Time |
Nick |
Message |
00:23 |
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00:28 |
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01:43 |
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01:59 |
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04:21 |
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05:48 |
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06:28 |
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07:03 |
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07:09 |
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07:41 |
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08:29 |
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08:37 |
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08:51 |
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TenPlus1 joined #minetest-hub |
08:51 |
TenPlus1 |
hi folks |
09:34 |
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tenplus1 joined #minetest-hub |
09:42 |
Krock |
hi tenplus1 |
09:42 |
tenplus1 |
hi Krock |
09:42 |
tenplus1 |
'tis quiet today :P |
09:45 |
paramat |
our dev meeting was quiet too, 1 person |
09:46 |
tenplus1 |
hi paramat, did that 1 person come to any conclusions :PP |
09:46 |
paramat |
yes, "This has been waiting to be merged for a while .." :] |
09:47 |
DS-minetest |
well, the person wasn't alone, there's ShadowBot |
09:47 |
tenplus1 |
which #pull ? |
09:47 |
paramat |
most of them |
09:48 |
tenplus1 |
hi DS |
09:49 |
tenplus1 |
wb lumidify |
09:49 |
lumidify |
Hi tenplus1 |
09:49 |
DS-minetest |
hi tenplus1 |
09:49 |
tenplus1 |
seems Wuzzy has been on an issue spree lately |
10:13 |
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DS-minetest joined #minetest-hub |
10:19 |
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Fixer joined #minetest-hub |
10:19 |
tenplus1 |
hi Fixer |
10:22 |
tenplus1 |
Q. generic mob eggs... should these spawn animals that are tamed by default or should I leave that for eggs picked up by lasso |
10:22 |
tenplus1 |
*mobs picked up by lasso already tamed |
10:28 |
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lisac joined #minetest-hub |
10:28 |
tenplus1 |
hi lisac |
10:35 |
tenplus1 |
bbl |
10:36 |
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tenplus1 left #minetest-hub |
10:51 |
Krock |
!tell tenplus1 A. only for eggs picket up by lasso |
10:51 |
ShadowBot |
Krock: O.K. |
10:53 |
Fixer |
*,...,* |
11:04 |
paramat |
i agree |
11:24 |
lisac |
!tell tenplus1 Hi |
11:24 |
ShadowBot |
lisac: O.K. |
11:31 |
Shara |
Hi all |
11:34 |
Raven262 |
Hello Shara |
11:34 |
Raven262 |
Seems that i didn't log in when i ran hexchat |
11:34 |
Shara |
Hi Raven262, how's it going? |
11:34 |
Raven262 |
Good, i guess, you? |
11:34 |
Shara |
Okay I think. |
11:34 |
Shara |
Weekend goes too quickly |
11:35 |
Raven262 |
Ah, i have my summer break :) |
11:35 |
Shara |
Lucky :P |
11:35 |
Shara |
I'm off study at the moment, but still work full time |
11:36 |
Raven262 |
I guess that will be my future in about a year and a half :P |
11:37 |
Shara |
I'm glad I'm studying again, but on top of working it can get rough |
11:38 |
Raven262 |
How do you even get time to sleep then? |
11:38 |
Shara |
Sometimes I don't? |
11:38 |
Raven262 |
Damn |
11:39 |
Shara |
Thankfully I don't need much |
11:40 |
Raven262 |
Well i guess 4 hours a night is enough in a five day period. |
11:40 |
Raven262 |
At least that was my observation |
11:41 |
Raven262 |
But after fifth day i was sleeping a half of the sixth day |
11:42 |
Shara |
It varies by person |
11:42 |
Shara |
An average person does need more though, and there is a danger you work up a sleep debt without actually noticing it |
11:44 |
Shara |
Which reminds me.. I should be picking my next classes :P |
11:45 |
Shara |
It's kind of sad to me that the classes that are meant to be about "programming" have been the most boring and useless ones for me so far |
11:45 |
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DI3HARD139 joined #minetest-hub |
11:46 |
Raven262 |
Well i guess that if you have learned many of the things yourself, there is little more to be explored. |
11:46 |
Shara |
It's not like I'm a great programmer though. |
11:46 |
Shara |
But I can honestly say I learned more about writing code from MT so far |
11:47 |
Raven262 |
Thats what i was talking about |
11:47 |
Raven262 |
I myself have no experience in the area f programming but i think this applies to all of the trades. |
11:47 |
Raven262 |
*of |
11:49 |
Shara |
Probably. |
11:50 |
Shara |
I have to choose three out of six possible classes.... hmmm |
11:54 |
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Fixer joined #minetest-hub |
12:05 |
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paramat joined #minetest-hub |
12:17 |
Fixer |
"Internet users who used Photobucket for that, that is store their images so that they can embed them on other sites, were asked to pay $399 per year, or $39.99 per month, to reactivate the functionality." |
12:17 |
Fixer |
lol |
12:17 |
Fixer |
another shithost bite the dust |
12:25 |
|
ThomasMonroe joined #minetest-hub |
12:39 |
Fixer |
COMPILE TIME |
12:41 |
Fixer |
"Ruiz apparently convinced Perez that the book would stop the bullet from a foot away. The gun, a Desert Eagle .50 caliber pistol, was not hindered by the book." |
12:41 |
Fixer |
amount of stupidity is reaching above 9000 level |
12:43 |
Krock |
so he dieded? |
12:45 |
Fixer |
yes |
12:46 |
paramat |
.5! |
12:46 |
Fixer |
the worst part? It is not Darwin Award :/ |
12:47 |
paramat |
so shot by girlfriend to 'increase their followers on social media' :] |
12:47 |
Krock |
shot? http://bash.org/?574642 |
12:50 |
Fixer |
darwinism screeching intensifies |
12:51 |
Fixer |
seen some MTG changes, it rised from the grave again? |
12:51 |
Fixer |
nice |
12:52 |
Fixer |
lets test if arm inertia was fixed |
12:56 |
paramat |
yes i was concentrating on engine but still have lots to do in MTG |
12:57 |
paramat |
my TODO list in either is overwhelming |
12:58 |
|
tenplus1 joined #minetest-hub |
12:58 |
tenplus1 |
Hi folks |
12:58 |
Shara |
Hi paramat, hi tenplus1 :) |
12:58 |
tenplus1 |
hi Shara |
12:59 |
Shara |
tenplus1: generic mob eggs should NOT be tamed by default |
12:59 |
tenplus1 |
kewl, thanks :D |
13:00 |
Shara |
I like to hold mini-events with players where I use them to spawn all kinds of things they can fight |
13:00 |
Shara |
And they are the easiest way to quickly spawn something for damage testing |
