Time |
Nick |
Message |
00:04 |
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tumeninodes joined #minetest-hub |
00:06 |
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bigfoot547 joined #minetest-hub |
00:06 |
tumeninodes |
how bigfoot |
00:08 |
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Lupercus joined #minetest-hub |
00:08 |
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Lupercus left #minetest-hub |
00:13 |
Megaf |
Quassel is really unstable when you have many channels on it |
00:14 |
tumeninodes |
hi Megaf, nice to meet you |
00:15 |
KaadmY |
Megaf: never had any issues, using Quassel right now |
00:15 |
KaadmY |
Have ~30 channels open |
00:16 |
tumeninodes |
hi Kaadmy, how is the shaders work coming |
00:16 |
Megaf |
KaadmY: 38 here right now after a huge clean up |
00:16 |
KaadmY |
tumeninodes: nicely |
00:16 |
Megaf |
tumeninodes: hi there, how are you doing: |
00:16 |
KaadmY |
Specular and directional lighting |
00:16 |
KaadmY |
Finally got specular working right |
00:17 |
tumeninodes |
I mentioned specular once before but in the wrong light :P |
00:17 |
tumeninodes |
Megaf: I am doing well thanks |
00:17 |
KaadmY |
https://cdn.discordapp.com/attachments/312390672105734144/333398339531964416/screenshot_20170708_170240.png |
00:18 |
KaadmY |
https://cdn.discordapp.com/attachments/312390672105734144/333398351871737857/screenshot_20170708_170250.png |
00:18 |
KaadmY |
https://cdn.discordapp.com/attachments/312390672105734144/333398357001240576/screenshot_20170708_170417.png |
00:18 |
KaadmY |
https://cdn.discordapp.com/attachments/312390672105734144/333398355788955648/screenshot_20170708_170447.png |
00:18 |
Megaf |
KaadmY: And Im using Quassel Core and Quassel Client |
00:18 |
Megaf |
the core seems to be crashing when client connects |
00:18 |
KaadmY |
Using a Quassel core here too |
00:19 |
KaadmY |
It's technically a friend's but still a core |
00:19 |
tumeninodes |
Kaadmy: 1st and 3rd images show it off the best... very nice |
00:19 |
KaadmY |
Thanks :) |
00:20 |
KaadmY |
Can't see the specular too well on those pics |
00:20 |
tumeninodes |
have you cloned and looked over any of RBA's work he was doing? |
00:20 |
KaadmY |
Not yet |
00:20 |
KaadmY |
Specular https://cdn.discordapp.com/attachments/312390672105734144/333398329981534209/screenshot_20170708_170233.png |
00:20 |
tumeninodes |
some really interesting stuff |
00:20 |
KaadmY |
Yeah he had a ton of work in progress stuff |
00:21 |
KaadmY |
Haven't tried any of his branches though |
00:22 |
tumeninodes |
The only thing I have thought about, regarding the use of all these with MTG is, using them minimally |
00:22 |
KaadmY |
Yeah |
00:23 |
KaadmY |
Effects can work really well if used in moderation |
00:23 |
KaadmY |
If you go ballistic with them it always ends badly |
00:23 |
tumeninodes |
I mean, as far as water reflection and refaction go |
00:23 |
KaadmY |
yeah |
00:24 |
tumeninodes |
like tone mapping (current) could certainly use a good going over and some "toning" down |
00:25 |
KaadmY |
I think Minetest also badly needs HDR |
00:25 |
KaadmY |
HDR + real light scale would benefit Minetest and mods a TON |
00:25 |
tumeninodes |
it's really nice to see someone working on them |
00:26 |
KaadmY |
Well TBH I dislike Minetest in its current state due to lack of actual features and more and more less useful and unstable features getting into stable version |
00:26 |
tumeninodes |
well, hdr could be used for normalmaps and still keep curreent 16px |
00:26 |
KaadmY |
Plus Minetest is currently pretty bad as an engine and more of a Minec***t-like modding platform |
00:26 |
KaadmY |
Um |
00:27 |
KaadmY |
HDR has nothing to do with normalmaps |
00:27 |
KaadmY |
It'd require a huge rework of the lighting system though |
00:27 |
KaadmY |
Which is due for a big rework sometime anyway |
00:28 |
tumeninodes |
oh duh, your talking high dynamic range? |
00:28 |
KaadmY |
yeah |
00:28 |
KaadmY |
You said that too :P > well, hdr could be used for normalmaps and still keep curreent 16px |
00:29 |
tumeninodes |
I thought you meant hi res textures |
00:29 |
KaadmY |
Ah |
00:29 |
tumeninodes |
:P |
00:29 |
tumeninodes |
I'm far from pro quite obvious |
00:29 |
KaadmY |
:D |
00:30 |
tumeninodes |
I tinkered a bit with the water shaders some time back |
00:30 |
KaadmY |
There aren't any water shaders really |
00:31 |
KaadmY |
Wait Minetest doesn't have noise functions in the shader |
00:31 |
KaadmY |
Dangit |
00:31 |
tumeninodes |
but going back n forth through various forums, and looking through irrlicht forum |
00:31 |
KaadmY |
Seeded pseudorandom noise it is! |
00:31 |
tumeninodes |
water waving |
00:32 |
tumeninodes |
which I don;t care for tbh |
00:32 |
KaadmY |
yeah |
00:32 |
KaadmY |
It breaks flowing water too much |
00:32 |
tumeninodes |
it looks goofy, expecially yes when it can't be isolate to water source |
00:32 |
tumeninodes |
omg?! E"x"pecially? |
00:33 |
KaadmY |
Also I can customize water effects shader-side for source/flowing |
00:34 |
KaadmY |
Since the shader has knowlege of that |
00:34 |
tumeninodes |
You will be a God among MineTesters |
00:34 |
KaadmY |
Now water is 8x shinier |
00:35 |
tumeninodes |
in MTG water would be extremely nice with slight reflection, and maybe even a hint of sparkles (or tiny sun sparks) |
00:36 |
KaadmY |
Yeah |
00:36 |
* KaadmY |
will try to add that |
00:36 |
KaadmY |
Also something that all games could benefit from is TINY details |
00:36 |
KaadmY |
Like Overwatch |
00:36 |
KaadmY |
For example, sand randomly has one or two pixels flicker to look shiny |
00:36 |
tumeninodes |
the shadows in your images look really awesome though |
00:36 |
KaadmY |
And shooting leaves drops leaves floating down |
00:37 |
KaadmY |
No shadows BTW |
00:37 |
KaadmY |
^ in my screenies |
00:37 |
KaadmY |
Just new lighting and specular |
00:37 |
tumeninodes |
? talking relook |
00:38 |
KaadmY |
? |
00:38 |
tumeninodes |
at your screenshots |
00:38 |
tumeninodes |
sorry *taking relook |
00:38 |
KaadmY |
Hehe |
00:40 |
tumeninodes |
My eyes were initially pulled to the darker areas of tree and leaf nodes... failed to look at the whole pictures |
00:41 |
tumeninodes |
0_o |
00:41 |
KaadmY |
Heh |
00:41 |
tumeninodes |
so, by now you see and understand why I was unable to do anything regarding shaders :D |
00:41 |
KaadmY |
:DD |
00:42 |
tumeninodes |
There are only small parts I began to understand when I was looking into them |
00:43 |
tumeninodes |
but my memory is shit so... and my biggest level of "coding" is from when I used to be a switch tech with an Avaya distributor :P |
00:45 |
tumeninodes |
hey, quick question... are you familiar with MC? visually I mean |
00:45 |
KaadmY |
Not really |
00:45 |
red-001 |
KaadmY, what did you implement for those screenshots? |
00:46 |
tumeninodes |
Hi red-001 |
00:46 |
KaadmY |
red-001: directional shading that comes from the sun/moon and specular highlights |
00:46 |
KaadmY |
Also hello :P |
00:46 |
red-001 |
ah it looks pretty nice |
00:47 |
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ssieb joined #minetest-hub |
01:01 |
KaadmY |
Water specular < |
01:06 |
KaadmY |
Oh right, I want to add shading to models tgoo |
01:06 |
KaadmY |
too* |
01:07 |
KaadmY |
Might need a bit of help with that since I can't figure out where models are rendered |
01:09 |
Sokomine |
maikaumine present? |
01:12 |
KaadmY |
How is the wieldhand lit? |
01:12 |
KaadmY |
With my shader lighting (It's only enabled for mapblock meshes right now) the wieldhand is really dark |
01:18 |
KaadmY |
Hm |
01:18 |
KaadmY |
If I initialize the camera before the GameGlobalShaderConstantSetter, the wieldhand is darker |
01:19 |
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lumidify_ joined #minetest-hub |
01:20 |
KaadmY |
Also when can we get a pixel-perfect formspec system? |
01:20 |
KaadmY |
It really can't be that hard |
01:20 |
KaadmY |
I have no idea how formspec scaling currently works, but it should be trivial |
01:21 |
tumeninodes |
does the same darkness happen to wielded items? |
01:21 |
KaadmY |
Yep |
01:21 |
tumeninodes |
hmmmm |
01:22 |
KaadmY |
Wait a second |
01:22 |
KaadmY |
I might have made a dumb |
01:22 |
KaadmY |
Yeah I was running 0.4.16 stable not my dev one |
01:22 |
KaadmY |
Camera doesn't make a difference |
01:23 |
KaadmY |
Hm I might have change the wield shader |
01:23 |
KaadmY |
Lemme revert it |
01:24 |
tumeninodes |
afk |
01:24 |
KaadmY |
Yeah my shader broke it |
01:24 |
KaadmY |
Disregard my stupidity |
01:24 |
tumeninodes |
only if you disregard mine :D... afk for bit |
01:25 |
KaadmY |
Hmm so you de-afk'd to say you were afk |
01:25 |
KaadmY |
Seems strange, but whatever |
01:28 |
KaadmY |
Oh I think I know why |
01:47 |
KaadmY |
Hmm, if you switch to an identical item in a different hotbar slot, there's no hand swap animation |
01:51 |
KaadmY |
Dangit, random segfaults now ;( |
01:55 |
Megaf |
I but is the iconic 128 bit floating point overflow excetion |
01:55 |
Megaf |
expetion or whatever you spell this |
01:56 |
KaadmY |
exception |
01:56 |
tumeninodes |
Sorry if that seemed strange Kaadmy. I had only typed afk but had stepped back in as I forgot something, and heard the "bing" |
01:57 |
KaadmY |
:D |
01:57 |
KaadmY |
NP, was joking anyway :D |
01:57 |
tumeninodes |
ah, ok. |
01:59 |
KaadmY |
Is there a way to tell if a camera is valid? |
01:59 |
tumeninodes |
I just tried the item swap with two identical items as you mentioned... That's so weird never even noticed this before |
02:01 |
tumeninodes |
Kaadmy: are you asking "me" about the camera still valid, or Megaf? Or just in general? |
02:01 |
KaadmY |
Just in general |
02:02 |
KaadmY |
Because I have a camera pointer but it's freed somwehere but it's not set to null |
02:02 |
KaadmY |
So it segfaults when I try to use it |
02:02 |
tumeninodes |
k, good... cuz I'm dumb as a stump when it comes to what you're doing :P well, in computer coding as a whole |
02:02 |
KaadmY |
Wait nvm |
02:03 |
tumeninodes |
I just didn't want to appear as being rude :P |
02:03 |
KaadmY |
No problem :) |
02:04 |
tumeninodes |
I just really hope you keep at this and don't become frustrated with limitations in MT or irrlicht bugs |
02:04 |
KaadmY |
I haven't touched anything related to Irrlicht yet |
02:04 |
KaadmY |
Except vectors |
02:05 |
KaadmY |
Well TBH I badly want to write my own voxel game engine, but it's just easier to fix what's already there |
02:05 |
KaadmY |
At the very least I get practice |
02:05 |
tumeninodes |
practice is always good |
02:06 |
KaadmY |
General question, should my new shader lighting method be a seperate option? |
02:06 |
tumeninodes |
always |
02:06 |
KaadmY |
What I figured :P |
02:06 |
tumeninodes |
many end users simply do not have the equipment to enjoy them |
02:07 |
KaadmY |
I don't _notice_ a performance difference |
02:07 |
KaadmY |
But I'd have to do actual benchmarks to find out |
02:08 |
tumeninodes |
shaders will always impact performance one way or another |
02:08 |
KaadmY |
Yeah |
02:08 |
KaadmY |
Right now, the per-pixel shaders kill my framerate |
02:08 |
KaadmY |
Ie. normalmaps, bumpmaps, parallax mapping, tonemapping |
02:08 |
KaadmY |
Tonemapping is the worst |
02:08 |
tumeninodes |
tonemapping is on full blast |
02:08 |
KaadmY |
My specular actually doesn't seem to cause a big performance hit |
02:09 |
KaadmY |
I'll add an option though |
02:09 |
tumeninodes |
sad part is, you need tonemapping enabled, to use normalmaps |
02:10 |
KaadmY |
Do you? |
02:10 |
KaadmY |
I tried it without tonemapping, seemed to work |
02:10 |
tumeninodes |
I believe so. I have enabled it without tonemapping and it did not.. hmmmm |
02:15 |
tumeninodes |
I'm sorry... my brain freeze... it's bumpmapping that is needed with normalmaps |
02:15 |
tumeninodes |
duhhhh |
02:15 |
KaadmY |
Hehe |
02:16 |
tumeninodes |
but, back to tonemapping... I "think" there are ways to add incremental settings to it? |
02:16 |
KaadmY |
Like what? |
02:17 |
tumeninodes |
currently, when one enables tonemapping, it is just blam in your face..., bright |
02:17 |
KaadmY |
Hm, yeah |
02:17 |
KaadmY |
Well it is just a color ramp |
02:18 |
tumeninodes |
but is there not a way to decrease the brightness it throws off? |
02:18 |
KaadmY |
Well you can |
02:18 |
KaadmY |
But it'd be a different color ramp then |
02:18 |
KaadmY |
Right now it's just a standard color ramp |
02:19 |
KaadmY |
To be precise, Uncharted 2's tonemap |
02:19 |
tumeninodes |
that's what I mean.. having something like a low...med...high setting bar in settings menu |
02:21 |
tumeninodes |
is MT tonemapping linear? |
02:23 |
KaadmY |
No, it's a really fancy color ramp |
02:23 |
KaadmY |
https://github.com/minetest/minetest/blob/master/client/shaders/nodes_shader/opengl_fragment.glsl#L38 |
02:28 |
tumeninodes |
so, there is much which can be accomplished with it |
02:29 |
tumeninodes |
IDk, stuff makes my eyes boggle just looking at it. I envy people like you who can understand all this |
02:29 |
KaadmY |
Eh trust me, I don't even understand it :P |
02:30 |
tumeninodes |
coding is one of few things in my life I have never been able to wrap my head around and fully comprehend |
02:30 |
tumeninodes |
well, you have a general understanding |
02:32 |
tumeninodes |
it frustrates me greatly at my age :P I grew up pre-all cool tech stuff. I still miss rotary dial :D |
02:33 |
tumeninodes |
and you can do more than turn MTG water into wine... like I did |
02:34 |
KaadmY |
Thanks ;) |
02:37 |
tumeninodes |
You're welcome. I watch this work because I know how much it can/will improve the game visually, which is very important today too many |
02:37 |
KaadmY |
yeah |
02:37 |
KaadmY |
Because **ck performance, we want shaders :P |
02:37 |
KaadmY |
Okay I think I added all the relevant shader options |
02:38 |
KaadmY |
To toggle specular and directional lighting |
02:38 |
tumeninodes |
hahaha, this is true. Then when shaders... "Hey?! WHy so laggy?! Make better!!! |
02:38 |
KaadmY |
IKR |
02:39 |
KaadmY |
Well people can stop complaining that "Minetest has no shaders" |
02:39 |
KaadmY |
Who cares if it's slow |
02:39 |
tumeninodes |
I have seen MC with full options... and it lags |
02:40 |
tumeninodes |
Even after these shaders... there will be excitement, then cries for the ones missing :P |
02:41 |
KaadmY |
Yeah |
02:41 |
tumeninodes |
It's a "gimme" world, heh |
02:41 |
KaadmY |
Shadows and water reflections will probably be the hardest to implement |
02:41 |
KaadmY |
