Time |
Nick |
Message |
00:00 |
khonkhortisan |
it can be done |
00:01 |
NekoGloop_- |
everything can be done, if you have the time to do it |
00:01 |
NekoGloop_- |
hm... |
00:01 |
khonkhortisan |
it will be similar to the way the new gates work |
00:02 |
NekoGloop_- |
when i get the ability to do proper let's plays, anything in particular you guys wanna see? |
00:02 |
NekoGloop_- |
lol |
00:02 |
NekoGloop_- |
I'm a haxxor |
00:02 |
NekoGloop_- |
I GOTZ AIR, BITCHEZ |
00:04 |
UbuntuNerd |
Hey khonkhortisan can you help me |
00:04 |
khonkhortisan |
now get it again without using creative or a special mod that just gives it to you |
00:05 |
NekoGloop_- |
khonkhortisan: this is my second time getting air w/o creative or mods |
00:05 |
khonkhortisan |
the inventory in incompatible with the newest version |
00:05 |
NekoGloop_- |
or /giveme |
00:05 |
khonkhortisan |
I get air and can't figure out how |
00:05 |
UbuntuNerd |
Hey khonkhortisan can you help me |
00:05 |
khonkhortisan |
maybe |
00:06 |
Keegann |
what do you need help with |
00:06 |
khonkhortisan |
jmutex? |
00:06 |
NekoGloop_- |
depends, do you want us to unveil the secrets of the universe? |
00:06 |
khonkhortisan |
you need a nyancat for that answer |
00:06 |
UbuntuNerd |
do you understand this error : http://pastebin.com/dSmCzR7Z |
00:07 |
VanessaE |
UbuntuNerd: I already told you you screwed up your libjthread or the game's dependency on it |
00:07 |
VanessaE |
you said you were gonna try to remove that dependency. |
00:07 |
VanessaE |
that's what broke it. |
00:07 |
UbuntuNerd |
ooo no i redownloaded it |
00:07 |
VanessaE |
ok |
00:08 |
VanessaE |
did you install the development libraries for libjthread> |
00:08 |
VanessaE |
? |
00:10 |
UbuntuNerd |
yea |
00:10 |
VanessaE |
are you sure you did? |
00:11 |
UbuntuNerd |
yea the name of it is libjthread-dev |
00:11 |
VanessaE |
ok |
00:11 |
VanessaE |
did you tell the game where those development files are located? |
00:12 |
UbuntuNerd |
like the IRRLICHTPATH |
00:12 |
UbuntuNerd |
these IRRLICHTPATH = /home/chris/Desktop/minetest01/irrlicht |
00:12 |
UbuntuNerd |
JTHREADPATH = /home/chris/Desktop/minetest01/jthread |
00:12 |
VanessaE |
uh |
00:12 |
VanessaE |
no |
00:13 |
UbuntuNerd |
the cppflags |
00:13 |
VanessaE |
it won't be in your home directory |
00:13 |
UbuntuNerd |
im compiling the oldest one on github right now and its working |
00:14 |
VanessaE |
it'll be somewhere under /usr or /usr/local probably |
00:14 |
UbuntuNerd |
oooo yea |
00:14 |
UbuntuNerd |
DAMN |
00:14 |
NekoGloop_- |
now lets see if i can make an electric furnace! :D |
00:14 |
UbuntuNerd |
it did the same thing |
00:15 |
UbuntuNerd |
OOOO i found out whats wrong |
00:15 |
UbuntuNerd |
ok lolz |
00:16 |
khonkhortisan |
if you make an electric furnace they'll outlaw wood-burning fireplaces |
00:16 |
VanessaE |
maybe you need /usr/include/jthread/ |
00:17 |
NekoGloop_- |
realbadangel: lol, i jsut realized how the electric furnace is actually faster... its by smelting two items per interval |
00:17 |
UbuntuNerd |
ok |
00:17 |
UbuntuNerd |
ill try |
00:18 |
VanessaE |
UbuntuNerd: so, tell the sources that libjthread is in /usr/include/jthread |
00:18 |
VanessaE |
see if that help |
00:18 |
VanessaE |
s |
00:20 |
UbuntuNerd |
here is the make file i dont see the place to put it : http://pastebin.com/hv1D9CN1 |
00:20 |
VanessaE |
CPPFLAGS = -I$(IRRLICHTPATH)/include -I/usr/X11R6/include -I$(JTHREADPATH)/src |
00:20 |
VanessaE |
um, DUH!? |
00:20 |
VanessaE |
look at the last item in that line. |
00:20 |
VanessaE |
JTHREADPATH = /home/chris/Desktop/minetestold/jthread/ |
00:20 |
VanessaE |
this is why it ain't working. |
00:20 |
Keegann |
how do you change the back ground of the client? |
00:21 |
khonkhortisan |
the skysphere? |
00:21 |
VanessaE |
Keegann: "menubg.png" in a texture pack |
00:21 |
UbuntuNerd |
yea Keegan |
00:21 |
VanessaE |
that's the only "background" you can change right now |
00:21 |
Keegann |
ah |
00:21 |
VanessaE |
(aside from the farmesh trees) |
00:21 |
UbuntuNerd |
Vanessa |
00:22 |
VanessaE |
sorry UbuntuNerd, just getting a little irritated - you should not be messing with this stuff this early into your learning of C++ |
00:22 |
VanessaE |
you should be focused on stuff that just works. |
00:22 |
Keegann |
yea |
00:23 |
UbuntuNerd |
didnt work |
00:23 |
|
LandMine joined #minetest |
00:23 |
Keegann |
i have the best background |
00:23 |
NekoGloop_- |
Meow |
00:24 |
Keegann |
shut up kitty kat |
00:24 |
NekoGloop_- |
Mrowr |
00:24 |
UbuntuNerd |
well ill have xyz compile it |
00:24 |
VanessaE |
perhaps you should *ask* him to compile it. |
00:24 |
NekoGloop_- |
perhaps you should just get windows? |
00:25 |
Keegann |
perhaps you should |
00:25 |
VanessaE |
NekoGloop_-: the OS isn't the problem - the problem is that he's trying to compile old sources prior to them havign a good build system. |
00:25 |
NekoGloop_- |
one does not simply hl me |
00:26 |
* VanessaE |
highlights NekoGloop_- just for spite |
00:26 |
NekoGloop_- |
one does not simply spite me |
00:26 |
* VanessaE |
spites NekoGloop_- just because. :-) |
00:26 |
NekoGloop_- |
one does not simply use /me |
00:26 |
UbuntuNerd |
Windows SUCKC |
00:26 |
UbuntuNerd |
SUCKS** |
00:26 |
NekoGloop_- |
one must do it... WITH SYTLE!!! |
00:27 |
* NekoGloop_- |
/me's WITH SYTLE!!! |
00:27 |
* VanessaE |
uses /me in a very complicated manner. |
00:27 |
NekoGloop_- |
good 4 u :3 |
00:27 |
* khonkhortisan |
thinks khonkhortisan shouldn't talk in third person. |
00:27 |
* Keegann |
- |
00:28 |
Keegann |
|
00:29 |
Keegann |
is there a custom client with custom stuff? |
00:30 |
* NekoGloop_- |
thinks khonkhortisan shouldnt talk about his thoughts on khonkhortisan talking in third person while talking in third person. Only NekoGloop_- can talk about his thoughts on NekoGloop_- talking in thrid person while talking in third person. |
00:30 |
NekoGloop_- |
third* |
00:31 |
NekoGloop_- |
that's a tounge twister ;) |
00:32 |
Keegann |
anyone know how to do daily map updates? |
00:33 |
LandMine |
what yall think? |
00:33 |
LandMine |
http://minetest.net/forum/viewtopic.php?id=2962 |
00:35 |
NekoGloop_- |
i think you need to share where you got that texture pack |
00:36 |
NekoGloop_- |
because i want |
00:36 |
LandMine |
its on the forum |
00:37 |
NekoGloop_- |
what's its name though? |
00:37 |
Keegann |
LandMine you play minecraft or no? |
00:37 |
LandMine |
http://minetest.net/forum/viewtopic.php?id=2200 |
00:37 |
LandMine |
its that on nekogloop |
00:37 |
LandMine |
no i dont play |
00:37 |
NekoGloop_- |
i play minecraft pe |
00:37 |
LandMine |
pe? |
00:37 |
|
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00:38 |
NekoGloop_- |
Pocket Edition |
00:38 |
LandMine |
is that the one on android? |
00:38 |
LandMine |
i have that |
00:38 |
NekoGloop_- |
ipad but yeah |
00:39 |
NekoGloop_- |
ipad as well |
00:39 |
LandMine |
ohh i have it on android |
00:39 |
NekoGloop_- |
its on both |
00:39 |
LandMine |
i knoww |
00:39 |
LandMine |
give me some feeeedbaccckzzzz |
00:39 |
LandMine |
lol |
00:39 |
|
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00:40 |
|
SpeedProg joined #minetest |
00:40 |
NekoGloop_- |
the gate is simple in design; i already know from the screenshots how the piston part works |
00:41 |
NekoGloop_- |
however, the gate's structure is good in design |
00:42 |
|
sdzen1 joined #minetest |
00:43 |
LandMine |
wow neko way to say |
00:44 |
|
_2cool4me4_ joined #minetest |
00:45 |
NekoGloop_- |
yeah i could have used better words |
00:45 |
NekoGloop_- |
it looks nice, althoguh simple |
00:45 |
_2cool4me4_ |
Anyone know how to change the facedir of a worldedit placed insulated mesecon? |
00:45 |
NekoGloop_- |
dig and replace |
00:46 |