13:00 |
tenplus1 |
will change that just now :D |
13:00 |
Shara |
That's not how it already is?? |
13:01 |
tenplus1 |
no, default eggs typically spawn animals that were tamed to owner... |
13:01 |
Shara |
Hmmm |
13:01 |
tenplus1 |
I never really changed that... but will now :D |
13:01 |
Shara |
Maybe I am mostly using things that are not tamable then |
13:01 |
Shara |
But still, I think it's better if they are wild and free by default |
13:02 |
Shara |
Or maybe... how about.. make that a setting? |
13:02 |
Shara |
I was thinking about certain mobs I use that can be tamed, but I think they might have two eggs anyway |
13:03 |
Shara |
Anyway, I'd leave it as it is |
13:03 |
Shara |
I was thinking about it the wrong way round |
13:04 |
tenplus1 |
all mobs have 2 eggs registered for them, 1 stackable which is now a RAW egg with no tamed settings, and the other one which saves mob settings inside eggs for animals that are picked up by owner |
13:05 |
Shara |
I just want to make sure that things that usually attack still attack |
13:05 |
tenplus1 |
all monsters will attack... all tamed npc will attack anyone who isnt owner |
13:06 |
tenplus1 |
and of course animals like cow/pig that are tamed will attack anyone NOT owner as well |
13:06 |
Shara |
But the current system works good for me. I thought you meant changing how the hostile ones behave |
13:07 |
Shara |
Any change to eggs at this point is going to mess me up |
13:07 |
Shara |
(unless you want to get rid of the non-stackable thing, which I still dislike... I honestly preferred it not saving) |
13:10 |
tenplus1 |
wuzzy is on the rampage today, he's adding all sorts of issue's to mobs api: https://github.com/tenplus1/mobs_redo/issues |
13:11 |
Fixer |
yeah |
13:12 |
Shara |
catdog >.> |
13:13 |
tenplus1 |
lol |
13:13 |
Fixer |
0.4.16-51104d9c-51104d9c-dirty |
13:14 |
Fixer |
now with CLOUD PR included |
13:16 |
Fixer |
fog is just wonderful here |
13:21 |
Fixer |
in clouds https://i.imgur.com/7AoNRUp.png |
13:25 |
Fixer |
TIP: to convert big areas of snow to dirt: just flood it |
13:25 |
Fixer |
removes both snow above and below |
13:36 |
|
octacian joined #minetest-hub |
13:36 |
tenplus1 |
hi octacian |
13:36 |
octacian |
Hey tenplus1 :D |
13:38 |
|
DS-minetest joined #minetest-hub |
13:39 |
tenplus1 |
wb DS |
13:40 |
DS-minetest |
thanks tenplus1 |
13:41 |
Raven262 |
Guys, i'm having a weird issue on a server: http://i.imgur.com/97SLYA5.png |
13:41 |
Raven262 |
Few trees grow like this from a sapling |
13:42 |
tenplus1 |
hi raven... you using v6 worlds ? |
13:42 |
Raven262 |
Yes. |
13:42 |
Raven262 |
Hello tenplus1 |
13:42 |
* Raven262 |
forgot to say hi. |
13:42 |
tenplus1 |
L-system tree's are placing them using vmanip I think and causes issues like that... also, Hi |
13:42 |
Raven262 |
So it is a known bug |
13:46 |
tenplus1 |
that's why I dont use v6 maps |
13:47 |
tenplus1 |
*hints* https://github.com/minetest/minetest/pull/4425 |
13:59 |
paramat |
maybe there were non-zero param2 values in those nodes before the sapling grew, then the trunk nodes took on those param2 values? |
14:00 |
paramat |
the LVM which grows the tree doesn't reset param2 values |
14:05 |
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calcul0n_ joined #minetest-hub |
14:08 |
paramat |
maybe worledit was used to set those nodes to air, because it uses LVM it may not have reset the air node param2 values to 0 |
14:08 |
tenplus1 |
hi calcul0n |
14:08 |
calcul0n |
hi ten |
14:17 |
|
cx384 joined #minetest-hub |
14:19 |
CWz |
the update which made the server decide the drawing is like a night mare for tablet users, they think that if they pause they won't drown since the client freezes when they do stuff like activate an input field |
14:19 |
CWz |
this funny |
14:19 |
tenplus1 |
hi CWz, hi cx384 |
14:20 |
cx384 |
hi tenplus1 and CWz |
14:20 |
CWz |
Hi tenplus1 and cx384 |
14:20 |
tenplus1 |
lol, freeze frame from damage... we have a few of those as well |
14:34 |
tenplus1 |
has the fall damage issue been fixed when enabling the old sneak behaviour ??? |
14:38 |
paramat |
old sneak code option gives you exact old behaviour, bugs included |
14:39 |
tenplus1 |
dammit...was hoping the fall damage issue would be fixed |
14:49 |
tenplus1 |
is it possible to add a check for entity out of range errors to show the line/variable name |
15:19 |
paramat |
the new sneak code was written primarily to fix the damage avoidance bug, as you can see in the threads it was found to be impossible to fix the bug while keeping the old sneak behaviour |
15:20 |
Krock |
which could've been worked around by manually pushing a collision/damage into the collisions vector |
15:20 |
Krock |
like it's done right now in the new sneak code |
15:20 |
tenplus1 |
but I do think it's important to have an entity error check possible in code |
15:21 |
tenplus1 |
showing where and how... |
15:25 |
Sokomine |
just let the player live :) |
15:27 |
tenplus1 |
heh |
15:27 |
tenplus1 |
hi Sokomine |
15:30 |
Sokomine |
hi ten, krock, paramat, rest |
15:39 |
Shara |
Krock: are you saying old sneak behaviour could be done while avoiding fall damage? |
15:39 |
Sokomine |
hah :-) no house with "0 front doors found" left :-) |
15:39 |
Krock |
hi Shara, Sokomine |
15:40 |
Krock |
Shara, yes sure. They said it ain't possible but there's a workaround |
15:40 |
Sokomine |
oh, that sounds good |
15:40 |
Shara |
So all of this... |
15:40 |
Sokomine |
but still...just letting the player live would be the nicer option :-)) |
15:40 |
Shara |
And yet we have been told old sneak code option is temporary only... |
15:40 |
tenplus1 |
not on my server :) |
15:40 |
tenplus1 |
they get no free passes |
15:41 |
Shara |
I still see myself possibly leaving MT over this issue long term. |
15:41 |
Shara |
So if there is an actual solution that fixes the whole thing, why is this not happening instead of the new move code??? |
15:41 |
tenplus1 |
moving fall damage check away from sneak glitch would prolly work |
15:44 |
Krock |
Shara, I actually planned to merge both versions to get an acceptable solution. Not falling down when releasing shift is a nice feature |
15:45 |
Shara |
Krock: I hate that feature. |
15:45 |
Shara |
Is there any way that can be optional? |
15:45 |
paramat |
Shara best check with sfan5 too about this apparent possibility, it may not be quite as straightforward |
15:45 |
Krock |
you want more settings? |
15:45 |
Shara |