Most other stuff is easy in theory but just requires time to implement post process shaders |
02:42 |
KaadmY |
I believe RBA already did some work regarding post processing |
02:42 |
KaadmY |
Not sure if it got into a mergeable state though |
02:42 |
tumeninodes |
I imagine very hard work |
02:42 |
tumeninodes |
RBA met a lot of resistance |
02:43 |
tumeninodes |
but, different time, and I think maybe some of his ideas or implementations may have been a little over the top for MTG |
02:46 |
tumeninodes |
as I have said..., I think if there are ways to implement such eye candy in MTG, it should be done on a light scale... (if possible), just a hint coolness would blend nicely. Water in MTG does not need to look "real", nor should it, it would just look odd and out of place |
02:46 |
KaadmY |
Yes |
02:46 |
KaadmY |
But I think having a pseudo reflection, ie. sparkles, would look very good |
02:46 |
KaadmY |
And maybe underwater caustics |
02:47 |
tumeninodes |
extremely cool |
02:48 |
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octacian__ joined #minetest-hub |
02:48 |
KaadmY |
wb octacian_ |
02:48 |
tumeninodes |
Hey octatian |
02:49 |
KaadmY |
Oh there's two octacians.. :P |
02:49 |
KaadmY |
Wb octacian_ and octacian__ |
02:49 |
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octacian joined #minetest-hub |
02:50 |
tumeninodes |
ah there you are |
02:50 |
KaadmY |
Yay finally |
02:50 |
octacian |
heh |
02:50 |
KaadmY |
Only took 3 alts and 1 name change |
02:52 |
tumeninodes |
octacian is having a tough night |
02:52 |
octacian |
Oh, I am? |
02:52 |
tumeninodes |
wait? who are you? |
02:52 |
KaadmY |
He's bob |
02:53 |
* octacian |
is confused |
02:53 |
tumeninodes |
so are we |
02:53 |
tumeninodes |
:P |
02:54 |
tumeninodes |
my defense is alzheimers : ) |
02:55 |
KaadmY |
Who's Alzheimers? |
02:56 |
tumeninodes |
that's me! I'll have 1lb of ham and a half lb of cheese please |
02:57 |
KaadmY |
No cheese please until you get a nasty disease that brings you to your knees and eats all the trees |
02:57 |
KaadmY |
^ my best rhyme ever |
02:58 |
tumeninodes |
<booom> mind blown |
02:59 |
tumeninodes |
hey, I gotta go be old. Keep up the great work! naht y'all |
02:59 |
KaadmY |
Night |
02:59 |
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03:17 |
KaadmY |
Wow, lighting is so hardcoded in Minetest |
03:23 |
KaadmY |
Is CAO all entities? |
03:23 |
KaadmY |
Rather, all visible models |
03:34 |
KaadmY |
Ah, gotcha |
03:34 |
KaadmY |
content_cao.cpp |
03:52 |
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03:52 |
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06:42 |
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07:40 |
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07:42 |
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07:56 |
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08:14 |
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08:36 |
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08:48 |
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tenplus1 joined #minetest-hub |
08:48 |
tenplus1 |
hi folks |
08:49 |
Raven262 |
Hello tenplus1 |
08:49 |
tenplus1 |
heyas :P |
08:49 |
tenplus1 |
whats new ? |
08:49 |
Raven262 |
Working on my texture pack :D |
08:49 |
tenplus1 |
ooh nice |
08:50 |
tenplus1 |
I just uploaded new Mobs Redo API and Lucky Blocks mod |
08:50 |
Raven262 |
I finished desert stone and desert stone brick: http://i.imgur.com/crR8WPf.png |
08:50 |
tenplus1 |
looks nice dude |
08:50 |
DS-minetest |
hi tenplus1 |
08:50 |
tenplus1 |
hi DS |
08:50 |
Raven262 |
I had to break from the theme that i started upon |
08:51 |
tenplus1 |
32px textures / |
08:51 |
Raven262 |
Cause most of the nodes wouldn't fit the style |
08:51 |
Raven262 |
Yea they are 32 |
08:51 |
tenplus1 |
curious what you'll do with desertstone cobble :D |
08:51 |
Raven262 |
I'm curious too xD |
08:52 |
Raven262 |
I have no idea for most of them |
08:52 |
Raven262 |
Even ordinary cobble is gonna be a challenge |
08:52 |
tenplus1 |
ehehe... I like the fact it uses small slate-like gaps instead of larger normal stone cobble |
08:52 |
Raven262 |
I would probably make it like that |
08:52 |
Raven262 |
Wait |
08:52 |
Raven262 |
That is a good idea |
08:52 |
Raven262 |
I know how to make desert cobble |
08:53 |
tenplus1 |
gives a little variety |
08:53 |
Raven262 |
DO you possibly know of some building that is built only out of stone, stone bricks and stone blocks? I need to test my textures :P |
08:53 |
Raven262 |
?Do |
08:53 |
Raven262 |
*Do |
08:54 |
Raven262 |
:P |
08:54 |
tenplus1 |
not offhand, but most of Xanadu spawn is stone anyhow if you wanna peek |
08:54 |
Raven262 |
I'll test it :D |
08:54 |
tenplus1 |
I switched mobs api and LB to use tnt.boom if available... saves me a LOT of coding :DDD |
08:55 |
Raven262 |
lol |
08:56 |
tenplus1 |
https://github.com/minetest/minetest_game/pull/1823 |
08:58 |
Raven262 |
I wonder what will people use this for eventually. |
08:58 |
DS-minetest |
+ |
08:58 |
DS-minetest |
tenplus1: do you have a really good usecase? |
08:59 |
tenplus1 |
yes, lucky blocks has an explosion block that can be customized in radius and sound effect :) |
08:59 |
tenplus1 |
it's currently set to "tnt_explode" by default if this pull isnt found, but my standalone tnt mod has it and it works fine :D |
08:59 |
tenplus1 |
e.g. blocks or custom tnt giong supernova... special sfx |
09:00 |
tenplus1 |
even a really huge fart sound that destroys the landscape :P it's all good |
09:00 |
DS-minetest |
but well, for so special things, normally the tnt api is not good to use |
09:01 |
tenplus1 |
tnt.boom() function is really handy for explosions no matter what mod uses it... it handles removal of blocks, on_explode function and item drops... |
09:01 |
tenplus1 |
the addition of a custom sound just makes it more friendly to use for special cases |
09:02 |
DS-minetest |
mhm, nothing really speaks against it |
09:02 |
Raven262 |
"tnt.boom()" I wonder who thought of that name. |
09:02 |
tenplus1 |
:P |
09:02 |
DS-minetest |
it's short |
09:02 |
Raven262 |
Its awesome |
09:03 |
tenplus1 |
one of my pulls was to keep tnt.boom function alive even when tnt itself was disabled in-game |
09:03 |
tenplus1 |
cause it's such a handy thing to have |
09:04 |
DS-minetest |
yeah, but it should not delete the center pos node's drop |
09:05 |
DS-minetest |
i forgot to make an issue about it some time ago |
09:06 |
tenplus1 |
there's always time :D |
09:06 |
tenplus1 |
+100 on corner stairs now in default :D |
09:07 |
DS-minetest |
i'll make that issue now |
09:07 |
tenplus1 |
:PPPPP |
09:10 |
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09:11 |
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Lupercus left #minetest-hub |
09:14 |
DS-minetest |
game#1825 |
09:17 |
tenplus1 |
if you take line 388 and place it after 390 would that drop centre ? |
09:32 |
DS-minetest |
maybe, i havent looked |
09:38 |
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lisac joined #minetest-hub |
09:39 |
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Jordach joined #minetest-hub |
09:43 |
tenplus1 |
hi lisac hi Jordach |
10:06 |
Krock |
hi tenplus1 |
10:06 |
tenplus1 |
hey Krock |
10:06 |
shivajiva |
Hi tenplus, Krock |
10:07 |
tenplus1 |
hi shiva :P |
10:08 |
* shivajiva |
goes in search of the custom tnt:boom with tnt disabled |
10:08 |
shivajiva |
I see DOOMed vehicles uses it for missiles :) |
10:09 |
tenplus1 |
they do ? crap... hold on |
10:09 |
tenplus1 |
oh wait, that's fine |
10:09 |
tenplus1 |
ahahahaha, for some reason I was thinking of mobs:exlosion |
10:10 |
tenplus1 |
tnt.boom is a handy function to have :) perfect use-case in D00Med vehicles :P so custom sound would be perfect for that too |
10:11 |
shivajiva |
they do particles and then tnt:boom for the damage, I believe it honours protection |
10:11 |
tenplus1 |
yeah :) |
10:12 |
Krock |
hi shivajiva |
10:13 |
shivajiva |
the sound is a bit weird, seems to continue after destroying the vehicle, I had to move away from the position to get it to stop |
10:18 |
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10:19 |
tenplus1 |
hi nrz |
10:20 |
|
Grandolf joined #minetest-hub |
10:31 |
|
Fixer joined #minetest-hub |
10:35 |
tenplus1 |
hi fixer |
10:35 |
Fixer |
hi |
10:37 |
Krock |
o/ Fixer, nerzhul |
10:37 |
Fixer |
Krock: \o |
10:38 |
Fixer |
this emoticon always reminds me of xkcd for some reason |
10:39 |
nerzhul |
hi Krock |
10:59 |
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11:03 |
tenplus1 |
hi calcul0n |
11:05 |
calcul0n |
hi |
11:09 |
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11:10 |
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sniper338 joined #minetest-hub |
11:11 |
tenplus1 |
wb sniper |
11:15 |
Megaf |
Morning all |
11:16 |
tenplus1 |
hi Megaf |
11:18 |
|
calcul0n joined #minetest-hub |
11:18 |
Megaf |
Yesterday I learned that my 2014 ultra cheap and low end laptop has a more powerful GPU than my former workstation |
11:18 |
Calinou |
heh |
11:19 |
Calinou |
what GPU? |
11:19 |
Calinou |
hi tenplus1 |
11:19 |
tenplus1 |
hi Cal :P |
11:20 |
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Grandolf joined #minetest-hub |
11:21 |
Megaf |
tenplus1: Im still trying to figure ou the exact model |
11:21 |
Megaf |
01:05.0 VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] RS880 [Radeon HD 4200 |
11:21 |
tenplus1 |
Ati Radeon Hd 4200... not bad |
11:22 |
Megaf |
the laptop have a Radeon R2 series,350 MHz |
11:23 |
tenplus1 |
latest kernel 4.12 will improve performance as well |
11:23 |
Megaf |
for the HD 4200 or R2? |
11:25 |
tenplus1 |
both... ati open source drivers have had major improvements with each release |
11:25 |
Megaf |
Im still on Debian Jessie, perhaps Stretch will improve here |
11:26 |
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Grandolf joined #minetest-hub |
11:27 |
Megaf |
http://www.game-debate.com/gpu/index.php?gid=342&gid2=2362&compare=AMD%20Radeon%20HD%204200-vs-AMD%20Radeon%20R2%206010 |
11:28 |
Megaf |
"The Graphics Card also shares the processor's L2 Cache of 1MB. Therefore, it reduces the need to resort to its memory bandwidth." |
11:28 |
Megaf |
Thats about the R2 |
11:28 |
Megaf |
very interesting |
11:29 |
tenplus1 |
:P |
11:30 |
Megaf |
but, 1 MB... |
11:30 |
Megaf |
The solution is playing everything at 480p |
11:35 |
Krock |
that would fit on a floppy |
11:35 |
tenplus1 |
:P |
11:35 |
tenplus1 |
1mb isnt too big on a pc |
11:39 |
Megaf |
well, for cache L1 it'd be ok |
11:40 |
Megaf |
because it's extremely fast |
11:40 |
Megaf |
And I am running quite and old kernel too [ 0.000000] Linux version 3.16.0-4-amd64 (debian-kernellists.debian.org) (gcc version 4.8.4 (Debian 4.8.4-1) ) #1 SMP Debian 3.16.43-2+deb8u2 (2017-06-26) |
11:41 |
Megaf |
[ 0.000000] AGP: Please enable the IOMMU option in the BIOS setup |
11:41 |
Megaf |
[ 0.000000] AGP: This costs you 64MB of RAM |
11:41 |
Megaf |
what!? |
11:42 |
tenplus1 |
make a bootable flash drive with Lubuntu 17.04 and test that on your lappy |
11:48 |
Krock |
From the imaginary M$ fail channel: https://support.microsoft.com/en-us/help/3053711/high-cpu-use-by-taskhost.exe-when-windows-8.1-user-name-contains-user |
11:48 |
tenplus1 |
lolol |
11:48 |
Krock |
and if this was a /r/ProgrammerHumor entry: "Source code revealed! while (username.Contains("user"));" |
11:49 |
Krock |
i.e. infinite loop |
11:49 |
tenplus1 |
whatever happened to the win10 source code that was released on the web |
11:50 |
Krock |
burnt by the FOSS devs, helpfully |
11:50 |
Krock |
*hopefully |
11:52 |
tenplus1 |
lets see how many interesting things they pull out of the code for us to see :PPP |
12:11 |
Fixer |
interesting security vulnerabs? |
12:11 |
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Grandolf joined #minetest-hub |
12:13 |
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cx384 joined #minetest-hub |
12:14 |
tenplus1 |
wb cx384 |
12:14 |
cx384 |
hey tenplus1 |
12:17 |
tenplus1 |
thanks for the thumbs up on the tnt pull :PP running it locally and it works well |
12:18 |
cx384 |
np |
13:31 |
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13:31 |
tenplus1 |
hi DI3HARD139 |
13:32 |
octacian |
Hey tenplus1 :D |
13:32 |
tenplus1 |
hi octacian |
13:32 |
DI3HARD139 |
Hello tenplus1 |
13:33 |
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sc3k joined #minetest-hub |
13:33 |
tenplus1 |
hi sc3k |
13:33 |
sc3k |
hi tenplus1 |
13:38 |
octacian |
Well, I was going to try and finish my modmgr rewrite, but I think I'll try and finish my morphing mod first :D |
13:38 |
tenplus1 |
ooh, whassat do ? |
13:41 |
octacian |
Whenever you kill any entity (aside from __builtin ones), they get added to a morph list accessible via formspec essentially allowing the player to disguise as that entity |
13:41 |
tenplus1 |
ooh, like the minecraft mod :P I like that idea |
13:43 |
tenplus1 |
model change with texture ? |
13:43 |
octacian |
Yes. |
13:43 |
octacian |
If the entity has a texture or visual size it will use that, otherwise keep defaults from player |
13:43 |
tenplus1 |
sweet :P |
13:43 |
octacian |
It won't morph at all if no visual is set |
13:43 |
* octacian |
just realized that he forgot to update the actual visual reference >_< |
13:43 |
tenplus1 |
if I morph into a bat, will it allow me to fly ? |
13:44 |
octacian |
I haven't taken things like that into account yet. |
13:44 |
octacian |
In fact, probably won't worry about that right away |
13:44 |
tenplus1 |
:P |
13:44 |
octacian |
ugh. How hard would it be to make it so that all formspec elements used an equal unit!? |
13:45 |
octacian |
if they did, formspecs would actual be usable, although still not best |
13:45 |
tenplus1 |
things not lining up ? |
13:46 |
octacian |
OK, I place a table at x = 10 on a formspec. |
13:46 |
octacian |
it lines up with another button beneath it at x = 10 |
13:46 |
octacian |
I set it's width to five. However, it's wider than the button beneath it which also has a width of 5. |
13:47 |
tenplus1 |
does table have scrollbar ? |
13:47 |
octacian |
Nope. |
13:47 |
octacian |
Just general formspec inconsistencies |
13:48 |
octacian |
Almost everyone knows that formspecs simply don't line up. |
13:48 |
tenplus1 |
damn... things need to line up... |
13:48 |
octacian |
Well, 4.8 wide on a table = 5 wide on a button |
13:49 |
tenplus1 |
isnt there a formspec creator for minetest ? |
13:50 |
octacian |
Yeah. Several. |
13:50 |
octacian |
