Time |
Nick |
Message |
00:35 |
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pauloue joined #minetest-hub |
00:39 |
rubenwardy |
does any one here like videos for tutorials? Why? |
00:39 |
rubenwardy |
Do you prefer them to reading tutorials? |
00:55 |
lumberJ |
resounding no |
00:55 |
lumberJ |
:D |
01:00 |
paramat |
yes i prefer video tutorials, it can show more |
01:07 |
Wayward_One |
Same here |
01:10 |
rubenwardy |
I'm mainly talking for programming tutorials |
01:11 |
rubenwardy |
*about |
01:13 |
rubenwardy |
what do you find more vital, the visuals or the voice over? |
01:19 |
Wayward_One |
Ideally both, for me at least, with the visuals to see exactly how it's done, and the voice over to actually explain what's going on and provide additional info if needed |
01:19 |
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red-001 joined #minetest-hub |
01:19 |
rubenwardy |
yeah |
01:22 |
pauloue |
for programming I think text is better, but an introductory video for setting up an editing environment / making a hello world program is nice |
01:40 |
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DI3HARD139_ joined #minetest-hub |
03:03 |
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AndroBuilder joined #minetest-hub |
03:08 |
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paramat left #minetest-hub |
03:16 |
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DrFrankenstone joined #minetest-hub |
05:50 |
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ssieb joined #minetest-hub |
06:38 |
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sniper338 joined #minetest-hub |
06:40 |
nerzhul |
sofar setpos doesn't need to send mapblock it's ridiculous, with that each time you will burst server with unneeded mapblocks when called for example on a player lag |
06:40 |
nerzhul |
mapblocks are requested by client when missing |
06:42 |
sofar |
you know what, you're not listening |
06:42 |
sofar |
I've tried to explain the problem several times already |
06:43 |
sofar |
I don't ALWAYS want to send a mapblock |
06:43 |
nerzhul |
sofar, you can just code a generic function to send a mapblock to any player if you need |
06:43 |
sofar |
I want to do something specifically for ITB since the block the player teleports to is ALWAYS goignt to be MISSING ON THE CLIENT |
06:43 |
nerzhul |
what is itb ? and where are your PRs ? |
06:43 |
nerzhul |
:p |
06:43 |
sofar |
http://minetest.foo-projects.org/ |
06:44 |
sofar |
the problem is terrible for players |
06:44 |
sofar |
they always fall through the newly loaded blocks and die |
06:44 |
sofar |
I have no fucking clue how to do this, you know my knowledge of C++ is mediocre at best |
06:45 |
nerzhul |
lol |
06:45 |
sofar |
I wouldn't know how to send a mapblock from the player object functions to save my life |
06:46 |
sofar |
it's frankly amazing I made connected nodeboxes work, lol |
06:47 |
sofar |
btw, mods like `warps` could also benefit from a generic gratuitous mapblock send, so that would be nice to have I think |
06:48 |
sofar |
maybe something like a beacon mod could use it as well |
06:48 |
sofar |
tbh a mapblock send function sounds simpler to implement almost, but I haven't looked at that path yet |
06:52 |
sofar |
maybe I'll try and hack something up |
07:04 |
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NathanS21 joined #minetest-hub |
07:06 |
sofar |
nerzhul: gotta go to bed, gave up with this so far : https://gist.github.com/sofar/f3bdaa9ab1253f3d6d893127bc41e562 |
07:13 |
Amaz |
A mapblock send function would be very useful :) |
08:15 |
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CWz joined #minetest-hub |
08:39 |
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sniper338 joined #minetest-hub |
09:35 |
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red-001 joined #minetest-hub |
10:30 |
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tenplus1 joined #minetest-hub |
10:30 |
tenplus1 |
hi folks |
11:07 |
Wayward_One |
Hi tenplus1, all :) |
11:09 |
tenplus1 |
hi wayward o/ |
11:09 |
tenplus1 |
hows things |
11:09 |
* tenplus1 |
has a weird issue with crafting recipe |
11:10 |
Wayward_One |
Things are good here |
11:11 |
tenplus1 |
kewl :) |
11:11 |
Wayward_One |
You? |
11:11 |
tenplus1 |
waking up :) but okie... ehe |
11:11 |
tenplus1 |