NekoGloop_- |
other than that, no |
00:46 |
_2cool4me4_ |
dang |
00:46 |
_2cool4me4_ |
moar work for me |
00:52 |
Keegann |
Minecraft peope are mean |
00:52 |
NekoGloop_- |
yes |
00:52 |
NekoGloop_- |
because 99% of them are griefers |
00:52 |
|
MiJyn joined #minetest |
00:52 |
Keegann |
they muted me |
00:52 |
_2cool4me4_ |
what did you do |
00:53 |
|
Keegann_ joined #minetest |
00:53 |
Keegann |
nothing |
00:53 |
_2cool4me4_ |
I have a bit of trouble understanding that... |
00:53 |
UbuntuNerd |
Keegan |
00:54 |
Keegann |
what |
00:55 |
Keegann |
i didnothing wrong |
00:55 |
Keegann |
yet |
00:55 |
UbuntuNerd |
Minecraft People ARE mean |
00:56 |
Keegann |
yep |
00:57 |
NekoGloop_- |
trying out dokucraft ported textures now :) |
00:57 |
Keegann |
cool |
00:57 |
Keegann |
dont know what it is but cool |
00:57 |
LandMine |
its a texture pack |
00:57 |
LandMine |
its pretty cool |
00:58 |
NekoGloop_- |
i guess that since the person who used to maintain it seems to have stopped, I could add some mod support |
00:58 |
|
leo_rockway joined #minetest |
00:58 |
NekoGloop_- |
and toolsizes REALLY needs to check if textures are set so it just uses thos tool images |
00:58 |
Keegann |
minecraft=ass |
01:00 |
NekoGloop_- |
LOL |
01:00 |
NekoGloop_- |
16x16 textures being overlaid look horrible |
01:00 |
NekoGloop_- |
(e.g. gloopores) |
01:00 |
VanessaE |
512px HDX FTW! :-) |
01:01 |
Keegann |
now what to do |
01:01 |
NekoGloop_- |
vanessae: now i see why you dont want to use my mod with your texture pack... the overlaid ore texture woul be microscopic |
01:02 |
VanessaE |
well I'd of course make textures to match |
01:02 |
VanessaE |
I just don't wanna :-) |
01:02 |
NekoGloop_- |
could i snag some textures from your pack? i think they'd look excellent with dokucraft |
01:03 |
VanessaE |
sure, go ahead |
01:03 |
VanessaE |
it's all GFDL anyway |
01:03 |
NekoGloop_- |
yay |
01:04 |
NekoGloop_- |
does it have farming support? |
01:04 |
VanessaE |
(but I don't actually give a shit what you do with 'em :-) |
01:04 |
VanessaE |
no, not yet |
01:04 |
NekoGloop_- |
if not, i might wait a little bit |
01:04 |
NekoGloop_- |
could you do that? ;) |
01:04 |
VanessaE |
maybe some time later on |
01:04 |
VanessaE |
I still gotta get 3dforniture supported. |
01:05 |
NekoGloop_- |
you are never gonna get that supported |
01:05 |
|
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01:05 |
VanessaE |
I will eventually |
01:05 |
NekoGloop_- |
and i think more people have farming than 3dforniture, in spite of the different release dates |
01:05 |
_2cool4me4_ |
VanessaE: What was the answer? Icechat decided to abort connection. |
01:06 |
NekoGloop_- |
does it support wowiamdiamonds's gems mod? |
01:06 |
VanessaE |
answer to what? |
01:06 |
_2cool4me4_ |
do you know how to place an insulated mesecon with worldedit a certain facedir |
01:06 |
_2cool4me4_ |
must not have went through |
01:06 |
sdzen |
does it support the long gone gemstones mod? |
01:06 |
VanessaE |
oh, nope I don't know how |
01:06 |
VanessaE |
sdzen: HDX? no. |
01:06 |
NekoGloop_- |
vanessae: |
01:06 |
NekoGloop_- |
does it support wowiamdiamonds's gems mod? |
01:06 |
VanessaE |
though I was looking at it at one time |
01:06 |
VanessaE |
no gems at all |
01:07 |
NekoGloop_- |
aw |
01:07 |
sdzen |
what about tar? |
01:07 |
VanessaE |
maybe eventually |
01:07 |
sdzen |
:P |
01:07 |
VanessaE |
sdzen: no |
01:07 |
VanessaE |
except that torches textures have a bit of tar under the flame :-) |
01:08 |
_2cool4me4_ |
I get the node name mesecons_insulated:insulated_off 13 3 from worldedit //save, but putting it back into worldedit does nothing |
01:08 |
_2cool4me4_ |
(typing it into //set) |
01:08 |
NekoGloop_- |
celeron55: add a config setting for animated torches |
01:08 |
VanessaE |
nooooooo |
01:08 |
* sdzen |
notes how he jumped in this conversation with no knowledge of what was going on and has managed to say something slightly relevant otherwise |
01:08 |
VanessaE |
my animated torches are boss |
01:08 |
sdzen |
too bad |
01:09 |
sdzen |
i want an animation off switch |
01:09 |
* _2cool4me4_ |
notices that minetest was built for slower computers |
01:09 |
NekoGloop_- |
animated torches look like crap in this texture pack |
01:09 |
VanessaE |
NekoGloop_-: so borrow mine? |
01:09 |
NekoGloop_- |
:P |
01:09 |
VanessaE |
my HDX torches are nice :-) |
01:09 |
NekoGloop_- |
I'm waiting for farming support |
01:09 |
NekoGloop_- |
which means you'll hear me bitching in here until you make it :) |
01:09 |
VanessaE |
you'll be waiting a month of Sundays :-) |
01:10 |
sdzen |
i want thousands of random options in the CONF |
01:10 |
NakedFury |
conf? |
01:10 |
NekoGloop_- |
sdzen: like the one that makes the game crash less oftem? |
01:12 |
|
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01:13 |
_2cool4me4_ |
nekogloop_: what build are you using? |
01:15 |
NekoGloop_- |
0.4.3 release |
01:21 |
_2cool4me4_ |
I forgot what some of these microcontrollers do... |
01:22 |
VanessaE |
swap 'em out for discrete gates :-) |
01:23 |
_2cool4me4_ |
I figured it out |
01:25 |
|
Jousway joined #minetest |
01:27 |
NekoGloop_- |
I cant find where the tools are stored in the dokucraft MC texture pack |
01:32 |
Keegann |
good night |
01:33 |
mrtux |
vanessae |
01:33 |
VanessaE |
hm? |
01:33 |
_2cool4me4_ |
see you, man |
01:33 |
mrtux |
can you make your animatedtorches mod use nodeboxes |
01:33 |
NekoGloop_- |
LOL |
01:33 |
Keegann |
damn schoom |
01:33 |
NekoGloop_- |
that would be hell |
01:33 |
mrtux |
animated nodebox torches |
01:33 |
VanessaE |
mrtux: not really, no. nodeboxes can't be tilted or turned. |
01:33 |
mrtux |
ah |
01:33 |
VanessaE |
3dforniture already has such a thing |
01:33 |
mrtux |
ah |
01:34 |
NekoGloop_- |
LandMine: i have no idea what I'm looking at in the MC dokucraft pack... |
01:34 |
NekoGloop_- |
-_- |
01:34 |
NakedFury |
ahh 3d torches with animated fire would be great |
01:34 |
_2cool4me4_ |
landmine gone |
01:34 |
VanessaE |
(they're "okay" I guess, but they coulda been better) |
01:34 |
NekoGloop_- |
just as i said that |
01:36 |
VanessaE |
the problem with using nodeboxes with something like a torch is you need a hundred or more very small boxes to really get a good shape - since the flame itself needs to move almost randomly |
01:36 |
VanessaE |
now, |
01:36 |
VanessaE |
if torches were redone as entities |
01:37 |
VanessaE |
those can be tilted, turned, scaled |
01:37 |
VanessaE |
and textured normally |
01:37 |
_2cool4me4_ |
I hear a mod coming on |
01:37 |
VanessaE |
those would look better than nodeboxes |
01:38 |
NakedFury |
makes torches 3d then make the fire particle with smoke, like MC |
01:38 |
VanessaE |
NakedFury: particles mod already does the smoke |
01:38 |
VanessaE |
(just not as often as in MC) |
01:38 |
_2cool4me4_ |
Getting things done with the limits of mesecon wiring is tough |
01:39 |
VanessaE |
use insulated wires. they help :-) |
01:39 |
NekoGloop_- |
but imagine doing it with redstone, where it has to be on a solid block |
01:39 |
VanessaE |
khonkhortisan: did you see the HDX screenshot I posted for gates? |
01:40 |
VanessaE |
NekoGloop_-: hellllllll no |
01:40 |
NekoGloop_- |
and you need repeaters every 16 blocks |
01:40 |
VanessaE |
that's like those first experiments with resistors some kids do, where you draw your circuit on paper with a #2 pencil |
01:40 |
VanessaE |
(take advantage of the moderate conductivity of pencil lead) |
01:41 |
NekoGloop_- |
i know |
01:41 |
NekoGloop_- |
and i shall get this bloody texture pack to have more textures! |
01:42 |
VanessaE |
which pack is it? |
01:43 |
NekoGloop_- |
dokucraft ported |
01:43 |
VanessaE |
oh |
01:43 |
NekoGloop_- |
i just downloaded dokucraft for the sake of having it ;) |