You talking about the online or in-game one? |
13:51 |
tenplus1 |
either/or |
13:51 |
tenplus1 |
just curious if what you make appears as it should |
13:52 |
octacian |
Well, the online one doesn't work very well |
13:52 |
|
Grandolf joined #minetest-hub |
13:52 |
octacian |
There's two in-game ones, one by addi and one by me |
13:52 |
tenplus1 |
:) |
13:52 |
octacian |
mine is essentially a far improved one based off addi's |
13:55 |
tenplus1 |
gotta check it out sometime :P |
13:56 |
tenplus1 |
have always fiddled with values when making formspec |
13:57 |
octacian |
Yeah. |
13:57 |
octacian |
I honestly don't use it much |
13:57 |
tenplus1 |
at one point I gotta convert Simple Skins and Bags/Sethome to use sfinv instead of inventory plus |
13:57 |
octacian |
Never had time to get one very useful feature finished, that being detecting the working formspec size and changing the background to match it |
13:58 |
octacian |
And then I still can't copy into Minetest properly, so |
13:58 |
tenplus1 |
erk |
13:59 |
lisac |
octacian, Can I get a link to that tool? |
14:00 |
octacian |
lisac: Looking... |
14:00 |
octacian |
lisac: https://forum.minetest.net/viewtopic.php?t=16594 |
14:00 |
octacian |
It also has a metadata editor, but I have a feeling that it's kinda bugged if there's tons of meta values |
14:00 |
octacian |
Haven't been able to work on that mod for a while :/ |
14:01 |
lisac |
thanks ! |
14:01 |
lisac |
I was searching for a tool like it for a long time |
14:01 |
lisac |
the online one doesn't seem very precise |
14:02 |
tenplus1 |
nice |
14:03 |
tenplus1 |
hrm, sfinv uses a common background/formspec theme so simple skins cannot be made to run properly .. dammit |
14:05 |
KaadmY |
I'd love to standardize formspecs a bit |
14:05 |
tenplus1 |
hi KaadmY |
14:05 |
KaadmY |
And at the very least make them pixel-perfect |
14:05 |
KaadmY |
Hullo tenplus1 |
14:05 |
octacian |
Yeah, that'd make them much easier to work with |
14:05 |
lisac |
KaadmY, why make the pixel perfect? |
14:05 |
lisac |
that wouldn't scale well with different resolutions |
14:05 |
KaadmY |
lisac: because they're ugly right now |
14:05 |
tenplus1 |
I could simplify the mod by removing inventory+ and sfinv support and just having a wardrobe block... but that's already been done |
14:06 |
* octacian |
waits for someone to start complaining about how it'd break old formspecs |
14:06 |
KaadmY |
lisac: it could easily be an option |
14:06 |
KaadmY |
t |
14:06 |
lisac |
maybe give a function to get screenw and screenh? |
14:06 |
lisac |
then divide them with ten, and you've got the number of pixels per 1 formspec unit |
14:06 |
octacian |
lisac: That'd be easy for one, I believe we already have it in the main menu |
14:06 |
KaadmY |
No, all it has to do is change the formspec/HUD scale to match a good screen aspect |
14:06 |
KaadmY |
Should be easy I'd guess |
14:07 |
octacian |
Yes, that'd be the way to go. |
14:07 |
lisac |
why not simply convert formspecs to HTML and CSS? |
14:07 |
lisac |
also add JS scripting |
14:07 |
* KaadmY |
barfs |
14:07 |
tenplus1 |
ahaha |
14:07 |
lisac |
and read MT forums in minetest |
14:07 |
lisac |
:O |
14:07 |
KaadmY |
Well |
14:07 |
lisac |
maybe even play some online games |
14:07 |
lisac |
:P |
14:07 |
KaadmY |
Like Minetest |
14:07 |
KaadmY |
In a browser |
14:07 |
octacian |
no, no JS scripting, pls |
14:07 |
lisac |
we're onto something |
14:08 |
lisac |
Warzone2100 has JS scripting |
14:08 |
lisac |
heh better JS than lue |
14:08 |
lisac |
*lua |
14:08 |
* tenplus1 |
likes lua |
14:08 |
octacian |
There was a guy that was working on implementing a working browser in a Minetest formspec, but that's unrelated |
14:08 |
octacian |
Lua is quite nice, and I'm very familiar with JS. |
14:09 |
lisac |
we don't need a working browser, do we? |
14:09 |
lisac |
just something better then these formspecs |
14:09 |
tenplus1 |
in-game, we dont actually need a browser at all |
14:09 |
octacian |
The *only* nicer thing about JS than Lua is the easy object orientation |
14:09 |
octacian |
No, we don't. However, it'd be cool :P |
14:09 |
Raven262 |
BUt how could i place adds on my server without a working browser? |
14:09 |
octacian |
But that still doesn't deal with the formspec issue |
14:09 |
Raven262 |
*ads |
14:09 |
lisac |
Raven262, what about popups? |
14:09 |
Raven262 |
Yes! |
14:10 |
lisac |
we also need vibration control |
14:10 |
octacian |
The current formspec system is honestly OK, if only the units were all equal |
14:10 |
tenplus1 |
I can handle a bit of tweaking, but yeah... it would be nice for things to line up easily |
14:11 |
lisac |
hm what would be a nice improvement is keeping formspecs in a separate file |
14:11 |
lisac |
ex. not inside the code |
14:11 |
octacian |
Also, no. |
14:11 |
lisac |
no? |
14:11 |
octacian |
That would just become messy :P |
14:11 |
tenplus1 |
yeh |
14:11 |
tenplus1 |
easier to check and handle inside code |
14:12 |
octacian |
I'd far prefer to see a library like "formspec:add_button(...)" |
14:12 |
octacian |
local formspec = formspec(width, height); formspec:add_button(...); formspec:set_background(...); etc... |
14:12 |
tenplus1 |
you could possibly make an api to do just that |
14:13 |
octacian |
Definitely. However, it should be implemented in the engine rather than working off the current system |
14:13 |
lisac |
heh that works too |
14:13 |
tenplus1 |
someone has to make a working model first in lua... and if it gains popularity then who knows |
14:13 |
lisac |
something like wxWidgets |
14:14 |
octacian |
tenplus1: I honestly see no need for a Lua model, although it'd be very easy |
14:14 |
octacian |
...but messy due to the implementation |
14:14 |
tenplus1 |
it's more of a test bed... |
14:15 |
octacian |
But honestly, is it really needed? |
14:15 |
octacian |
It's not like you have to write something in one language before writing it in the other, just see if people like the concept |
14:15 |
tenplus1 |
I had a Dialog System written in AMOS before that did just that... was handy but all function designed |
14:18 |
KaadmY |
Well ads could very easily be a text link or image |
14:18 |
* octacian |
thinks that ads don't really need to be considered in all this :rofl: |
14:18 |
KaadmY |
And actually unless you use a computer- or network-wide adblock it'd be hard to avoid them :P |
14:18 |
tenplus1 |
heh |
14:18 |
KaadmY |
Just saying ;) |
14:18 |
KaadmY |
Ads don't _have_ to be in HTML |
14:19 |
octacian |
I have a better idea |
14:19 |
octacian |
No ads at all! :P |
14:19 |
tenplus1 |
yup |
14:19 |
KaadmY |
Hm good idea |
14:19 |
|
DS-minetest joined #minetest-hub |
14:19 |
CWz |
tenplus1, Do protectors or spawn_protection prevent mobs from attack players? |
14:19 |
tenplus1 |
wb DS |
14:20 |
KaadmY |
Hm someone responded to #6097 but it's not there |
14:20 |
KaadmY |
Only as an email notification |
14:20 |
tenplus1 |
CWz: nope, but you can use the settings to stop mobs spawning inside protected areas and mob rune to stop players killing your tamed animals inside protected area |
14:20 |
DS-minetest |
thx tenplus1 |
14:20 |
CWz |
which setting |
14:22 |
tenplus1 |
in mobs redo use 'mobs_spawn_protected = 0" to stop them spawning inside protected areas |
14:22 |
octacian |
ugh, Why does tor take so long to launch? |
14:22 |
CWz |
hmm. |
14:22 |
octacian |
Finally :D (literally 2 minutes later) |
14:22 |
tenplus1 |
oops, make that 1 to disable mob spawning inside protected areas |
14:23 |
CWz |
in minetest.conf? |
14:23 |
tenplus1 |
yeh |
14:23 |
CWz |
tanks |
14:23 |
CWz |
... and b-17 bombers too |
14:23 |
tenplus1 |
:P |
14:24 |
Fixer |
ads are cancer |
14:24 |
tenplus1 |
hi fixer |
14:25 |
KaadmY |
Hi breaker |
14:29 |
|
Grandolf joined #minetest-hub |
14:31 |
* CWz |
worries the website of minetest being coming ad supported now that bread costs $100 |
14:33 |
Fixer |
hi |
14:34 |
tenplus1 |
o.O - are you buying gold plated bread ???? da hell |
14:35 |
CWz |
hmm, thinks that if a player encloses himself with a bunch of cows, the should start taking damage due to cow flatulence replacing the air |
14:35 |
KaadmY |
Wow nice idea |
14:35 |
tenplus1 |
try punching one of the cows, you'll soon see damage :D |
14:36 |
CWz |
#truecauseofglobalwarming |
14:36 |
tenplus1 |
ehehe |
14:37 |
KaadmY |
Darn. "Floating point exception (core dumped)" |
14:39 |
lisac |
hey can I get an account on the dev wiki? |
14:39 |
lisac |
there's some stuff I need to edit |
14:39 |
octacian |
lisac: Ask someone like Calinou |
14:39 |
lisac |
alright, thanks |
14:40 |
lisac |
Calinou? |
14:41 |
KaadmY |
What's ItemCAO used for? |
14:42 |
KaadmY |
Seems unused |
14:45 |
tenplus1 |
? |
14:46 |
KaadmY |
There's code for an ItemCAObut it seems unused |
14:49 |
tenplus1 |
can you tell what it does.. might help finding what it's for |
14:50 |
KaadmY |
Seems like a really dumb entity |
14:50 |
octacian |
KaadmY: Interesting. So far item entities just use LuaEntitySAO |
14:50 |
Calinou |
hi |
14:50 |
KaadmY |
Just a bbox, pos, and item it seems |
14:50 |
KaadmY |
Yo Calinou |
14:50 |
Calinou |
lisac: PM me your email and desired username (note, it will start with an uppercase character) |
14:50 |
tenplus1 |
mark it as an issue to be removed if unused |
14:51 |
lisac |
k :) |
14:55 |
DS-minetest |
can you get the world's seed in csm? |
14:58 |
octacian |
DS-minetest: Nope. |
15:02 |
DS-minetest |
hm, i could send the mapgen params with csm_com to csm and make a csm chatcommand to show it |
15:02 |
benrob0329 |
Does Minetest ship with a man page? |
15:02 |
octacian |
You know, no offence but I honestly think that your csm_com is pretty pointless |
15:02 |
tenplus1 |
hi benrob |
15:02 |
benrob0329 |
Hi tenplus1 |
15:02 |
octacian |
The real solution is to implement things like per-world/server storage in the official API |
15:02 |
lisac |
octacian, I don't think so. It's a nice work around till they implement actual communication |
15:02 |
octacian |
And wait for official communication |
15:03 |
octacian |
After all, the chances of someone actually installing csm_com on a server are very low |
15:03 |
DS-minetest |
i think like lisac |
15:03 |
tenplus1 |
why would a csm mod need to read the seed ? it cant do anything with it |
15:03 |
octacian |
lisac: Yes, but when you could spend that time expanding the official API to do it properly... |
15:03 |
lisac |
tenplus1, It could replicate it and show ore positions |
15:03 |
lisac |
or rather predict them |
15:03 |
DS-minetest |
tenplus1: it can print it so, that the player don't has to transcribe it |
15:04 |
tenplus1 |
hrm |
15:04 |
octacian |
I dunno, I still think it'd be better just just take the time to fix the real issue in the engine |
15:04 |
benrob0329 |
Having client server data sending in general would be far more useful |
15:05 |
benrob0329 |
Then we could send skins |
15:05 |
octacian |
lisac: Predicting ore positions? That sounds like another "cheat" that's gonna nearly get client-loaded CSMs entirely removed again (like DS's ore finder thingy) |
15:06 |
octacian |
benrob0329: No, an official skins API needs to be implemented that's entirely independent of mods. From what I've seen, it's the only possible way to do it efficiently |
15:06 |
tenplus1 |
personally I dont like csm |
15:06 |
lisac |
tenplus1, why not? |
15:06 |
tenplus1 |
to many ways to cheat |
15:06 |
lisac |
World of Warcraft has client mods |
15:06 |
tenplus1 |
I dont want players running any mod that I dont have on server |
15:06 |
octacian |
tenplus1: Reality is that they can't modify the server and they can't cheat in any way that they couldn't before |
15:06 |
tenplus1 |
texture packs and sound sets are fine |
15:06 |
benrob0329 |
octacian: that still needs data transfer |
15:07 |
lisac |
tenplus1, what if your server is running unified inv, but a player dislikes unified inv? |
15:07 |
octacian |
Aside from when we have people making clientmods that allow doing things like detecting ores :/ |
15:07 |
lisac |
he can just use a CSM and use another inv |
15:07 |
benrob0329 |
And break gameplay |
15:07 |
octacian |
+1 to that :D |
15:07 |
octacian |
uhhh, How? |
15:07 |
benrob0329 |
Inv is often used for custom menus |
15:07 |
octacian |
And does it really matter seeing as it was the client that chose to do so? |
15:08 |
tenplus1 |
yeah, personal inventory setup would break game and any custom features it sets |
15:08 |
octacian |
What if they specifically didn't want those custom menus or features? |
15:08 |
benrob0329 |
And what if they gained some? |
15:08 |
octacian |
Considering the usecase, currently impossible. |
15:08 |
octacian |
(to gain extra features that is) |
15:09 |
benrob0329 |
Craft guide, crafting, etc |
15:09 |
DS-minetest |
i really hat it that people are generally so hard and fussy against "cheating" |
15:09 |
octacian |
Seriously. The worse that CSM can currently do is find ores with oredetect ("thanks" DS :/ - I really need to quite blaming you for stuff :rofl:) |
15:09 |
tenplus1 |
craft guide should really be built into inventory anyhow... or default in game |
15:09 |
octacian |
No, seriously though. CSM can't really do any damage. |
15:09 |
benrob0329 |
Its a whole nother thing to plan for |
15:10 |
octacian |
When it comes to oredetect, IMO either quite complaining or remove the API feature that made it possible and replace it with something like get_biome for ambiance mods |
15:10 |
DS-minetest |
oredetect isn't even useful, does anyone successfully use it? |
15:10 |
benrob0329 |
Right now it cant, but if custom invs become a thing |
15:10 |
octacian |
DS-minetest: Yes. I had a player on HOMETOWN literally stacking gold with it. |
15:10 |
lisac |
If CSM can do any damage to server, it's probably badly designed |
15:10 |
tenplus1 |
+1... would rather have get_biome get_heat get_humidity than csm |
15:10 |
lisac |
ex. WoW CSM can't do anything server doesn't allow |
15:10 |
DS-minetest |
also i made it because i didn't beliefe that something like find_nodes_near was added |
15:11 |
octacian |
tenplus1: No, I'm suggesting get_biome in CSM |
15:11 |
tenplus1 |
ahh, would be better for localised player features |
15:11 |
benrob0329 |
lisac: WoW also isn't modifiable |
15:11 |
octacian |
Yes, as a replacement for the find_nodes_near, which I have to agree is kinda cheaty |
15:11 |
lisac |
benrob0329, There are Lua mods for WoW |
15:12 |
lisac |
'addons' |
15:12 |
DS-minetest |
or find_node_near could simply just return a boolean |
15:12 |
octacian |