I have a craft recipe that uses 5 group items and works perfectly fine singleplayer |
11:12 |
tenplus1 |
but on multiplayer the recipe changes and doesnt work >!/!?! |
11:12 |
tenplus1 |
cant figure it out |
11:12 |
Wayward_One |
How odd.. |
11:15 |
tenplus1 |
is there a limit to how many groups can be registered ?!?! |
11:27 |
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NathanS21 joined #minetest-hub |
11:27 |
tenplus1 |
wb nathan |
11:27 |
NathanS21 |
hi |
11:27 |
tenplus1 |
:P |
11:30 |
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Fixer joined #minetest-hub |
11:30 |
tenplus1 |
hi fixer |
11:30 |
tenplus1 |
I've found a few crafting recipes that dont work on server but work perfectly fine singleplayer ?!?! this is trange!! |
11:44 |
Fixer |
hi |
11:45 |
tenplus1 |
o/ |
12:23 |
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Mr_Pardison joined #minetest-hub |
12:27 |
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rud0lf joined #minetest-hub |
12:28 |
tenplus1 |
wb rud0lf |
12:29 |
rud0lf |
thanks |
12:29 |
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lumberJ joined #minetest-hub |
12:30 |
tenplus1 |
hi lumberJ |
12:30 |
lumberJ |
hey tenplus1 |
12:30 |
tenplus1 |
o/ |
12:33 |
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NathanS21 joined #minetest-hub |
12:34 |
tenplus1 |
what's new with you NathanS21? |
12:38 |
NathanS21 |
not too much, just working on my modding course. |
12:38 |
NathanS21 |
hadn't realized just how much work it would be. |
12:38 |
NathanS21 |
still haven't even finished the intro chapter |
12:39 |
NathanS21 |
though I should get that completed this weekend. |
12:39 |
NathanS21 |
I"m hoping the actual coding part will be easier to do. |
12:41 |
tenplus1 |
<fingers crossed> :) sounds interesting though :P |
12:41 |
NathanS21 |
http://www.nathansalapat.com/mmc/course-overview |
12:41 |
NathanS21 |
I'll post about it on the forums once I get some real content. |
12:43 |
tenplus1 |
kewl |
12:43 |
tenplus1 |
looks like you've been very busy indeed :P |
12:44 |
NathanS21 |
ya. :P |
12:46 |
tenplus1 |
am giving up on -dev channel, no-one talkin |
13:05 |
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aerozoic joined #minetest-hub |
13:08 |
tenplus1 |
hi aerozoic |
13:09 |
rubenwardy |
NathanS21, 4 episodes, still not started any modding lessons |
13:09 |
rubenwardy |
lol |
13:09 |
tenplus1 |
o/ ruben |
13:09 |
aerozoic |
wazup tenplus1 |
13:10 |
NathanS21 |
It's the intro chapter, and I did mention you can skip it if you've already done some modding. :) |
13:10 |
NathanS21 |
I just wanted to make sure that people could use this in a school type setting. |
13:11 |
tenplus1 |
mt in schools is a great thing :P |
13:11 |
NathanS21 |
We can dream :) |
13:12 |
tenplus1 |
rubenwardy: have you had any issues in the past with craft recipes using groups ? |
13:13 |
rubenwardy |
no |
13:14 |
tenplus1 |
https://github.com/tenplus1/farming/blob/master/chili.lua#L22 <-- recipe works singleplayer, but it's borked on server... dunno how |
14:19 |
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Mr_Pardison joined #minetest-hub |
14:20 |
tenplus1 |
wb mister |
14:20 |
Mr_Pardison |
T.Hanks |
14:38 |
|
Mr_Pardison joined #minetest-hub |
14:47 |
Fixer |
that was the most ridiculous bug I've ever seen |
14:47 |
tenplus1 |
whassat ? |
14:47 |
Fixer |
had to literally rename a directory, because one program just suddenly refused to write into it |
14:47 |
tenplus1 |
weird indeed |
14:47 |
Fixer |
it worked before, rights not changed |
14:48 |
Fixer |
other apps can write into |
14:48 |
Fixer |
i can write |
14:48 |
Fixer |
that program can write into renamed dir |
14:48 |
Fixer |
what actual fuck |
14:48 |
tenplus1 |
lol |
14:48 |
Fixer |
had to use procmon, read tons off stuff, disable antivirus, did not help |
14:49 |
Fixer |
renamed dir, poof, everything is working, magic... |
14:49 |
tenplus1 |
any weird permissions set for that folder ? |
14:50 |
Fixer |
even tried to clean temp, resetting settings of that app, that was weirdest bug ever |
14:50 |
Fixer |
permission do not change after rename |
14:50 |
Fixer |
oh well, fuck windows |
14:51 |
Fixer |
program literally received access denied to write final final, because someone looked wrong way or smth |
14:51 |
tenplus1 |
wrong phase of the moon |
14:51 |
Fixer |
and that started suddenly, only thing was changed is windows updates |
