 VanessaE one could easily just add a vertical tube
03:48 VanessaE with connections to top/bottom only
03:48 nore hmmm
03:48 VanessaE and on-screwdriver that enforces only flipping it over
03:48 VanessaE or rather,
03:48 VanessaE that flips it between the vertical one and the horizontal one
03:48 nore what about node breakers & deployers?
03:48 VanessaE and enforces exact param2 values
03:48 nore we would need to add three versions of each of these
03:49 VanessaE I don't know about those
03:49 VanessaE have to look into how it behaves
03:49 nore one with normal facedir
03:49 VanessaE right I got you
03:49 nore one looking to the top
03:49 nore and one to the bottom
03:49 VanessaE lemme look at something
03:50 nore btw, taking about lots of nodes: do you remember https://github.com/Ekdohibs/wires/blob/master/wires_tables.lua ? :)
03:51 VanessaE well, rotating a node that connects to wires works
03:52 VanessaE http://i.imgur.com/fDasMgC.png
03:52 VanessaE the front of that MV grinder is facing up
03:52 VanessaE the cables, as you know, are connected nodeboxes
03:52 nore VanessaE: did you check all sides?
03:53 VanessaE in this shot, the sides facing left and down are connected to the cables.  the side facing away (the top) is not.
03:53 VanessaE I'm checkin that nog
03:53 VanessaE now*
03:55 VanessaE ok, flipping and rotating it around is a little confusing
03:56 VanessaE but basically, I can't cables to connect to the side facing up or toward me regardless of which side of the node that actually is
03:56 VanessaE (though simple rotations around the Y axis do change the cable connections to X/Z, as expected)
03:57 VanessaE oh, and yes I remember the lots-of-nodes thing :)
03:58 benrob0329 (Offtopic) https://youtu.be/pgwWsTqeIx0
03:59 VanessaE so the engine needs patched to honor 6dfacedir
03:59 VanessaE or three versions of each node will be needed.
04:12 VanessaE I wonder what would happen if you threw wallmounted at it? :)
04:28 benrob0329 Total chaos
04:38 * VanessaE wonders where nore and sofar wandered off to
04:41 benrob0329 You know,  coding can be a huge drag sometimes
04:41 VanessaE yes, it can :-/
04:41 benrob0329 Like converting my tardis mod to an api
04:41 benrob0329 Its boring as hell
04:42 VanessaE I've been so...uninspired lately.  trying to fix technic bugs (in most cases, it's at least better than before), but otherwise just can't be bothered to create something new
04:43 VanessaE (I've got a TODO for homedecor a mile long :-/ )
04:43 benrob0329 I've got a life TODO a mile long :-/
04:43 VanessaE that, too
04:44 benrob0329 So many things, so little time
04:44 benrob0329 *sigh* I suppose you do that just like anything else
04:44 benrob0329 One thing at a time
04:44 VanessaE yep
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09:21 paramat https://github.com/minetest/minetest/pull/5519 "Sneak: Add option for old move code" is merged, i'll make a forum post later about how to enable old move code
09:25 paramat enable using this https://github.com/minetest/minetest/pull/5519#issuecomment-294439036
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10:48 celeron55 everybody who's on linux: which freetype version are you running? either package version like 2.6.0 or library version which is like 18.0.12 (freetype-config --version)
10:56 nerzhul 19.0.13
10:57 CWz 17.1.11
11:06 Krock joined #minetest-hub
11:11 celeron55 (someone was wondering about a chat newline bug on #minetest, which is why asked)
11:11 celeron55 +i
11:15 Calinou 19.0.13
11:15 Calinou exactly like nerzhul :P
11:32 Krock ah great. MSVC build is broken again.. looking up bad commit
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12:16 paramat joined #minetest-hub
12:26 paramat freetype version 18.1.12
12:35 RobbieF joined #minetest-hub
12:37 Jordach eh
13:48 * CWz presses the button coloured lavender
14:07 paramat sneak news https://forum.minetest.net/viewtopic.php?f=18&amp;t=17397
14:59 Fixer all your bugs are belong to us
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15:07 Krock aww man. It looks impossible to allow walking on 1/16 stairs AND to disallow double-jumps
15:10 * Shara is fine with double jumps :P
15:59 Krock ah moment. there's apparently a way
16:05 Wayward_One Hi all :)
16:05 Wayward_One Freetype version 18.1.12 on this installation btw
16:09 celeron55 that's the exact version that the person who had a text wrapping issue had
16:09 celeron55 see like 5 hours earlier on #minetest
16:10 paramat i'm 18.1.12 also
17:07 Krock did they change their versioning system somewhen? Latest stable is listed as version 2.7.1 on Wikipedia
17:08 sfan5 there is a difference between library version and package version
17:14 Krock that sounds strange but whatever. if it works like this...
