Time |
Nick |
Message |
00:20 |
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00:22 |
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01:06 |
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01:32 |
rubenwardy |
If anyone has any complaints or suggestions about Minetest development but don't wish to speak publicly, feel free to |
01:32 |
rubenwardy |
PM me |
01:33 |
rubenwardy |
or send an email the "rw" user on the "rubenwardy.com" domain |
01:33 |
rubenwardy |
*to the |
02:35 |
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04:10 |
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06:17 |
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07:19 |
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07:52 |
celeron55 |
rubenwardy: that's nostalgia? well look at this then: http://c55.me/minetest_oldsite/ |
07:52 |
celeron55 |
THAT's nostalgia |
07:55 |
celeron55 |
or even older: http://c55.me/minetest-bak-2011-02-14/ |
07:55 |
celeron55 |
i have my own internet archive, you blebs |
07:56 |
celeron55 |
plebs* (ok, can't write english though) |
08:26 |
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09:14 |
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10:02 |
rubenwardy |
woah |
10:02 |
rubenwardy |
not sure which one I joined on |
10:02 |
rubenwardy |
ah, it'll be _oldsite |
10:02 |
rubenwardy |
as it mentions that 0.4 is in dev |
10:08 |
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10:08 |
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10:09 |
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10:10 |
Calinou |
hi |
10:12 |
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10:15 |
Raven262 |
Hi Calinou. |
10:24 |
Fixer |
http://c55.me/minetest2/ not sure why it is so amazing, another minetest page with outdated downloads |
10:27 |
rubenwardy |
it even links to api.minetest.net |
10:27 |
rubenwardy |
the old domain made by cornernote iirc |
10:39 |
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11:05 |
Calinou |
the old site, so many memories |
11:06 |
Calinou |
"Core developers: umm... how about ohloh?" :D |
11:06 |
Calinou |
I loved Open Hub's old name |
11:06 |
Calinou |
"ohloh", so many times misspelled "ohlol" |
11:16 |
* twoelk |
looks at the log |
11:18 |
twoelk |
oh, cool! can I add links to the old sites in the wiki? in some history section that might not exist yet |
11:22 |
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11:30 |
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11:43 |
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11:43 |
IhrFussel |
Hello people of earth |
11:43 |
IhrFussel |
(assuming everybody is from earth :P) |
11:52 |
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12:00 |
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12:42 |
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12:43 |
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12:59 |
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12:59 |
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13:23 |
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13:23 |
celeron55 |
twoelk: do not add links to the old sites |
13:23 |
celeron55 |
twoelk: they are hosted at my parent's 1Mbit/s DSL |
13:23 |
celeron55 |
twoelk: you'll make them very angry |
13:23 |
twoelk |
oops :-( |
13:24 |
celeron55 |
twoelk: mirror them somewhere if you want to link them |
13:25 |
* Jordach |
logs onto c55.me |
13:29 |
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13:34 |
twoelk |
thinking of the old versions and the coming v0.5.0 whe might need some sort of compatability table to give an overview wich client, server and map versions may work together |
13:35 |
Jordach |
https://github.com/whats-this |
13:35 |
* Jordach |
dies laughing |
13:35 |
twoelk |
rip |
13:49 |
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14:01 |
CalebDavis |
hi Aerozoic |
14:01 |
Aerozoic |
wazup CalebDavis |
14:04 |
rubenwardy |
https://www.tomsguide.com/us/blueborne-bluetooth-security-flaws,news-25836.html |
14:04 |
rubenwardy |
https://www.youtube.com/watch?v=Az-l90RCns8 |
14:05 |
rubenwardy |
affects windows, linux, android, and ios |
14:25 |
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14:37 |
rdococ |
hi |
14:41 |
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Krock joined #minetest-hub |
14:42 |
rdococ |
Krockodile! |
14:55 |
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15:03 |
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15:10 |
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15:14 |
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15:23 |
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15:23 |
tenplus1 |
hi folks |
15:23 |
Jordach |
rubenwardy, meanwhile my devices: patched, patched, patched, patched and patched |
15:23 |
tenplus1 |
hi jordach |
15:25 |
rdococ |
hi eleven |
15:25 |
tenplus1 |
hi rdococ |
15:27 |
tenplus1 |
Mobs Redo API updated to 1.39 - 'on_breed', 'on_grown', 'do_punch' custom functions added per mob |
15:29 |
Krock |
hi tenplus1 |
15:29 |
tenplus1 |
hi Krock |
15:32 |
tenplus1 |
For any gamers in the room who use Steam, they have 100% OFF Psychonauts at the moment, get it for free :) |
15:33 |
benrob0329 |
tenplus1: what's the game about? |
15:33 |
tenplus1 |
hi benrob, it's an excellent puzzle game with a good story, huge levels and takes a while to complete :) |
15:34 |
Krock |
I'm sure they copied sofar |
15:34 |
tenplus1 |
https://www.youtube.com/watch?v=md_8uDtbffQ |
15:34 |
tenplus1 |
sofar ? |
15:34 |
Krock |
nvm, quite different levels/puzzles than #insidethebox |
15:36 |
tenplus1 |
lolol |
15:36 |
benrob0329 |
Ohh that game |
15:36 |
benrob0329 |
Looks a little wierd for my tastes :PP |
15:37 |
tenplus1 |
is a funny adventure :) |
15:37 |
tenplus1 |
I like how you gotta collect psychic abilities to progress :) |
15:40 |
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15:55 |