If they do end up removing client loading CSMs, I'll still be happy but I honestly think still that the benefits outweigh the disadvantages |
15:12 |
benrob0329 |
Very controlled ones |
15:12 |
octacian |
DS-minetest: Less dangerous, but still cheaty |
15:12 |
lisac |
https://github.com/ericraio/vanilla-wow-addons/ |
15:12 |
benrob0329 |
Minetest can be changed internally to remove safeguards |
15:12 |
benrob0329 |
WoW cant |
15:12 |
lisac |
only if safeguards are client side |
15:12 |
DS-minetest |
octacian: somehow true, i already think about an easy way to still find the pos |
15:13 |
octacian |
benrob0329: That's something that comes with open source software. |
15:13 |
octacian |
DS-minetest: What? get_node? |
15:13 |
DS-minetest |
noo |
15:13 |
octacian |
OK? |
15:14 |
benrob0329 |
East way to not have ore detect: don't load nodes client cant see |
15:14 |
octacian |
benrob0329: But incredibly laggy. Definitely not the solution |
15:14 |
DS-minetest |
if it finds the node near, it goes with the pos to right, up, down, … and searches there with a lower range and repeats this until the range is 1, when it instead uses get_node |
15:14 |
benrob0329 |
Better than rendering things you cant see |
15:14 |
octacian |
If you do that, then you immediately get a far worse noclip bug as you wait for the area to load. |
15:15 |
octacian |
DS-minetest: eh, Just entirely remove find node near |
15:15 |
octacian |
If get_biome was implemented I'd see no reason to keep find node near |
15:16 |
DS-minetest |
it's really annoying imo that people care soo much about cheating, it's the own fault of the cheaters. as long as they don't do anything evil it's ok imo |
15:16 |
octacian |
...and remember it is kinda your fault for providing the cheaters with an incredibly easy way to cheat like oredetect :P |
15:16 |
octacian |
uhhh, It's nearly impossible not to cheat with oredetect :P |
15:17 |
octacian |
It's practically a primitive version of xray |
15:17 |
tenplus1 |
it's the fact that server owners take the time and effort to setup mods to run on server and have things a certain way... only to have csm allow players to do other things that spoil the game or give unfair advantage |
15:17 |
octacian |
tenplus1: However, unless CSM is broken there'd be no way for them to get an unfair advantage |
15:18 |
octacian |
Out of curiosity, how would you feel if CSMs could only be injected from the server? |
15:18 |
tenplus1 |
that would be fine... server selected mods to run client-side is fine by me |
15:18 |
tenplus1 |
it gives server owner control |
15:19 |
octacian |
Yes, I'm with you on that one |
15:19 |
octacian |
However, I'm still unconvinced that client-loaded CSMs could possibly be dangerous. |
15:19 |
octacian |
I mean, you can turn it around with server injected CSMs that now the server gets to control the client and could even damage it if CSM is broken |
15:19 |
octacian |
I honestly am hoping to see both TBH. |
15:20 |
KaadmY |
Why does find_nodes_near even exist in CSM |
15:20 |
KaadmY |
It doesn't make any sense at all |
15:20 |
DS-minetest |
octacian: i really never wanted to provide cheaters an easy way to cheat, i thought, find_node_near would be changed/removed anyway and that someone else would do it if not me |
15:21 |
octacian |
I dunno. get_biomes would make more sense |
15:21 |
benrob0329 |
KaadmY: ambiance mods |
15:21 |
octacian |
DS-minetest: Yes, I understand. However it'd have been preferable had you not done that at all. |
15:21 |
KaadmY |
benrob0329: oh, okay |
15:21 |
DS-minetest |
it scares me that cheaters now know my name :P |
15:21 |
octacian |
benrob0329: get_biome. It would be entirely suitable for ambience |
15:21 |
tenplus1 |
ambience redo can now load music from client-side |
15:21 |
KaadmY |
octacian: that wouldn't be suitable |
15:21 |
tenplus1 |
if server if provided |
15:21 |
octacian |
tenplus1: sound packs? |
15:21 |
benrob0329 |
However, it should be very limited (eg only what is visible) |
15:22 |
KaadmY |
Also biomes are server side only |
15:22 |
octacian |
KaadmY: Why not? |
15:22 |
tenplus1 |
music only for now... doesnt replace sfx |
15:22 |
KaadmY |
octacian: for example, bird sounds near trees |
15:22 |
Fixer |
THE FINEST__ |
15:22 |
DS-minetest |
hm, ive got an idea |
15:22 |
KaadmY |
Water near flowing water nodes |
15:22 |
KaadmY |
Crickets near grass |
15:22 |
octacian |
KaadmY: An API to get the name of the biome could be at least a start |
15:22 |
benrob0329 |
No! No bird sounds!! |
15:22 |
KaadmY |
octacian: yes, that should be server side though first :P |
15:22 |
KaadmY |
The client doesn't have any biome/mapgen data |
15:22 |
octacian |
KaadmY: I agree entirely. However, it would be a solution |
15:23 |
KaadmY |
benrob0329: bird sounds >:} |
15:23 |
KaadmY |
MOAR BERD SAUNDS |
15:23 |
tenplus1 |
lolol |
15:23 |
benrob0329 |
I hate having bird sounds with no birds, and cave drips in a bone dry cave |
15:23 |
DS-minetest |
i could change oredetect so, that it randomly gives random positions and saves them until they (or a neighbored?) are punched |
15:23 |
KaadmY |
In Pixture I have bird sounds |
15:24 |
KaadmY |
But they actuall come from leaf nodes |
15:24 |
octacian |
You know, I still think that the best solution is to limit find_nodes_near to nodes in the viewing range or touching air |
15:24 |
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paramat joined #minetest-hub |
15:24 |
KaadmY |
Hi paramat |
15:24 |
octacian |
DS-minetest: That'd be an option. I honestly though thing that the best solution would be to just take oredetect off github and the forums. |
15:24 |
benrob0329 |
KaadmY: but no birds |
15:24 |
KaadmY |
benrob0329 yes birds |
15:24 |
tenplus1 |
hi paramat |
15:24 |
octacian |
benrob0329: heh, You know, that's kinda out of the range of this discussion :P |
15:24 |
octacian |
hey paramat :D |
15:24 |
benrob0329 |
KaadmY: then have birds sounds come from birds |
15:25 |
benrob0329 |
Not leaves |
15:25 |
KaadmY |
benrob0329: birds would be a big mess to add |
15:25 |
KaadmY |
Since they'd have to be entities etc |
15:25 |
benrob0329 |
Have drip sounds come from water, not caves |
15:25 |
octacian |
Yeah. They would be. Apparently it's also laggy, someone implemented it in a subgame before |
15:25 |
benrob0329 |
KaadmY: well, them there isnt anything to make noise now is there? |
15:25 |
KaadmY |
benrob0329: still waves crashing ;) |
15:26 |
benrob0329 |
The water is still |
15:26 |
* KaadmY |
sighs |
15:26 |
DS-minetest |
octacian: the ones who already have the mod would find ways to share it |
15:26 |
tenplus1 |
ambience is just that, for ambience... effect... doesnt need real birds and animals etc to be present |
15:26 |
octacian |
DS-minetest: Yeah, but it doesn't mean you have to promote it. It's the most you can do |
15:26 |
octacian |
*least, least you can do :rofl: |
15:26 |
KaadmY |
Well ambience wouldn't be needed if the world wasn't so static |
15:26 |
benrob0329 |
Yes, but it breaks immertion to have imaginary birds and imaginary waves |
15:26 |
KaadmY |
It also breaks immersion to have no sound whatsoever |
15:26 |
benrob0329 |
That don't even sound right for the game |
15:27 |
|
Kallog joined #minetest-hub |
15:27 |
* DS-minetest |
is thinking of solutions |
15:27 |
benrob0329 |
KaadmY: give lava, and moving water sound |
15:27 |
tenplus1 |
it's the little things in a game that count... sounds and sights and particles etc all add to the effect of aliving world |
15:27 |
DS-minetest |
ah |
15:27 |
octacian |
hmmm. Apparently limiting find_nodes_near to only nodes which the player can see at the time is too resource intensive |
15:27 |
benrob0329 |
Make footsteps echo in caves |
15:27 |
octacian |
However, how bad would it be to just limit to nodes exposed to air? |
15:28 |
DS-minetest |
i'll make a ssm that can stop oredetect |
15:28 |
KaadmY |
benrob0329: no echoing footsteps yet, server-side mods, remember? |
15:28 |
octacian |
DS-minetest: Are you kidding me? |
15:28 |
paramat |
DS-minetest : "i really hat it that people are generally so hard and fussy against "cheating"" try talking to some server admin. also cheating destroys the fun of a server |
15:28 |
octacian |
DS-minetest: You make a mod. Then you make another mod to stop the first mod rather than just removing the first mod -,- |
15:28 |
KaadmY |
I'd love to do that if I could |
15:28 |
DS-minetest |
paramat: it destroys the fun for the cheaters |
15:28 |
KaadmY |
But I just can't do it well in Minetest right now |
15:29 |
paramat |
FFS DS |
15:29 |
DS-minetest |
what does FFS mean? |
15:29 |
paramat |
octacian : "Seriously. The worse that CSM can currently do is find ores with oredetect" that's bad enough |
15:29 |
KaadmY |
For f**ks sake |
15:29 |
octacian |
DS-minetest: Seriously. Think about what you're saying. You write a CSM and then write a SSM to prevent the CSM from working. Just remove the CSM! |
15:30 |
octacian |
paramat: Yes, it is. I agree. However, in theory it shouldn't get any worse :P |
15:30 |
Krock |
DS-minetest, real cheaters should learn modifying the C++ source. Using Lua is too easy |
15:30 |
paramat |
octacian: "No, seriously though. CSM can't really do any damage." you're so wrong |
15:30 |
DS-minetest |
+ Krock |
15:31 |
octacian |
paramat: Now, didn't you mention a while back that limiting find_nodes_near to nodes that the player could see was too resource intensive? What about limiting to nodes exposed to air? |
15:31 |
DS-minetest |
ill backup the current oredetect on my pc and beginn to change it now. |
15:31 |
octacian |
paramat: Yes, I know. I meant that outside of the damage that can be caused by find_nodes_near and the likes. |
15:31 |
paramat |
DS, cheaters are our number one enemy, their fun means nothing |
15:31 |
octacian |
DS-minetest: Can you please just remove oredetect entirely. It's impossible to use without cheating. And, as paramat just said... |
15:32 |
benrob0329 |
Ambiance (music) should be flowing, change with the scenery, not the biom |
15:32 |
octacian |
TBH, it's impossible to change oredetect in a fashion that it wouldn't be considered cheating. |
15:33 |
octacian |
benrob0329: Yeah, I agree. However, something must be implemented to limit how powerful the API is that is used to check the scenery. |
15:33 |
benrob0329 |
It should be dark and mysterious in caves, and bright and dreamy in a field of flowers |
15:33 |
Krock |
using C++ you can make the client dig all ores around you. oredetect isn't the best way to cheat |
15:33 |
benrob0329 |
And it shouldnt cut from one track to another |
15:34 |
KaadmY |
Well at the absolute least, getting nodes should be limiter to a 3-node radius around the player or so |
15:34 |
benrob0329 |
It should flow, like most games |
15:34 |
KaadmY |
Heh I have an idea |
15:34 |
KaadmY |
Make leaves emit birds sqwaking when you punch them |
15:35 |
KaadmY |
squawking* |
15:35 |
benrob0329 |
that's work |
15:35 |
paramat |
DS-minetest :"it's really annoying imo that people care soo much about cheating, it's the own fault of the cheaters. as long as they don't do anything evil it's ok imo" i can't believe the crap you're writing :] cheating is evil |
15:36 |
benrob0329 |
In singleplayer, cheating is fine |
15:36 |
benrob0329 |
But not on a server |
15:36 |
DS-minetest |
i mean real evil stuff |
15:36 |
octacian |
paramat: What about limiting find_nodes_near to nodes next to air though? |
15:37 |
octacian |
DS-minetest: Seriously though. Could you please just remove oredetect? |
15:37 |
DS-minetest |
octacian: i'm doing something better, just wait |
15:37 |
octacian |
Sure, people with copies will still have it, but it will prevent it from spreading too much more and creating more annoyed server owners. |
15:37 |
octacian |
Oh god. What are you doing? |
15:37 |
KaadmY |
DS-minetest: please make it report the usernames of people that use it <3 |
15:37 |
octacian |
+1 |
15:37 |
octacian |
:rofl: |
15:38 |
paramat |
"i really never wanted to provide cheaters an easy way to cheat, i thought [...] that someone else would do it if not me" great defense there :] |
15:38 |
DS-minetest |
KaadmY: that's my plan |
15:38 |
tenplus1 |
??? |
15:38 |
octacian |
ugh, Seriously. Just remove the mod from GitHub. |
15:39 |
octacian |
DS-minetest: That is honestly the worst solution. Literally anybody could find the line that reports them for using it and remove that line. They don't even have to recompile it as with C++. |
15:40 |
KaadmY |
It'll be fine as long as the commit message is "Update localization files" |
15:40 |
DS-minetest |
octacian: im trying to hide it |
15:40 |
* KaadmY |
groans |
15:40 |
DS-minetest |
but im not good in such stuff >_< |
15:40 |
paramat |
limiting to nodes in viewing range still returns many hidden nodes, limiting to those touching air still returns those hidden but next to air pockets or caves |
15:40 |
octacian |
Just remove the freaking mod! |
15:41 |
DS-minetest |
just let me do it |
15:41 |
octacian |
paramat: Whoops, I didn't mean those in viewing range but those in line of sight |
15:41 |
paramat |
really, oredetect and any cheaty CSM mod should be removed from the forum |
15:41 |
octacian |
paramat: +1 |
15:42 |
octacian |
And that xray texture pack -,- |
15:42 |
DS-minetest |
"detecting ores is like eating yellow snow" |
15:45 |
paramat |
KaadmY :"Well at the absolute least, getting nodes should be limiter to a 3-node radius around the player or so" range has been suggested, however even a 2 node radius exposes hidden nodes so is still cheating, no radius is harmless except 1 which is useless anyway |
15:45 |
benrob0329 |
Visible nodes should be detectable |
15:46 |
paramat |
cheating is real evil, talk to a sever admin about it |
15:46 |
benrob0329 |
Since you could see those anyways |
15:46 |
tenplus1 |
if engine would store nodes at player foot, head and underfoot level and allow mod access it would speed many things up not having to get them all the time for mods |
15:47 |
benrob0329 |
And don't give me the "raytracing is too heavy" because doom used it to render the whole freaking world |
15:47 |
KaadmY |
benrob0329: nope |
15:47 |
KaadmY |
DooM basically used linear interpolation |
15:47 |
KaadmY |
No raytracing, at all |
15:47 |
paramat |
(sorry still catching up on logs) line of sight is still slightly cheaty because it exposes nodes hidden by darkness, would be very intensive too |
15:48 |
KaadmY |
http://fabiensanglard.net/doomIphone/doomClassicRenderer.php |
15:48 |
benrob0329 |
KaadmY: shii.... |
15:48 |