14:51 |
tenplus1 |
it's weird having a bug that only happens under weird circumstances... |
14:51 |
Fixer |
yeah |
14:52 |
tenplus1 |
am still dealing with that damn group crafting recipe |
14:53 |
Fixer |
i've tried everything, even creating that dir totally empty, with totally good permissions, nope, does not work, big fuck you, logs are shitty |
14:53 |
Mr-Pardison |
that's windows for you. |
14:53 |
tenplus1 |
agree'd, winblows sucks |
15:04 |
Roger9_ |
can a csm place nodes? |
15:04 |
Roger9_ |
WinBlozeâ„¢ |
15:05 |
sofar |
no |
15:05 |
tenplus1 |
https://github.com/minetest/minetest/blob/master/doc/client_lua_api.txt <-- everything csm can do |
15:05 |
tenplus1 |
o/ sofar |
15:05 |
Roger9_ |
yes, I looked at that |
15:06 |
tenplus1 |
if csm could place a node it would cause so much damage |
15:06 |
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benrob0329 joined #minetest-hub |
15:06 |
tenplus1 |
hibenrob |
15:07 |
tenplus1 |
sofar: you got a sec ? |
15:07 |
Roger9_ |
tenplus1: you mean that it could make players auto-grief? |
15:08 |
tenplus1 |
yeah, they could remove all protection blocks, override doors or replace chests etc... much hassle |
15:08 |
benrob0329 |
Hi tenplus1 |
15:08 |
Roger9_ |
I meant that it would cause the client to send a request to the server to place a block, forcing it to obey protection |
15:08 |
tenplus1 |
o/ ben |
15:09 |
Roger9_ |
it would be equivalent to the player actually right-clicking to place the block |
15:09 |
tenplus1 |
place_node checks protection, set_node doesnt |
15:09 |
Roger9_ |
I'm talking about an idea for clientside modding which would only be able to do things that the player could do anyway (to an extent, anyway) |
15:10 |
tenplus1 |
still wouldnt trust it :P |
15:10 |
Roger9_ |
if you're worried about a clientside mod messing with your client and making you do stuff then just check the code |
15:10 |
Roger9_ |
that problem already exists as if I remember correctly CSMs can send messages to chat on your behalf |
15:11 |
tenplus1 |
csm code is on client's system, not on server where I can check it |
15:11 |
rubenwardy |
CSM placing nodes would be OK with a whitelist |
15:11 |
rubenwardy |
like, the server should give a list of nodes that it's ok for the client to replace that node with |
15:11 |
Roger9_ |
tenplus1: I meant that the player using the CSM could check it to see if the code is malicious |
15:11 |
rubenwardy |
means you could have CSM predicted buttons controlling pistons |
15:12 |
tenplus1 |
that's not what I'm saying roger, a maliscious player could use a csm mod to do damage knowing full well what the code can do.... also yeah, a whitelist woudl be ok ruben |
15:12 |
Roger9_ |
I mean that this CSM place_node function would be forced to obey protection as if the player actually did right-click to place it there, it'd take away from your inventory and everything |
15:12 |
Roger9_ |
so I don't see how it couldn't do anything a player without a CSM couldn't already do |
15:12 |
rubenwardy |
no need for that |
15:12 |
Roger9_ |
why not? |
15:12 |
rubenwardy |
just use a mod channel |
15:13 |
Roger9_ |
if I remember correctly, mod channels allow CSMs to communicate with SSMs, right? |
15:13 |
rubenwardy |
yes |
15:13 |
Roger9_ |
are they new to 0.5.0? |
15:13 |
rubenwardy |
yes |
15:13 |
rubenwardy |
client-side scripting is for server-provided mods, not for client-provided mods |
15:14 |
Roger9_ |
ohh |
15:14 |
rubenwardy |
so whilst we may keep client-provided mods for ease of development, new features should only be for things that are useful for server-provided mods to minimise the surface area of the API |
15:15 |
Roger9_ |
minimise the surface area of the API... hehe, then it should be a sphere :P (get it? spheres are 3D shapes with the lowest surface area to volume ratio) |
15:15 |
rubenwardy |
\xo/ |
15:15 |
Mr-Pardison |
/o\ |
15:15 |
Roger9_ |
\yay/ |
15:16 |
rubenwardy |
some things to think about with CSM, anyway: |
15:16 |
rubenwardy |
1. policy if a vulnerability is found |
15:16 |
rubenwardy |
2. how to probably handle multiple standard library versions |
15:16 |
rubenwardy |
(ie: how can one CSM support multiple client versions nicely) |
15:16 |
rubenwardy |
3. how to audit the exposed API |
15:17 |
benrob0329 |
Minetest is going to go on FSF's bad list because it makes you run "nonfree Lua" |
15:17 |
