Time |
Nick |
Message |
00:01 |
Fixer |
completed my project in beta 1.7.3 mc |
00:01 |
Fixer |
expanded mega sugar cane farm |
00:01 |
Fixer |
dug over 50 000 blocks |
00:01 |
Calinou |
picture of leaked CS:GO code: https://media.hugo.pro/webstorm64_2017-11-08_01-01-11.png |
00:01 |
Calinou |
(no, really, JetBrains IDEs have a funny way to render fonts after updates, sometimes) |
00:03 |
Fixer |
sugar cane farm has 29 levels (of which 16 added by me underground) and you can harvest ~29000 sugar cane in one go |
00:03 |
Fixer |
huge profit |
00:05 |
Fixer |
mistake, 20880 read, or $41760 in their economy currency |
00:13 |
rubenwardy |
An unhandled exception occurred: std::bad_alloc |
00:13 |
rubenwardy |
oh fun |
00:27 |
Calinou |
I used to joke in a French Minetest community, saying "bad allocation familiale" |
00:27 |
Calinou |
("allocations familiales" are government-issued benefits in France) |
00:41 |
Fixer |
good night, may your nights be full of OOM errors so you get pissed and do smth about this :D |
02:27 |
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02:45 |
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03:12 |
jas_ |
https://i.imgur.com/ugzajHC.png <-- two entities at night, one under a tree, the other under the moon. i wonder now if it looks like this in smooth lighting |
03:13 |
jas_ |
it's hard to tell, but, in-game it looks like right zombie is almost black, under the tree |
03:13 |
jas_ |
and the other is lighted well enough, but the whole scene looks the same level of lightness. heh |
07:24 |
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07:33 |
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09:05 |
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09:47 |
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09:49 |
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10:00 |
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11:01 |
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11:21 |
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11:47 |
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11:47 |
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11:49 |
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12:38 |
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13:05 |
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13:09 |
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13:24 |
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13:31 |
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14:06 |
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14:36 |
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14:55 |
* Jordach |
organised 3400 tracks with corrected IDEv2 tags and artwork |
15:02 |
Jordach |
all by hand without automating it with discogs |
15:27 |
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16:06 |
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16:36 |
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16:38 |
IhrFussel |
I'm trying to add an amount to each function in the mod profiler ... could someone tell me where I need to add that number? Like "on_joinplayer (99) ............" |
16:41 |
IhrFussel |
I basically want to track how many times a certain function of the mod has been executed... I think that's important to track down issues |
16:54 |
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16:57 |
rdococ |
Hey, what do you peeps think of a currency mod where you could give moneyz to others? |
16:57 |
rdococ |
Ingame, that is. |
16:57 |
rdococ |
Not real money. |
17:08 |
Fixer |
rdococ: is not we already have that:? |
17:12 |
rdococ |
Fixer: I mean even in creative mode where you could take it from the inventory. It wouldn't be stored as inventory items, preventing that. Granted, I could add the not_in_creative_inventory tag, but it might still be refillable using some inventory mods. |