octacian |
paramat: Much better though IMO. |
15:49 |
KaadmY |
The original Wolfenstein 3d used raytracing, but it was really low quality (320 ray traces per frame) and 2d on an axis-aligned grid |
15:49 |
KaadmY |
Which isn't really raytracing, more interpolation once again |
15:50 |
octacian |
I either forgot or never got an answer. What about limiting find_nodes_near to nodes next to air? |
15:50 |
benrob0329 |
KaadmY: that's what I got mixed up |
15:50 |
benrob0329 |
octacian: still cheaty |
15:50 |
octacian |
How exactly? |
15:50 |
octacian |
Being able to "see" nodes in the dark? |
15:51 |
benrob0329 |
Still showing nodes that arent visible |
15:51 |
paramat |
yeah i wrote: limiting to those touching air still returns those hidden but next to air pockets or caves |
15:52 |
paramat |
or nodes hidden in a room behind a wall |
15:52 |
octacian |
But when combined with a radius limit of, say, 5 or 10, the issue would be mostly solved |
15:52 |
octacian |
Seeing as the only other solution is to remove it entirely |
15:52 |
benrob0329 |
What if we had a get_node_types sited in most used to least per mapblock |
15:52 |
octacian |
Which is suboptimal due to ambience |
15:52 |
benrob0329 |
*sorted |
15:52 |
octacian |
That could work... |
15:53 |
paramat |
so tenplus1 see https://github.com/minetest/minetest/pull/5930#issuecomment-312990834 the restriction PR has no option for disabling all CSM functions, you might want to rquest that |
15:53 |
benrob0329 |
It could be used for ambiance, but really doesn't pinpoint ores |
15:54 |
paramat |
no, as i wrote a radius of 2 will show noddes hidden behind a wall, it's still seroius cheating |
15:54 |
octacian |
paramat: I don't see the point of disabling all of them, definitely still like get_node, find_nodes_near, send chat and chatcommand though |
15:55 |
paramat |
the solution is the flavour PR, server chooses which functions to disable |
15:55 |
benrob0329 |
paramat: this doesn't know the pos of nodes |
15:55 |
benrob0329 |
Only weather it was used more than another in a mapblock |
15:55 |
paramat |
yeah i see most as harmless but server admin should consider |
15:55 |
octacian |
paramat: Would it be possible to send some sort of biome information to the client in order to support ambience without actually touching direct coordinates? |
15:56 |
benrob0329 |
Biom alone wont do it though |
15:56 |
benrob0329 |
Steampunk building in a Forrest? Sorry, you get creepy music at night |
15:57 |
paramat |
yes i can add get heat/humidity/biome at pos, and plan to do so |
15:57 |
tenplus1 |
ambience lite works by getting a block a set radius around player and compares how many of specific nodes it finds... |
15:57 |
octacian |
paramat: That'd be great. Then CSM ambience could be implemented without find_nodes_near or something |
15:57 |
tenplus1 |
then it selects sound according to wht it things biome is |
15:58 |
|
lisac joined #minetest-hub |
15:58 |
benrob0329 |
tenplus1, octacian: <@benrob0329> Steampunk building in a Forrest? Sorry, you get creepy music at night |
15:59 |
tenplus1 |
if it were possible to minetest.get_node_totals(pos1, pos2, {nodes}) which would return list["default:dirt"] = 3 or something... |
15:59 |
tenplus1 |
instead of positions... this would greatly increase speed |
15:59 |
benrob0329 |
<@benrob0329> What if we had a get_node_types sited in most used to least per mapblock |
16:00 |
octacian |
tenplus1: But if implemented in CSM it'd be just as bad as get_node_near. Or are you saying server side? |
16:00 |
tenplus1 |
server side |
16:00 |
|
lisac joined #minetest-hub |
16:00 |
tenplus1 |
wb lisac |
16:02 |
tenplus1 |
minetest.find_node_in_area_under_air is handy but limiting... why not minetest.find_node_in_area_under(pos1, pos2, nodes, under_node_list) |
16:03 |
benrob0329 |
Or just minetest.get_used_nodes ? |
16:04 |
benrob0329 |
Which would search current mapblock |
16:04 |
benrob0329 |
And send a table back to client |
16:06 |
benrob0329 |
The most that could be done with that is "oh hey there is gold sonehwere in the 16 block radius around you" |
16:06 |
benrob0329 |
And that would actually be reduced by increasing the area |
16:08 |
tenplus1 |
am surprised a metal detector wasnt made in csm that pinged form the closest metal ore... letting players follow the sound |
16:09 |
KaadmY |
That would actually be useful |
16:09 |
KaadmY |
And not too cheaty |
16:09 |
tenplus1 |
closer you are the louder the ping etc |
16:15 |
benrob0329 |
tenplus1, KaadmY: is my idea non-cheaty enough to warrant an issue? |
16:15 |
KaadmY |
Which idea? |
16:16 |
tenplus1 |
sadly players could still edit the csm mod code and change it to cheat still |
16:16 |
benrob0329 |
tenplus1: no |
16:16 |
benrob0329 |
Calculation is done server side |
16:16 |
DS-minetest |
it's done: https://github.com/DS-Minetest/oredetect/commit/19030ee778599216e2123cfb3c2a892812687dec note: commit message is camouflage |
16:16 |
KaadmY |
Maybe you have a minimum area of 8x8x8 or so? |
16:17 |
benrob0329 |
KaadmY: a smaller area would make it more cheatsy |
16:17 |
benrob0329 |
that's the beauty of the idea |
16:17 |
benrob0329 |
A larger area makes it harder to find specific nodes |
16:17 |
KaadmY |
Yep |
16:19 |
benrob0329 |
Is it get_node or get_nodes? |
16:20 |
tenplus1 |
get_node |
16:21 |
DS-minetest |
oh god, i'm writing so much crap >_< |
16:21 |
tenplus1 |
lol |
16:22 |
DS-minetest |
https://forum.minetest.net/viewtopic.php?f=53&t=17046&p=282514#p282514 |
16:22 |
octacian |
DS-minetest: Just remove the freaking mod from GitHub and the forums |
16:22 |
octacian |
That's literally the best solution |
16:22 |
octacian |
That way no new cheaters can get it |
16:23 |
DS-minetest |
lets see if it works |
16:23 |
octacian |
>_< |
16:24 |
Krock |
*forks* |
16:24 |
octacian |
Krock: Seriously... |
16:25 |
Krock |
<insert trollface and your advertisement text here> |
16:25 |
tenplus1 |
*spoons* |
16:26 |
KaadmY |
Oh right |
16:26 |
|
paramat joined #minetest-hub |
16:26 |
KaadmY |
If I add a new shader I have to actually use it |
16:26 |
benrob0329 |
https://github.com/minetest/minetest/issues/6111 |
16:28 |
DS-minetest |
if it finds the node near, it goes with the pos to right, up, down, … and searches there with a lower range and repeats this until the range is 1, when it instead uses get_node |
16:29 |
DS-minetest |
still works |
16:29 |
octacian |
Damnit DS! Just remove the freaking mod! |
16:29 |
DS-minetest |
octacian: chill down, it doesn't work anymore |
16:29 |
benrob0329 |
^^^ |
16:29 |
octacian |
Seriously, why won't you just remove the mod? |
16:29 |
benrob0329 |
^ |
16:29 |
octacian |
All people have to do is download a version before that commit |
16:29 |
DS-minetest |
because like this we can see what players use it |
16:30 |
benrob0329 |
or delete all previos commits |
16:30 |
benrob0329 |
at least |
16:30 |
octacian |
omg >_< |
16:30 |
benrob0329 |
*previous |
16:30 |
octacian |
It doesn't matter who uses it if no-one that didn't already have it can get it anymore |
16:31 |
DS-minetest |
but the people who can do that can also do other stuff, like writing their owen ore detecting mod and co. |
16:31 |
octacian |
Seriously, most people that already have it aren't gonna update anyways |
16:31 |
red-001 |
wow |
16:31 |
octacian |
DS-minetest: Yeah, but you don't have to make it super-easy, do you? |
16:31 |
red-001 |
that's evil |
16:31 |
red-001 |
wait |
16:31 |
DS-minetest |
i wrote a forum post to make them upgrade |
16:31 |
red-001 |
don't tell me what the message is |
16:31 |
DS-minetest |
red-001: lol X3 |
16:31 |
red-001 |
I want to decode it without running it |
16:31 |
tenplus1 |
hi red |
16:32 |
octacian |
Seriously, just delete the freaking mod. |
16:32 |
octacian |
No-one with half a brain is gonna update with a message like that |
16:32 |
benrob0329 |
^^^ |
16:32 |
octacian |
OK, I've probably underestimated some windows users, but... |
16:32 |
KaadmY |
Well any Windows users won't know how to update a Git repo anyway |
16:33 |
DS-minetest |
let's see it as experiment |
16:33 |
benrob0329 |
octacian: LOL, this is true |
16:33 |
* octacian |
is going to go twice-crazy |
16:34 |
DS-minetest |
if no change is recognized in the next 1.5 weeks, ill remove it from github if i dont forget it |
16:34 |
paramat |
tenplus1 Shara see https://forum.minetest.net/viewtopic.php?f=53&t=17692 a possible CSM cheat mod |
16:34 |
red-001 |
detecting ores is like eating yellow snow |
16:34 |
red-001 |
right? |
16:34 |
octacian |
yup |
16:34 |
red-001 |
yeah |
16:34 |
red-001 |
get a better message |
16:34 |
DS-minetest |
red-001: yes :D , only with another colo9r |
16:34 |
octacian |
JUST DELETE THE FREAKING REPOSITORY :rofl: |
16:34 |
benrob0329 |
paramat: but you can already see what's in the chest... |
16:34 |
benrob0329 |
without a mod |
16:35 |
DS-minetest |
detecting ores is like eating yellow snow |
16:35 |
benrob0329 |
or was that changed? |
16:35 |
red-001 |
love the way you pass a variable that you don't use |
16:35 |
red-001 |
poor j |
16:35 |
red-001 |
forgotten by the dev |
16:35 |
DS-minetest |
huh |
16:35 |
KaadmY |
Nah |
16:35 |
KaadmY |
JK |
16:35 |
KaadmY |
It has a partner, K |
16:35 |
tenplus1 |
protector chest was already fixed for this mod... and yes it's cheating... stealing items is bad |
16:36 |
KaadmY |
Ah |
16:36 |
KaadmY |
That's why |
16:36 |
KaadmY |
https://en.wikipedia.org/wiki/Agent_J |
16:36 |
red-001 |
MIB? |
16:36 |
DS-minetest |
red-001: that wasn't even intended >_< |
16:36 |
benrob0329 |
tenplus1: looking at items is not the same at stealing |
16:36 |
KaadmY |
Yep |
16:36 |
benrob0329 |
you can already look at items in locked chests afaik |
16:37 |
tenplus1 |
"By creating this mod, I discovered that all of these mods -- except for the default locked chest -- were vulnerable to an issue where inventory could be stolen!" |
16:37 |
benrob0329 |
ohh |
16:37 |
benrob0329 |
i didnt read enough -_- |
16:37 |
benrob0329 |
wait |
16:37 |
benrob0329 |
wut |
16:37 |
paramat |
? i thought you could not look in a locked chest? |
16:37 |
red-001 |
welcome to #fix_your_code |
16:37 |
KaadmY |
Is that the hidden_meta thing? |
16:38 |
red-001 |
press 1 to get more bad code |
16:38 |
red-001 |
press 2 to get hired by a triple A dev to work on user sign-in code |
16:38 |
benrob0329 |
red-001: user sign in code is scary |
16:39 |
red-001 |
press 3 to contact custom support and learn how to make it easier to inject code into your databases |
16:39 |
paramat |
what about https://forum.minetest.net/viewtopic.php?f=53&t=17695 ? what if a server chooses to hide player tags? |
16:39 |
red-001 |
press 4 to embedded Lua into your servers, allow users to change it and only allow bytecode |
16:40 |
red-001 |
paramat, /status |
16:40 |
benrob0329 |
anyone else find it annoying that you have to look up what the keycommand to do something in FF is, rather than putting it in the popup info bubble |
16:40 |
red-001 |
and the serverlsit |
16:40 |
red-001 |
list* |
16:41 |
red-001 |
it's impossible to successfully hide users without modding the engine |
16:41 |
KaadmY |
Can CSMs add HUD and formsped elements? |
16:41 |
red-001 |
CSM can't into HUD's |
16:41 |
octacian |
KaadmY: Not yet |
16:41 |
octacian |
Wait, /me misread |
16:41 |
KaadmY |
How does that mod work then? |
16:41 |
benrob0329 |
...isnt that one of the points of XSM? |
16:41 |
red-001 |
but it can into space |
16:41 |
octacian |
KaadmY: They can add formspecs, but no HUD API yet |
16:42 |
benrob0329 |
*CSM |
16:42 |
KaadmY |
Ah |
16:42 |
octacian |
red-001 has a PR for HUDs though, I think |
16:42 |
DS-minetest |
btw, detecting ores is like eating yellow snow makes sense: first you think, that it would be really nice to do it but at doing it you recognize, that it isn't that great |
16:42 |
red-001 |
#6067 |
16:42 |
red-001 |
werid |
16:42 |
red-001 |
I never wanted to eat yellow snow |
16:43 |
DS-minetest |
and it's purple because that is the official color for dangerous things |
16:43 |
octacian |
DS-minetest: OMG.... Why can't you just delete the mod from GitHub? Seriously? WHYYYY? |
16:43 |
tenplus1 |
where do I put csm mods, in CSM folder ? |
16:43 |
octacian |
tenplus1: clientmods/ |
16:43 |
octacian |
~/.minetest/clientmods |
16:43 |
tenplus1 |
thanks, testing something |
16:43 |
octacian |
On Linux anyways. |
16:43 |
octacian |
You have to enable the mods in a configuration file though, as well as CSM itself in advanced settings |
16:43 |
paramat |
https://forum.minetest.net/viewtopic.php?f=53&t=17827 this should be removed from the forum |
16:44 |
DS-minetest |
somehow true. |
16:44 |
octacian |
and oredetect |
16:44 |
DS-minetest |
no |
16:44 |
* KaadmY |
sighs |
16:44 |
KaadmY |
Seriously... |
16:44 |
* octacian |
wonders how DS makes so many disruptive CSMs |
16:44 |
DS-minetest |
let me do the experiment |
16:44 |
tenplus1 |
is it automatically enabled inside that folder ? |
16:44 |
KaadmY |
tenplus1: see above, needs to be enabled as well as CSM |
16:44 |
red-001 |
tenplus1, no |
16:44 |
KaadmY |
Not sure how though |
16:45 |
red-001 |
you need to enable it in mods.conf |
16:45 |
octacian |
tenplus1: Add a mods.conf to the clientmods folder. formatted like so: "load_mod_preview = false" |
16:45 |
octacian |
Also, enable client side modding in advanced settings |
16:45 |
red-001 |
also you need to enable CSM itself |
16:45 |
octacian |
ninja'd red-001 :P |
16:45 |
octacian |
DS-minetest: Well, would you at least consider removing hi? Cause that one is plain annoying |
16:46 |
red-001 |
^^^^^^^^^^^^^^^^^^^^^^ |
16:46 |
octacian |
AND oredetect. Please. UGH. |
16:46 |
DS-minetest |
>* octacian wonders how DS makes so many disruptive CSMs |
16:46 |
DS-minetest |
only two of… how many? and one of them wasn't event meant to be bad for server, it was just made to imitate 11 |
16:46 |
red-001 |
https://www.youtube.com/watch?v=9joFhlD_MFk |
16:46 |
KaadmY |
Shall I make disruptive CSMs too? |
16:46 |
DS-minetest |
i'll remove hi |
16:46 |
octacian |
thx. At least. And from GitHub. |
16:46 |
tenplus1 |
so having the line "load_mod_chest_inspector = true" in mods.conf shoudl suffice ? |
16:46 |
octacian |
yes. |
16:47 |
octacian |
No. |
16:47 |
octacian |
"load_mod_csm_chest_inspector = true" |
16:47 |
octacian |
:P |
16:47 |
KaadmY |
red-001: relevant video :D |
16:47 |
octacian |
It's best to just load a world once with CSM enabled, it'll fill out the mods.conf with everything set to false, then you can update the ones you want |
16:47 |