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15:55 |
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15:55 |
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sofar joined #minetest-hub |
15:56 |
tenplus1 |
wb |
15:56 |
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15:58 |
rdococ |
woof |
15:58 |
tenplus1 |
:P |
16:01 |
rdococ |
woffle |
16:01 |
rdococ |
I created a flowing water system of the finite kind in Roblox Studio, for no other reason than I was bored(TM). |
16:02 |
tenplus1 |
lol, that's how most thigns come about :D |
16:02 |
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sofar joined #minetest-hub |
16:02 |
rdococ |
lol |
16:03 |
tenplus1 |
am watching "10 reasons not to buy iPhone X"... |
16:04 |
rubenwardy |
1. It's Apple |
16:04 |
rubenwardy |
2. It's not food |
16:04 |
tenplus1 |
lol |
16:04 |
rdococ |
lol |
16:05 |
rubenwardy |
3. Food and iPhone X are mutually exclusive possession |
16:05 |
rdococ |
so if you get an iPhone X, you starve to death unless you can throw it away? |
16:05 |
tenplus1 |
seems that it has screen problems, not enough memory for $1000 and face unlock doesnt work properly |
16:07 |
rdococ |
Would a product you can pay to use, and then pay more to get the source code, be FLOSS, or at least partially FLOSS? |
16:08 |
rubenwardy |
no |
16:08 |
rdococ |
Ah. |
16:08 |
rubenwardy |
floss means that users can get the code |
16:08 |
rubenwardy |
hmmm |
16:08 |
rubenwardy |
at least that's stallmans definition |
16:13 |
rdococ |
Holy nutballs, I knew Minecraft had a Switch edition but not an Apple TV, Amazon Fire, or New Nintendo 3DS release! |
16:13 |
tenplus1 |
erk! |
16:14 |
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16:15 |
rdococ |
I like the Nintendo Switch's lack of region locking, though. You can't fault that. |
16:16 |
tenplus1 |
the switch is pretty good, lets hope that Nintendo go with the dock upgrades instead of buying a new console each time |
16:16 |
rdococ |
Hm, what would be the equivalent of FLOSS for hardware? |
16:24 |
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Amaz joined #minetest-hub |
16:24 |
tenplus1 |
hi amaz |
16:24 |
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LazyJ joined #minetest-hub |
16:24 |
tenplus1 |
hi LazyJ |
16:25 |
Amaz |
Hi ten :) |
16:25 |
tenplus1 |
o/ |
16:27 |
Raven262 |
Hi tenplus1 |
16:27 |
rdococ |
I'm modifying my water system in Roblox Studio to use the Moore neighborhood. |
16:27 |
tenplus1 |
o/raven |
16:27 |
* tenplus1 |
modifies rdococ's water system to automatically brew coffee |
16:28 |
rdococ |
Woah! |
16:28 |
* rdococ |
builds a piping apparatus to redirect the coffee towards his mouth |
16:28 |
tenplus1 |
hehehe |
16:29 |
LazyJ |
A belated "Howdy" tenplus1 ;) |
16:29 |
tenplus1 |
:P |
16:35 |
rdococ |
I wonder why game engines like Minetest and games like Minecraft chose the 4-cell neighborhood for water calculations as opposed to the 8-cell neighborhood. |
16:36 |
* tenplus1 |
googles this |
16:36 |
rubenwardy |
rdococ, makes it easier for corner calcuations |
16:36 |
rubenwardy |
eg: |
16:36 |
rubenwardy |
X |
16:36 |
rdococ |
ah |
16:36 |
rubenwardy |
X |
16:36 |
rubenwardy |
you don't want water going through that gap |
16:37 |
tenplus1 |
ohh, so you place in X pattern |
16:37 |
rdococ |
ah |
16:38 |
rdococ |
huh, interesting. |
16:38 |
rdococ |
I modified my flowing script to use the Moore neighborhood, but I don't get that problem. |
16:38 |
tenplus1 |
moore neighberhoodd ? |
16:38 |
rdococ |
8-cell |
16:38 |
rdococ |
it may be because Roblox doesn't use a 3D grid of nodes, so I have to manually cast rays to determine where neighboring water nodes are |
16:39 |
rdococ |
well, that or I broke it |
16:44 |
tenplus1 |
I still havent played with the new raycast feature in minetest |
16:44 |
rdococ |
me neither tbh |
16:44 |
ThomasMonroe |
hi ten |
16:44 |
tenplus1 |
hi thomas |
16:45 |
tenplus1 |
am still figuring out what else to add to Mobs Redo API :P |
16:45 |
rdococ |
there's also the point that my water system doesn't deal with falling water or anything like that, yet |
16:48 |
twoelk |
maybe tamed animals could look different than wild ones e.g. warthog->pig or deer->cow |
16:48 |
rdococ |
wait, deer->cow?! |
16:48 |
tenplus1 |
would need someone to make textures for those :D |
16:48 |
twoelk |
uh, not really good examples |
16:48 |
tenplus1 |
lol |
16:49 |
twoelk |
but tamed pigs should look different to wild ones |
16:49 |
tenplus1 |
I updated earlier with new on_breed on_grown and do_punch custom functions for each mob... |
16:50 |
twoelk |
how about sort of virtual tethering to some pole |
16:50 |
tenplus1 |
also the on_spawn function from last update is not put to good use with Bunny mob (place on snow for white bunny, desert stone/sand for brown bunny, gravel/stone for grey bunny) or anywhere else for random |
16:51 |
twoelk |
needn't be a real rope but just some sort of stay near this place thingy |
16:51 |
tenplus1 |
like a particle effect that links to fence |
16:52 |
* rdococ |
links tenplus1 to a fence |
16:52 |
twoelk |
or some sort of frozen throwing path? |
16:52 |
tenplus1 |
would be nice if we could somehow draw lines/arcs within game |
16:54 |
tenplus1 |
would inter-breeding be a thing ? e.g. horse + donkey = mule ? or dog + cat = weird thing that bites |
16:54 |
twoelk |
couldn't PA old throwing mod be missused for that? |
16:55 |
rubenwardy |
tenplus1, first, maybe if you can then use it in transport |
16:55 |
Fixer |
"Google will automatically delete Android backups if a device is inactive for two months" |
16:55 |
Fixer |
LOLOLOLOL |
16:55 |
rubenwardy |
second, no unless you're doing some sort of breeding mod |
16:55 |
Fixer |
(((((((cloud)))))))) |
16:55 |
tenplus1 |
hi fixer |
16:55 |
Fixer |
hi |
16:55 |
tenplus1 |
yeah, I had an issue added for interbreeding... couldnt think of a decent use for it really |
16:59 |
twoelk |