01:43 |
NekoGloop_- |
and the actual MC textures for extending it |
01:45 |
NakedFury |
doku are the ones I use |
01:45 |
NekoGloop_- |
for MT? |
01:46 |
NakedFury |
and MC |
01:46 |
NekoGloop_- |
i see |
01:46 |
NekoGloop_- |
do you want more mod support? i may share ;) |
01:46 |
NakedFury |
I dont use the one on the site |
01:46 |
NakedFury |
I ported it myself when I started MT |
01:47 |
NekoGloop_- |
oh... can i have it? it may help. |
01:48 |
NekoGloop_- |
ok... wtf image viewer |
01:49 |
NekoGloop_- |
NakedFury: could you upload it somewhere? you may have mods that the other version doesnt support |
01:49 |
NakedFury |
no mods |
01:50 |
NakedFury |
just stuff I experiment with |
01:50 |
NekoGloop_- |
ah... so you play with miniscule moreores overlays? :D |
01:50 |
NakedFury |
but mostly really vanilla |
01:50 |
NakedFury |
ohh I did edit moreores I guess |
01:50 |
NekoGloop_- |
i see |
01:50 |
VanessaE |
bah, use my HDX pack and you wouldn't need that ;) |
01:51 |
NekoGloop_- |
well I'm trying to see what mod support the doku textures CAN have |
01:51 |
NekoGloop_- |
(i.e. textures for a MC mod that apply to a MT mod) |
01:51 |
NakedFury |
I think all mods |
01:51 |
NekoGloop_- |
well idk |
01:51 |
NakedFury |
almost all MT mods are MC clones |
01:51 |
NekoGloop_- |
well that may be true |
01:51 |
VanessaE |
homedecor and pipeworks aren't, and they're all that matter :D |
01:51 |
NekoGloop_- |
ll |
01:51 |
NekoGloop_- |
lol* |
01:52 |
NekoGloop_- |
mesecons and technic matter! |
01:52 |
VanessaE |
yes, but those are, by your definition, clones ;) |
01:52 |
VanessaE |
(but yes, they very much matter) |
01:52 |
NekoGloop_- |
mesecons already goes above (vanilla) redstone |
01:52 |
NekoGloop_- |
technic doesnt seem to directly clone any mc mod |
01:53 |
NakedFury |
tekkit |
01:53 |
NakedFury |
technic comes from the technic mc mod |
01:53 |
NekoGloop_- |
although it takes hints from mc mods, i dont think it directly clones any particular mc mod |
01:53 |
NakedFury |
http://www.technicpack.net/tekkit/ |
01:53 |
NekoGloop_- |
ok shows how much i know :D |
01:54 |
_2cool4me4_ |
how do you increase the max chunk distance? some of my mesecons don't change state |
01:54 |
NekoGloop_- |
2cool: + |
01:54 |
NekoGloop_- |
the + ke |
01:54 |
NekoGloop_- |
key* |
01:55 |
_2cool4me4_ |
nekogloop: no |
01:55 |
NekoGloop_- |
i dont understand what yo uwant then |
01:56 |
_2cool4me4_ |
some of my mesecons don't refresh state when I hit a switch on this ALU. |
01:59 |
NekoGloop_- |
should i make the diamonds textures be mithril? |
01:59 |
NekoGloop_- |
or... wait, nvm |
02:00 |
NakedFury |
no |
02:01 |
NekoGloop_- |
i can use redpower sapphire |
02:01 |
NakedFury |
recolor them with your program |
02:01 |
NakedFury |
no |
02:01 |
NekoGloop_- |
i'll do what i want |
02:01 |
NakedFury |
there is a mithril one |
02:02 |
NekoGloop_- |
oh, right, i saw that |
02:02 |
_2cool4me4_ |
Minetest doens't like Active_block_range |
02:02 |
NekoGloop_- |
ofc not |
02:03 |
_2cool4me4_ |
what do you suggest? |
02:03 |
NekoGloop_- |
using a smaller machine |
02:04 |
_2cool4me4_ |
oh shut up |
02:05 |
NekoGloop_- |
you asked for suggestions ;) |
02:06 |
_2cool4me4_ |
I don't think I can make anything smaller that's still hack compliant |
02:06 |
NekoGloop_- |
make it in 3 dimensions to use all active blocks' space |
02:07 |
_2cool4me4_ |
ughhhh |
02:07 |
NekoGloop_- |
its a suggestion |
02:07 |
NekoGloop_- |
if you dont like it, dont take it |
02:07 |
_2cool4me4_ |
You're not helping ;) |
02:08 |
_2cool4me4_ |
:( |
02:08 |
* NekoGloop_- |
gives 2cool a cookie |
02:08 |
* _2cool4me4_ |
thanks, but does not cheer up |
02:08 |
NekoGloop_- |
... do you want me to shove it down your throat? |
02:09 |
_2cool4me4_ |
D: |
02:09 |
NekoGloop_- |
thought not ;) |
02:10 |
_2cool4me4_ |
This is it: http://tinypic.com/r/6itu1u/6 |
02:13 |
_2cool4me4_ |
active_object_send_range_blocks works |
02:14 |
NekoGloop_- |
you need no space between your insualted wires on this side; that's wasting space |
02:14 |
_2cool4me4_ |
It took me forever to do that |
02:15 |
_2cool4me4_ |
But I fixed this |
02:16 |
NekoGloop_- |
in minecraft this would take up about half a world... so be happy ;) |
02:16 |
_2cool4me4_ |
I think that I screwed this up... |
02:16 |
_2cool4me4_ |
Nevermind |
02:17 |
NekoGloop_- |
:P |
02:21 |
NekoGloop_- |
if i make a texture that's being treated as animated be a single frame, will it still work? |
02:21 |
_2cool4me4_ |
This isn't working |
02:21 |
VanessaE |
sure, it'll just repeat that one frame over and over...why would you do that? |
02:22 |
NekoGloop_- |
because I'm too lazy to make an actual animated dokucraft torch? |
02:22 |
_2cool4me4_ |
I don't understand what I did wrong here |
02:22 |
VanessaE |
NekoGloop_-: haha |
02:23 |
NekoGloop_- |
:D |
02:27 |
NekoGloop_- |
as for lava, dokucraft has that |
02:30 |
_2cool4me4_ |
made it work again, didn't hook up a few required inputs |
02:38 |
NekoGloop_- |
ok, I'll be able to support a wide variety of mods |
02:41 |
NekoGloop_- |
at least, cover all the good ones |
02:43 |
NekoGloop_- |
i just remembered mc doesnt do lumps |
02:43 |
NekoGloop_- |
so this is gonna be a shitfest :l |
02:45 |
NekoGloop_- |
and dead chat lol |
02:45 |
* VanessaE |
sprays the channel with Zombie-B-Goneâ„¢ just to be safe |
02:46 |
NekoGloop_- |
LOL |
02:47 |
* NekoGloop_- |
gives vanessae a cookie |
02:53 |
NekoGloop_- |
VanessaE: out of curiosity, what does mese look like in your texture pack? |
02:53 |
NekoGloop_- |
cant pinpoint it in your screenshot |
02:56 |
NekoGloop_- |
HDX pack, i mean |
02:57 |
VanessaE |
oh |
02:57 |
VanessaE |
um |
02:58 |
VanessaE |
https://raw.github.com/VanessaE/512px-realistic-textures/master/Vanessa_512HD/default_mese.jpg |
02:58 |
VanessaE |
there. :-) |
02:59 |
NekoGloop_- |
i see... since dokucraft doesnt have anything for mese (i could use sponge but sponge looks horrible) |
02:59 |
NekoGloop_- |
could i use that? |
02:59 |
VanessaE |
use anything you want :-) |
02:59 |
NekoGloop_- |
(scaled down to 32x32 ofc) |
02:59 |
VanessaE |
just do me a favor and brag about where you got it :D |
02:59 |
NekoGloop_- |
LOL |
03:00 |
NekoGloop_- |
"DokuTest, assembled by GloopMaster, textures made by Doku and VanessaE (HDX Pack)" |
03:00 |
VanessaE |
:D |
03:00 |
NekoGloop_- |
it actually doesnt look that bad at 32x32 |
03:02 |
NekoGloop_- |
may even be make reasonable (and not ugly) houses |
03:02 |
VanessaE |
heh |
03:02 |
VanessaE |
you mean grieferbait :-) |
03:02 |
NekoGloop_- |
building with mese in default TP = stupid & ugly |
03:02 |
NekoGloop_- |
well i mean singleplayer houses |
03:02 |
VanessaE |
right |
03:03 |
NekoGloop_- |
grieferbait: mese blocks with lava under the middle one |
03:03 |
NekoGloop_- |
:D |
03:03 |
NekoGloop_- |
I love dat trap |
03:03 |
NekoGloop_- |
ofc make it so it looks like you're showcasing the mese e.g. a statue |
03:04 |
VanessaE |
heh |
03:04 |
NekoGloop_- |
i have no idea what to use for desert sand or stone |
03:05 |
VanessaE |
the ones in my packs are actually rendered. |
03:05 |
VanessaE |
(as is regular stone) |
03:05 |
NekoGloop_- |
kewl |
03:06 |
NekoGloop_- |
I'm trying to keep dokucraft's overall style? |
03:06 |
VanessaE |
*shrug* I don't even know what Dokucraft looks like :-) |
03:06 |
NekoGloop_- |
landmine posted something above... |
03:06 |
NekoGloop_- |
http://minetest.net/forum/viewtopic.php?id=2962 |
03:07 |
NekoGloop_- |
he's using the current port of dokucraft |
03:07 |
NekoGloop_- |
which has virtually nil mod support |
03:07 |
VanessaE |
oh |
03:07 |
NekoGloop_- |
and mese is the sponge texture ;) |
03:08 |
NekoGloop_- |
which as i said previously looks like shit |
03:08 |