I've tried to adjust to it, and it just doesn't give me the the same felxibility to control movement. |
15:45 |
tenplus1 |
it's like holding shift it parkour like and keeping you attached the ledge you're on... |
15:45 |
Shara |
Krock: if more settings is what is needed to feel like I can play the game, yes. |
15:45 |
Krock |
ack |
15:46 |
Shara |
And since that is purely a control preference, that would preferablly be client side |
15:46 |
Shara |
I constantly find myself unable to just drop when I want to |
15:47 |
Shara |
I get that it might be better for mobile clients possibly, but I can't express how much I dislike it, along with the issue of boosted jump next to a ledge still being limited to two nodes max (at least it was when I last checked) |
15:49 |
paramat |
Krock could you consider coding new sneak to be more like old sneak, while also fixing the most serious bugs of old sneak, and keeping sneak ladder/sneak jump enabled by the physics override? |
15:50 |
Shara |
Alternatively I would be fine with the option simply being kept. |
15:50 |
tenplus1 |
basically old sneak method with fall damage added :P |
15:50 |
Shara |
tenplus1: that's exactly what I would like |
15:50 |
Krock |
err what? I thought that was what I did in my PR |
15:50 |
Shara |
Krock: Sorry if I have missed things, but the whole issue annoyed me so much that I stopped checking the PRs about it |
15:50 |
paramat |
you PR is not like old sneak, it's only a little closer |
15:51 |
paramat |
*your |
15:51 |
Shara |
I would be happiest with old sneak exactly as it was, just add in a damage check for falls. |
15:51 |
Shara |
sneak ladders optional or otherwise... I don't mind |
15:51 |
paramat |
maybe we could keep the 'old move code' option |
15:51 |
Shara |
please do. |
15:52 |
paramat |
there's no big need to remove it |
15:53 |
Shara |
I know a lot of people have worked on it, and I don't want to just moan over and over, but the new move code is simply a game breaker for me, and there's been no reassurance of a long term answer I'm okay with |
15:54 |
paramat |
Krock what i mean is, can you make new sneak identical to old sneak, as you claim? while avoiding the damage bug |
15:54 |
Shara |
I think the damage bug was the biggest reason to change it in the first place? |
15:54 |
paramat |
yeah |
15:55 |
Krock |
paramat, it's basically this code block that does the magic https://github.com/minetest/minetest/blob/master/src/localplayer.cpp#L282-L290 |
15:55 |
tenplus1 |
and we keep the sneak physics override to disable it only when needed... |
15:56 |
paramat |
Krock i'm unsure about your claim, best discuss with sfan5. what players want is very specific behaviour |
15:56 |
Shara |
I just worry you will never please everyone without some options at this point. |
15:56 |
Shara |
Since the divide on this seemed pretty even, and very extreme in both directions |
15:57 |
paramat |
i'm trying to remember if there was any need to remove the old move code at 0.5, i don't think so |
15:57 |
tenplus1 |
if it helps sway anyone, the sneak glitch was the one thing that we had over minecraft that added to the game and had it's own way of moving/climbing/parkour that was unique to minetest |
15:58 |
paramat |
i think i suggested doing that just to help get that PR merged :] |
15:58 |
Krock |
Oh look at this discussion potential that I just found. |
15:58 |
Shara |
tenplus1: Yup. I have tried, but I just really don't enjoy moving round in game without it. Strips the fun for me. |
15:59 |
* Sokomine |
nods to tenplus1 |
15:59 |
Sokomine |
sneak ladders where always a bit odd - but people got used to it and loved them for a long time |
16:00 |
tenplus1 |
we had a huge parkour tower on Xanadu mk.2 that used sneak on one of the harder levels and it was amazing... really made the course stand out... it's not possible now with the new code |
16:00 |
tenplus1 |
if stu would add gloves to 3d_armor we could have the old style sneak glitch as a feature to climb with, would be kewl :D |
16:01 |
Shara |
Yea, that's what I always wanted to see |
16:02 |
Shara |
Increased mobility at the price of increase defence... something like that |
16:02 |
Shara |
decreased def* |
16:03 |
Shara |
Then there is a bit more to the game than simply piling on the defence, and you can start to think about how you want to play |
16:03 |
paramat |
https://github.com/minetest/minetest/issues/6090 |
16:04 |
red-001 |
just be glad we don't have half-life 2 style ladders |
16:04 |
tenplus1 |
hi red... how'd ya mean ??? |
16:05 |
paramat |
so i'm ok with keeping the old move code option, the last thing i want is a much appreciated server owner leaving MT when we can keep a harmless option |
16:06 |
tenplus1 |
once the fall damage is fixed for the old style behaviour then all is well with the world |
16:06 |
tenplus1 |
in fact, lemmie paste that into issue :D |
16:06 |
Shara |
Yup. I think that would please most people |
16:07 |
red-001 |
https://www.youtube.com/watch?v=UcrjUa4dzoM |
16:08 |
tenplus1 |
ahh i get you now red, you can climb on both sides but the hole is only on one of them :DDDD |
16:08 |
red-001 |
oh and the direction you are going in is decided by your look direction |
16:08 |
paramat |
wow lots of reaction |
16:09 |
* Shara |
wonders why Krock is confused by a desire to keep the old code |
16:10 |
* Krock |
tells Shara that he would like to have more reactions to fill that bar |
16:10 |
Shara |
:P |
16:11 |
red-001 |
https://www.reddit.com/r/HalfLife/comments/41we06/halflife_2_laddersthe_greatest_challenge/ |
16:11 |
tenplus1 |
Krock: the pull you pasted, does that fix the fall damage for old sneak behaviour ??? |
16:12 |
paramat |
so this will hopefully be merged soon https://github.com/minetest/minetest/pull/5533 it improves new sneak a little, do test once merged, but i doubt it will satisfy everyone |
16:12 |
Krock |
tenplus1, no, the old sneak code is untouched |
16:12 |
tenplus1 |
ah okies :P |
16:13 |
tenplus1 |
was wondering what ya pasted :) |
16:13 |
Krock |
that's about the code that could be pasted into the old code too to fix the damage evading |
16:13 |
Shara |
Yet paramat is saying it's unlikely to work? |
16:13 |
tenplus1 |
ahhh goody :)) was hoping that would be the case |
16:13 |
paramat |
Krock please try it |
16:14 |
Shara |
old code with damage fix would be the ideal |
16:14 |
paramat |
i'm just sceptical |
16:14 |
Shara |
if possible, I just really don't understand why it wasn't done to begin with :( |
