Time Nick Message 08:51 TenPlus1 hi folks 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 10:19 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 tenplus1 hi lisac 10:35 tenplus1 bbl 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 11:46 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 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 12:39 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 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 tenplus1 hi octacian 13:36 octacian Hey tenplus1 :D 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 14:08 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 14:19 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 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 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) 16:59 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 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 17:06 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 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 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 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 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 :) 20:27 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 22:43 Fixer whats stairsio? 22:44 Fixer nevermind 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