rubenwardy |
we won't |
15:17 |
Roger9_ |
nonfree Lua? |
15:17 |
rubenwardy |
there will be a dialog with [Accept] or [Decline |
15:17 |
tenplus1 |
4. nom donuts |
15:17 |
rubenwardy |
+] |
15:17 |
benrob0329 |
Roger9_: Its a joke about how Stallman hates most websites because JavaScript |
15:17 |
Roger9_ |
are you talking about CSMs that the server sends to the client? |
15:17 |
rubenwardy |
yeah |
15:17 |
Roger9_ |
ah, that's a pretty good idea |
15:18 |
benrob0329 |
..its the whole point is CSM |
15:18 |
Roger9_ |
though maybe give the client an option to see the CSM's code before accepting or declining |
15:18 |
benrob0329 |
*pf |
15:18 |
benrob0329 |
*of |
15:18 |
tenplus1 |
that's how it should have been from the start... server sends csm mods to client only... |
15:18 |
rubenwardy |
that should be possible too |
15:19 |
benrob0329 |
"The server would like to run <modname> on your client. The code is at <codedir>." |
15:19 |
benrob0329 |
[Run] [Don't] |
15:20 |
rubenwardy |
mod name shouldn't be shown, probably |
15:20 |
rubenwardy |
without any signing or hashing |
15:20 |
rubenwardy |
I could make a bitcoin mining CSM and call it "mesecons_csm" |
15:20 |
rubenwardy |
give a false sense of trust |
15:20 |
benrob0329 |
<codedir> |
15:20 |
benrob0329 |
As in, you can go check it |
15:21 |
benrob0329 |
Better yet, have CSMs hash against a publicly available archive |
15:21 |
rubenwardy |
most clients won't |
15:23 |
rubenwardy |
for "publicly available archive", you might as well use a mod store like mine |
15:23 |
benrob0329 |
I feel as though maybe we should rethink the idea of servers sending the clients things, and take a package manager approach |
15:23 |
rubenwardy |
lol |
15:23 |
rubenwardy |
inv4 |
15:23 |
benrob0329 |
Have servers depend on mods and content packs, the client accepts them before continuing |
15:24 |
benrob0329 |
Maybe for 0.6 |
15:35 |
rubenwardy |
I personally think that's the better approach |
15:35 |
rubenwardy |
but some people are against it |
15:38 |
tenplus1 |
am not against it so long as it's implemented properly |
15:57 |
TommyTreasure |
hi guys, just a quick note regarding one of the csm issues recently on my server..... |
15:57 |
tenplus1 |
hi tommy |
15:57 |
TommyTreasure |
i have a player that uses the colored text, i also have a co-admin that's color blind |
15:57 |
TommyTreasure |
it doesn't seem there's a way for either me or my co-admin to set the text back to default color |
15:58 |
tenplus1 |
that's why I've banned using csm mods on xanadu... |
15:58 |
sofar |
right, I've had issues myself attempting to strip colors |
15:59 |
Roger9_ |
I created a markdown CSM that performs the coloring when messages are received by the client, rather than sent from it |
15:59 |
Roger9_ |
meaning that only people with the CSM can see the coloring |
15:59 |
TommyTreasure |
my thoughts regarding csm, is there should be a server option to allow or disallow them, or selectively disallow those that interfere with server operation |
16:00 |
rubenwardy |
TommyTreasure, strip_chat_color |
16:00 |
rubenwardy |
or whatever |
16:00 |
rubenwardy |
there also is a server option for that |
16:00 |
tenplus1 |
tommy, totally agree |
16:01 |
rubenwardy |
that meaning disallowing client-provided-mods |
16:01 |
rubenwardy |
personally I think client-provided mods should be removed completely |
16:01 |
TommyTreasure |
rubenwardy, i've been searching for that config option, even posted a question regarding that last week. could you please point me to the option i need to set? |
16:02 |
rubenwardy |
0.4.17-dev |
16:02 |
rubenwardy |
for chat color |
16:02 |
tenplus1 |
*cough* agree ruben |
16:02 |
rubenwardy |
csm_flavors is in 0.5.0 |
16:02 |
Roger9_ |
csm_flavors? |
16:02 |
Mr-Pardison |
I'll take rocky road. |
16:03 |
TommyTreasure |
grrrr, i had a feeling you were going to say that. lol |
16:03 |
rubenwardy |
"flavors" is a shit name anyway |
16:03 |
rubenwardy |
should at least be spelled correctly |
16:03 |
sofar |
ok rubenwerdy |
16:03 |
sofar |
:P |
16:03 |
Mr-Pardison |
:P |
16:04 |
Roger9_ |
you mean the UK spelling that requires more keystrokes and is in general weirder? |
16:04 |
tenplus1 |
you mean "traditional" english ? |
16:04 |
TommyTreasure |
so for .16, i'd have to find a modder that could write a mod as a workaround? |
16:04 |
sofar |
I prefer simplified english myself |