NekoGloop_- |
and is the ONLY part of dokucraft that looks like shit |
03:08 |
NekoGloop_- |
i have the basic default nodes now |
03:13 |
NekoGloop_- |
how the hell did i forget wood? |
03:14 |
NakedFury |
you have to edit the cactus image |
03:14 |
NakedFury |
or the cactus nodebox |
03:14 |
NekoGloop_- |
i know... :P |
03:14 |
NekoGloop_- |
unfortunatly i have to do that |
03:14 |
NekoGloop_- |
I may even make a little "widget" mod that loads all the right textures. |
03:15 |
NekoGloop_- |
i.e. inventory and wield images for the appropriate things |
03:26 |
NekoGloop_- |
RealBadAngel: so how's the alloy furnace API coming? ;) |
03:31 |
VanessaE |
I thought he finished that part already? |
03:32 |
NekoGloop_- |
he's working on it |
03:32 |
NekoGloop_- |
same as tubes, pipes, more cables... |
03:32 |
VanessaE |
looking forward to it :-) |
03:32 |
NekoGloop_- |
so am i |
03:33 |
NekoGloop_- |
and i wish he'd push some of this to github for bug testing |
03:35 |
NekoGloop_- |
HINT HINT |
03:36 |
NekoGloop_- |
HINT HINT |
03:36 |
VanessaE |
I think he's asleep :-) |
03:36 |
NekoGloop_- |
TAKE A HINT |
03:36 |
VanessaE |
or ignoring us :D |
03:36 |
NekoGloop_- |
i think he had one too many beers |
03:36 |
VanessaE |
haha |
03:37 |
NekoGloop_- |
now... i KNOW minecrap has snowballs, where are they in this texture pack... |
03:37 |
VanessaE |
probably unsupported :) |
03:37 |
NekoGloop_- |
lol |
03:37 |
NekoGloop_- |
that'd be my luck |
03:37 |
NekoGloop_- |
i have to go to bed soon, not to mention my butt hurts |
03:38 |
VanessaE |
sowwy |
03:39 |
NekoGloop_- |
:l |
03:41 |
NekoGloop_- |
I'm jsut completely randomly supporting random parts of random mods |
03:42 |
VanessaE |
give it time |
03:43 |
VanessaE |
it takes a long time to build up a really good tex pack |
03:44 |
NekoGloop_- |
but the sheer randomness of how I'm doing this is just... lol |
03:44 |
NekoGloop_- |
hatches and xpanes just got support. yayz |
03:47 |
NekoGloop_- |
gonna "test" and then go to sleep |
03:48 |
* VanessaE |
secretly injects caffeine into NekoGloop's cookies |
03:48 |
NekoGloop_- |
lol |
03:49 |
NekoGloop_- |
its almost midnight, and i have stuff to do tomorrow |
03:49 |
VanessaE |
yeah yeah |
03:49 |
VanessaE |
;) |
03:52 |
NekoGloop_- |
:P |
03:53 |
NekoGloop_- |
abotu half the mods i have in use are supported |
03:53 |
NekoGloop_- |
(by in use i mean in my singleplayer world) |
03:53 |
NekoGloop_- |
as in they are there atm |
03:54 |
VanessaE |
cool |
03:55 |
NekoGloop_- |
lavacooling, some of moreores, little of gloopores, most of lavacooling, xpanes, and all mods that use default textures |
03:55 |
NekoGloop_- |
this is awesome |
03:56 |
NekoGloop_- |
and what I didnt support doesnt look like shit |
03:56 |
NekoGloop_- |
oh and buckets as well |
03:59 |
NekoGloop_- |
unless ofc, the original texture just looks like shit. |
04:00 |
NekoGloop_- |
this makes hatches awesomer |
04:02 |
NekoGloop_- |
dat ping |
04:06 |
NekoGloop_- |
and, yes, you can tell a mese pick from a gold pick ;) |
04:07 |
NekoGloop_- |
anyway, good night vanessae and everyone else of #minetest |
04:07 |
VanessaE |
good night |
04:09 |
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04:41 |
cy1 |
I'd like to have mobs that exist only when the players are around... |
04:41 |
cy1 |
So they spawn via active blocks, and ... just disappear when no players are nearby? |
04:48 |
cy1 |
That might make them easier on slim machines... |
04:49 |
NakedFury |
then it needs a way to save locations |
04:49 |
NakedFury |
so farm animals wont be deleted forever |
04:52 |
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04:55 |
cy1 |
NakedFury: haha that would be pretty awful yeah |
04:58 |
cy1 |
hm... |
05:21 |
MiJyn |
IKR? |
05:21 |
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05:23 |
VanessaE |
hey neko |
05:40 |
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06:46 |
leo_rockway |
cy1: except if they are domesticated animals / penned animals |
06:46 |
leo_rockway |
oh, that's what NakedFury said... nvm |
06:54 |
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06:55 |
cy1 |
leo_rockway: yeah, dunno how to deal w/ that. someone could clutter up the world with domestic animals |
06:56 |
leo_rockway |
well, I always found it weird in MC that animals don't need food / water. |
06:56 |
leo_rockway |
it could be done that if you don't feed your animals, they die. |
06:56 |
leo_rockway |
so to clutter the world you'd have to actively work on it |
06:57 |
cy1 |
hm... |
06:57 |
cy1 |
animals spawn almost starving, so they disappear quick if you don't feed them, otherwise they stick around |
06:58 |
celeron55 |
that is actually a pretty interesting idea |
06:59 |
celeron55 |
they don't need to be "starving"; they'd just disappear eventually if you don't give extra food to them |
07:00 |
celeron55 |
thta's pretty much how it would work in real world too, in practice |
07:00 |
leo_rockway |
that, or predators |
07:01 |
leo_rockway |
I think that in MC wolves kill sheep and ocelots kill chickens |
07:08 |
Calinou |
got a random idea: since we can reduce/prevent fall damage, why not make cloud blocks prevent fall damage? |
07:08 |
Calinou |
:D |
07:16 |
cy1 |
celeron55: ok trying my suggestions again, hopefully with less whitespace... https://github.com/celeron55/minetest/pull/235 |
07:17 |
cy1 |
leo_rockway: there was an old lady who swallowed a fly... |
07:17 |
leo_rockway |
I love that rhyme, hehe. |
07:18 |
cy1 |
it's a lesson in not trying to reduce mob population by introducing predator mobs though. |
07:18 |
leo_rockway |
oh, I was commenting on the "real world" thing celeron55 said. MC does it, I'm not saying it's right. |
07:19 |
cy1 |
my pull request is a lot simpler. it'd let me make a mod using VanessaE's flowers mod, without running her module twice. |
07:19 |
cy1 |
I just wanted to add growing papyrus and trees <_< |
07:19 |
cy1 |
mostly papyrus >_> |
07:20 |
cy1 |
I'd have to suggest a modification to her module to get trees to work right I think. (check for other node types nearby to control density, not just the saplings) |
07:21 |
cy1 |
but aside from that, if I had minetest.require to rely on I could make something VanessaE doesn't have to worry about at all, for growing other stuff too. |
07:25 |
celeron55 |
umm |
07:25 |
celeron55 |
if you want to use a mod in your mod, just add it to depends.txt and it'll be loaded before yours |
07:25 |
celeron55 |
that is how things work currently |
07:27 |
cy1 |
celeron55: yeah, but getting the stuff that mod provides... I mean technically spawn_stuff_etc is a global function but... |
07:27 |
cy1 |
instead you could return a function or a table, and not have to use globals. |
07:27 |
cy1 |
but... only if it had minetest.require. |
07:27 |
cy1 |
that'd just supplement depends.txt |
07:28 |
celeron55 |
having many ways to do the same thing is rarely a good thing |
07:28 |
cy1 |
requiring people to pollute the global namespace to interact is rarely a good thing. |
07:29 |
cy1 |
php, qed |
07:30 |
cy1 |
I could do it just providing the minetest.require function and not doing anything with builtin.lua. It's how I'd prefer to write modules anyway... |
07:31 |
celeron55 |
the bad things about the global namespace are well known |
07:32 |
celeron55 |
how does your thing work with the existing stuff? |
07:32 |
celeron55 |
like, do you need to specify in every mod's description whether it is meant to be minetest.require()d or loaded via depends.txt? |
07:33 |
celeron55 |
also, you should add proper additions to doc/lua_api.txt in your patch |
07:35 |
cy1 |
yeah mine doesn't break anything |
07:35 |
cy1 |
I'll add something to doc/lua_api.txt sure. |
07:38 |
celeron55 |
i actually don't belive you in that |