16:14 |
paramat |
well sfan5 couldn't work out how to |
16:14 |
paramat |
so it seemed impossible at the time |
16:15 |
tenplus1 |
you could be the greatest programmer ever, but sometimes a new set of eyes for a problem helps |
16:15 |
tenplus1 |
my first day in #minetest-project resulted in a few mods being optimized :) |
16:16 |
paramat |
anyway i would prefer to keep the old code option while people experiment and as long as players are unhappy with the new |
16:17 |
tenplus1 |
+1 |
16:17 |
Shara |
paramat: unless there are massive changes, that's forever on my part :P |
16:18 |
paramat |
yes it may have to be, and i'm fine with that |
16:18 |
Shara |
It would just be really nice to have confirmation of that, so I can stop worrying |
16:19 |
paramat |
that's my position and i'll argue for it, lets see what other devs think |
16:19 |
Shara |
Thank you |
16:19 |
paramat |
having that block of old move code in there is harmless |
16:20 |
tenplus1 |
kewlio :PPP |
16:20 |
paramat |
the prospect of Shara 'leaving' is terrifying :] |
16:20 |
paramat |
hehe |
16:21 |
tenplus1 |
rc is a very popular server |
16:21 |
Shara |
well, I'm looking at alternatives, but I don't like any of them |
16:21 |
Shara |
And freezing my servers on certain versions long term (even though I've been known to do it anyway) isn't something I like, especially once compatibility breaks |
16:22 |
Shara |
DL was moved to stable yesterday.... actually working on getting RC ready to update right now. |
16:22 |
tenplus1 |
stability is good... for all I enjoy using latest devs that one serialize.h error keeps cropping up... and it's not the mods... |
16:25 |
sfan5 |
paramat: it's certainly not impossible but like you said I couldn't work out how to do it |
16:25 |
tenplus1 |
hi sfan |
16:26 |
KaadmY |
Is there a way to place decorations below things? |
16:26 |
paramat |
ok |
16:26 |
KaadmY |
Like moss hanging in caves |
16:26 |
tenplus1 |
hi KaadmY |
16:26 |
KaadmY |
Yo |
16:26 |
tenplus1 |
paramat: didn't you say you were working on something like that at one point ? |
16:26 |
paramat |
KaadmY that's my plan |
16:26 |
tenplus1 |
ehe +1 |
16:27 |
paramat |
underground decorations that can be above or below the 'place on' node |
16:27 |
Shara |
KaadmY: caverealms already has things hanging from cave roofs :P |
16:27 |
KaadmY |
Yeah |
16:27 |
tenplus1 |
needs voxelmanip tho |
16:27 |
KaadmY |
I could use schematics with centered Y and offset -1m in the schematic |
16:27 |
KaadmY |
But messy |
16:28 |
paramat |
yes best to enable simple decos to do this |
16:28 |
tenplus1 |
I dare say the mapgen is having a lot of features added for next release :PPPP |
16:28 |
tenplus1 |
*cough* layering |
16:28 |
paramat |
i've been working very hard on mapgen |
16:29 |
KaadmY |
What if you set the decoration height to -1? |
16:29 |
Shara |
layering would be great to see |
16:29 |
paramat |
layering depends on a new mapgen, i'm experimenting but in time for 0.5 is not likely |
16:29 |
tenplus1 |
aww... shame... been eager to see this in engine for quite some time |
16:30 |
paramat |
or rather, it's possible for 0.5 but not at a quality level i would be happy with |
16:30 |
tenplus1 |
as a testing feature it would be amazing paramat, kinda like v8 mapgen for us to play with |
16:30 |
paramat |
and i have other ideas i am considering |
16:31 |
tenplus1 |
do tell ?? |
16:32 |
paramat |
i'm working on a 'mgv8', a prototype version might be ready for 0.5, but maybe just a normal single realm version |
16:32 |
tenplus1 |
:P |
16:32 |
paramat |
don't want to talk about my other ideas yet, but if you learnt how to compile you could test my branches as i dev |
16:33 |
tenplus1 |
my wee pc would die :P not that powerful |
16:33 |
Shara |
Compiling doesn't take much really :P |
16:34 |
Shara |
(unless you try on windows) |
16:34 |
tenplus1 |
ehehe... |
16:34 |
paramat |
if it can run MT it can compile it |
16:34 |
tenplus1 |
a run in place deb version would be handy |
16:34 |
octacian |
paramat: Wait... you mentioned the word "realm". Is something actually going to happen when it comes to implementing realms? |
16:35 |
paramat |
not 'other dimensions', stacked world layers |
16:35 |
tenplus1 |
+1,000,000 |
16:35 |
tenplus1 |
we've needed 'dis |
16:36 |
octacian |
paramat: Please no... |
16:36 |
paramat |
or 'other' ways to use the world space and have different 'areas' |
16:37 |
octacian |
paramat: Please just look into implementing real realms... Not stacked realms. They'd just result in a a mess |
16:37 |
Sokomine |
sounds very good |
16:37 |
octacian |
plus, there'd be a small limit |
16:37 |
Shara |
octacian: why? |
16:37 |
paramat |
then a mod could always add impassable barriers between to effectively make these dimensions |
16:37 |
octacian |
>_< |
16:37 |
Shara |
MT maps have a ridiculous amount of wasted height. |
16:37 |
octacian |
We already discussed the entire issue in GitHub |
16:37 |
paramat |
what is a 'real realm' |
16:37 |
KaadmY |
octacian: define "realm" |
16:38 |
tenplus1 |
*shudder* the idea of minecraft dimensions isnt good... layering is much easier |
16:38 |
Shara |
And there are already mods that add in various layers, and they work well, just obviously are not as efficient |
16:38 |
octacian |
My personal suggestion if that we should save different realms in different map files |
16:38 |
KaadmY |
Why not just have a large height difference and a custom light method that ignores higher/lower realms? |
16:38 |
KaadmY |
Realms like Minecraft (seperate realms that have their own coordinate systems) would be a HUGE nightmare |
16:38 |
octacian |
KaadmY: Why? |
16:39 |
octacian |
Stacked realms is just a hacky shortcut. Once you run out of stacking space, no more realms. |
16:39 |
KaadmY |
Since all old maps would be incompatible, networking would be incompatible, and the codebase would basically have to be rewritten |
16:39 |
octacian |
I don't think either would happen. |
16:39 |
KaadmY |
You could get 120+ Minecraft-height realms with Minetest's world side |
16:39 |
tenplus1 |
lol octacian, we have 60,000 in height to play with so could easily have 60 realms of 1000 nodes |
16:39 |
KaadmY |
size* |
16:39 |
KaadmY |
No, 240+ |
16:40 |
paramat |
i'm not capable of coding database multiple worlds so someone else would have to, also it is not trivial and i think not much needed |
16:40 |
octacian |