16:04 |
tenplus1 |
lol |
16:05 |
Roger9_ |
lol |
16:07 |
TommyTreasure |
tenplus1, does your cms override routine work on .16? |
16:07 |
Roger9_ |
traditiounal english is thoe boest |
16:07 |
rubenwardy |
no |
16:08 |
rubenwardy |
it's ur because it's not or |
16:08 |
rubenwardy |
it's a softer sound, coleur not col-or / colaw |
16:08 |
sofar |
vleyfuhrr |
16:08 |
Roger9_ |
ah |
16:08 |
Roger9_ |
so we should pronounce it coler |
16:08 |
Roger9_ |
s/pronounce/spell |
16:09 |
sofar |
treytur |
16:09 |
Roger9_ |
or maybe culler |
16:09 |
rubenwardy |
no, coler is different again - er is shorter than our |
16:09 |
Roger9_ |
culluh? |
16:09 |
rubenwardy |
that's probably closer |
16:09 |
Roger9_ |
I don't say "colerrrr" |
16:09 |
Roger9_ |
again, just spell it color |
16:09 |
Roger9_ |
I might be from the UK but I recognize better spelling when I see it |
16:09 |
rubenwardy |
not correct English though ;) |
16:10 |
sofar |
I'm gonna start yelling dutch at y'all |
16:10 |
sofar |
maybe that'll shut you up :P |
16:10 |
TommyTreasure |
correct English depends on which side of the lake you reside |
16:10 |
Roger9_ |
Modern linguistics is descriptive, rubenwardy, and "color" is common in the US, not only that but it's less letters |
16:10 |
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mransom joined #minetest-hub |
16:10 |
rubenwardy |
I speak English not American, jeez |
16:10 |
rubenwardy |
XD |
16:10 |
TommyTreasure |
lol |
16:10 |
rubenwardy |
y'all need to take note |
16:10 |
Roger9_ |
American isn't a language, lol |
16:10 |
rubenwardy |
I could care less about American |
16:11 |
* rubenwardy |
shivers in disgust |
16:11 |
TommyTreasure |
couldn't* lol |
16:11 |
rubenwardy |
should of paid more attention in school |
16:11 |
* rubenwardy |
shivers in disgust again |
16:11 |
TommyTreasure |
or could you? even more lol |
16:11 |
Roger9_ |
rubenwardy: oh, so you do care somewhat about American... also, "should have" or "should've" |
16:11 |
rubenwardy |
tbh those last two are probably common mistakes |
16:11 |
rubenwardy |
Roger9_, I know, it's a joke |
16:11 |
Roger9_ |
ik |
16:11 |
sofar |
engels is een slak aftreksel taal |
16:12 |
tenplus1 |
hey, least it isn't scottish... |
16:12 |
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Mr_Pardison joined #minetest-hub |
16:12 |
sofar |
leer een echte moedertaal! |
16:12 |
Roger9_ |
my sense of humor is fully functional but my subroutine for responding to that humor is malfunctioning |
16:13 |
Roger9_ |
tenplus1: well, I imagine there's a scottish dialect of English... but there's also a separate language called Scots which is kinda like English but not close enough to merely be a dialect |
16:13 |
tenplus1 |
you mean weegie ? |
16:13 |
Roger9_ |
wat |
16:14 |
|
Krock joined #minetest-hub |
16:14 |
tenplus1 |
hi Krock |
16:14 |
Krock |
hi tenplus1 |
16:14 |
tenplus1 |
would have = wid hae |
16:15 |
Roger9_ |
would hath |
16:15 |
tenplus1 |
shakesperian ? |
16:16 |
rubenwardy |
fake news, you cannot translate Scottish people |
16:17 |
Roger9_ |
I don't understand the idea of "alternative facts", as if facts were like opinions or preferences that could be different for different people |
16:17 |
rubenwardy |
well, religion manages that fine |
16:17 |
* rubenwardy |
runs |
16:17 |
tenplus1 |
o.O a bit too far offtopic :P hehe |
16:18 |
rubenwardy |
yeah, lets not start that |
16:18 |
rubenwardy |
so, Minetest huh |
16:18 |
Mr_Pardison |
needs some work in places. |
16:18 |
rubenwardy |
yeah |
16:18 |
Roger9_ |
rubenwardy: don't worry, I agree with you ;) |
16:18 |
* Roger9_ |
also runs |
16:18 |
rubenwardy |
the content database now has a download button |
16:18 |
rubenwardy |
how exciting |
16:18 |
Roger9_ |
maybe you can download alternative content |
16:18 |
rubenwardy |
need to actually add file uploading at some point |
16:19 |
rubenwardy |
file uploading is a whole can of worms though |
16:19 |
tenplus1 |
for skins ? |
16:19 |
rubenwardy |
mods and games |
16:20 |
rubenwardy |
it's basically moddb but with maintainable code |
16:20 |
rubenwardy |
and support for editors (uploading mods on behalf of someone else) and github |
16:21 |
tenplus1 |
ah |
16:22 |
rubenwardy |
this will be done by middle of May |
16:22 |
rubenwardy |
and hopefully in 0.5.0 |
16:24 |
* tenplus1 |
awaits 0.5.0 stable |
16:25 |
tenplus1 |