17:19 Krock Did some sneak ladder measurements and finally understand why it feels much slower with my PR. The new sneak ladder are faster than the original ones. https://github.com/minetest/minetest/pull/5533#issuecomment-294529290
17:23 sfan5 i'm assuming this is caused by the MYMAX on y coord i added in my second sneak pr
17:24 Krock who knows *shrug*
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17:47 Jordach meep
17:47 Krock meep meep
18:48 celeron55 https://www.youtube.com/watch?v=lxEX0qvQ4p8 ok who makes a mod with this
18:49 celeron55 the sound is important, and you will need a file for fixing up the points ignition when you find it
18:50 VanessaE heh
18:50 VanessaE a gas-powered circular saw, now that's something you don't see every day
18:55 sofar that's gonna make a fantastic halloween costume
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19:19 Krock > formats flash drive
19:20 Krock > copies 10 MiB on it
19:20 Krock > disk error, can't be formatted anymore
19:20 Krock Thanks god that I almost reached 1 write cycle per sector
19:21 Krock ^ without regarding the formatting itself
19:21 Krock must've been a bad production
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19:46 Fixer Krock: shiteconomy
19:50 VanessaE sofar: regarding connected nodeboxes..  any chance we could get full 6dfacedir support on those?
19:51 sofar it's possible, I think
19:51 VanessaE oh good.
19:51 sofar nodedef.cpp has the code to calculate the sides and return the boxes
19:51 sofar that also should know about the param2 value and thus rotation
19:52 VanessaE I ask because pipeworks is one of the last holdouts for it (tubes would benefit, but a few tubed machines/items have to have param2 support)
19:52 VanessaE and, what would happen if someone tried to do connected nodeboxes + wallmounted paramtype2?
19:53 VanessaE (I haven't tried it yet, just curious)
19:54 sofar should be possible, but it'd be weird?
19:54 VanessaE well I ask because, you know how some homedecor items are wallmounted but they look like they're not?
19:55 VanessaE like couches or lamps?
19:56 tenplus1 joined #minetest-hub
19:56 tenplus1 hi folks
19:56 VanessaE I was thinking, pipeworks' "one way tube" is one of about half a dozen items that can flip around and rotate.. what if I made it the same way, with the two ends marked as "connects".  if I flipped it around, would the connections follow to all 6 possible orientations?
19:56 VanessaE afternoon, tenplus1
19:57 tenplus1 hi Vanessa
20:08 VanessaE I think I short-circuited sofar's brain ;)
20:09 Shara Hi ten
20:09 Krock hi tenplus1
20:09 tenplus1 hi Shara, hi Krock :)
20:10 Fixer VanessaE: his brain right now: https://www.youtube.com/watch?v=43zOwm34hqQ
20:11 sofar just busy, nothing weird guys
20:11 VanessaE now now :)
20:11 VanessaE sofar: I figured as much, only kidding :)
20:11 VanessaE see above though.
20:12 Fixer VanessaE: this is excellent music for connecting to your servers
20:13 Fixer https://forum.minetest.net/viewtopic.php?f=9&amp;t=17402
20:14 VanessaE zzz
20:14 VanessaE come on people, just use mesecons, maybe give it new textures if you want it to look red.  improve the code therein if it's slow.
20:15 Fixer VanessaE: we need automation in game, basic one, yet powerful :trollface:
20:15 * Fixer is compiling a newer engine version yet again
20:16 tenplus1 hi Fixer
20:16 Fixer hi tidyman
20:53 Fixer sofar: https://github.com/minetest-mods/frame/issues/2 .__.
21:02 sofar hah
21:02 sofar lemme just Fixer that now
21:03 tenplus1 nite peeps
21:03 tenplus1 left #minetest-hub
21:06 sofar Fixer: pushed fix, please try
21:10 Fixer sofar: works, ty
21:13 Fixer sofar: new bush saplings can't be put into frame
21:13 sofar they're not registered
21:14 Fixer same with waterlilly
21:14 VanessaE Fixer: we can haz meta_set_nodedef? :P
21:14 Fixer sofar: intended?
21:15 VanessaE it's the only way to solve it
21:15 sofar water lily is an omission
21:16 sofar meta set nodedef would make registrations no longer needed
21:16 sofar it would be entirely dynamic
21:16 VanessaE exactly
21:22 Fixer sofar: also, flowerpot does not support new bush saplings
21:24 sofar same reason
21:24 sofar you can do a PR though, that's trivial
21:24 sofar can even use web editor for that
21:24 Fixer so it is a bug?
21:38 sofar omission?
21:38 sofar so yes, by definition a bug
21:39 paramat btw should waterlily be renewable somehow? i guess all plants have to be?
21:41 VanessaE paramat: renewable yes, but definitely limit their spread
21:42 VanessaE they should, imho, be just as they were in plantlife - always along a shore within like 3m or so of it
21:42 sofar I'd like that, but, you can't really consume them
21:43 VanessaE or rather, always on water, within 3m or so of sand or dirt (that allows them to spawn in shallow water without necessarily having to be along a shoreline)
21:53 Fixer sofar: frame registrations are hand written? o_O
21:53 sofar of course
21:58 Fixer put frame in frame
22:00 sofar it works
22:00 Fixer yes
22:38 * Jordach prefers making buckets place water that decays with an abm
22:41 VanessaE idea:L
22:42 VanessaE idea:  have the bucket only place a water source if it would be contained on all five sides
22:42 VanessaE otherwise, it places flowing water == let the engine decay it immediatle.y
22:42 VanessaE immediately*
22:42 VanessaE (all five sides, assumes a bottom, four sides, open top, e.g. a hole in the ground is okay)
22:52 VanessaE actually I suppose that wouldn't work.
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