Sometimes it's nice to have more than 1000 nodes in height. Listen, the moment you choose stacked realms, you just take a shortcut that will eventually end in limitations |
16:40 |
octacian |
Implement real realms, with separate coordinates, separate chat, etc..., those limitations don't exist. |
16:40 |
KaadmY |
Do you want to rewrite half the lighting/meshgen/network/save protocol? |
16:40 |
paramat |
seems not worth the effort to me, but others might code it |
16:40 |
tenplus1 |
I'd like to see a server that wuld need more than 60 layers/dimensions... not even minecraft servers have that many |
16:40 |
KaadmY |
^ |
16:41 |
octacian |
So would I. |
16:41 |
KaadmY |
Honestly, I think having dedicated realms is a very good idea |
16:41 |
KaadmY |
But too late for Minetest |
16:41 |
octacian |
However, if limitations are put in place, the creativity that could result would be epic. |
16:41 |
Shara |
to make that many distinct dimensions... you'd need to register such a ridiculous number of nodes anyway |
16:41 |
octacian |
it's never too late |
16:42 |
octacian |
Why would you need to register a ridiculous number of nodes? |
16:42 |
Shara |
Or they don't end up very distinct |
16:42 |
KaadmY |
octacian: "too late", as in a new engine would likely be faster :P |
16:42 |
tenplus1 |
lol |
16:42 |
Shara |
What's the point of new realms/layers that just repeat? |
16:42 |
octacian |
KaadmY: Well, from your perspective, everything new in MT is too late then :P |
16:42 |
KaadmY |
So someone figured out my standpoint :D |
16:42 |
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XtremeHacker joined #minetest-hub |
16:42 |
octacian |
Shara: There isn't, however, if they were implemented properly, different mods and even mapgens could be loaded for each realm |
16:43 |
KaadmY |
Hi XtremeHacker |
16:43 |
tenplus1 |
hi XtremeHacker |
16:43 |
KaadmY |
:P |
16:43 |
XtremeHacker |
Hwy KaadmY, tenplus1 |
16:43 |
XtremeHacker |
*Hey |
16:43 |
Shara |
octacian: I don't know really. Just at that point it feels better to run more than one server |
16:43 |
Shara |
Hi XtremeHacker |
16:43 |
tenplus1 |
K.I.S.S. |
16:43 |
paramat |
'hacky shortcut' :] no it's just another approach, it's not meant as an imperfect attempt at dimensions |
16:43 |
KaadmY |
^ |
16:44 |
octacian |
Well, I for one have gtg. Maybe when XtremeHacker gets back he'll explain why proper realms would be better - we're both on the same page on that one. |
16:44 |
* tenplus1 |
looks at XtremeHacker |
16:44 |
paramat |
MC has to use dimensions because of the pathetic world height, if it had the height it would likely have put the nether and end in the same world but low down / high up |
16:44 |
octacian |
However, I'll just say that I really don't think stacked realms are the way to go. But, if it's all we get, I'll take it |
16:45 |
KaadmY |
paramat: Minecraft has a different coordinate system for each realm |
16:45 |
octacian |
The best solution honestly would be to have "real" realms, and support for specifying different mapgens for different heights or something |
16:46 |
KaadmY |
So for example walking 1m in the Nether moves you 8m in the overworld |
16:46 |
tenplus1 |
why copy minecraft ? |
16:46 |
KaadmY |
Hm good point |
16:47 |
KaadmY |
Why copy Minecraft's exact inventory system, mechanics, blocks |
16:47 |
Sokomine |
don't worry too much about 1000 nodes high structures. people won't be able to see them most of the time anyway. no point in having them really.... |
16:47 |
KaadmY |
The only problem I can think of with stacked realms is if people want to have really deep underground areas |
16:48 |
Sokomine |
the realms or layers or whatever could be very nice for those solar system mods - have a diffrent world/planet at each height |
16:48 |
Calinou |
<KaadmY> So for example walking 1m in the Nether moves you 8m in the overworld |
16:48 |
Calinou |
technically this is only true when using portals |
16:48 |
Shara |
KaadmY: not every server will have to place layers at all possible points |
16:48 |
tenplus1 |
layering would still let you dig deep but provide deeper layers/biomes to dig into |
16:48 |
Calinou |
the engine does not multiply all coordinates by 8 all the time while you're in the Nether |
16:48 |
tenplus1 |
hi Cal |
16:48 |
Shara |
Layers can be underground layers too |
16:48 |
Calinou |
hi |
16:48 |
KaadmY |
Calinou: yes |
16:49 |
Calinou |
KaadmY: also, honestly... I wish there was a game that wasn't afraid of going full-on cloning Minecraft |
16:49 |
KaadmY |
Calinou: Pixture :P |
16:49 |
Calinou |
I still like the Minecraft experience the most out of all the voxel games |
16:49 |
tenplus1 |
minecraft-like, but not 100% minecraft |
16:49 |
KaadmY |
Not a clone, but I just shamelessly took mechanics that worked well |
16:49 |
Calinou |
but, we need to move away from it one day, because Microsoft is likely to kill the cross-platform Java version one day |
16:49 |
Calinou |
the game also isn't exactly cheap now (€24) |
16:49 |
KaadmY |
Oh rly |
16:50 |
Calinou |
it went from €20 to €24 about 2 years ago, I think |
16:50 |
Sokomine |
Calinou: try mineclone2. it seems to be very close. sadly it's a pvp anarchy server that runs it |
16:50 |
tenplus1 |
glad I never paid for it, mc almost killed my computer |
16:50 |
Calinou |
for what it's worth, you can get GTA V for €24 in France right now (on deals) |
16:50 |
Calinou |
GTA V cost much more to develop than Minecraft, and is more recent :P |
16:51 |
Calinou |
Sokomine: I know about it, but sometimes I question engine limitations/decisions still |
16:51 |
Sokomine |
tenplus1: same here. mc just doesn't run on my machine. i'd have to insert an extra graphics card - which would consume more energy and be louder. i don't really want that |
16:51 |
paramat |
so there is a lot of talk about dimensions but the effort needed is huge and considering our current lack of dev time it's unlikely to be done, just not worth it when we have so much wasted world space already |
16:51 |
Sokomine |
Calinou: ah, ok |
16:52 |
paramat |
the dimension fans can talk all they want it won't make it happen :] |
16:53 |
Sokomine |
:-) |
16:53 |
Sokomine |
diffrent layers are fine. there could be higher layers for places where people do extensive mining or ufo-flying |
16:53 |
tenplus1 |
+1 paramat .. your layering mapgen is the way forward... this I know!!! |
16:53 |
tenplus1 |
have been hinting at this for well over a year now :))) am just glad it's getting worked on |
16:54 |
paramat |
well this stuff has been my purpose all along |