07:39 |
celeron55 |
i need to check through it once i get to home from work, but intuitively i don't feel all registrations and dependencies at registrations and all that is going to work perfectly |
07:42 |
celeron55 |
as for now i think there are these extra limitations: never require init.lua, and never register anything in anywhere else than init.lua |
07:45 |
celeron55 |
the first is not a problem, but the second one is; if the second one is not followed, registrations could happen any time when some mod require()s it |
07:45 |
cy1 |
yeah... any other side effects too. |
07:45 |
cy1 |
like writing to a file or w/ev |
07:46 |
celeron55 |
so basically the rule would be "never cause any side effects in anywhere else than init.lua" |
07:46 |
celeron55 |
(except in functions) |
07:46 |
cy1 |
or, at least, never cause any side effects in a file you want others to be able to use. |
07:46 |
celeron55 |
but how do people tell if a file is suitable for using? |
07:46 |
cy1 |
assuming you don't use minetest.require, which eliminates that limitation. |
07:46 |
cy1 |
they don't. they use minetest.require and it doesn't load it more than once... |
07:47 |
celeron55 |
you can't just make everyone suddenly use it |
07:47 |
cy1 |
using dofile you just have to eyeball it and guess. |
07:47 |
celeron55 |
that's not possible |
07:47 |
celeron55 |
*at all* |
07:47 |
cy1 |
no, I can't. I think people would want to use it though. |
07:47 |
celeron55 |
making everyone suddenly use something is minetest 0.5 stuff |
07:47 |
cy1 |
Currently they just eyeball stuff. |
07:48 |
celeron55 |
your attitude to compatibility horrifies me |
07:48 |
cy1 |
either 1) the dependency module author eyeballs it and makes sure the file doesn't have side effects or 2) the depending module author does that, or 3) the depending module author uses minetest.require and doesn't care. |
07:49 |
cy1 |
with 1) it'd just be telling people "don't put side effects in ____.lua" which is fine I suppose. Though assigning global variables is a side effect... |
07:50 |
cy1 |
There's also the redundant processing. Compiling all the functions and serializing whatever data or whatever, every time dofile is called. |
07:50 |
cy1 |
Not a huge problem, just kind of ugly. |
07:51 |
celeron55 |
currently mods never dofile() a same file more than once; they generally always just execute each of their files in their init.lua |
07:51 |
celeron55 |
and other mods don't dofile() other's files |
07:51 |
celeron55 |
they use depends.txt |
07:52 |
celeron55 |
and this scheme evidently works |
07:52 |
cy1 |
yeah, and they just assume the global variables have been set... |
07:52 |
cy1 |
I don't like to write modules that way though. |
07:53 |
celeron55 |
there's a common practice to put all of your mod's public interface in a table having the name of the mod |
07:53 |
cy1 |
Too much magic smoke. |
07:54 |
cy1 |
yeah... but those table variables just appear out of nowhere too. |
07:54 |
celeron55 |
so? your mod is run out of nowhere too |
07:55 |
celeron55 |
it's not like you can have full control in a script loaded by a program |
07:55 |
cy1 |
plus I like to call that table "M" inside the module. |
07:55 |
celeron55 |
go write all of minetest in lua if you want that |
07:55 |
cy1 |
just "return M" and it works with minetest.require |
07:55 |
celeron55 |
local M = { stuff } mod = M M = nil |
07:55 |
cy1 |
It's sort of a python strategy to module loading, instead of a java style. |
07:56 |
cy1 |
does mod = M make mod global? Never really tried that before. |
07:57 |
celeron55 |
of course it does, as long as mod hasn't been declared local before that in the namespace |
07:57 |
cy1 |
here, how about I make require itself be a mod. |
07:58 |
cy1 |
so you put require in depends.txt |
07:58 |
celeron55 |
also, actually it doesn't matter at all if it's global or local |
07:58 |
celeron55 |
it |
07:58 |
cy1 |
then use require and assume it exists |
07:58 |
celeron55 |
+'ll be visible to everyone anyway |
07:59 |
cy1 |
local variables aren't visible to everyone, otherwise there would be name conflicts... |
07:59 |
cy1 |
module A would be using B's modules and vice versa. |
07:59 |
celeron55 |
local variables made in the root of the script file are |
07:59 |
celeron55 |
if they are run in the same environment |
08:00 |
cy1 |
No, pretty sure they're not... |
08:00 |
cy1 |
when you dofile a file, it makes a sub-environment sort of thing? |
08:03 |
cy1 |
yeah, I just tested. |
08:03 |
celeron55 |
apparently |
08:04 |
cy1 |
dofile("a.lua") and anything declared local in there won't be usable in b.lua even if you dofile("b.lua") |
08:04 |
cy1 |
which is good! |
08:05 |
cy1 |
Anyway I can make my require thing a separate module just for that. Seems like the sort of thing to put in builtin, but w/ev. |
08:05 |
celeron55 |
this is why i made the mod system |
08:07 |
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08:08 |
celeron55 |
people need to have a viable way of publishing their work even if i don't deem it suitable for general use or have other problems to care about 8) |
08:18 |
cy1 |
celeron55: https://github.com/celeron55/minetest/pull/236 |
08:18 |
cy1 |
is another idea, minus weird whitespace |
08:19 |
cy1 |
personally I wouldn't be able to survive without having the password dialog auto-load. Plus it's more secure because rival players could hook up a parabolic microphone and record your keystrokes if you type in the password every time. :x |
08:20 |
celeron55 |
lol looks quite portable to windows 8) |
08:21 |
celeron55 |
anyway, that is probably a good addition |
08:22 |
celeron55 |
that desperately needs randomized salts to passwords though |
08:23 |
celeron55 |
currently a server owner can login onto an another server with the hash if you use the same username and password on both |
08:23 |
celeron55 |
8) |
08:23 |
Calinou |
you can log in with an hash? O_o |
08:23 |
Calinou |
oh you mean, by hacking? |
08:23 |
Calinou |
or just putting the hash in the password field |
08:23 |
celeron55 |
minetest transfers a username+password hash |
08:23 |
cy1 |
Calinou: basically, don't use the same password on two servers or you'll be sorry! |
08:23 |
celeron55 |
because it doesn't use a secure connection |
08:23 |
cy1 |
yeah, username+password sorry |
08:24 |
Calinou |
if you use different usernames but same password, you're basically safe too? |
08:24 |
cy1 |
I still say public key authentication is the way to go. :P |
08:24 |
Calinou |
cy1, it isn't portable to os x/windows |
08:24 |
cy1 |
basically... |
08:24 |
cy1 |
Calinou: YES I KNOW >:( |
08:24 |
cy1 |
Well, Windows at least. |
08:24 |
Calinou |
and it is not user friendly I guess - how are you going to tell aunt tillie that she has to create some kind of key? |
08:24 |
cy1 |
OSX has gpgme. |
08:25 |
celeron55 |
hey cy1, do you know it isn't portable to windows?!?! |
08:25 |
cy1 |
No, it automatically creates a key if none is there. |
08:25 |
Calinou |
I'm not switching to linux anytime soon; tried various distros, they almost all suck :< |
08:25 |
cy1 |
celeron55: OH MY GOD |
08:25 |
* Calinou |
installed LMDE on his laptop - beeps every time I log in/out |
08:25 |
celeron55 |
8D |
08:25 |
cy1 |
Calinou: At least they don't secretly transmit your keystrokes to Microgooglecomcastsoft. |
08:26 |
Calinou |
still, I won't trade privacy for unusability |
08:26 |
cy1 |
It's not privacy so much as authenticity... |
08:27 |
cy1 |
You could even tell if it was the same friend on two different servers entirely. |
08:27 |
cy1 |
well, in theory at least... |
08:27 |
cy1 |
One of these days I'll figure out how to make a PGP digital signatures mod, and then we can have signed coinage <3 bankers and such. |
08:28 |