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16:47 |
octacian |
I wish people would actually make more useful CSMs. |
16:47 |
octacian |
Like who, or my unreleased and currently bugged savepos |
16:48 |
paramat |
red-001 how does 'who plus' check that the user has permissions to kick or ban? just wondering |
16:48 |
red-001 |
it doesn't bother to yet |
16:48 |
red-001 |
just sends the command |
16:48 |
paramat |
wut |
16:48 |
octacian |
paramat: It doesn't. It runs the chatcommand which fails if they don't have the permission :P |
16:48 |
paramat |
oh |
16:48 |
red-001 |
lets the server do the normal chat command checks |
16:48 |
paramat |
i see |
16:48 |
IhrFussel |
My MT 0.4.16-dev (Jun 6) client crashes when I try to change the volume via the pause menu ... addr2line says "GUIVolumeChange::OnEvent(irr::SEvent const&) bei ??:?" |
16:48 |
octacian |
Same way my savepos works with teleporting |
16:49 |
paramat |
ok, surely it's still disruptive to show a list of players on a server which chooses to hide player tags? |
16:49 |
octacian |
Well, I'm gonna quit answering other people's questions and go work on the main menu :D |
16:49 |
octacian |
paramat: /status |
16:49 |
tenplus1 |
I dont know if it's enabled and running |
16:49 |
KaadmY |
Ditto |
16:49 |
red-001 |
paramat, see auto complete, /status, serverlist |
16:49 |
paramat |
status shows all names? |
16:49 |
octacian |
There's no way you can make me believe that a simple player-list could be disruptive :P |
16:49 |
octacian |
Yes |
16:50 |
paramat |
ok good |
16:50 |
DS-minetest |
somehow sad, hi is dead |
16:50 |
* tenplus1 |
really does not like csm |
16:50 |
octacian |
DS-minetest: That is not sad at all! :D Time to celebrate :P |
16:50 |
octacian |
tenplus1: I don't blame you, considering the trouble it has caused in some areas... |
16:50 |
* octacian |
has actually gone to work on the main menu now |
16:50 |
tenplus1 |
I'd be quite happy for it to be removed and attention put elsewhere in game |
16:50 |
octacian |
Nope, another notification :rofl: |
16:50 |
DS-minetest |
tenplus1: you are alone again |
16:51 |
* red-001 |
gets fireworks |
16:51 |
octacian |
tenplus1: I still wouldn't want to see it removed. How much MT could benefit from it. Even if it was only server-injected |
16:52 |
paramat |
what if a server chose to have player names hidden? |
16:52 |
KaadmY |
Well honestly, right now CSM is dumb |
16:52 |
red-001 |
then fix the server |
16:52 |
KaadmY |
You can't do anything useful with it |
16:52 |
octacian |
paramat: But we have /status and the serverlist |
16:52 |
red-001 |
since it's shitty at keeping names hidden |
16:52 |
paramat |
yeah i know |
16:52 |
KaadmY |
And the API barely works and wasn't thought through at all |
16:53 |
octacian |
Honestly, there's nothing wrong with a simple playerlist |
16:53 |
paramat |
sorry i'm replying to "There's no way you can make me believe that a simple player-list could be disruptive" |
16:53 |
octacian |
KaadmY: That's because it hasn't had time to develop due to all the disruptive stuff :P |
16:53 |
octacian |
Oh, you're way behind :P |
16:55 |
red-001 |
seems like https://github.com/minetest/minetest/pull/3856 will never be finished |
16:56 |
IhrFussel |
PLEASE is there a way to set the ingame volume in the conf? I can't change it ingame the game crashes on me WHENEVER I touch the volume slider |
16:56 |
paramat |
is hiding player tags possible? i thought there was a distance setting? maybe not |
16:56 |
DS-minetest |
well, i know a mod which does something like that |
16:56 |
tenplus1 |
my invisibility potion does just that paramat |
16:57 |
tenplus1 |
https://forum.minetest.net/viewtopic.php?t=14846 |
16:57 |
KaadmY |
IhrFussel: um |
16:57 |
KaadmY |
sound_volume or something? |
16:58 |
IhrFussel |
Yes okay I found it thanks ... not sure why the crashes happen though |
16:58 |
DS-minetest |
still haven't suggested any other recipe X3 |
16:59 |
KaadmY |
Ah, nametag API? |
16:59 |
paramat |
IhrFussel , then the issue is the in-game crash, that's not a reason to add it to .conf |
16:59 |
KaadmY |
Sets the text to an empty string? |
16:59 |
KaadmY |
' |
17:00 |
benrob0329 |
Does Minetest have proper man pages? |
17:00 |
paramat |
please add an issue |
17:00 |
IhrFussel |
paramat, I wanted a way to set my volume somehow as I need sound while playing...I'll investigate the crashes further though |
17:01 |
KaadmY |
IhrFussel: since it seems like a GUI bug, you could try `/set -n sound_volume <x>` in singleplayer |
17:02 |
red-001 |
IhrFussel, what is it set to in minetest.conf? |
17:04 |
IhrFussel |
It was 0.16 before now it's 0.35 ... if you want to test the behavior first set the volume to 0.35 and leave the menu, then set it to 0.16 and restart the game then try to move the slider up or down and it might crash after a few secs |
17:04 |
IhrFussel |
It doesn't crash right away |
17:05 |
KaadmY |
Doesn't crash here |
17:05 |
benrob0329 |
OpenAL bug? |
17:06 |
KaadmY |
benrob0329: that looks like a GUI bug |
17:06 |
IhrFussel |
I'll try to change it now again after I set the volume manually via conf |
17:07 |
IhrFussel |
WTF? It crashed now WITHOUT even touching the slider |
17:08 |
IhrFussel |
I'll try to restart the PC one sec |
17:11 |
paramat |
tenplus1 Shara shivajiva VanessaE and server admin, i feel you have the right to ask for a CSM mod to be removed from the forum if it could disrupt your server, since restrictions will only be enforcable in MT 0.5. so please consider these and comment https://forum.minetest.net/viewtopic.php?f=53&t=17692 https://forum.minetest.net/viewtopic.php?f=53&t=17046 |
17:12 |
tenplus1 |
the chest inspector itself is a bad one... it means anyone can open any chest and remove it's contents... this is why I dont want csm |
17:13 |
|
IhrFussel joined #minetest-hub |
17:13 |
paramat |
it's not the removal, just seeing the contents is bad enough |
17:13 |
IhrFussel |
Nope, still happens right when I try to click the slider everything crashes |
17:16 |
benrob0329 |
tenplus1: csm needs to be cracked down upon |
17:16 |
tenplus1 |
I want a way to disable completely from server |
17:16 |
benrob0329 |
I don't think that is the best option either |
17:16 |
benrob0329 |
Chat Coloring is a good example of a client mod |
17:16 |
IhrFussel |
Muting/unmuting works without crash it is DEFINITELY just the GUI that causes it |
17:17 |
benrob0329 |
And ambiance |
17:17 |
tenplus1 |
am going to have to convert any metadata to private metadata which means all mods will be 0.4.16+ only... which is sad cause I like having them compatible with older versions of mt |
17:17 |
benrob0329 |
And many, many other non destructive client mods |
17:17 |
benrob0329 |
The problem is that (as with a lot of technology) it was released too soon |
17:18 |
tenplus1 |
yes, definitely... without proper checks and switches to turn them off |
17:18 |
benrob0329 |
It wasn't ready, it needed to have there's things fixed first |
17:18 |
benrob0329 |
*these |
17:18 |
paramat |
tenplus1 please can you add your request to the flavours PR then? |
17:19 |
benrob0329 |
I don't think turning csm off completely is a good option, but it needs to be restricted |
17:19 |
tenplus1 |
havent I done that already paramat.. |
17:20 |
paramat |
oh yeah |
17:21 |
benrob0329 |
Id much rather have csm for things like Chat6 and Ambiance, and not for things like hi and ore detector |
17:21 |
IhrFussel |
@hiding nametags: Change the nametag alpha is what I do for the /hide command on my server |
17:21 |
tenplus1 |
same |
17:21 |
benrob0329 |
Also, nametags should be hidden with sneak |
17:22 |
benrob0329 |
Imo |
17:22 |
tenplus1 |
could easily be done inside player.lua file |
17:22 |
tenplus1 |
another reason to place player stuff in it's own mod :D |
17:22 |
paramat |
chat colouring is, or was, destructive, it seriously irritated a server owner |
17:22 |
benrob0329 |
paramat: client side coloring of messages? |
17:23 |
benrob0329 |
That doesn't affect the server.. |
17:23 |
paramat |
sorry, i meant colours sent to server |
17:23 |
benrob0329 |
That should be configurable, yes |
17:24 |
IhrFussel |
There is a conf setting for that AFAIK |
17:25 |
|
tumeninodes joined #minetest-hub |
17:25 |
tenplus1 |
hi tumeninodes |
17:25 |
benrob0329 |
Hi tumeninodes |
17:25 |
octacian |
Well, did I miss anything? xD |
17:25 |
tumeninodes |
hi tenplus1, benrob0329, johnboy |
17:26 |
Raven262 |
Hello tumeninodes |
17:26 |
octacian |
benrob0329: Chat6? |
17:26 |
tumeninodes |
hi Raven262 |
17:26 |
tumeninodes |
hi octacian |
17:26 |
benrob0329 |
octacian: cheapie's mod |
17:26 |
octacian |
benrob0329: I wrote a mod to hide nametags with sneak on my subgame |
17:26 |
octacian |
benrob0329: What's it do? Anything my chat3 doesn't? xD |
17:26 |
benrob0329 |
Adds color to messages client side |
17:27 |
octacian |
Ah, it's a CSM |
17:27 |
benrob0329 |
Really handy for servers |
17:27 |
octacian |
Mine is SSM |
17:27 |
octacian |
Was gonna port chat3 to CSM, but I suppose I don't need to now :D |
17:27 |
benrob0329 |
Especially if there are multiple convos at once |
17:28 |
octacian |
What do you mean? |
17:28 |
tumeninodes |
Whenever I see screenshots of ingame chat, I always wonder how people can follow it so fast with one color |
17:28 |
IhrFussel |
Or if the server uses certain colors to indicate events..on mine join messages are green, leave messages are red and PMs are purple |
17:28 |
benrob0329 |
tumeninodes: it fixes tbat |
17:29 |
benrob0329 |
IhrFussel: most servers don't do that |
17:29 |
tumeninodes |
benrob0329, that will be nice |
17:29 |
octacian |
My chat3 simply highlights any messages you were mentioned in with green, PMs green as well. Also has a per-player configurable chatbell |
17:29 |
Hijiri |
tenplus1: I think it's a moot point whether CSM allows taking stuff from chests |
17:29 |
IhrFussel |
benrob0329, my server does count as 1 though so the point is valid |
17:29 |
Hijiri |
Chest permission should be all handled on the server anyway |
17:29 |
octacian |
<paramat> chat colouring is, or was, destructive, it seriously irritated a server owner |
17:29 |
benrob0329 |
octacian: this is where a client mod shine though |
17:30 |
Hijiri |
Minetest already gives inventory callbacks to do exactly that |
17:30 |
octacian |
Gotta agree there. BTW, wasn't it fixed so that colours weren't logged? I had to override minetest.log in latest dev and call strip colours. |
17:30 |
octacian |
benrob0329: Yeah, it is. |
17:30 |
benrob0329 |
IhrFussel: then the mod is useless on your server, although od prefer to have it client side |
17:30 |
* octacian |
is gonna have to release hiding nametags on shift as an actual mod |
17:31 |
octacian |
Or, maybe a MTG PR |
17:31 |
KaadmY |
octacian: I already did that in Pixture |
17:31 |
KaadmY |
Except it just fades the nametag alpha |
17:31 |
octacian |
KaadmY: When exactly? |
17:31 |
KaadmY |
Right after 0.4.15 was released... :P |
17:31 |
octacian |
I found that fading didn't work very well. |
17:31 |
KaadmY |
Or 0.4.13? |
17:31 |
IhrFussel |
benrob0329, it makes totally sense to have join and leave message in different colors...makes it WAYYY easier to know which messages are regular ones and which aren't |
17:31 |
tumeninodes |
CSM for ambiance I like too. Though I think all background music should be Rammstein and The Prodigy :D |
17:31 |
KaadmY |
Yeah fading doesn't fade the shadow |
17:32 |
octacian |
Damnit. You beat me to it :P Eden didn't even exist then |
17:32 |
KaadmY |
I remember it was less than a month after nametag properties was added |
17:32 |
KaadmY |
Was that 0.4.13 or 0.4.15? |
17:33 |
octacian |
I dunno. I've only been around since 0.4.13, and wasn't very aware of the API then :P |
17:33 |
benrob0329 |
IhrFussel: yes, but having chat coloring be a client mod (even if sent by server) makes sense |
17:34 |
tumeninodes |
definitely easier to keep track of |
17:34 |
IhrFussel |
If the colors the mod offers conflict with the server ones that indicate important events..NO they don't |
17:35 |
tumeninodes |
Is there a way to make it so that Server colors can be reserved? on the client side? |
17:35 |
IhrFussel |
There shouldn't be IMO |
17:36 |
IhrFussel |
It is the sole decision of the server admin to add those colors to messages if he/she thinks it's essential for the server gameplay |
17:36 |
tumeninodes |
Specific colors used by the server, would take priority, and shift avail colors for client side |
17:38 |
benrob0329 |
Or we could just have server sent client mods |
17:39 |
tumeninodes |
Grrr, doorbell. BRB |
17:39 |
benrob0329 |
Then there would be chat coloring, and if the user has their own mod that overrides default coloring (eg if they don't like the colors that the server set) then it will get overridden |
17:40 |
benrob0329 |
And don't tell me that your specific colors affect gameplay moreso than any other color scheme, because what if I want consistent colors across servers or am colorblind and can only see certain colors? |
17:41 |
IhrFussel |
I honestly wouldn't care if there was an option to switch the colors as long as the client still sees unique colored messages for those events |
17:41 |
IhrFussel |
Also interesting crash: My server crashed 3 hours ago with "2017-07-09 16:29:28: ERROR[Server]: Failed to open path/to/world/players/NiklasHD" |
17:43 |
IhrFussel |
Or at least that's the last entry before the crash, there is no actual error stack |
17:43 |
benrob0329 |
IhrFussel: then csm overriding colors isnt a problem, is it? |
17:47 |
paramat |
celeron55 and all, amazing screenshots of the fractal mapgen on this page https://forum.minetest.net/viewtopic.php?f=3&t=156&start=5850 |
17:48 |
tenplus1 |
seen those, very interesting :D |
17:48 |
octacian |
Woaaahhh! |
17:48 |
KaadmY |
Woaaaaaaaaaaaaat |
17:48 |
KaadmY |
Oh lol |
17:48 |
KaadmY |
octacian: you ninja'd me :( |
17:49 |
octacian |
:P |
17:49 |
IhrFussel |
benrob0329, as long as the client mod cannot use the exact same colors compared to the server events...I wouldn't mind |
17:50 |
IhrFussel |
I mean as long as the server events have a unique color I'm fine with it |
17:50 |
benrob0329 |
...isnt that the point of coloring the chat? |
17:50 |
KaadmY |
Woaaaaaaaaaaaaaaaaaaaaaaaaaah https://imgoat.com/uploads/4173cb38f0/29237.png |
17:51 |
tenplus1 |
niiiiiice |
17:51 |
IhrFussel |
My point is: Join messages are GREEN on my server...now if a client uses the same GREEN for regular messages it may confuse players...don't you see how that's possible? |