16:54 |
paramat |
i'm only here because of the world height |
16:54 |
Sokomine |
very fine |
16:55 |
tenplus1 |
layering + skybox = many amazing realities |
16:55 |
paramat |
i was interested in MC and the most interesting thing i saw was 'cubic chunks' that expanded the world height |
16:55 |
Sokomine |
some mods may still need adjustments. mg_villages only cares about mapchunks up to a certain height. no need to slow down map generation at places where villages will never be placed. but if it where to be set on a diffrent layer that would have to be taken into account |
16:55 |
Calinou |
paramat: I remember cubic chunks back in the day |
16:55 |
Calinou |
it made the game much slower, but was nice |
16:56 |
paramat |
i chose MT because of: easy modding, and world height |
16:56 |
Calinou |
but Mojang ended up using two 128-height chunks, amounting to 256 heihgt |
16:56 |
Calinou |
which is enough in many cases, but not all :P |
16:56 |
Sokomine |
mc - in its classic form - is great due to its limitations. even a few blocks are enough to create amazing structures. as for building, less is sometimes more |
16:56 |
Calinou |
they tried 512 too, but it was just too slow |
16:56 |
Sokomine |
even thoug we all love to extend our worlds with more and more details :-) |
16:57 |
tenplus1 |
having +/- 500 would be sufficient for any world/realm |
16:57 |
paramat |
as for number of layers, even 8 layers would be a lot to create, so each could be 8000 tall, 4000 ground, 4000 atmosphere |
16:58 |
Sokomine |
paramat: in my case it was easy modding (originally wanted villagers and cars to travel on the streets in a creative world) and running well (instead of mc survival which just didn't work out) |
16:58 |
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16:59 |
paramat |
i only knew simple BASIC 4 years ago so liked Lua |
17:00 |
tenplus1 |
you're doing well with what youve added so far dude |
17:00 |
Shara |
yup :) |
17:00 |
Calinou |
Minecraft is pretty easy to run on a desktop/laptop today |
17:00 |
Sokomine |
certainly :-) thanks for all the work! |
17:00 |
Calinou |
but you'll still want a dedicated GPU of some sort |
17:00 |
Calinou |
...which is true for all commercial games of this era |
17:00 |
Sokomine |
calinou: not if you don't have an extra graphics card |
17:00 |
Calinou |
yeah, but see what I said about commercial games :P |
17:01 |
Sokomine |
yes, exactly. mt runs fine with the one inside the celeron :-) |
17:01 |
Calinou |
even the indies will usually not run well on an IGP |
17:01 |
Sokomine |
you just nijna'd me |
17:01 |
Calinou |
even the latest midrange IGPs (like the one in my laptop) struggle at CS:GO in 1080p |
17:01 |
tenplus1 |
ehe... I turn every visual effect OFF and have it run on mobile ion gfx, and it performs well |
17:01 |
Calinou |
(I don't consider < 1080p acceptable personally :P) |
17:01 |
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17:01 |
Calinou |
which is a 2012 game |
17:01 |
Calinou |
(all settings to low, textures on high) |
17:03 |
KaadmY |
Well technically 4 years ago I only knew BASIC too :P |
17:04 |
* tenplus1 |
grew up on AMOS Basic... was a wonderful language |
17:04 |
Calinou |
4 years ago, I didn't know JavaScript or Rust :p |
17:04 |
Calinou |
but I'm slow at picking up programming concepts |
17:04 |
Calinou |
mostly due to lack of motivation |
17:05 |
tenplus1 |
minetest gave me a damn good hobby :) |
17:05 |
tenplus1 |
I enjoy tinkering |
17:05 |
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17:06 |
Fixer |
Calinou: IGP are crap mostly |
17:06 |
Calinou |
tenplus1: although, many people believe this is a problem in open source |
17:06 |
Calinou |
if you're not into tinkering, you really won't like most open source software |
17:07 |
Calinou |
(some people even translate this to "Be a masochist") |
17:07 |
tenplus1 |
open-source is a good way to go... |
17:07 |
tenplus1 |
hi tumeninodes |
17:07 |
tenplus1 |
I can edit hte mods and override basic mt_game functions to my hearts delight, but only give ideas as to engine stuff... am not c++ minded |
17:08 |
tenplus1 |
o.O although to be fair, right now Wuzzy is doing my head in with his constant requests on mobs api changes |
17:08 |
tenplus1 |
https://github.com/tenplus1/mobs_redo/issues |
17:09 |
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17:09 |
tenplus1 |
hi nrz |
17:11 |
tumeninodes |
hi tenplus1 |
17:12 |
nerzhul |
hi |
17:12 |
tumeninodes |
hi nerzhul |
17:14 |
tumeninodes |
if someone could tell me, I merged the stairsIO mod into the default stairs mod. Can I open a PR for the default stairs mod individually? Or do I need to use my MTG fork to do this? |
17:15 |
tumeninodes |
or my MTG clone sorry |
17:21 |
tumeninodes |
afk |
17:27 |
rubenwardy |
you need to fork the MTG repo on Github, commit your changes, then make a PR |
17:33 |
tumeninodes |
thank you rubenwardy. |
17:34 |
octacian |
paramat: OK, I did some thinking on the dimensions issue, and i'm fine with stacked dimensions. If I understand them correctly, simply a better way to manage things like caverealms and floatlands, they would be really nice in that you could seamlessly travel from one to another without some portal or something |
17:35 |
octacian |
However, I do see some possible issues |
17:36 |
octacian |
In order for travelling from one to another to work in a way that made sense, you'd have to make sure that the dimensions were stacked in the right order. For example, what if you already had caverealms and overworld dimensions, but then also wanted to add a nether dimension. Well, for traveling from one to another to work nicely, you'd have to shift the first two dimensions up |
17:36 |
tenplus1 |
octacian: they will be stacked so you could literally climb from one to another unless an unbreakable base node is added |
17:36 |
octacian |
That's the major issue I see, is modifying existing realms |
17:37 |
octacian |
tenplus1: Yes, that's what I'm saying. You could climb from one to another. However, if they were organized incorrectly it wouldn't make sense. In order to maintain proper organization, you'd need a method with which to shift dimensions from one place to another so as to allow placing another dimension above or below it |
17:37 |
octacian |
Not required, but could be an issue |
17:38 |
tenplus1 |
we could have a mod list for layering status... higher levels would be planets etc. lower nether etc. mid range is wahtever |
17:38 |