17:12 |
Fixer |
rdococ: just use gold |
17:12 |
Fixer |
or gold coins |
17:12 |
rdococ |
uh |
17:13 |
Fixer |
rdococ: idntbh |
17:51 |
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17:51 |
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17:54 |
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17:55 |
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18:36 |
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18:36 |
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19:37 |
Fixer |
Playing Super Nukem Bros. |
19:38 |
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19:39 |
IhrFussel |
What do I need to compile the Android version of Minetest? I'm bored and curious |
19:40 |
IhrFussel |
And have a lot of freetime so I could probably help finding the build error |
19:41 |
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19:42 |
IhrFussel |
I'm downloading the Linux NDK right now |
20:16 |
Calinou |
Fixer: what about Doom Crush Saga? |
20:17 |
Calinou |
IhrFussel: yeah, you need the NDK to compile C/C++ code for Android |
20:17 |
IhrFussel |
Calinou, is it easier with Android Studio? |
20:18 |
Calinou |
IhrFussel: no, you don't need it at all |
20:19 |
Calinou |
(it's just a fancy IntelliJ Community Edition rebranding anyway…) |
20:19 |
Calinou |
Android Studio is huge, too :( |
20:19 |
Calinou |
although it's the only way to install SDK components with a GUI, now |
20:19 |
Calinou |
(the old `android` GUI is now deprecated, so you can only use their pretty-bad CLI) |
20:20 |
nerzhul |
Android studio works well with C++ part, i use it in one of my apps it's nice |
20:20 |
IhrFussel |
Android Studio also asks you which c++ standard you target so that's one flag less |
20:22 |
Calinou |
but CMake does that for you |
20:22 |
Calinou |
that's like, the whole point of using a standard build system :) |
20:26 |
nerzhul |
android studio just add the cmake config to set the clang flag for C++ standard :) |
20:28 |
IhrFussel |
Lol...i installed Android Studio normally and now it complains about missing components...why didn't it install those during the installation? |
20:41 |
Calinou |
IhrFussel: only the base SDK is present, the components aren't installed |
20:41 |
Calinou |
(and aren't legally redistributable, IIRC…) |
20:41 |
Calinou |
reminds me I should look at automated Android builds from GitLab CI |
20:41 |
IhrFussel |
"Gradle sync failed: Unable to get the CMake version" I thought CMake would be part of the package |
20:42 |
Calinou |
CMake isn't bundled with JetBrains IDEs, except CLion |
20:46 |
nerzhul |
Calinou, it's not very difficult if you talk about MT :) |
20:46 |
nerzhul |
yeah install cmake from your package manager |
20:46 |
Calinou |
talking about Godot, and I didn't manage to install Android components using the CLI :( |
20:46 |
Calinou |
it ignored my text file containing the SDK components to install |
20:46 |
Calinou |
(I tried a few months ago, I don't remember exactly) |
20:51 |
Fixer |
https://www.youtube.com/watch?v=nzWF9A1vBSg |
21:00 |
rubenwardy |
IhrFussel, you can't use Android studio with Minetest |
21:00 |
rubenwardy |
due to the fucking shitty awful build system |
21:13 |
Fixer |
nice |
21:14 |
rdococ |
I'd like opinions on https://github.com/rdococ/perplayer_gamemode - a fork of rubenwardy's (probably old, didn't bother to check) perplayer_gamemode mod. |
21:14 |
rubenwardy |
that old |
21:14 |
rubenwardy |
and still maintained |
21:15 |
rubenwardy |
*not |
21:15 |
rubenwardy |
also your fork is broken |
21:15 |
rubenwardy |
it's is_enabled_for not is_creative_enabled |
21:16 |
rdococ |
whadya mean? |
21:16 |
rubenwardy |
https://github.com/rdococ/perplayer_gamemode/commit/6e9ce5d1543b0431195e951a630abef5cb7fc9f1#diff-d7d74284e2e39f6c06d199c8e2bedbd0R5 |
21:16 |
Fixer |
TOO OLD |
21:16 |
rubenwardy |
you must have used an older version of the mod as a base |