cy1 |
instead of just: "admin is the god of money, enjoy your toy economy" |
08:28 |
celeron55 |
i don't think it really needs other than properly used salts and hashes |
08:28 |
celeron55 |
currently it does not have properly used salts and hashes |
08:28 |
cy1 |
Eh, adding a salt might not be too hard... it only has to be server side. |
08:29 |
celeron55 |
you're left susceptible to a man-in-the-middle attack with that though |
08:29 |
celeron55 |
private/public keys get rid of that |
08:29 |
celeron55 |
cy1: i didn't say it |
08:29 |
celeron55 |
's hard |
08:30 |
celeron55 |
(stupid keyboard) |
08:30 |
celeron55 |
i can do it any day if i happen to get motivated to do it |
08:30 |
cy1 |
in the end it was just too much trouble, and not that big a deal. if I figure a better way out I'll be sure to let you know. |
08:37 |
celeron55 |
you could try finding some tiny and portable RSA implementation |
08:37 |
celeron55 |
or, well, quite interchangeable a tiny and portable big integer implementation with the necessary operations 8) |
08:37 |
celeron55 |
interchangeably* |
08:42 |
cy1 |
celeron55: jbigi is goooooo or how about no |
08:42 |
cy1 |
also https://github.com/celeron55/minetest/pull/237 |
08:43 |
cy1 |
these are just quick things I've done over $months so I'm just trying to make them presentable enough to merge. I don't think there's any more... |
08:45 |
cy1 |
oh, one thing hm... |
08:53 |
Calinou |
cy1, good idea |
08:53 |
Calinou |
I suggest limiting to 20 by default |
08:54 |
Calinou |
20fps* |
08:55 |
cy1 |
celeron55: https://github.com/celeron55/minetest/pull/238 |
08:55 |
cy1 |
There, that's it I think. |
08:55 |
cy1 |
Calinou: yeah, 2 fps seems to work fine though. |
08:56 |
Calinou |
it is too slow; it is acceptable when you lose window focus, but not when just pausing |
08:56 |
Calinou |
you can't see other players moving well, at all |
08:57 |
cy1 |
I can't see other players moving anyway :p but yeah I see your point. |
08:58 |
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08:58 |
cy1 |
Could just use http://irrlicht.sourceforge.net/docu/classirr_1_1_irrlicht_device.html#a960069dc52b4f1303d18945dcbad7f3a to decide if to wait for 0.5 seconds (2fps) or 0.05s (20fps) |
09:01 |
* Calinou |
is burning an USB drive with debian testing |
09:01 |
celeron55 |
how the hell does that even work |
09:04 |
celeron55 |
why is there a table called "fuck" |
09:05 |
celeron55 |
i'm relatively sure there exists a name that could actually explain what it does |
09:05 |
cy1 |
oops |
09:06 |
cy1 |
lua cannot sort arbitrary values. That table is there to provide arbitrary pointer values to allow sorting when sorting keys are unspecified. |
09:06 |
cy1 |
Sort of like if depends.txt is empty... |
09:06 |
celeron55 |
and your naming of things otherwise also is the hardest i've seen |
09:06 |
celeron55 |
i'll just not even bother trying to understand that... |
09:08 |
cy1 |
It's simple though. Modules can register postinit functions. After the modules have initialized, then those functions are called. Allows for things like doing stuff after a node in another module has been registered. |
09:10 |
cy1 |
I tried just returning true, but when a < b and b < a both return true, lua explodes in a fit of rage. |
09:10 |
cy1 |
so I just set it so that it'd remember if a < b, by saying a gets #1 and b gets #2 arbitrarily. later when it checks b < a, it'll still be 2 < 1 (not 3 < 4 or w/ev) |
09:13 |
cy1 |
ironically arbitrary values can be used as unique hash keys, but can't be sorted. <_< |
09:14 |
celeron55 |
the crypto stuff from axTLS looks pretty spot-on for minetest |
09:15 |
celeron55 |
it just isn't distributed separately, but it could be just thrown in |
09:15 |
celeron55 |
with an added cmake build system |
09:21 |
celeron55 |
of course all the linux/gnu/distro guys are going to go batshit insane because something like openssl in it's all bloated packaged glory wasn't used, but that's their problem |
09:22 |
celeron55 |
the day they'll start doing MSVC windows builds for minetest, i'll include all the libraries in the world |
09:22 |
celeron55 |
until then, i'm going the minimalist path |
09:25 |
celeron55 |
i know how this works and i'm already laughing at everybody 8D |
09:29 |
Dan68 |
mmm |
09:29 |
celeron55 |
it's just silly how people get pissed off how i'm not pulling all my hair out to be their free slave |
09:30 |
Dan68 |
bbbut don't you want to build us a great game for free & work your ass off 24/7 doing it? |
09:30 |
Dan68 |
jk :P |
09:30 |
celeron55 |
how could that possibly be! |
09:33 |
celeron55 |
i am actually surprised how the completely barebones login security of minetest hasn't caused really *any* asshurtery at all |
09:36 |
Dan68 |
lol |
09:43 |
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10:36 |
whirm |
hi everyone |
10:42 |
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11:07 |
Keegann |
hey |
11:07 |
Keegann |
hey |
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11:51 |
cornernote |
should worldedit save the microcontroller code ? |
11:57 |
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13:02 |
UbuntuNerd |
hello |
13:03 |
cornernote |
hi |
13:03 |
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13:03 |
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13:03 |
UbuntuNerd |
hello |
13:04 |
UbuntuNerd |
can you help |
13:04 |
UbuntuNerd |
??? |
13:05 |
cornernote |
help who ? |
13:05 |
UbuntuNerd |
me |
13:05 |
cornernote |
with what ? |
13:05 |
UbuntuNerd |
you can compile minetest with the makefile right |
13:06 |
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13:06 |
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13:06 |
UbuntuNerd |
can you??? |
13:06 |
cornernote |
sorry, no |
13:07 |
Calinou |
he's talking about the old version |
13:07 |
UbuntuNerd |
yea |
13:07 |
Calinou |
I mean, first version ever |
13:07 |
Calinou |
thexyz got it working |
13:07 |
Calinou |
maybe ask him |
13:07 |
Calinou |
he's on IRC |
13:07 |
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13:07 |
UbuntuNerd |
this channel |
13:08 |
UbuntuNerd |
is he on this channel i mean |
13:09 |
UbuntuNerd |
hello??? |
13:10 |
iqualfragile |
you can just look for yourself |
13:10 |
Calinou |
he's currently away |
13:10 |
UbuntuNerd |
ok |
13:11 |
UbuntuNerd |
well idk how he got it working i get errors |
13:14 |
UbuntuNerd |
Calinou do you understand them / one sec ill paste them in a paste bin |
13:16 |
UbuntuNerd |
this is the error : http://pastebin.com/VTkdwzy7 |
13:18 |
iqualfragile |
UbuntuNerd: if you dont even understand those errors just give up on whatever you were trying |
13:19 |
UbuntuNerd |
I WANT to get this working so i can "try" to add more blocks. Thats y im asking Questions |
13:19 |
UbuntuNerd |
do you understand them?? and can they be fixed |
13:22 |
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13:23 |
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13:23 |
UbuntuNerd |
hello? |
13:23 |
UbuntuNerd |
ECUBE yes |
13:23 |
UbuntuNerd |
he understands compiling! |
13:23 |
sikfuk |
http://stackoverflow.com/questions/2133250/does-not-name-a-type-error-in-c |
13:26 |
UbuntuNerd |
is this for my error! |
13:26 |
UbuntuNerd |
if it is i can fix it! |
13:28 |
thexyz |
UbuntuNerd: http://pastebin.com/vJ4CjZ1u |
13:31 |
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13:31 |
UbuntuNerd |
i get the same errors |
13:31 |
UbuntuNerd |
thexyz: did you delete the compile version you compiled |
13:31 |
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13:32 |
thexyz |
have you downloaded jthread 1.2.1 and placed it to JTHREADPATH? |
13:32 |
UbuntuNerd |
1.2.1 |
13:32 |
NekoGloop |
RealBadAngel: i take it you didnt get the api done? ;) |