octacian |
Another thing is, let's say you had 2 overworld realms for some reason. You get to the top of one, only to find the bottom of the next. In this case, it just wouldn't make sense. It just wouldn't feel right IMO... I mean, you get to the top only to find the bottom of something else |
17:38 |
Fixer |
JUST ONE MORE YEAR AND THEN YOU WILL BE HAPPY |
17:38 |
octacian |
I would expect to find nothing at the top in the case of this honestly |
17:39 |
octacian |
Fixer: uhhhh.. |
17:39 |
octacian |
tenplus1: Yes, but that doesn't deal with the issue that one realm might be added at, let's say the top. Then what if you wanted to add another realm, but you wanted it at the top with the current top one just below it |
17:40 |
octacian |
In order for that to word without creating a new world, you'd have to shift a huge amount of blocks down |
17:40 |
tenplus1 |
an api can be made to register layers/realms for mod usage... |
17:40 |
octacian |
I suppose this is probably an unavoidable issue, but just figured I'd mention it |
17:40 |
tumeninodes |
octacian, I don't think one (or most users) would run into those issues, unless they were looking for them, during general use |
17:40 |
octacian |
Yes, that's what I'd expect, but that still doesn't fix the issue I mentioned |
17:40 |
octacian |
tumeninodes: IK..But it's still a possible issue, which really annoys me :P |
17:41 |
tumeninodes |
but issues are part of the business ; ) |
17:41 |
octacian |
..but issues that are left unfixed are bad for the business :P |
17:41 |
Fixer |
current mood: https://i.imgur.com/dfmxV0n.jpg |
17:41 |
octacian |
As well as issues that are created by a "solution" to a problem |
17:41 |
* octacian |
isn't even gonna click that link |
17:42 |
tenplus1 |
ground one completed 1st, then testing, then any issues leftover will be dealt with |
17:43 |
Fixer |
octacian: it is safe |
17:44 |
octacian |
Fixer: heh, that it was :rofl: |
17:44 |
tumeninodes |
anything newly implemented is always going to have issues, regardless of how much pre-thought goes into it |
17:46 |
tumeninodes |
I think stacked realms sounds great, as long as each stack can use different mapgen settings & flags |
17:46 |
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17:46 |
tenplus1 |
hi Darcidride |
17:48 |
tenplus1 |
Shara, how about holding sneak when placing stackable egg to give non-tamed variaty ??? |
17:49 |
Sokomine |
or add a tool to re-accustom them to life in the wilderness :-) |
17:50 |
tenplus1 |
lol, the blinky thing from MIB :P |
17:50 |
Shara |
tenplus1: if someone really wants that option, maybe |
17:50 |
tenplus1 |
it's a nice option so that you can place the eggs and they are tamed, but hold sneak (like with most blocks) and it erases it's tamed status |
17:50 |
Sokomine |
ah. reintroduce animal/mob to the wild |
17:50 |
Sokomine |
exactly :-) |
17:52 |
paramat |
i agree that stacked layers has many issues if used to try to implement dimensions, but the point is, it won't be used as an imperfect implementation of dimensions, it will just do something different |
17:54 |
paramat |
dimensions are low priority so with our dev time shortage it is unlikely, unless a dev gets particularly interested, even then it is likely not worth the effort |
17:54 |
tenplus1 |
I want layering more than dimensions, it will bring more to the game and is possible considering dev time restraints |
17:54 |
Shara |
I'd also favour layering |
17:56 |
paramat |
i would actually encourage such a dev to direct that huge amount of effort to something of higher priority, like VAEs |
17:57 |
paramat |
or whatever |
17:58 |
tenplus1 |
VAE ???? whassat ??? |
17:58 |
tumeninodes |
a massive dev-raid is needed. I have duct tape and a van. who's in? |
17:59 |
rubenwardy |
!wiki VAE |
17:59 |
tenplus1 |
lol tumeninodes |
17:59 |
rubenwardy |
tenplus1, http://dev.minetest.net/TODO#Voxel_Area_Entities |
18:00 |
tenplus1 |
hi ruben, thanks |
18:00 |
tenplus1 |
ahh, good idea, although you just know you'll have a player wanting to drive a mountain around |
18:01 |
tenplus1 |
Mobs Redo API updated (again) - fixed gravity issue, fall speed and new un-tamed egg support added |
18:08 |
Sokomine |
tumeninodes: :-) |
18:12 |
tumeninodes |
hi Sokomine |
18:18 |
tenplus1 |
http://www.ebuyer.com/761103-asus-rog-g20cb-gaming-pc-g20cb-uk007t |
18:19 |
tumeninodes |
blah, screwed up with my first PR |
18:25 |
tenplus1 |
what's it for tumeninodes / |
18:26 |
tumeninodes |
I merged the stairsIO mod into default stairs |
18:27 |
tenplus1 |
ah kewl... if that gets added no more Stairs Redo :DDD |
18:28 |
tumeninodes |
but, use copy/paste :P have to fix some errors (lots actually). one error I will need help with though because I have no idea how to change a function title while keeping the original function in place |
18:29 |
tumeninodes |
? is that what your stairs redo does? |
18:29 |
tumeninodes |
I'm sorry |
18:29 |
tenplus1 |
github.com/tenplus1/stairs <-- adds corner stairs and slopes :PPP |
18:29 |
tenplus1 |
it works differently tho but backwards compatible :D |
18:30 |
tumeninodes |
heh, my work will anger some modders |
18:30 |
tenplus1 |
hehe, not angry, it's actually a good thing if corners get into default :D |
18:31 |
tumeninodes |
well, I had to make function changes in castles and quartz in my copies after I made the merge on my end |
18:32 |
tumeninodes |
I will have to look at your code for backward compat. |
18:32 |
tenplus1 |
:P |
18:33 |
tumeninodes |
I have to look, I was going to try stair redo but had not had time yet |
18:34 |
tumeninodes |
did you do a PR for that? heh I am so not up with things :D |
18:34 |
tenplus1 |
nah, it lives on my git page incase anyone wants to use it :DDDD no pull made at all |
18:35 |
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kaeza joined #minetest-hub |
18:35 |
tenplus1 |
hi kaeza |
18:35 |
kaeza |
hi tenplus1 |
18:36 |
tumeninodes |
hi kaeza |
18:36 |
kaeza |
heyo tumeninodes |
18:36 |
tumeninodes |
tenplus1, soooo, you could make my life easier, and PR stairs Redo :D |
18:37 |
tenplus1 |
does stairsio use .obj files ? |
18:37 |
tumeninodes |
besides, mine has no slopes |
18:37 |
tumeninodes |
no but, there are some floating around. |
18:37 |
tumeninodes |
marcus was looking for them and I think greendimond made a set |
18:37 |
tenplus1 |
redo uses nodeboxes for slab, corner, invcorner and .obj's for stair and slope |
18:38 |
tumeninodes |
I did too but mine were harsh and I did not redo them |