ruben, what farming mod you using on your server ? |
16:25 |
rubenwardy |
n/a |
16:25 |
rubenwardy |
I hope |
16:25 |
rubenwardy |
on my private server I use MTG's farming |
16:25 |
tenplus1 |
ahh, no worries... |
16:27 |
Roger9_ |
I haven't recompiled in ages |
16:28 |
tenplus1 |
just wondering if anyone is using latest farming redo... I wanted to check server recipes |
16:28 |
tenplus1 |
I have an issue here that doesnt wanna be fixed |
16:29 |
tenplus1 |
and I think it's minetest to blame |
16:32 |
rubenwardy |
it's always worked fine for me |
16:32 |
tenplus1 |
the recipe in question works perfectly on singleplayer |
16:33 |
tenplus1 |
but on server it changes and no longer works... and it is only being registered once, so no overrides |
16:37 |
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16:37 |
tenplus1 |
hi twoelk |
16:37 |
twoelk |
o/ |
16:42 |
Roger9_ |
Yay. Recompiling the latest 0.5 build. |
16:52 |
Roger9_ |
odd |
16:53 |
Roger9_ |
tenplus1: do you know how I would uninstall a non-portable installation of Minetest from Debian 9? |
16:53 |
tenplus1 |
other than the: sudo apt-get remove minetest ? |
16:54 |
Roger9_ |
I didn't use apt |
16:54 |
Roger9_ |
https://forum.minetest.net/viewtopic.php?f=3&t=3837 |
16:55 |
sfan5 |
sudo xargs rm <install_manifest.txt |
16:55 |
sfan5 |
don't have this file? tough luck, you need to remove it by hand |
16:55 |
tenplus1 |
wouldnt that just compile the bits needed and install through apt anyway ? |
16:55 |
tenplus1 |
hi sfan |
16:56 |
Roger9_ |
sfan5: don't think I have that |
16:56 |
Roger9_ |
how would I remove it by hand? I have basically no idea where it would be installed |
16:56 |
tenplus1 |
look in /usr/bin |
16:57 |
rubenwardy |
laptop randomly cut out |
16:57 |
rubenwardy |
wtf |
16:57 |
Roger9_ |
tenplus1: minetest doesn't seem to be in there either |
16:57 |
tenplus1 |
no idea then |
16:58 |
sfan5 |
Roger9_: it's probably in /usr/local/bin |
16:58 |
tenplus1 |
this is why I download the vbuilds on lauchpad from minetest.net/downloads (unstable) and use those |
16:58 |
Roger9_ |
sfan5: yes, it's there |
16:58 |
sfan5 |
Calinou: would you mind putting a link to https://forum.minetest.net/viewtopic.php?p=311160#p311160 into your "1-line git compiling script" topic so people stop using that one on servers? |
16:58 |
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16:58 |
sfan5 |
s/that one/yours/ |
16:58 |
tenplus1 |
hi snioer |
16:59 |
tenplus1 |
*sniper |
17:00 |
Roger9_ |
hm, public serverlist still doesn't work... guess I'd need to enable cURL for that? |
17:01 |
Roger9_ |
how would I do that once I've already compiled? |
17:01 |
Roger9_ |
or would I need to recompile? |
17:03 |
sfan5 |
if curl is compiled into your build, you just need to enable server announcing as usual |
17:03 |
Calinou |
I should just make a script that people can curl/sh, this way it would have an opportunity to be readable |
17:03 |
Calinou |
also, what's wrong with my script? |
17:03 |
Calinou |
I haven't used it for years, I'll admit |
17:04 |
Roger9_ |
is -DENABLE_CURL a flag in the cmake command? |
17:04 |
Calinou |
I don't remember, curl should be automatically enabled if present |
17:04 |
Calinou |
(unlike gettext) |
17:04 |
Calinou |
gettext is the only library that's disabled by default even if present, IIRC |
17:05 |
Calinou |
oh, the server isn't built anymore by default |
17:05 |
Calinou |
…right? |
17:05 |
sfan5 |
no not that |
17:05 |
sfan5 |
people keep using that on headless servers |
17:05 |
tenplus1 |
hi cal |
17:05 |
Calinou |
why is that a problem? |
17:05 |
Calinou |
installing GUI libraries is less than ideal, but it's not problematic in my book |
17:05 |
Calinou |
this way I don't have to maintain more scripts :p |
17:06 |
sfan5 |
well you don't have to maintain my script |
17:06 |
sniper338 |
tenplus1: Ohayo! ;) |
17:06 |
sfan5 |
as you said, installing mesa, Xorg libraries and Irrlicht on a server is "less than ideal" |
17:07 |
Calinou |
these are definitely installed on my VPS :P |
17:11 |
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17:12 |
tenplus1 |
wb |
17:15 |
twoelk |
when using a dummy db, I wonder wether a csm could dump a map snapshot to a db on command |
17:18 |
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17:22 |
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17:26 |
tenplus1 |
o/ |
17:36 |