13:32 |
thexyz |
or you can simply point it to /usr/include/jthread/ |
13:32 |
thexyz |
should work |
13:32 |
UbuntuNerd |
i have the jthread that i installed through terminal |
13:33 |
UbuntuNerd |
o thats what i did look at the errors : http://pastebin.com/VTkdwzy7 |
13:34 |
UbuntuNerd |
ok i changed the path and now it cant find jmutex.h |
13:35 |
UbuntuNerd |
can i just download the compiled version from you WITH the src files |
13:35 |
NekoGloop |
anyway, i'm gonna work on dokutest a bit more :) |
13:35 |
Calinou |
NekoGloop, seems legit |
13:36 |
Calinou |
doku is an absolute copyasshole |
13:36 |
Calinou |
you shouldn't release it without his permission |
13:36 |
NekoGloop |
kewl |
13:36 |
NekoGloop |
who said i was releasing it? |
13:36 |
Calinou |
ah |
13:36 |
UbuntuNerd |
thexyz; you there |
13:36 |
UbuntuNerd |
: |
13:36 |
thexyz |
UbuntuNerd: http://ompldr.org/vZmR3dw/minetest-2010-10-10-midday.tar.gz |
13:37 |
UbuntuNerd |
thanks SO MUCH |
13:37 |
NekoGloop |
Calinou: can you help me with crack_anylength.png? |
13:37 |
UbuntuNerd |
thats all i wanted |
13:38 |
UbuntuNerd |
i cant run it |
13:38 |
UbuntuNerd |
wont open |
13:39 |
UbuntuNerd |
ill compile it myself |
13:39 |
NekoGloop |
solution: get windows |
13:39 |
Calinou |
NekoGloop, huh? |
13:40 |
thexyz |
UbuntuNerd: how the fuck are you planning to learn C(++) if you don't even know how to compile program? |
13:40 |
Calinou |
thexyz, what if he uses 32 bit and you use 64 bit |
13:40 |
NekoGloop |
i need a transparent crack_anylength.png... does this work? |
13:40 |
thexyz |
Calinou: i don't care, and yes, i use 64 bit |
13:41 |
thexyz |
NekoGloop: will you buy licensed windows 7 for me? |
13:41 |
NekoGloop |
no. go pirate it yourself. |
13:41 |
Calinou |
pirating sucks |
13:41 |
thexyz |
oh, yes, pirate it and get sued |
13:41 |
Calinou |
NekoGloop, transparency works just fine yes. |
13:42 |
UbuntuNerd |
ok i use 32 lolz i can do lolz thnx so much xyz |
13:42 |
NekoGloop |
ok |
13:42 |
Calinou |
see my misa pack's crack_anylength.png |
13:42 |
Calinou |
thexyz, no... |
13:42 |
thexyz |
Calinou: why no? |
13:42 |
Calinou |
windows sucks :P |
13:42 |
thexyz |
yep, i know |
13:43 |
UbuntuNerd |
fuxk! |
13:44 |
UbuntuNerd |
it might only compile for 64 bit |
13:44 |
Calinou |
no |
13:44 |
UbuntuNerd |
im getting same error |
13:44 |
UbuntuNerd |
this |
13:44 |
Calinou |
why did you install 32 bit ubuntu in the first place? |
13:45 |
UbuntuNerd |
i only have a 32 bit computer |
13:45 |
Calinou |
any computer from 2007+ can run 64 bit |
13:45 |
UbuntuNerd |
i get this error |
13:45 |
Calinou |
shipped windows version != the architecture your CPU supports |
13:46 |
NekoGloop |
~=* |
13:46 |
NekoGloop |
:D |
13:46 |
thexyz |
UbuntuNerd: what's your cpu? |
13:46 |
VanessaE |
Calinou: older than that even, around 2002 and up (2 years after the release of the Pentium 4) |
13:46 |
VanessaE |
good morning all |
13:46 |
UbuntuNerd |
my computer is 2003 |
13:46 |
NekoGloop |
hello vanessae |
13:46 |
UbuntuNerd |
2.66 GHz intel pentium 4 |
13:46 |
VanessaE |
64 bit then. |
13:47 |
UbuntuNerd |
32 bit then |
13:47 |
VanessaE |
Pentium 4 is 64 bit. |
13:47 |
VanessaE |
well maybe not one as old as yours, I guess they got 64 bit capability in 2004. |
13:48 |
UbuntuNerd |
well |
13:48 |
UbuntuNerd |
can anyone compile it for 32 bit?? |
13:48 |
NekoGloop |
you |
13:48 |
Calinou |
^ |
13:48 |
thexyz |
UbuntuNerd: cat /proc/cpuinfo | grep flags |
13:49 |
UbuntuNerd |
i got this |
13:49 |
UbuntuNerd |
oc/cpuinfo | grep flags flags: fpu vme de pse tsc msr pae mce cx8 apic mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe up pebs bts cid |
13:49 |
Calinou |
VanessaE, btw: I installed LMDE on my laptop, I can confirm it does suck |
13:49 |
Calinou |
every time I boot it, it beeps |
13:49 |
Calinou |
and it is insanely slow |
13:49 |
thexyz |
UbuntuNerd: no lm here => no 64-bit support |
13:50 |
UbuntuNerd |
so how do i compile this |
13:50 |
UbuntuNerd |
is it possible to compile it for a 32 bit computer on a 64 bit computer |
13:50 |
Calinou |
I heard it was |
13:50 |
Calinou |
never tried |
13:50 |
thexyz |
it is |
13:51 |
Calinou |
don't know the option for it 8) |
13:51 |
UbuntuNerd |
can you do it ill pay |
13:51 |
thexyz |
it is also possible to cross-compile for any architecture gcc/other compiler supports |
13:51 |
Calinou |
pay us in nyancats only |
13:51 |
UbuntuNerd |
:( |
13:51 |
UbuntuNerd |
so you can do |
13:52 |
NekoGloop |
pay us in nyancats and diamonds |
13:53 |
UbuntuNerd |
well gtg if you could compile it for 32 bit and post the download link on the forums (under my one post for it) |
13:53 |
VanessaE |
UbuntuNerd: you should change your nick - "nerd" is not a very accurate adjective fo you, sorry to say |
13:53 |
Calinou |
haha |
13:53 |
UbuntuNerd |
i understand Ubuntu |
13:53 |
UbuntuNerd |
not Minetest |
13:53 |
thexyz |
that's not minetest problem, right? |
13:54 |
NekoGloop |
right |
13:54 |
VanessaE |
Did I, or did I not tell him yesterday to use /usr/include/jthread ? |
13:55 |
UbuntuNerd |
never mind ill change my name and Hopefully when i get home from school ill be able to play it |
13:55 |
VanessaE |
(nothing that thexyz pointed that out also) |
13:55 |
NekoGloop |
vanessae: so did xyz |
13:55 |
VanessaE |
noting* |
13:55 |
Calinou |
wait, someone has to invent interpreted C++ so that it works for UbuntuNerd with 0.1FPS |
13:55 |
NekoGloop |
ninja'd dammit |
13:55 |
VanessaE |
UbuntuNerd: you're in school right now? |
13:55 |
UbuntuNerd |
no going to school |
13:55 |
VanessaE |
oh ok |
13:55 |
UbuntuNerd |
please compile gtg |
13:56 |
thexyz |
lol |
13:56 |
NekoGloop |
huh |
13:56 |
thexyz |
i guess nobody cares =( |
13:56 |
NekoGloop |
mese texture disappeared -_- |
13:56 |
Calinou |
NekoGloop, disable texture atlas |
13:56 |
NekoGloop |
no i mean in the folder |
13:56 |
thexyz |
(personaly i don't think i'll install 32bit irrlicht&jthread only to compile that for you) |
13:57 |
VanessaE |
I repeat what I said before - stop arguing with old minetest sources and use a recent version that's easier to build |
13:57 |
UbuntuNerd |
o you need to install it ok |
13:57 |
UbuntuNerd |
takes longer |
13:58 |
UbuntuNerd |
cyah |
13:58 |
VanessaE |
in the time you spent arguing with those old sources, you could have built the modern ones a hundred times now |
13:58 |
Calinou |
a CPU from 2003, probably not |
13:58 |
Calinou |
about 30 8) |
13:58 |
VanessaE |
Calinou: he's been at this for a couple of days |
13:58 |
VanessaE |
haha |
13:59 |
Calinou |
ah, he's asking help on IRC since 50 minutes ago |
13:59 |
VanessaE |
actually strike that, it's been more like a week now |
13:59 |
NekoGloop |
he's been off and on |
14:00 |
VanessaE |
yeah |
14:00 |
VanessaE |
damned if I can remember the other thread where he started this project |
14:01 |
NekoGloop |
lol |
14:03 |
NekoGloop |
brb, restarting computer, its being derp |
14:03 |
Calinou |
^ windows |
14:07 |
VanessaE |
haha |
14:07 |
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14:08 |
VanessaE |
wb he-who-insists-on-using-windows |
14:09 |
VanessaE |
hi iqualfragile |
14:09 |
iqualfragile |
hi vanessae |
14:09 |
NekoGloop |
wasnt windows |
14:09 |
NekoGloop |
computer was being too damn loud |
14:10 |
Calinou |
make sure you cap FPS when playing games |
14:10 |
NekoGloop |
fps cap on minetest is 30 |
14:10 |
Calinou |
to your refresh rate ;) |
14:10 |
Calinou |
I mean, fps_max, not the target |
14:10 |
Calinou |
default for minetest is 60 anyway |
14:10 |
NekoGloop |
my refresh rate is 30 |
14:10 |
NekoGloop |
at least |
14:11 |
Calinou |
your screen is 30hz? O_o |
14:11 |
NekoGloop |
it's at least 30 |
14:12 |
NekoGloop |
its 60 |
14:12 |