maybe some swimming waterfowl might look nice on my castle moats or cottage ponds - some nice swan or such |
16:59 |
tenplus1 |
yeah, currently the chickens think they're ducks... :P |
17:00 |
twoelk |
well actually chikens and ducks are more related to each other than other birds - so ... |
17:02 |
rdococ |
lol |
17:02 |
tenplus1 |
:) |
17:04 |
twoelk |
maybe a swimming feature on or near a surface might be usefull besides the usual bobbing about in the water |
17:05 |
tenplus1 |
yeah, like it's gliding along the surface |
17:05 |
twoelk |
like boats |
17:10 |
IhrFussel |
rubenwardy, on my server there's a random event that seems to cause much lag/is heavy on CPU cause it goes each sec through the online list, checks for each player a certain priv, if found it continues to check a random value, if OK it checks the player surroundings..if OK it checks if there's air below the player, if yes it calculates another random value and then spawns a monster nearby |
17:10 |
tenplus1 |
hi fussel |
17:11 |
IhrFussel |
I'm thinking about how to make it more efficient =/ ... hello tenplus1 |
17:12 |
rubenwardy |
random values are usually more efficient than searching nodes |
17:12 |
rubenwardy |
maybe even checking privs |
17:12 |
rubenwardy |
so I'd check those first |
17:12 |
Shara |
Hi all |
17:14 |
rdococ |
hi Shara |
17:16 |
Shara |
rdococ: mew |
17:16 |
IhrFussel |
Hey Shara =) ... rubenwardy okay but that's the only thing I can improve on? |
17:17 |
rubenwardy |
I'm not sure on the usecase, so I don't know |
17:17 |
Shara |
Hi Fussel :) |
17:17 |
tenplus1 |
hi shara |
17:17 |
IhrFussel |
Well it's supposed to spawn randomly a monster nearby a player with a certain priv but only if the player is not mid-air, and there is air somewhere around the player |
17:17 |
Shara |
Hi ten :P |
17:17 |
Shara |
Two hwole people were quicker!! |
17:17 |
Shara |
whole* |
17:18 |
* tenplus1 |
was making pasta for noms :D |
17:18 |
Shara |
:D |
17:19 |
tenplus1 |
random values are one thing but that would affect spawning chances as well in mob definitions |
17:19 |
tenplus1 |
how about adding a hard-limit to how many monsters/animals are allowed to exist at one time ? |
17:22 |
|
nerzhul joined #minetest-hub |
17:22 |
tenplus1 |
hi nrz |
17:22 |
rdococ |
a passive animal mod could spawn animals in the on_generate callback, maybe? |
17:23 |
tenplus1 |
I was thinking that also, so that animals are limited and need to be tamed/bred... and monsters just appear whenever conditions are right |
17:23 |
nerzhul |
hi tenplus1 |
17:23 |
IhrFussel |
The code I use simply uses minetest.add_entity(pos,mobname) ... but all those checks are heavy |
17:23 |
rdococ |
add periodical zombie apocalypses where players can become zombies |
17:24 |
tenplus1 |
ehehehe |
17:25 |
tenplus1 |
or the equivalent of a blood moon |
17:25 |
rdococ |
vampires |
17:25 |
rdococ |
they suck your blood, making you lose health slowly. and when you're a vampire, only blood will satiate you. |
17:25 |
IhrFussel |
That's almost what my event is called "Blood Night" |
17:26 |
tenplus1 |
ehe, that'd be interesting |
17:26 |
rdococ |
then have extremely hard to get blood substitute |
17:26 |
* Shara |
had a blood moon on the server last Halloween :P |
17:26 |
Shara |
http://rc.minetest.tv/wp-content/uploads/2016/10/hallows.png |
17:27 |
rdococ |
woah |
17:27 |
rdococ |
shara, you should have a total eclipse |
17:27 |
rdococ |
on the server, I mean |
17:27 |
Shara |
skyboxes are really quite limited, sadly |
17:27 |
rdococ |
days would have much darker skies, and the sun would look like a halo |
17:27 |
rdococ |
ah |
17:28 |
Shara |
I really want to be able to add custom sun/moon to custom skyboxes |
17:28 |
rdococ |
agreed |
17:28 |
tenplus1 |
yeah, that would be awesome |
17:28 |
rdococ |
I once created a mod which dynamically overlayed an earth texture of various sizes depending on how deep you were into space |
17:28 |
Shara |
Also want biome specific skyboxes and the ability for smooth transitions between them |
17:28 |
rdococ |
agreed too |
17:29 |
Shara |
It's something I played with a lot, just never released because... of all that |
17:29 |
Shara |
CHanges the atmosphere completely if done right |
17:29 |
tenplus1 |
can imagine, and would look amazing |
17:29 |
Shara |
Some screenshots from my last time messing about are here still: http://rc.minetest.tv/2017/04/14/sneak-preview-the-box-skyboxes/ |
17:29 |
* tenplus1 |
still wants better footstep sounds on mt... that youtube vid with realistic sounds has spoiled my senses |
17:30 |
rdococ |
tenplus1, pretty sure that's super easy to change :P |
17:30 |
rdococ |
I mean, I'm pretty sure mt itself, the core, has no footstep sounds |
17:30 |
Shara |
Had some ideas for puzzles where time of day would matter, and you'd do things, turn around and look out the windows, and see the sky had changed |
17:30 |
tenplus1 |
https://www.youtube.com/watch?v=3K53cqqAbgU |
17:32 |
* twoelk |
got some screenshots made while crossing the border of dark space and red space back and forth on rc |
17:33 |
Shara |
:) |
17:34 |
* Shara |
thinks twoelk needs to build more! |
17:34 |
rdococ |
ooh, does it change gradually? |
17:34 |
Shara |
I wish |
17:34 |
rdococ |
ah |
17:34 |
rdococ |
can't you overlay a translucent texture? |
17:34 |
Shara |
I mean, it would probably be possible, but maybe not for the health of the server |
17:34 |
twoelk |
I got a nephew that considers himself leader of some bloodmoon pack maybe I should point him to such a mt server |
17:34 |
rdococ |
ah |
17:35 |
Shara |
Skybox on RC is height based |
17:35 |
twoelk |
so many servers to build on, so many unfinished projects |
17:35 |
Shara |
So it's the normal one at ground level, and space levels above a certain point |
17:35 |
tenplus1 |
could be modified to location based shara |
17:35 |
Shara |
But that means actually checking where players are |
17:35 |
Shara |
tenplus1: in what way? |
17:36 |
rdococ |
woah this chilli sauce is super spicy |