18:39 |
tumeninodes |
is invcorner to match with slopes? |
18:40 |
tenplus1 |
corner and invcorner work with slab and stairs, slopes are extra decoration stairs :D |
18:41 |
tumeninodes |
ok so they are the same, inner and outer corner. The "v" just threw me off :P |
18:42 |
tumeninodes |
so, how do I talk you into replacing my error riddled PR with yours :P |
18:43 |
tumeninodes |
I have to step a way for approx 20 min brb |
18:45 |
tenplus1 |
https://forum.minetest.net/viewtopic.php?f=10&t=8494&start=2650#p254946 |
19:04 |
Sokomine |
wish trees would use my trees_lib or any other lib... |
19:21 |
tumeninodes |
tenplus1: so what do you think? Are you interested in doing a PR for stairs redo for default stairs or, should I just continue with mine? I feel bad as you have already done all that work for stairs redo |
19:22 |
tenplus1 |
keep going with yours dude :P |
19:23 |
tenplus1 |
redo is a tialored stairs mod, has too many changes |
19:23 |
tenplus1 |
we run it on Xanadu, that was it's only purpose |
19:23 |
tumeninodes |
my initial mistake was, I made a branch to add my changes, then did a PR to my MTG repo fork but I thought it would only go to my own repo, but it went to the main repo :P |
19:23 |
tumeninodes |
ah, ok then. Just be aware I will be stealing your backwards compat code :P |
19:24 |
tenplus1 |
help yourself :P |
19:24 |
tumeninodes |
with your full creds of course. I have to add cred to themtsurvivor as well |
19:24 |
tumeninodes |
thank you |
19:25 |
tumeninodes |
ugh... now I gotta "do" stuff..., lame |
19:25 |
tenplus1 |
:P |
19:25 |
tumeninodes |
also looked at the link you posted earlier... as horse race... so cool |
19:26 |
tenplus1 |
yeah :) now that mob_horse has horseshoes players can craft and apply a set to speed up horse, make them jump higher etc |
19:26 |
tumeninodes |
awesome. nice to see all the mobs work lately |
19:27 |
tenplus1 |
api runs better as well lately, few good changes |
19:28 |
tumeninodes |
is anyone continuing with marcus' path finder work, or is he still working on it behind the curtain? |
19:29 |
tumeninodes |
burli (sorry) |
19:30 |
tenplus1 |
am sure he's tinkering away with it and improving the code :) we also have a pull in mt-engine to improve line_of_sight function also |
19:32 |
tumeninodes |
oh, excellent. is the distance for line of sight adjustable? |
19:33 |
tenplus1 |
the change lets it work through airlike nodes and anything buildable to like plants/snow... so more accurate |
19:34 |
tumeninodes |
that would be good. |
19:35 |
tenplus1 |
would definitely speed up mob api cause if it finds those kinda nodes it has to check each one induvidually slowing things down |
19:35 |
tumeninodes |
well, I need to stop procrastinating and go fix my PR. Maybe I'll be nominated for the most error-filled PR award :P |
19:36 |
tenplus1 |
ehehehe, have fun :PP |
19:36 |
tumeninodes |
thanks, I won't. :D |
19:37 |
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19:37 |
Sokomine |
tumeninodes: i'm currently intensly working with it - in a static environment. i do read all buildings schematics in mg_villages, then run burlis pathfinder on each house to find a path from each bed to the outside world, thus identifying all the front/back/leading outside doors |
19:37 |
Sokomine |
hmpf. he left while i typed |
19:38 |
tenplus1 |
lol |
19:38 |
Sokomine |
wasn't there a bot with /msg functionality around? |
19:39 |
Sokomine |
burlis pathfinder works nicely inside the houses. i had to do some small adjustments for some types of nodebox-like nodes and doors. mob_world_interaction holds my most recent version |
19:39 |
tenplus1 |
kewl, gotta try it out sometuime |
19:43 |
tenplus1 |
ooh, Xanadu has clocked 80hrs uptime and still sitting at 0.1 lag :P nice |
19:46 |
Sokomine |
nice :-) |
19:47 |
tenplus1 |
once tonight's update is finished I'll open border for new players |
19:49 |
* Sokomine |
stares at the acacia sapling and shouts "grow!" at it |
19:49 |
tenplus1 |
lol, use bonemeal |
19:49 |
garywhite |
I think I found a bug in 0.4.16: If you press an arrow key accidentally while in the pause menu, the game freezes up & crashes |
19:50 |
tenplus1 |
daaamn, so it goes.... also hi gary |
19:50 |
tenplus1 |
pose an issue for that one |
19:50 |
garywhite |
hi ten, did I disturb you? |
19:50 |
garywhite |
(I thought I may have when you said "daaamn" |
19:51 |
tenplus1 |
I tried what you said... segmentation fault.... |
19:51 |
* garywhite |
goes back to testing to see what keys trigger it |
19:51 |
tenplus1 |
I pressed up |
19:52 |
Shara |
Ekk, that is kinda bad |
19:52 |
Shara |
Confirmed down arrow does it too |
19:52 |
tenplus1 |
the disable_jump group doesnt work on liquids... can still float upwards |
19:52 |
Shara |
garywhite: please make sure to post an issue |
19:53 |
garywhite |
It looks like only up/down arrows do it, nothing else |
19:54 |
tenplus1 |
strange bug |
19:54 |
garywhite |
But does that fall under MT or MTG? (I'd assume MT) |
19:54 |
tenplus1 |
mt engine |
20:00 |
garywhite |
I'm testing on 0.4.15 too to see if it happens on that too |
20:01 |
garywhite |
Only on 0.4.16 |
20:01 |
garywhite |
OK, posted #6092 |
20:02 |
tenplus1 |
sweet, thx gary :) |
20:03 |
Shara |
Added a comment :) |
20:03 |
Shara |
Nice find, gary |
20:07 |
Sokomine |
tenplus1: bonemeal doesn't help at mapgen time, in voxelmanip *pouring bonemeal over the entire map* :-) |
20:07 |
red-001 |
#1 <-- I wonder does this work here yet |
20:07 |
tenplus1 |
:P |
20:12 |
tenplus1 |
nite all :) |
20:12 |
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20:27 |
nerzhul |
garywhite, fixed |
20:54 |
garywhite |
Fastest issue to fix ever |
20:55 |
nerzhul |
simple crash to fix |
21:44 |
kaeza |
nerzhul, garywhite, https://xkcd.com/371/ |
21:44 |
garywhite |
heh |
22:19 |
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Fixer joined #minetest-hub |
22:21 |
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ThomasMonroe joined #minetest-hub |
22:43 |
Fixer |
whats stairsio? |
22:44 |
Fixer |
nevermind |
23:50 |
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Grandolf joined #minetest-hub |
23:56 |
KaadmY |
Is there currently any way to have hanging decorations? |
23:57 |
KaadmY |
Ie. moss hanging from stone in caves |
23:57 |
KaadmY |
Or vines hanging from swamp leaves |
23:57 |
KaadmY |
Just for examples |
23:57 |
KaadmY |
Right now Minetest's decorations are limited to on top of nodes |