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17:38 |
tenplus1 |
wb |
17:39 |
rubenwardy |
for those interested in the mod/content database progress: https://i.rubenwardy.com/mPIKg.png |
17:40 |
Calinou |
doing all the work I see? :P |
17:40 |
Calinou |
(isn't it a group assignment?) |
17:41 |
rubenwardy |
yes |
17:41 |
rubenwardy |
they've done no work so far, aha |
17:41 |
Mr_Pardison |
I hate those kind of projects where you end up doing all the work but are forced to share credit. |
17:41 |
Calinou |
yeah |
17:41 |
Calinou |
I can relate to that :( |
17:41 |
Mr_Pardison |
at least with this you can see who has contributed and how much. |
17:41 |
rubenwardy |
there's no contribution weighting in this |
17:41 |
Calinou |
the perks of being above the common denominator student |
17:42 |
rubenwardy |
but I can go complain to the marker, who's my tutor, to get different marks |
17:42 |
rubenwardy |
TL;DR: we'll get the same mark unless I go grass on him |
17:49 |
Calinou |
go grass? |
17:50 |
rubenwardy |
I will if they massively slack |
17:50 |
rubenwardy |
and I told them this |
17:50 |
rubenwardy |
am I a dick? |
17:50 |
Calinou |
ah, right |
17:50 |
Mr_Pardison |
no. |
17:50 |
Calinou |
no, I think it's part of the game |
17:50 |
Calinou |
it's the nuclear weapon option, but it's part of the game : |
17:50 |
Calinou |
:)* |
18:01 |
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18:01 |
tenplus1 |
hi ssieb |
18:02 |
ssieb |
hi |
18:08 |
* Roger9_ |
does a sudo apt-get update |
18:08 |
* Roger9_ |
does a yay |
18:09 |
Roger9_ |
now installing libcurl4-openssl-devâ„¢ |
18:11 |
Roger9_ |
cURL still doesn't seem to work... |
18:13 |
sofar |
why not? |
18:14 |
Roger9_ |
do I need to recompile? |
18:15 |
sofar |
for MT to pick up curl? yes |
18:15 |
sofar |
plus add the cmake flag |
18:15 |
Roger9_ |
-DENABLE_CURL=1? |
18:15 |
Roger9_ |
or -DUSE_CURL=1? |
18:15 |
sofar |
is that what the readme says? |
18:15 |
Roger9_ |
I looked for help but couldn't find it |
18:16 |
sofar |
it's literally at https://github.com/minetest/minetest |
18:16 |
Roger9_ |
oh, the minetest readme? |
18:16 |
sofar |
yup |
18:16 |
Roger9_ |
I'm sorry, I'm really not very good at this kind of thing, it's been ages since I last compiled |
18:17 |
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18:24 |
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18:29 |
Fixer |
make a mooooooove |
18:29 |
* Mr_Pardison |
fiancehtto's his king side bishop |
18:30 |
sofar |
1. e4 |
18:31 |
Mr_Pardison |
I presumed that Fixer had already made their move. |
19:01 |
Fixer |
"PUBG Mobile players are pretty sure the game is full of bots" |
19:01 |
Fixer |
IT IS ALL CHECKS OUT |
19:06 |
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19:19 |
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19:44 |
Fixer |
without "IS", probably |
19:44 |
Fixer |
rubenwardy: that was open secret about Iron, i'm googling on it right now, it is pretty fun topic as well |
19:46 |
Fixer |
we are crafting iron bars out of steel ingots |
19:56 |
rubenwardy |
sneak peak: https://i.rubenwardy.com/pWqdq.png |
19:57 |
rubenwardy |
waiting for my lab partner to actually do his work and make it look less like a control panel |
20:01 |
Shara |
Fixer: clearly it's just some magic. Perfectly reasonable. |
20:03 |
Krock |
rubenwardy, the design is already pretty good IMO |
20:03 |
rubenwardy |
it's basically just ripped from minetest-mods.rubenwardy.com with a few changes |
20:09 |
Roger9_ |
is there a way to get the time of day to appear different to different clients? |
20:10 |
Fixer |
rubenwardy: the more you google into mining/smelting the iron ore, the more you kek at minetest game not even close to realism at all even slightest |
20:10 |
Roger9_ |
yes, if you smelt raw iron ore you don't get steel |
20:10 |
Fixer |
not just that |
20:10 |
Roger9_ |
ik |
20:10 |
Fixer |
you need charcoal to smelt it |
20:10 |
Fixer |
AND |
20:11 |
Roger9_ |
not regular coal? |
20:11 |
Fixer |
in minetest for some reason you get Native Iron, that is extremaly rare, instead IRL you burn iron oxide, aka stone with ore, like in minecraft |
20:12 |
Roger9_ |
iron oxide is usually a reddish color, IIRC |
20:13 |
Fixer |
it is |
20:13 |
Roger9_ |
at least in vanilla 0.5.0 minetest-game, iron ore does appear red |
20:14 |
Roger9_ |
and even the "iron lumps" you get from it are reddish |