17:36 |
twoelk |
I did create a little stream or two near my cottage on rc, not sure where to put the castle yet :-P |
17:36 |
Shara |
I'm totally open for code improvements if you see them, so feel free to PR :P |
17:36 |
tenplus1 |
when it does the height check you could do a quick for/loop at the start for registered locations (areas) and if inside that location it displays a different skybox... if not then it goes by height |
17:36 |
Shara |
Hmm, not sure how that would help |
17:36 |
Shara |
Since all that matters is height |
17:36 |
rdococ |
hm |
17:37 |
tenplus1 |
mods can register skyboxes for say mob battles, specific buildings etc like I do lucky blocks :D |
17:37 |
rdococ |
ooh, area skyboxes? |
17:37 |
Shara |
It wouldn't be difficult |
17:37 |
Shara |
Just not sure it it helps me at all |
17:38 |
tenplus1 |
hrm, we still waiting for this to be tested by Sofar:https://github.com/minetest/minetest_game/pull/1886 |
17:38 |
twoelk |
wouldn't it be nicer for the client to check th hight and choose accordingly to some config input? why bother the server |
17:38 |
Shara |
twoelk: yea, but that doesn't really seem to be where CSM got ut to sadly |
17:38 |
tenplus1 |
https://github.com/minetest/minetest_game/pull/1884 this too |
17:38 |
Shara |
us* |
17:39 |
Shara |
The server should decide where the skyboxes are, but it would be nice if the client then did the checks beyond some initial input but.... |
17:39 |
* Shara |
shrugs |
17:40 |
Shara |
I think when I looked this wasn't a way for CSM to set skyboxes. Maybe I'm wrong? But if there is, it's also kind of bad unless the server also wants those skyboxes. |
17:40 |
Shara |
there wasn't* |
17:41 |
sofar |
skybox csm doesn't make much sense |
17:42 |
rdococ |
it would be nice for the server to offload some code to the client, maybe according to a specified data limit, and in a sandboxed environment to avoid malware |
17:42 |
tenplus1 |
sofar: if you get a sec, could you test this so paramat can add: https://github.com/minetest/minetest_game/pull/1884 |
17:42 |
Shara |
sofar: that would all depend how it was done, but from what I have seen the wrong approach was taken to CSM for that to be useful |
17:43 |
sofar |
tenplus1: not atm, sorry |
17:43 |
tenplus1 |
k |
17:44 |
rdococ |
csms atm seem to be the best for custom commands |
17:44 |
Shara |
Problem for the server is if you want situational skyboxes, or to add gradual transitions between them, then it seems you're just adding too many checks |
17:45 |
Shara |
I know I could do most of what I want, but not efficiently enough to be useful. |
17:45 |
rdococ |
well, the areas mod does update the HUD when you enter an area |
17:45 |
sofar |
gradual changes? like cloud thickness changes? |
17:45 |
rdococ |
cloud thickness? |
17:45 |
sofar |
that's not overly expensive |
17:45 |
sofar |
cloud color |
17:46 |
sofar |
fog color |
17:46 |
Shara |
not cloud thickness |
17:46 |
rdococ |
I think we mean skybox texture... |
17:46 |
sofar |
but a skybox change is just a tiny packet |
17:46 |
Shara |
I'd want to fade out one skybox and fade in another |
17:46 |
sofar |
still, tiny packets |
17:46 |
Shara |
but it's position based, so you need to check the player's position often enough |
17:47 |
sofar |
player position checks are trivial and cheap |
17:47 |
sofar |
map scanning is the expensive thing |
17:47 |
Shara |
Hmm, to give context then... |
17:47 |
sofar |
if you do map scanning (e.g. particles, sound effects) then CSM makes sense |
17:47 |
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Xio joined #minetest-hub |
17:47 |
sofar |
but globalstep already monitors player positions |
17:47 |
sofar |
so hooking in a skybox function that monitors and sends some packets isn't really expensive |
17:47 |
Shara |
Server with 20+ players online (running on a VPS, not dedicated). How often would it be fine to check positions of every player? |
17:48 |
sofar |
every second should just be fine |
17:48 |
Shara |
I currently have it set to 2 seconds, but it wouldn't be close tot he level of control I'd be looking for |
17:48 |
Shara |
to* |
17:48 |
sofar |
fade/blending would be interesting for skyboxes, that's for sure |
17:49 |
Shara |
It's one of the main barriers to really using them well in my opinion |
17:49 |
Shara |
You can't even do smooth day/night transitions |
17:50 |
sofar |
yes, that's virtually impossible |
17:50 |
Shara |
Hmm |
17:50 |
sofar |
I solved this on itb by doing away with it entirely |
17:50 |
sofar |
time_speed = 0 |
17:50 |
Shara |
I could probably do something with it but ikk |
17:50 |
rdococ |
yeah, but itb doesn't need a day/night cycle |
17:51 |
rdococ |
other servers might like that, especially survival ones with night-time mobs |
17:51 |
Shara |
My long term goal for my survival server would be skyboxes that can actually work without sudden changes, and weather conditions that actually affect player stats |
17:51 |
sofar |
right |
17:52 |
Shara |
I've got everything else I wanted working on there now, but not those pieces |
17:52 |
Shara |
(custom armours I want are still missing too, but those are in progress...) |
17:52 |
IhrFussel |
rubenwardy, can it slow down the code a lot if you use player:get_player_name() multiple times vs local name = player:get_player_name() ? |
17:53 |
* tenplus1 |
has 20 skyboxes setup for night time that gradually fade from black to deepest black |
17:53 |
Shara |
I'll think about the skyboxes more though. If checking location is less expensive than I've been led to think, something could be possible |
17:53 |
rdococ |
IhrFussel, definitely at least a little, since you're making a function call |
17:53 |
rdococ |
even more when you take into account the probability that it's a C++ function |
17:54 |
rdococ |
though im not certain |
17:54 |
sofar |
player location is hot ram at all times |
17:54 |
rdococ |