21:17 |
rdococ |
the older version that was on the master branch, yes |
21:19 |
rdococ |
in fact, it's a fork of https://github.com/rubenwardy/perplayer_gamemode/ I literally just made. |
21:19 |
rdococ |
rubenwardy, how is it too old? |
21:19 |
rubenwardy |
you're missing a fix |
21:19 |
rubenwardy |
see the line |
21:19 |
rubenwardy |
https://github.com/rubenwardy/perplayer_gamemode/commit/b33f885f96e0b361fd396723750c4aa1c7b06fa3 |
21:27 |
rdococ |
The line you might be talking about, in my fork, is "creative.is_enabled_for = perplayer_gamemode.is_in_creative_mode". |
21:27 |
Calinou |
https://media.hugo.pro/ac_client_2017-11-08_22-14-25.png |
21:27 |
Calinou |
got the latest AssaultCube Git branch compiling with MSVC 2017 :) |
21:27 |
Calinou |
this allows me to use SDL 2, which fixes a mouse bug on Windows |
21:27 |
Calinou |
(I couldn't play anymore) |
21:30 |
rdococ |
rubenwardy: I changed the name of the function in the perplayer_gamemode table because the mod can now enable and disable damage. |
21:30 |
rubenwardy |
ah |
21:30 |
rubenwardy |
cool |
21:30 |
rubenwardy |
saw that change and thought you accidentally reverted the fix |
21:31 |
rdococ |
There's four gamemodes at the moment. 'creative' enables creative mode, and disables damage. 'deadly' is creative plus damage. 'survival' is obvious, while 'management' is survival minus damage. |
21:32 |
rdococ |
Wasn't sure how to name the two extra modes, though. |
21:37 |
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21:46 |
Fixer |
https://github.com/minetest-mods/moreores/pull/27 |
22:20 |
Fixer |
*,,,,,,,* |
22:25 |
Fixer |
finished 3gigabytes of doom related downloads, very fine |
22:45 |
Calinou |
NUTS.WAD is that big now? :/ |
22:59 |
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23:01 |
Fixer |
10 years of wads + cacowards + some other parts |
23:01 |
Fixer |
also, WolfenDoom |
23:01 |
Fixer |
i will look at all of this later ofc |
23:03 |
Fixer |
nuts.wad also present |
23:04 |
Fixer |
since I have pretty much all biggest mods for Duke Nukem 3D, i went with Doom also |
23:05 |
Fixer |
there are links on moddb for archives, it was pretty easy to dl |
23:28 |
Calinou |
Fixer: Blade of Agony is very, very good |
23:28 |
Calinou |
(i.e. WolfenDoom) |
23:28 |
Raven262 |
It is. |
23:28 |
Calinou |
looks great, yet has a 90s feels |
23:28 |
Raven262 |
I confirm. |
23:28 |
Calinou |
even PCGamer praised it :P |
23:28 |
Fixer |
ok |
23:29 |
Raven262 |
Though it has some fog problems on linux, might be my graphics drivers :P |
23:43 |
Calinou |
looks fine here on Windows |
23:43 |
Calinou |
did you update to the latest GZDoom version? |
23:43 |
Calinou |
(3.2.1) |
23:43 |
Calinou |
it has optional menu background blur now :D |
23:44 |
Raven262 |
fancy :O |
23:46 |
Raven262 |
Calinou, I did find a workaround for that bug with fog. |
23:46 |
Raven262 |
I just turned the dynamic lights on and off. |
23:46 |
Calinou |
you can also downsample the rendering resolution, without changing the display resolution |
23:46 |
Raven262 |
I saw that |
23:46 |
Raven262 |
that is in 3.2.0 too |
23:47 |
Raven262 |
This is in gzdoom: https://i.imgur.com/3k0DFC8.png |
23:48 |
Raven262 |
(Had to capture with KDE's screenshot tool) |
23:48 |
Raven262 |
The gzdoom removes the hud for some reason |
23:48 |
Calinou |
https://media.hugo.pro/gzdoom_2017-11-09_00-48-50.png |
23:48 |
Raven262 |
So, yea playing Hexen is fun on this resolution :D |
23:49 |
Calinou |
GZDoom 3.2.1 with forced 320×200 |
23:49 |
Calinou |
with anti-aliasing, it looks weird :D |
23:49 |
Raven262 |
lol |
23:49 |
Raven262 |
Also there is that experimental renderer that they added |
23:49 |
Raven262 |
In software |
23:50 |
Raven262 |
"poly renderer" |
23:50 |
Raven262 |
And when you enable that + truecolor mode... |
23:52 |
* Raven262 |
is away until the morning. |