17:51 |
benrob0329 |
The Fantasticness of Fractal |
17:51 |
paramat |
yes that's good too, very high quality screenshots |
17:51 |
octacian |
The way modmgr handles displaying mods is waayyyyyy overcomplex... The modlist goes through literally three (or four) processing stages before being shown in the formspec |
17:51 |
benrob0329 |
Anyone else feeling it? |
17:52 |
tenplus1 |
can you simplify it octacian ? |
17:52 |
KaadmY |
Is there something special you have to do to get textures working with shaders? |
17:52 |
octacian |
Working on it. I've rewritten nearly the entire modmgr to support stuff like clientmods and more |
17:52 |
benrob0329 |
IhrFussel: the client mod would override those colors too |
17:52 |
benrob0329 |
Otherwise it would be defective |
17:53 |
IhrFussel |
No then I'm against it...I said server owners should DECIDE what clientas see in the chat |
17:53 |
benrob0329 |
And I said that colors should be something user configurable |
17:53 |
IhrFussel |
clients* |
17:53 |
octacian |
I honestly have no problem with clients deciding what they see in chat, but I don't like CSMs and the like being able to send chat messages :/ |
17:54 |
IhrFussel |
No they shouldn't...did you NEVER play an online game with certain colors for certain events? |
17:54 |
benrob0329 |
Because I don't necessarily like your color scheme |
17:54 |
IhrFussel |
Then you can leave my server |
17:54 |
tenplus1 |
custom colours for <name> <message> and highlighting your own <name> |
17:54 |
octacian |
I've gotta agree with benrob0329. The client should have control over what they see in their particular client. |
17:54 |
IhrFussel |
If a color scheme bothers you THAT much |
17:54 |
octacian |
When it comes to chat that is. |
17:54 |
tenplus1 |
and of course join/leave messages |
17:54 |
benrob0329 |
Just like I don't necessarilu like your texture pack |
17:55 |
benrob0329 |
Should you force your textures on me? |
17:55 |
tumeninodes |
paramat: saw those, pretty awesome |
17:56 |
IhrFussel |
That's something else..the texture pack isn't essential for the gameplay..but my server displays the RANK in the chat message and it displays the CHAT CHANNEL the player is in...it would be absolutely fatal to make that client side |
17:56 |
IhrFussel |
Some things in an online game SHOULD be forced on players |
17:57 |
octacian |
Now for that one, I've gotta agree with IhrFussel :P |
17:57 |
KaadmY |
^ |
17:57 |
benrob0329 |
Yeah, but what about other circumstances? |
17:57 |
KaadmY |
Model shading kinda works |
17:58 |
KaadmY |
But it's model-local and textures aren't working |
17:59 |
IhrFussel |
benrob0329, are you seriously telling me that you wouldn't play game X because the party chat messages are FORCED to be yellow on you? And the clan chat is forced to be green and the PM channel is forced to be purple..because that is how MOST online games with a chat work |
17:59 |
tumeninodes |
server chat colors related to specific events and rank should take precedence. The client side could search for those variables before offering colors to choose from on the client side |
18:00 |
tumeninodes |
if you look at chat coloring as sort of part of the server rules, it makes sense |
18:01 |
IhrFussel |
Many server owners recently told me literally "IT IS MY SERVER I CAN DO WHATEVER I WANT" so I wonder why you don't agree there too |
18:01 |
benrob0329 |
IhrFussel: depends on the colors |
18:02 |
benrob0329 |
Neon pink and green would drive me up the wall |
18:02 |
benrob0329 |
We need a way for servers to define types of messages, with default colors |
18:02 |
tumeninodes |
although, on the other hand..., maybe the end user is able to identify different colors better, relating to specific events. |
18:02 |
IhrFussel |
But if you enjoy the gameplay the colors shouldn't really matter...and if they annoy you THAT much you can disable the chat |
18:03 |
benrob0329 |
IhrFussel: disabling chat is not an option in most circumstances |
18:04 |
benrob0329 |
If I want clans to be blue, they should be blue. But they should still be a different color |
18:06 |
benrob0329 |
If I want join/leave messages to be a faded grey so that i don't notice them (or if i do want to notice them as a mod) then I should be able to do that |
18:06 |
IhrFussel |
benrob0329, I would be fine with a way to set a different color for thoise events if you really despise the original ones but that would be very tricky cause the CSM mod would have to check if the color you set for event X is not already used by event Y or Z |
18:07 |
benrob0329 |
IhrFussel: thus my suggestion for different message types |
18:07 |
KaadmY |
Easy solution: try to get a standard list of colors and uses for them |
18:07 |
benrob0329 |
The user can select different colors for each one defined by the server |
18:08 |
KaadmY |
Or do it like terminal escape codes |
18:08 |
KaadmY |
Use ^1 for default red, ^2 for default green, etc |
18:08 |
KaadmY |
And the client can configure those colors |
18:09 |
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18:09 |
tenplus1 |
hi Taya |
18:09 |
Taya |
Hello :P |
18:09 |
KaadmY |
Yo |
18:11 |
tumeninodes |
tenplus1: I have a desert cobble rework. same texture, just slightly toning down the pink mortar :P A compromise rework |
18:11 |
IhrFussel |
KaadmY, could you give an example with those escape colors? Like what would the modder type in minetest.chat_send_all()? Or would it be a completely new function? |
18:12 |
KaadmY |
minetest.color_code? |
18:13 |
KaadmY |
Eg. `"*** " .. name .. minetest.color_index("red") .. " has joined"` |
18:14 |
KaadmY |
And the client can change red to green if they want |
18:15 |
IhrFussel |
Couldn't the client just read minetest.colorize()? If the server started to send it to the client |
18:15 |
tumeninodes |
tenplus1: https://ibb.co/gB2Ahv |
18:16 |
KaadmY |
But minetest.colorize is an arbitrary color, therefore the modder very likely intentionally used that specific color |
18:16 |
KaadmY |
Whereas using an indexed color implies that it just has to be a unique color |
18:17 |
tenplus1 |
nothing appears ? |
18:17 |
IhrFussel |
KaadmY, ohh I see...you mean the function would allow the client to only change those colors? |
18:17 |
KaadmY |
Yes |
18:17 |
tumeninodes |
please hold |
18:19 |
tumeninodes |
https://ibb.co/album/hR3nov |
18:20 |
tumeninodes |
not sure why the other link did not work. The tile is very small, under the "ibb" text, top center on the first link |
18:20 |
tenplus1 |
looks not too bad... |
18:20 |
tenplus1 |
you adding to pull ? |
18:21 |
tumeninodes |
I wanted to see what you thought first, as I know you and others are concerned about too much change. |
18:25 |
tenplus1 |
it's not too drastic :) but still looks nice and similar to original |
18:26 |
IhrFussel |
KaadmY, sounds like a pretty difficult task...I mean it would have to work for ANY server and it would have to respect all event messages |
18:26 |
tumeninodes |
and it tones down the pink :P |
18:27 |
tumeninodes |
everyone can laugh at the old dude..., how do you add an image to a message on github? |
18:28 |
tenplus1 |
add to pull request with original next to it :) |
18:28 |
tenplus1 |
drag n drop |
18:29 |
tumeninodes |
:D okie dokie thanks |
18:33 |
KaadmY |
YASSSSSSSSSS directional model shading works |
18:33 |
tenplus1 |
ooh, you posting a video to show ? |
18:34 |
KaadmY |
Can't record videos :( |
18:34 |
KaadmY |
At decent quality at least |
18:34 |
tenplus1 |
screenys :PPP |
18:34 |
KaadmY |
The best I can do is around 320p |
18:34 |
KaadmY |
It's borked right now :P |
18:35 |
KaadmY |
But gimme a few minutes, should be fixed |
18:37 |
octacian |
Is there a really major speed difference between using table.concat a custom concatenation function? |
18:37 |
octacian |
*custom concatenation loop |
18:37 |
KaadmY |
octacian: for what? |
18:38 |
octacian |
See, currently my modmgr rewrite takes a path and returns a list containing both modpack items and the parent modpack. This means that once sorted, the table display messes up (the old one returned only the parent modpack and then get mods was once again called while displaying) |
18:38 |
octacian |
And NVM. |
18:39 |
octacian |
I'm just going to add a mods table to a parent modpack entry and place submods there |
18:39 |
octacian |
Otherwise, I have two loops to display the mods. One to sort them out into tables, and another to concatenate the tables |
18:39 |
octacian |
Which honestly would most likely also be just fine |
18:39 |
octacian |
...and on second thought, probably more efficient than the other method which I just mentioned |
18:40 |
octacian |
hmm, Gonna have to mess around with this. Consider how Lua tables work, adding modpack items to a subtable could still work |
18:41 |
octacian |
It's not like I really need to worry about performance. Aside from the fact that the impact is so small, the old modmgr looped through the entire modlist 3-4 times before displaying it in a formspec |
18:43 |
octacian |
Wait, you can't have modpacks inside modpacks, can you? |
18:47 |
octacian |
Shoot. Seems you can. |
18:47 |
octacian |
This is going to make life more interesting. |
18:48 |
octacian |
huh. So it's possible, but even the old modmgr didn't account for it |
18:49 |
KaadmY |
Shh, ignore it |
18:52 |
tenplus1 |
lol |
18:53 |
octacian |
OK, which is preferable: A table of mods and modpacks, where submods of modpacks are stored in a mods subtable of the parent modpack subtable; or a table of all mods, submods, and modpacks where submods have a reference to the parent modpack's name? |
18:54 |
octacian |
Turns out that the code for either is practically equally as complex, so it mostly comes down to preference. |
18:54 |
tumeninodes |
tenplus1: ok, added to the PR. Feels so sleazy adding it to someone else's PR though : / |
18:54 |
octacian |
(either way I end up with 2 loops) |
18:54 |
octacian |
So, anyone got some thoughts? |
18:54 |
tumeninodes |
why do I have fruit loops on my mind now? Dammit octacian :P |
18:55 |
octacian |
lol |
18:55 |
tenplus1 |
not at all... ideas are always welcome in puills |
18:56 |
tumeninodes |
ok but, if hordes start comin at me... I'm pointing at you : ) (just so ya know) |
18:57 |
tenplus1 |
ehehe |
18:57 |
tumeninodes |
and I will be braving a couple servers later this eve for the first time... Xanadu will be one (have to get my Rush albums ready first) |
18:57 |
tenplus1 |
rush is good |
18:58 |
tumeninodes |
have seen them many times live |
18:58 |
tenplus1 |
what was the album with the whimsy and tech mind on the cover ?!?! |
18:59 |
octacian |
OK, I'm going for all items being top level with a parent reference |
18:59 |
octacian |
Although... |
18:59 |
octacian |
ugh |
19:00 |
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19:01 |
octacian |
Yup, looks like I have to otherwise the selected reference gets messed up :/ |
19:01 |
octacian |
Or does it... |
19:01 |
* octacian |
is confused |
19:02 |
octacian |
Yes, it does |
19:02 |
octacian |
OK, straightened out :D |
19:02 |
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19:04 |
KaadmY |
Guh, going to need help with these shaders |
19:04 |
KaadmY |
Can't get them to work right |
19:04 |
KaadmY |
Since it appears Minetest passes data into the shader that isn't relative to anything |
19:04 |
tumeninodes |
sorry tenplus1, had to step away. I am not hardcore fan, just a fan. So I do not know all their album covers. Same goes for even my fav band Deep Purple |
19:05 |
tenplus1 |
:P |
19:05 |
tumeninodes |
and I never turned down a concert when I was younger : ) |
19:06 |
tumeninodes |
until I wound up in the middle of a mosh pit at 36 years old |
19:06 |
tenplus1 |
only ever been to "T in the Park" |
19:09 |
tumeninodes |
: o that looks awesome! |
19:10 |
tenplus1 |
this was when it was still at Strathclyde park.. was awesome... |
19:10 |
tenplus1 |
lol |
19:10 |
tumeninodes |
: ( other countries have such nice places and events |
19:12 |
tumeninodes |
I have been to concerts in various venues in New England and a couple (2) in Canada, before passpports were needed to go between Canada and US |
19:12 |
Calinou |
I've never been to a concert |
19:12 |
Calinou |
too loud |
19:12 |
tumeninodes |
I have still never gotten to see Rammstein |
19:13 |
tumeninodes |
Calinou: what?! |
19:13 |
Calinou |
why would I go to one if it's to become deaf? |
19:14 |
tumeninodes |
heh i have minor loss in my right ear from my band days.. we were very loud. Not as loud as say KISS, AC/DC or Deep Purple though |
19:14 |
tenplus1 |
always fun |
19:15 |
tumeninodes |
my last concert was a few years ago Alice in Chains Black Gives Way to Blue, in Boston in a theater |
19:16 |
tumeninodes |
those notes when your head vibrates like you're on somethin' :P |
19:17 |
tumeninodes |
there are also concerts which are not so loud. I have been to see orchestras and even intimate concerts where things are toned down and small audience |
19:18 |
tumeninodes |
but this is not Minetest speak :P sorry |
19:19 |
tenplus1 |
:P |
19:20 |
tumeninodes |
old folk reminisce blindly :D |
19:21 |
tenplus1 |
nostalgia :D |
19:21 |
tumeninodes |
I should go fix the model for my angled glass mod... |
19:21 |
tumeninodes |
oldstalgia |
19:22 |
tumeninodes |
or No Stalgia |
19:23 |
tumeninodes |
On creative servers.., do you still need to craft and mine to get materials? |
19:24 |
tenplus1 |
no, most creative servers give you the creative inventory to take what you need and build straight away... no survival needed |
19:25 |
tumeninodes |
excellent, cuz I'd die very quickly and don't know how to craft anything haha |
19:25 |
tenplus1 |
ehehehe |
19:25 |
tumeninodes |
well, basic stuff |
19:25 |
tenplus1 |
although Xanadu is a survival server and we can grant 'creative' to mega builders.. |
19:26 |
tumeninodes |
best to have someone prove they are a mega builder first though |
19:27 |
tumeninodes |
or I can wait for someone else to craft what I need, then kill them :P |
19:28 |
tumeninodes |
I'll give it a shot later... off to play with Blender ttyl |
19:28 |
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19:33 |
tenplus1 |
omgggggggggg... cringe worthy video on youtube with idiotic kids |
19:34 |
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19:34 |
Fixer |
PART FISH @ PART GIRL |
19:35 |
tenplus1 |
wb paramat |
19:35 |
tenplus1 |
hi fixer |
19:36 |
Fixer |
hi |
19:39 |
tenplus1 |
https://www.youtube.com/watch?v=Y8FI9KpUrTA <-- be warned... cringeworthy |