to be honest, I like Roblox Lua's approach of having the properties and children of objects be indexed the same way you index the contents of a table |
17:55 |
rdococ |
e.g. object.Name, or part.Size, or folder.Object |
17:55 |
rdococ |
and to modify a property, you assign to it like you do with table assignment e.g. object.Name = "yay" |
17:57 |
tenplus1 |
I would love for enging to store not only player location but nodes they are standing on, foot level and head level |
17:58 |
Shara |
Hmm, okay. Thanks sofar |
17:58 |
rdococ |
tenplus1, a mod could probably do that |
17:58 |
rdococ |
o |
17:58 |
rdococ |
wait |
17:58 |
rdococ |
nvm |
17:58 |
tenplus1 |
PlayerPlus currently does |
17:58 |
tenplus1 |
so does 3d_armor |
17:59 |
tenplus1 |
and ambience |
17:59 |
tenplus1 |
all reading the same nodes for each player... which is why I'd love for it to be in engine already |
17:59 |
rdococ |
hm |
17:59 |
sofar |
reading nodes? |
17:59 |
sofar |
why does 3d_armor read nodes? |
17:59 |
rdococ |
tenplus1, tbh, I think we just need a mod that provides that functionality like a library |
18:00 |
sofar |
I mean, ambiance is something that needs to go CSM, for sure |
18:00 |
sofar |
same with particle effects like smoke on torches, bubbles in water/lava |
18:01 |
Shara |
Definitely, I just get torn because I want some ability to control the experience players get on my servers |
18:01 |
sofar |
aye, I get it. You've seen my server :) |
18:02 |
Shara |
Like... if ambience has bird song, but my server only has insects flying around, that doesn't make any sense at all |
18:02 |
sofar |
csm music ambiance is silly imho |
18:02 |
sofar |
music should be something you push from the server |
18:03 |
sofar |
tbh I really want csm code sending |
18:03 |
Shara |
So I'd love to see some communication where the ambience mod checks something on the server to know what matches up |
18:03 |
sofar |
otherwise there's zero control from the server about the experience |
18:03 |
tenplus1 |
I do both in Ambiance Lite... if server contains ambiance_music.1.ogg .2.ogg etc it plays them come midnight, if it's on client it'll play from there instead |
18:03 |
sofar |
mod channels may improve things |
18:04 |
Shara |
Like let the server be able to somehow define what makes sense for it, then CSM mods (obviously depending on the mod and the player...) can respect that to get the best experience for that server |
18:04 |
sofar |
tenplus1: but if the server contains music.ogg, it is *sent* to the client irregardless |
18:05 |
Shara |
Adding too much music/sound effects, even if they are ones a player will never hear, can hurt when it comes to media download time |
18:05 |
sofar |
meh, it also weeds out android players, as I've learned :D |
18:06 |
Shara |
I think RC's problem is more number of files than size right now |
18:09 |
tenplus1 |
true, but it means the server doesnt NEED to provide .ogg's and instead players can use their own |
18:12 |
sofar |
the only way that is possible is if the server knows what the filenames are, and can tell the clients to play them |
18:12 |
sofar |
this means that users are required to manually download a file and properly install it |
18:12 |
sofar |
which is stupid |
18:13 |
lisac |
hey tenplus1 |
18:13 |
tenplus1 |
not really... it means you can have a very server-lite ambiance mod that has the ability to PLAY music if it's found on client's game |
18:13 |
tenplus1 |
hi lisac |
18:13 |
lisac |
It's friday! |
18:13 |
sofar |
minetest has this fantastic thing that allows it to seamlessly get all the needed assets for every server... why would you want to force players to go to some shady download site and click a potentially hazardous file? |
18:13 |
tenplus1 |
ambiance_music.1.ogg .2.ogg etc |
18:14 |
tenplus1 |
they dont need to have music on server, it's just incase they wanna use there own music files... or a specific server can supply it's own music |
18:14 |
sofar |
you're making a mod for the 1% that understands it |
18:14 |
sofar |
the rest of the players will see a bland and unappetizing game |
18:14 |
Shara |
I've actually learned hardly any players care about sound |
18:15 |
sofar |
you've not looked at the chat in #insidethebox then |
18:15 |
Shara |
probably depends what you are doing with it |
18:15 |
Shara |
but I stripped a lot of sound out of RC |
18:15 |
Shara |
Players to ask about it ever = 2 |
18:16 |
sofar |
i think the number #1 comment of players it that they love the music on the server |
18:16 |
Shara |
maybe I'll take another look sometime |
18:16 |
Shara |
I kind of lost interest because it didn't like I could do anything useful there to be honest |
18:17 |
Shara |
didn't seem* |
18:20 |
sofar |
no worries |
18:21 |
sofar |
I just went throug the irc logs, there's 15+ people who've complemented on the music tracks |
18:21 |
sofar |
of course, for a survival type server it won't really work |
18:21 |
sofar |
it's just an entirely different game |
18:21 |
Shara |
Yup. |
18:21 |
sofar |
I would make ambiance more of a sound effect type of thing in general |
18:22 |
sofar |
exclude music from it |
18:22 |
sofar |
pvp I can see music work, though |
18:22 |
Shara |
For so many things to work well, they need to respond to location/biome/player actions/other things, or they just end up out of place |
18:22 |
tenplus1 |
as it stands that's how ambience lite works, it has the option for music if player wishes |
18:23 |
sofar |
well the problem with music on a generic server is that some people take to the medieval theme, and then techno is out of place |
18:23 |
sofar |
and some experience it more steampunk, or modern, etc |
18:23 |
sofar |
unless you have a specific motif, it's impossible |
18:23 |
Shara |
I did quite like one old ambience mod that added music (don't remember which).. made a big difference |
18:23 |
sofar |
unless you want to force a motif |
18:23 |
sofar |
but then csm sound packs would kill the experience |
18:24 |
tenplus1 |