20:14 |
Roger9_ |
although I don't know how you would separate the iron oxide from the stone that easily |
20:16 |
Shara |
I agree that MTG's current approach is just silly... but going for absolute realism is also bad, unless maybe you want to make an actual metalworking simulator or something |
20:17 |
Roger9_ |
agreed |
20:17 |
Shara |
Difficult to find the right balance. I'd also say please no more ores in MTG.. it has no uses for them |
20:20 |
* Fixer |
keks more |
20:20 |
* Fixer |
while do https://www.youtube.com/watch?v=ZjJzO2bgoZQ |
20:22 |
Roger9_ |
didn't get any answers before, but is there a way to get the time of day to appear different to different clients? |
20:24 |
Fixer |
there was PR for that somewhere |
20:26 |
Roger9_ |
found iy |
20:26 |
Roger9_ |
t |
20:26 |
Roger9_ |
https://github.com/minetest/minetest/pull/7002 |
20:33 |
Roger9_ |
to be honest I think server-side mods should be able to send different mapblocks, different player lists, and basically different everything else to the client |
20:33 |
Roger9_ |
that might be difficult considering how the servers work at the moment but that would allow alternate dimensions without taking up vertical space |
20:40 |
twoelk |
making smelting, farming, hunting, herding more realistic would make playing the casual game a little too time costly to achieve anything |
20:40 |
Roger9_ |
although if wasting time is your style you could always create a subgame for it :P |
20:41 |
Shara |
What twoelk said, really. |
20:41 |
twoelk |
so why not just revisit realtest and make it better |
20:42 |
twoelk |
it had a good approach to a few things and was difficult enough to get not all too popular |
20:43 |
Roger9_ |
interesting concept of having to dig dirt under a tree to get the tree to fall |
20:44 |
Roger9_ |
it reminds me of the "wallmounted brick" node I created which fell apart if you took out certain load-bearing nodes |
20:44 |
* twoelk |
has seen a lot of fallen trees lately - easily pushed over because the ground was simply too wet for too long |
20:44 |
Roger9_ |
or you could just overwater the dirt the tree is grounded in |
20:45 |
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20:45 |
Roger9_ |
although if you removed the dirt under the tree wouldn't it just fall over but remain intact?# |
20:45 |
Roger9_ |
-# |
20:46 |
tumeninodes |
who's handling topic move requests these days? There are about 13 in que :P |
20:46 |
twoelk |
yeah like at coasts with cliffs. fully intakt trees just falling down the retracting cliff after winter storms |
20:47 |
* twoelk |
has to wait for his favorite cliff top path to be opened for public again after some of it vanished lately |
20:52 |
Roger9_ |
to form metal tools with an anvil, don't you need to heat the metal up enough so that it becomes soft? |
20:57 |
twoelk |
well if your strong enough you can globber it until it is hot enough :-) |
20:57 |
Roger9_ |
and if you're that strong you wouldn't need to make metal tools in the first place ;) |
20:59 |
twoelk |
no, actually some smithing is done by beating the metal until it gets warm and soft |
20:59 |
twoelk |
you have to anyways to get the carbon into the iron grid |
21:00 |
Roger9_ |
nvm... but okay |
21:01 |
Roger9_ |
hm, I wonder if anyone's made a "player-detecting digiline button" yet to determine who pressed the button instead of basing it on @nearest |
21:04 |
twoelk |
guess is the same problem as with finding out who killed someone |
21:05 |
twoelk |
who-done-it seems no simple task for mt |
21:24 |
Shara |
I keep wanting a bounty hunting mod, but that issue is why I've never made one |
21:24 |
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22:39 |
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22:48 |
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22:50 |
xerox123 |
do machines execute code even when not powered on? |
22:50 |
xerox123 |
someone is trying to convince me so |
22:51 |
rubenwardy |
depends |
22:51 |
xerox123 |
itemwise injectors for context |
23:07 |
Jordach |
pipeworks is black magic that nobody understands |
23:07 |
xerox123 |
Ok fair enough lol |
23:11 |
Fixer |
https://upload.wikimedia.org/wikipedia/commons/8/8c/Chinese_Fining_and_Blast_Furnace.jpg :thinking: |
23:13 |
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23:26 |
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