19:46 |
tenplus1 |
nite folks :P o/ |
19:47 |
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19:51 |
shivajiva |
paramat: I'd like to see both of those csm mods removed, I grow weary of being told security is my problem because I run a server and dev doesn't bother about the security model as much as adding bells and whistles :/ |
19:59 |
paramat |
yeah :] |
19:59 |
Shara |
paramat: I'll second that |
20:00 |
Shara |
chest inspector looks to be a complete all out cheat mod |
20:00 |
paramat |
please add your comments to the mod threads |
20:00 |
Shara |
paramat: I'm travelling at the moment on a very poor connection, so limited ability to leave comments |
20:01 |
paramat |
ok no prob |
20:01 |
paramat |
i'm right in thinking a player cannot look inside another player's locked chest? |
20:01 |
Shara |
It is quite difficult to view things |
20:01 |
Shara |
normally you can only look at the contents of chests you can also remove items from, I think |
20:10 |
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20:13 |
octacian |
I'm honestly not too against chest inspector. It is a neat concept, and assuming that the mods have checks to ensure that you are the owner when moving items it's fine. Is it possible to hide inventory metadata? |
20:14 |
octacian |
paramat: Using chest inspector it's possible to look inside a locked chest, if I remember correctly |
20:14 |
octacian |
However, I honestly have no issue with that. |
20:14 |
octacian |
As long as they can't move items. |
20:15 |
paramat |
yeah i'm asking the mod creator whether you can look inside a locked chest, but it seems so from the mod description, it only mentions default:chest_locked |
20:16 |
octacian |
I'm 90% sure you can. Let me check |
20:16 |
paramat |
looking inside is bad enough |
20:16 |
octacian |
paramat: Yes, you can. |
20:16 |
lisac |
paramat, shouldn't that be fixed with private meta? |
20:17 |
octacian |
However, i believe you can't move items. Pretty sure that the author of that mod submitted a patch to Minetest. |
20:17 |
octacian |
lisac: I don't think inventories can be private yet |
20:17 |
paramat |
i can't see the point of the mod if it only allows looking inside an unlocked chest |
20:18 |
paramat |
(sorry, late reply) |
20:18 |
paramat |
as in, another player's locked chest? |
20:19 |
octacian |
Yes. you can look inside a locked or protected chest, however, with the patches that the author of the CSM submitted you cannot take or move items |
20:19 |
paramat |
yes something might have to be fixed but the mod is still disruptive |
20:21 |
paramat |
cannot take or move items is irrelevant, looking alone is bad enough :] |
20:21 |
octacian |
I don't see that it's that bad |
20:21 |
octacian |
What's wrong with knowing what's in a chest? I mean, you can't take it anyways |
20:22 |
paramat |
because you would not normally know what's inside, so it's a cheat |
20:22 |
paramat |
there may be special items inside that you should not know about |
20:22 |
octacian |
hmmm, True. But seeing as it can't damage anything, I don't see that it is really a cheat |
20:23 |
paramat |
cheating is damage |
20:23 |
octacian |
But again.... I would consider the ability to look inside someone's inventory a cheat, so, I suppose that looking in chests would be too |
20:27 |
octacian |
paramat: You know, I'm not sure that in it's current state get_inventory should have been exposed to CSM at all |
20:27 |
octacian |
Although, with the original plan (server-injected) it would be very useful |
20:28 |
octacian |
hmmm, Maybe the best solution is to remove client-side loading of CSMs |
20:29 |
octacian |
I mean, the only actual good use that I have is something like a client side chat filter, which could honestly be useful |
20:29 |
nerzhul |
item move is controlled by server |
20:29 |
nerzhul |
if you permit to move them when not the owner it's a problem in server side mod |
20:31 |
octacian |
nerzhul: Yes, that's true. However, the inventory probably shouldn't be available to client-loaded mods in the first place |
20:31 |
nerzhul |
it's not available, only formspec are available |
20:31 |
octacian |
And you can then show an inventory via formspecs |
20:35 |
Fixer |
i'm fine with chest inspect too, it is only useful on anarchy survival |
20:36 |
KaadmY |
I can think of places where chest inspect could be bad for gameplay |
20:36 |
KaadmY |
In Pixture I have locked chests breakable with lock picks |
20:36 |
KaadmY |
But they wear out, and have a chance of not working |
20:36 |
KaadmY |
You can game that and only pick chests that have good stuff in them |
20:37 |
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20:38 |
paramat |
maybe 'get inventory' should be added to CSM flavours PR? |
20:39 |
paramat |
sorry i mean the formspec of inventory |
20:40 |
rubenwardy |
no |
20:40 |
rubenwardy |
it's better to only send inventories that should be able to access |
20:40 |
rubenwardy |
*that they |
20:40 |
paramat |
yes i agree |
20:41 |
KaadmY |
Also clouds should be shaded correctly |
20:41 |
KaadmY |
Might try that soon |
20:45 |
paramat |
i like your time-dependent face shading, but how do you stop it happening indoors? |
20:45 |
KaadmY |
paramat: it uses sun light |
20:45 |
KaadmY |
So underground will have almost flat lighting |
20:49 |
shivajiva |
my primary concern is we move to a security model that doesn't allow clients to bypass the server privs, that goes a long way to ensuring any public server is secure or tell the server owners development has no interest so I can stop hoping we will arrive :) |
20:49 |
kaeza |
greetings |
20:49 |
* KaadmY |
greets * |
20:49 |
shivajiva |
o/ |
20:50 |
benrob0329 |
Hi kaeza |
20:50 |
kaeza |
hi KaadmY, shivajiva, benrob0329 |
20:50 |
paramat |
shivajiva the restrictions will be enforceable in 0.5 because all clients are forced to update to 0.5 too |
20:52 |
shivajiva |
so @ 0.5 you will not be able to alter the source and compile a client that can bypass privs? |
20:52 |
CWz |
wait, 0.5 will fix the fly issue? |
20:52 |
paramat |
a C++ hacked client will always be able to bypass restrictions |
20:53 |
KaadmY |
> if (free_move && !client->checkPrivilege("fly")) m_statustext += L" (note: no 'fly' privilege)"; |
20:53 |
KaadmY |
That's literally the fly move code |
20:53 |
KaadmY |
I can comment one line, and voila |
20:53 |
KaadmY |
Fly cheat |
20:53 |
KaadmY |
Not even remotely hard |
20:54 |
paramat |
what fly issue? |
20:54 |
rubenwardy |
you need to change the fly check in player(?), that's code above is warning message if you enable fly |
20:54 |
CWz |
I know MC has a an anti cheat mod that prevents fly hacks and a bunch of other stuff |
20:54 |
KaadmY |
rubenwardy: same code though |
20:54 |
rubenwardy |
it is possible to stop fly cheating |
20:54 |
rubenwardy |
you |
20:55 |
rubenwardy |
you'd need to do client-side predicion / server-side reconcilliation |
20:55 |
rubenwardy |
it's difficult though |
20:55 |
KaadmY |
I'd guess MC does that |
20:56 |
rubenwardy |
info cheating is very hard to prevent, as the only way to stop it is to not send the info to the client at all - which may cause inconvenience |
20:56 |
CWz |
minecraft also has a built in one |
20:56 |
CWz |
that auto kicks players for flying |
20:56 |
rubenwardy |
there's no need for anti-cheating code |
20:57 |
rubenwardy |
if you did client-side prediction properly |
20:57 |
rubenwardy |
well, i guess that counts as anti-cheating code |
21:06 |
KaadmY |
Also how would you prevent anti-fly? |
21:06 |
KaadmY |
Or rather, how to detect it? |
21:08 |
Jordach |
KaadmY, you'd have to stop sending player location packets |
21:08 |
KaadmY |
Jordach: um |
21:08 |
KaadmY |
Well almost all other games handle it |
21:09 |
KaadmY |
g |
21:21 |
rubenwardy |
KaadmY, client-side predicion / server-side reconcilliation |
21:21 |
KaadmY |
rubenwardy: that's the right way to go |
21:22 |
KaadmY |
Probably too late for Minetest though without a lot of refactoring |
21:24 |
shivajiva |
hope not, don't think ruben would mention something that wasn't possible |
21:25 |
KaadmY |
Well people mention mod performance a lot |
21:31 |
Fixer |
can minetest into this |
21:31 |
Fixer |
https://i.imgur.com/cyLfGQi.png ? |
21:44 |
Jordach |
as usual no |
22:38 |
Calinou |
lol, Discord just went RIP |
22:38 |
Calinou |
also, Minecraft's anti-flight is shoddy at best |
22:38 |
Calinou |
it allows flying for up to 5 seconds (before Beta 1.5, it was unlimited) |
22:39 |
Calinou |
you can still do plenty of things in 5 seconds, even at normal (or slightly above normal )speed |
22:39 |
Fixer |
Jordach: T O W N Y 0_7_5 from 2 0 1 1 |
22:39 |
Calinou |
(I believe it doesn't check vertical speed at all) |
22:39 |
Calinou |
...although NoCheatPlus is much more strict about flight checks |
22:39 |
Fixer |
Calinou: discord - rip? nice |
22:39 |
Fixer |
BUSTED |
22:39 |
Calinou |
the servers are like, entirely dowxn |
22:39 |
Calinou |
down* |
22:39 |
Fixer |
or WASTED |
22:40 |
Calinou |
restarting the client shows an endless connection screen |
22:40 |
Calinou |
"Connection problems? Tell us!" says the client |
22:40 |
Calinou |
I imagine their Twitter right now... |
22:40 |
Calinou |
"ayy discord doesnt work how do i meme now, pls rt and plz reply to my tweet" |
22:40 |
Fixer |
here you go, eat your closed source proprieatary ---- |
22:40 |
Fixer |
will they ever learn to use one and open standard of some kind? |
22:41 |
Fixer |
tired of this BS |
22:41 |
lisac |
I just noticed Discord is down |
22:41 |
Calinou |
yep, welcome back to IRC |
22:41 |
Calinou |
Fixer: it's a problem of centralization here :P |
22:41 |
lisac |
Heh no Kronos WoW on IRC |
22:41 |
Jordach |
Calinou, it's actually the first time i've seen it die like this |
22:41 |
red-001 |
ah discord broke |
22:42 |
Fixer |
also, decentralisation* |
22:42 |
Jordach |
it's been a while since discord fell over properly |
22:42 |
Fixer |
Die big! (c) |
22:42 |
Jordach |
usually it's been 75% functional during those times |
22:42 |
Calinou |
I'm watching underpants with eyes spinning with a fancy animation |
22:42 |
Jordach |
Calinou, think steam controller |
22:42 |
Calinou |
yeah, it is the first time I see an extended downtime |
22:42 |
Fixer |
back to beta |
22:42 |
lisac |
hey seeing that everyone is here now, any way to check if a node is protected in CSM? |
22:43 |
Jordach |
no |
22:43 |
Jordach |
meta is no longer sent to clients |
22:43 |
Jordach |
since you can raid locked chests with that |
22:43 |
Calinou |
what if nodes sent their data to other nodes? |
22:43 |
Calinou |
SO META |
22:43 |
* Calinou |
hides |
22:43 |
Jordach |
iirc, that is the case |
22:44 |
lisac |
huh how come metadata is no longer sent to clients? I thought we had private metadata? |
22:44 |
KaadmY |
Calinou: Discord's still working for me |
22:44 |
Jordach |
regional server? |
22:44 |
Jordach |
me and Calinou are EU area |
22:44 |
KaadmY |
West coast NA here |
22:44 |
Calinou |
I'm in France |
22:45 |
Calinou |
they should buy servers in Antartica probably |
22:45 |
Calinou |
:D |
22:45 |
Calinou |
KaadmY: can you force a region? |
22:45 |
KaadmY |
Calinou: no clue |
22:45 |
lisac |
No Discord here, Serbia |
22:45 |
lisac |
^ that is in Europe |
22:45 |
red-001 |
maybe the EU servers went down |
22:45 |
red-001 |
also EU here |
22:45 |
Calinou |
we are the land of the baguettes and tea |
22:45 |
Calinou |
and we are No Discord's Land :'( |
22:46 |
* KaadmY |
basks in a working Discord |
22:46 |
lisac |
KaadmY can enjoy his Discord, we'll enjoy our advanced measurement systems |
22:47 |
red-001 |
s/advance/logical |
22:47 |
* KaadmY |
sits in a corner and cries |
22:47 |
lisac |
heh |
22:47 |
red-001 |
tbh Asia might have both right now |
22:49 |
KaadmY |
Hmm, for a friend's Discord in west coast NA it shows some servers as unavailable |
22:50 |
red-001 |
huh |
22:50 |
red-001 |
are discord 'servers' linked to one server farm? |
22:51 |
|
bigfoot547 joined #minetest-hub |
22:51 |
KaadmY |
red-001: I think they depend on the server region |
22:51 |
red-001 |
I always though they were just a nice way to separate communities |
22:51 |
red-001 |
like subreddits on reddit |
22:51 |
lisac |
ONE IS BACK |
22:51 |
lisac |
awesome I can continue ignoring it |
22:52 |
lisac |
bigfoot547, you missed the dark times |
22:52 |
lisac |
Discord went down |
22:52 |
red-001 |
huh they tweeted a few seconds ago |
22:52 |
KaadmY |
No, when you start a server you can select the region |
22:53 |
red-001 |
lol someone is having a bad day |
22:53 |
KaadmY |
I lost 2 servers also |
22:53 |
lisac |
last one back |
22:53 |
KaadmY |
Quake and Diabotical |
22:53 |
red-001 |
went from |
22:53 |
kaeza |
my IM client is better |
22:53 |
red-001 |
"We're looking into an issue where messages are not sending. " |
22:53 |
red-001 |
to 'Update - We're investigating why servers are not loading as well. The hamster wheel appears to be loose... |
22:53 |
red-001 |
' |
22:53 |
kaeza |
also hail emacs |
22:54 |
|
paramat joined #minetest-hub |
22:54 |
red-001 |
next: 'It appears we accidently wiped all our databases' |
22:54 |
Calinou |
Discord is back |
22:54 |
Calinou |
we can go back to shitposting there |
22:54 |
red-001 |
'also we deleted the backup while trying to recover from it' |
22:54 |
Calinou |
"we deleted your memes, sorry for wasting your hard work" |
22:55 |
lisac |
Hey anyone wants to hear a joke? |
22:55 |
lisac |
Here it goes |
22:55 |
red-001 |
'oh and we brought dinosaurs back to live and accidently set off five nukes' |
22:55 |
lisac |
Two retired businessmen meet on a beach one day |
22:56 |
lisac |
one starts, 'I'm a retired businessman, my shop burned down, I took the insurance money, and retired. What about you?' |
22:56 |
lisac |
'I'm also a retired businessman, similar story. My shop got destroyed in a flood, I took insurance money and retired' |
22:56 |
lisac |
the first one says, 'Hey, how do you plant a flood?' |
22:57 |
lisac |
huehuehue |
22:58 |
lisac |
Alright, I've got an even worse joke |
22:59 |
lisac |
sorry :( |
22:59 |
lisac |
no jokes then |
22:59 |
lisac |
heh it's late anyways |
22:59 |
lisac |
I should go sleep |
22:59 |
lisac |
cya tomorrow, comrades |
23:00 |
Jordach |
lmao |
23:00 |
ircSparky |
/kick bigfoot547 |
23:00 |
ircSparky |
;) |
23:02 |
KaadmY |
Nearly all clients have /kb <name> |
23:02 |
KaadmY |
That kicks and bans |
23:24 |
* Jordach |
loads render kernels |
23:27 |
* KaadmY |
wonders what this channel is doing |