I'm currently using the old ambience music pack for testing :) it's really good |
18:24 |
sofar |
it... just doesn't make sense |
18:24 |
Shara |
well, on my survival I kind of do have specific themes in mind |
18:24 |
Shara |
which is why pure CSM music would be an issue to me |
18:24 |
sofar |
anyway, on itb the player can disable music and keep sound effects |
18:24 |
tenplus1 |
and the good thing is that if you supply your own music then it no longer loads the client side one's :) |
18:25 |
tenplus1 |
itb ??? itty-bitty ? |
18:25 |
sofar |
#insidethebox - itv |
18:25 |
sofar |
#insidethebox - itb |
18:25 |
tenplus1 |
ah |
18:25 |
Shara |
Pity it's not a setting really, and players only dl music files if they have that option on |
18:25 |
rdococ |
itty-vitty |
18:25 |
tenplus1 |
mcvittie :) |
18:25 |
tenplus1 |
mmm |
18:25 |
Shara |
have it off by default, and server would only need to send that to those clients that enabled it |
18:26 |
sofar |
the client can't login and then download media |
18:26 |
sofar |
besides, I want the itb music to be enabled by default |
18:26 |
sofar |
did I mention it also prevents most mobile clients from connecting? |
18:26 |
rdococ |
ooh |
18:27 |
tenplus1 |
having the memory use kinda high so they cannot connect/load game ? |
18:30 |
rdococ |
I feel bad for people that only know minetest through mobile clients tbh |
18:30 |
Shara |
I don't mean login then download it |
18:30 |
Shara |
I'm talking about in settings before you connect |
18:31 |
Shara |
Switching sound on in game then it downloading wouldn't make any sense |
18:31 |
rdococ |
hm, is there an official mobile client? |
18:32 |
Shara |
not for the i-people |
18:32 |
rdococ |
ah |
18:32 |
rdococ |
I used to be an i-person. then I ate the Apple. |
18:32 |
rdococ |
can't wait for the iMoneyVacuum though |
18:33 |
Shara |
I don't even want to stop them playing, just to stop them using stupid clients... |
18:33 |
rdococ |
hm |
18:34 |
rdococ |
maybe a mod that notifies the player not to use a mobile client, but in a non-intrusive manner, e.g. along with a list of rules? |
18:36 |
sofar |
I play on my server with the android client |
18:36 |
sofar |
it just takes about 2 minutes to load |
18:36 |
sofar |
that's not even the media download time |
18:36 |
sofar |
not even sure why |
18:36 |
sofar |
but I have 500+ multicraft clients connect to my media server *weekly* |
18:37 |
sofar |
I don't think any of them are patient enough to actually connect |
18:38 |
Shara |
I get a surprising number who do stick around and play... but also a lot who manage to connect and then can't solve the... thing that's two basic to be called a puzzle which is needed to get interact |
18:38 |
Shara |
too* |
18:46 |
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18:46 |
rdococ |
lol |
18:47 |
tenplus1 |
hi caleb |
18:47 |
rdococ |
sofar: can you determine which clients are multicraft ones? |
18:48 |
CalebDavis |
hi ten |
18:48 |
sofar |
the media server can |
18:48 |
rubenwardy |
they use a custom user agent |
18:48 |
rdococ |
ah |
18:48 |
rubenwardy |
"Multicraft 1.0.0" or something |
18:49 |
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18:49 |
rubenwardy |
just need to get fail2ban to IP ban anyone that connects with a user agent containing Multicraft 😈 |
18:50 |
sofar |
haha |
18:51 |
sofar |
I don't care, 5tb of monthly bandwidth and I'm nowhere near the limit |
18:51 |
sofar |
the media server also is entirely shrouded, so not much bots/scrapers etc can do |
18:51 |
sofar |
http://media.foo-projects.org/ |
18:52 |
sofar |
you can't even GET index.mth |
18:52 |
sofar |
you have to POST to it |
19:05 |
rdococ |
daym |
19:05 |
rdococ |
how would I do that? |
19:05 |
rdococ |
ah, wait, I think I did |
19:10 |
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19:10 |
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Calinou joined #minetest-hub |
19:11 |
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19:12 |
Calinou |
hi! |
19:12 |
Calinou |
my VPS is back up |
19:12 |
Calinou |
they put it back up, without comments, although they did wait 20 hours for that :| |
19:12 |
Calinou |
I'm setting up a backup system very soon |
19:12 |
Calinou |
(any ideas? I'd like to back things up to my local NAS every day) |
19:12 |
Calinou |
(thinking about putting my own configuration files in $HOME/configs, and symlinking them to the relevant places, so I can archive that folder easily) |
19:13 |
Calinou |
(and website files, and database) |
19:13 |
Calinou |
databases* |
19:17 |
Fixer |
store your data in cloud folks, it will be perfectly safe, I promise... |
19:17 |
Fixer |
local backup is for pussies |
19:17 |
Fixer |
etc |
19:18 |
sfan5 |
Calinou: daily .tgz of the important stuff |
19:18 |
Calinou |
Fixer: that's exactly what I'm aiming to do |
19:18 |
Calinou |
sfan5: yes, exactly |
19:18 |
Calinou |
should I use specific software for this, or just my own script (more likely to fail, probably)? |
19:18 |
sfan5 |
but without that symlinking stuff |
19:18 |
Calinou |
why not? |
19:18 |
sfan5 |
less work |
19:18 |
Fixer |
Calinou: wait a second, you moved data to cloud without local backup? |
19:18 |
Calinou |
well, how do I back my configuration files all at once? |
19:18 |
Calinou |
they are *not* in /etc! |
19:18 |
Calinou |
and won't be |
19:19 |
sfan5 |
you'll need to find out where they are anyway so why not directly tar them up? |
19:20 |
Calinou |
yeah but that will make my script long-ass or something |
19:20 |
Calinou |
they all sit in different folders |
19:20 |
Calinou |
and there's like, 10-15 of them |
19:21 |
sfan5 |
so? |
19:21 |
sfan5 |
Calinou: https://a.uguu.se/JZMkjH6Z8AJw_Bildschirmfoto_2017-09-15_21-19-50.png |
19:21 |
Calinou |
writing a ton of paths = bad, IMO |
19:21 |
Calinou |
it's harder to keep track of |
19:21 |
sfan5 |
well i surely don't want to always make sure the configs are symlinked properly and that updates didnt somehow change this |
19:22 |
Calinou |
updates are never going to change this, since I manage the software myself :P |
19:22 |
Calinou |
it's not coming from packages |
19:22 |
Calinou |
(read: game servers) |
19:22 |
Calinou |
yes, it's not a ton of work to reconfigure them, but I still don't want to |
19:22 |
sfan5 |
well then you have even less to worry about |
19:23 |
sfan5 |
anyway, just do a script like this and have it rsync that to your nas on a cronjob (or perhaps the other way around if you don't want to open a port) |
19:23 |
Calinou |
yes |
19:23 |
Calinou |
I'll end up opening a port if I can, it's a nightmare with this ISP though |
19:23 |
Calinou |
any change requires restarting the router, and you do everything on a remote (i.e. not on LAN) interface! |
19:24 |
Calinou |
it was way better at my previous ISP |
19:24 |
Calinou |
but this one is sooo cheap… [not a Simpsons reference] |
19:24 |
sfan5 |
for my main vps i actually just backup the whole / |
19:24 |
sfan5 |
partially because i don't want to re-do the nightmare that was setting up ilbot |
19:24 |
Calinou |
I can't, I only have a few spare GB on the VPS |
19:24 |
Calinou |
and since the .tar.gz is created on the VPS… |
19:24 |
sfan5 |
you can send it during creation |
19:24 |
Calinou |
my NAS has like 1.3 TB left, though |
19:25 |
sfan5 |
the script in the screenshot does exactly that |
19:25 |
sfan5 |
so i can just $ ssh domain.name ./backup.sh | pv >domain.name_backup_15sep.tar.xz |
19:26 |
Fixer |
Calinou: meh, at least you can open a port, I can't open a shit |
19:26 |
Calinou |
sfan5: I want to fully automate the process, I shouldn't have to SSH into the server to do it |
19:26 |
Calinou |
(so that it happens daily at 3AM or so) |
19:26 |
Calinou |
(where my connection suffering will be the least visible) |
19:26 |
sfan5 |
??? |
19:26 |
sfan5 |
you can literally put that command into a cronjob and it will do what you expect |
19:27 |
sfan5 |
no interaction required |
19:27 |
sfan5 |
(this would then be a cronjob on your nas obviously) |
19:27 |
Fixer |
1.3 tb left... damn, I still have not find a suitable 1-2tb hdd to buy |
19:28 |
sfan5 |
Fixer: hgst 2.5" has 1tb models |
19:28 |
Fixer |
found* |
19:28 |
Fixer |
sfan5: need 3.5" |
19:28 |
Fixer |
7200 rpm |
19:28 |
sfan5 |
they also have 3.5", dunno about rpm tho |
19:28 |
Fixer |
i'm leaning toward hgst too |
19:29 |
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19:31 |
Fixer |
my second 256GB drive for backups is not ... backupy enough and probably older than octacian |
19:33 |
Fixer |
don't worry i have copies on other external drives too |
19:34 |
Fixer |
"Today Marks 30 Years Since The Release Of X11" |
19:34 |
tenplus1 |
and it'll prolly take another 30 years to replace it with wayland :) |
19:34 |
Fixer |
raise your hand if you used linux during XFREE times |
19:34 |
tenplus1 |
o/ |
19:34 |
Fixer |
o/ |
19:34 |
* tenplus1 |
had redhat running on his Amiga |
19:35 |
Calinou |
sfan5: not sure if I can set up cron jobs on my NAS |
19:35 |
Calinou |
also, my key has a passhrase |
19:35 |
Calinou |
phrase* |
19:35 |
Calinou |
and I still haven't figured out how to use cron to SSH servers requiring a key with a passphrase :P |
19:36 |
Calinou |
ssh-agent is good for sessions, but can you set it once and forget about it, including for cron jobs? |
19:36 |
sfan5 |
well i'd set up a different key just for backups |
19:36 |
Calinou |
yeah, but then the private key must not leak at all |
19:36 |
Calinou |
(if it's only on my NAS, it probably won't) |
19:36 |
sfan5 |
and then set up sshd to only allow that key to call the backup script |
19:37 |
sfan5 |
Fixer: hgst does not seem to have 2.5" with less than 4tb |
19:37 |
sfan5 |
but those that they have are 7200rpm |
19:38 |
* tenplus1 |
wonders how many 90min tape cassettes it would take to bacup server |
19:38 |
Fixer |
hmmm, still shitty price for 1tb |
19:41 |
Calinou |
sfan5: less? |
19:41 |
Calinou |
or more? |
19:41 |
sfan5 |
less |
19:41 |
Calinou |
hmm, why |
19:46 |
rubenwardy |
Calinou, I personally version control my configs |
19:47 |
rubenwardy |
and I have a bash script which theoretically could create my server from that repo |
19:47 |
rubenwardy |
however the repo doesn't include applications, so it would be a shell server |
19:47 |
Calinou |
meh, linear backups will do, I don't change configs often |
19:47 |
Calinou |
backing up game data isn't important, it can be re-downloaded easily |
19:47 |
Calinou |
(except for Minetest world; I also need to figure backing up both the PostgreSQL databases, and the world files at once) |
19:48 |
rubenwardy |
buutt buutt - version control all the things |
19:48 |
Calinou |
(how can I ensure both are synchronized when backing things up, without stopping the Minetest server?) |
19:50 |
TommyTreasure |
hate to burst in, but can someone guide me to the proper way to install custom skins for a multi-user server? thanks in advance |
19:52 |
TommyTreasure |
not with a mod, a customized 2d or 3d skin that a player had created for their own account |
19:53 |
tenplus1 |
if you use simple_skins you can have the character_1 to character_??? in the list and character_900 to character_999 as custom skins you can set using /setskin <player> <number> |
19:54 |
TommyTreasure |
would that keep other players from using that skin? and thanks for your response |
19:54 |
tenplus1 |
yeah, it's setup for custom skins |
19:54 |
tenplus1 |
we use it on Xanadu... 1-75 is the global skins for any player and 900 to 952 are custom (they dont appear on list) |
19:54 |
TommyTreasure |
gotcha! nice simple method |
19:55 |
TommyTreasure |
thank you! |
19:58 |
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19:59 |
tenplus1 |
hi robbie |
20:04 |
RobbieF |
Hi tenplus1 |
20:04 |
tenplus1 |
o/ |
20:05 |
Shara |
TommyTreasure: that's the mod used on DL as well |
20:05 |
Shara |
And sorry I couldn't help with it earlier. I didn't realise you meant without a mod |
20:10 |
tenplus1 |
nitefolks :) o/ |
20:10 |
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20:17 |
RobbieF |
have a great weekend all. Sorry been so absent lately. Entirely swamped. |
20:17 |
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20:18 |
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20:21 |
TommyTreasure |
i'm already using u_skins, but my previous server used both, and they didn't seem to have any conflict |
20:24 |
nerzhul |
you can set the ssh key passphrase in ~/.ssh/config |
20:26 |
Calinou |
https://www.patreon.com/godotengine |
20:26 |
Calinou |
the Godot Patreon reached its 100% goal, a.k.a $3,000/month :D |
20:40 |
lisac |
Calinou, save up for a few months and buy a government position in Serbia |
20:40 |
lisac |
:P |
20:40 |
lisac |
also, Godot is awesome. |
20:41 |
Fixer |
i like to live dangerously https://i.imgur.com/k8iVMFr.jpg |
20:42 |
Krock |
moooo |
20:43 |
nerzhul |
Calinou, good news |
20:43 |
Fixer |
"Susan Mauldin, the person in charge of the Equifax's data security, has a bachelor's degree and a master of fine arts degree in music composition from the University of Georgia" |
20:44 |
Fixer |
loosing data as in art |
20:45 |
Krock |
nerzhul, tested the channels. Works good. There are some not addressed comments around that should be handled |
20:45 |
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20:46 |
nerzhul |
Krock, ty, i address your comments |
20:46 |
nerzhul |
(2 hours ago) |
20:46 |
nerzhul |
i should finish to address sfan5 comments & rebase |
20:47 |
Krock |
nerzhul, not only speaking of my comments ;) |
20:47 |
nerzhul |
:) |
20:48 |
nerzhul |
https://lh3.googleusercontent.com/proxy/QIjPgP-WZxvRIfCGLwZSsdRfL-0HQ7UKnvc_npFtmElUy0zZogqlDn41yJ3yQuU9IYLUni9E7eZjLFH-o1IvFoEl9qUEsE64GZGXHzriOCgBEdC0FjGny-sPtPaSsqo2490DKZr7H1ffc5lgJfLq3GU=w500-h500-n |
20:49 |
lisac |
Good night comrades. Sleep well. |
20:54 |
Fixer |
https://www.youtube.com/watch?v=akbDhAq94VE that bass is amazing |
20:54 |
Krock |
somehow cute doggies |
21:09 |
paramat |
Shara checking player position is lightweight but probably best done say once a second, not much faster, so you wouldn't be able to control a completely smooth skybox transition even if it was possible. so might as well use a small number of manually made transition skyboxes, at least for the moment |
21:11 |
Shara |
paramat: if it's too noticeable, then it's not worth it either way. |
21:11 |
Shara |
And sadly I notice things like that way too easily :P |
21:11 |
Shara |
It's why I've not tried it up until now |
21:11 |
paramat |
yeah it would go in steps :) |
21:15 |
IhrFussel |
Does minetest.get_player_privs() read the entire auth file or how does it get the list of privs? |
21:16 |
sfan5 |
https://github.com/minetest/minetest/blob/master/builtin/game/auth.lua#L60 |
21:16 |
Fixer |
i love caverealms |
21:16 |
Fixer |
it is so good |
21:18 |
Fixer |
https://i.imgur.com/Ax4KvdM.jpg |
21:20 |
Fixer |
slippery in action |
21:21 |
Fixer |
https://i.imgur.com/0kuTHWt.png |
21:22 |
garywhite |
hello |
21:25 |
Shara |
Fixer: no green flowworms :( |
21:25 |
Calinou |
sofar: the texture pack on Inside the Box looks *really* good |
21:25 |
Shara |
glowworms* |
21:25 |
Calinou |
what's the license of the textures? these just look so much better than the defaults for some reason |
21:26 |
Krock |
public domain, see credits room |
21:26 |
Calinou |
oh, nicze |
21:26 |
Calinou |
nice* |
21:26 |
Krock |
imported from a minecraft pack |
21:27 |
Fixer |
a lot of plants are displaced up :/ |
21:28 |
paramat |
original caverealms is too over-decorated for me, the lite version looks more tasteful |
21:28 |
Shara |
:D |
21:28 |
paramat |
(assuming it is actually more restrained) |
21:29 |
Shara |
It adds content, but also removes some things |
21:29 |
Fixer |
https://i.imgur.com/DxLjzOX.png view of the bug |
21:30 |
paramat |
to create smooth skybox transitions you would need to auto-blend between 12 large images, which would be too intensive to do 10 times a second for 20 players |
21:30 |
Shara |
Most of the added content was adding use to things so far, like glow obsidian building materials |
21:31 |
paramat |
you could pre-generate many stages but that takes a lot of memory to store |
21:31 |
Krock |
Fixer, so called "magic mushrooms" ;) |
21:31 |
Shara |
paramat: what if you are not looking at seperate images, but one image with ^[colorize? |
21:32 |
Shara |
would that help things at all? |
21:32 |
Shara |
I'm wonder specifically about the normal space to red space transition on other_worlds |
21:33 |
Shara |
wondering* |
21:33 |
paramat |
you'd still need to auto generate 6 large images in-game or store many stages |
21:33 |
Shara |
okay, was hoping it would be handled differently, but I guess not |
21:34 |
Shara |
have never looked at the code |
21:35 |
paramat |
i suspect noticeable steps are inevitable, but then i accept abruptness in MT, maybe it's better than no transition for you? |
21:36 |
Shara |
I'm really not sure what's best :) |
21:36 |
Shara |
Yay, another server has converted to CRL :) |
21:46 |
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21:53 |
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22:16 |
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22:32 |
Fixer |
"A number of HP device owners are complaining of seeing black screens for around five to 10 minutes after entering their Windows login information." |
22:32 |
Fixer |
nah, this is fine |
22:38 |
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22:39 |
tumeninodes |
paramat: a couple of textures for testing are avail https://github.com/minetest/minetest_game/issues/1570#issuecomment-329914224 |
22:40 |
paramat |
ok |
22:41 |
* tumeninodes |
dislikes pine needles. Is why I cut down all Pines on my property :P |
22:43 |
paramat |
will try the texture |
22:43 |
paramat |
.. s |
22:44 |
tumeninodes |
... es |
22:44 |
tumeninodes |
afk |
23:59 |
Fixer |
*,.....,* |