NekoGloop |
just checked |
14:12 |
VanessaE |
Calinou: could be worse - he coulda been trying to play on an epaper screen. What are those, 5Hz refresh at most? :-) |
14:12 |
NekoGloop |
my screen is 60hz |
14:12 |
VanessaE |
http://mesecons.ohost.de/items.html |
14:12 |
Calinou |
ah |
14:12 |
VanessaE |
\o/ |
14:12 |
* VanessaE |
's 3d renderings are Awesomesauceâ„¢ |
14:13 |
VanessaE |
Calinou: you asked about those - I just did them in-game against a predictable background, and used gimp to isolate them. |
14:13 |
thexyz |
yes, that shitty ad is awesome too |
14:13 |
Calinou |
thexyz trolling again :D |
14:13 |
NekoGloop |
vanessae: used clouds, did you? :D |
14:13 |
* Calinou |
prefers his blender render |
14:14 |
VanessaE |
He's right, that slideover ad is a pain |
14:14 |
VanessaE |
NekoGloop: actually, desert stone |
14:14 |
thexyz |
VanessaE: add names for items |
14:14 |
NekoGloop |
clouds would have been easier, no? |
14:14 |
VanessaE |
thexyz: I will eventually. Too lazy :-) |
14:14 |
NekoGloop |
thexyz: mouse over them |
14:14 |
VanessaE |
NekoGloop: I didn't want to fight with removing them :-) |
14:14 |
NekoGloop |
use worldedit |
14:15 |
thexyz |
NekoGloop: my ctrl+f can't mouse over |
14:15 |
NekoGloop |
then get a mouse |
14:15 |
NekoGloop |
and windows |
14:15 |
thexyz |
so in windows browsers can search for text in tooltips? |
14:15 |
thexyz |
awesome |
14:15 |
VanessaE |
as soon as jeija signs on, I'll make a note to have him upload the latest changes to the mesecons.net23.net alternate |
14:15 |
thexyz |
gonna try it |
14:16 |
thexyz |
as soon as you provide me with windows license |
14:16 |
VanessaE |
(that one's ad-free but less reliable than ohost.de) |
14:16 |
NekoGloop |
probably, although not mine :D |
14:16 |
thexyz |
what's problem using my hosting? |
14:16 |
VanessaE |
thexyz: I haven't had a chance to propose it to him actually |
14:16 |
VanessaE |
keep forgetting :-) |
14:16 |
VanessaE |
(I don't have a very good memory these days due to an accident some years ago) |
14:20 |
iqualfragile |
vanessae: are you going to use the block-detector for minetest? |
14:20 |
VanessaE |
OH, I forgot about that |
14:20 |
VanessaE |
did you file a pull request? |
14:24 |
iqualfragile |
again: i do not have an github-account |
14:24 |
iqualfragile |
but i can send you the three tiny files |
14:24 |
VanessaE |
send them to jeija when he's on next |
14:29 |
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14:30 |
NekoGloop |
boooooooooooooooring |
14:36 |
VanessaE |
HDX just got another update |
14:36 |
NekoGloop |
for...? |
14:36 |
VanessaE |
new power plants, "blinky" plants, and I forget what else since you last pulled. :-) |
14:37 |
NekoGloop |
i havent -ever- pulled ;) |
14:38 |
VanessaE |
then *download* it :-) |
14:38 |
NekoGloop |
i havent -ever- downlaoded it ;) |
14:39 |
VanessaE |
fine, do whatever you have to to acquire it. |
14:39 |
iqualfragile |
i just need to restart my server and it updates all my plugins instantly |
14:40 |
iqualfragile |
and in paralel! |
14:43 |
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14:47 |
NekoGloop |
lolwat |
14:48 |
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14:50 |
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14:50 |
NekoGloop |
good mornin pilzadam |
14:50 |
PilzAdam |
Hello everyone! |
14:50 |
PilzAdam |
NekoGloop, its 5 pm |
14:50 |
VanessaE |
hey PilzAdam |
14:51 |
NekoGloop |
[10:51] <PilzAdam> NekoGloop, its 5 pm |
14:51 |
NekoGloop |
no its not :) |
14:51 |
NekoGloop |
dont you just love time zones? :D |
14:51 |
PilzAdam |
<3 |
14:53 |
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14:56 |
iqualfragile1 |
Moin Pilz |
14:57 |
PilzAdam |
adam an not pilz |
14:58 |
iqualfragile1 |
denne: Moin PilzAdam |
15:21 |
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15:27 |
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15:34 |
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15:35 |
NekoGloop |
is anyone doing anything productive? |
15:36 |
PilzAdam |
im checkin for updates in mesecon API |
15:37 |
NekoGloop |
heh |
15:37 |
NekoGloop |
for what? carts? |
15:37 |
PilzAdam |
TNT and others |
15:37 |
NekoGloop |
ah |
15:38 |
thexyz |
can somebody test that? https://github.com/celeron55/minetest_game/pull/12 |
15:39 |
celeron55 |
github's new notification system is like pow(1000, 1000) times better than the old one |
15:39 |
PilzAdam |
thexyz, it was a realy annoying bug |
15:42 |
NekoGloop |
pilzadam: some recommendations for the next farming plants: soy, rice |
15:42 |
RealBadAngel |
hi all |
15:42 |
NekoGloop |
hello realbadangel |
15:42 |
PilzAdam |
sup, RealBadAngel |
15:42 |
NekoGloop |
i take it you didnt get the alloy furnace api done? ;) |
15:43 |
RealBadAngel |
NekoGloop, sorry yesterday i asleep in my armchair |
15:43 |
NekoGloop |
LOL |
15:43 |
NekoGloop |
so i take it you didnt get much done? ;) |
15:43 |
RealBadAngel |
was a bit tired and havent noticed when i was down |
15:43 |
NekoGloop |
heh |
15:43 |
RealBadAngel |
its half done, will continue today |
15:43 |
NekoGloop |
i see |
15:44 |
RealBadAngel |
im just back from work now |
15:44 |
PilzAdam |
https://github.com/celeron55/minetest/issues/239 |
15:44 |
RealBadAngel |
im testing growing trees mod, its really cool |
15:45 |
NekoGloop |
i would imagine so |
15:45 |
RealBadAngel |
but the growth shall be limited a bit |
15:45 |
RealBadAngel |
after whole day i have trees like 30 nodes high |
15:45 |
NekoGloop |
isnt it limited already? |
15:45 |
RealBadAngel |
ive read that after 10 it slows down |
15:45 |
RealBadAngel |
but dont stop |
15:45 |
RealBadAngel |
indeed |
15:46 |
NekoGloop |
yeah |
15:47 |
RealBadAngel |
http://realbadangel.pl/trees.png |
15:47 |
RealBadAngel |
take a look |
15:47 |
NekoGloop |
dat looks sweet |
15:47 |
RealBadAngel |
without full view range i cannot see the ground lol |
15:48 |
VanessaE |
morning RBA |
15:49 |
RealBadAngel |
hi VanessaE |
15:49 |
RealBadAngel |
on the pic there are just 2 trees |
15:49 |
RealBadAngel |
i mean those big ones |
15:49 |
VanessaE |
you trying to replicate Home Tree here? :-) |
15:49 |
RealBadAngel |
its growing trees mod |
15:50 |
RealBadAngel |
its really cool |
15:50 |
NekoGloop |
growth should be based on the current size of the tree, steadily growing slower |
15:50 |
NekoGloop |
until at one point it stop entirely |
15:50 |
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15:50 |
RealBadAngel |
kinda old one but author updated it recently |
15:50 |
RealBadAngel |
Sapier i think |
15:50 |
cornernote |
biggest mesecons machine ever - http://cornernote.net/minetest/screenshots/screenshot_484702270.png |
15:51 |
RealBadAngel |
hi cornernote |
15:51 |
NekoGloop |
not really |
15:51 |
NekoGloop |
2cool had a larger thing |
15:51 |
cornernote |
hey RBA |
15:51 |
cornernote |
its conway's game of life, 9x9 cells |
15:51 |
cornernote |
what was his ? |
15:51 |
NekoGloop |
ALU |
15:51 |
PilzAdam |
https://github.com/celeron55/minetest/issues/240 |
15:52 |
celeron55 |
how about this new recommendation: always when you make a crafting recipe, also make one that uses solely groups for the input |
15:52 |
NekoGloop |
heh |
15:52 |
NekoGloop |
depends on what you're crafting |
15:54 |
RealBadAngel |
it can be useful when using different kind of wool, wood etc |
15:54 |
celeron55 |
it would be to give other mods a chance to make things that suit the recipe too |
15:54 |
NekoGloop |
yeah, group:wool or group:wood should exist |
15:55 |
celeron55 |
they exist if you use them, simple as that |
15:55 |
NekoGloop |
but default doesnt have them? |
15:55 |
celeron55 |
when you have recipes that accept groups as input, people will start defining them to their items |
15:56 |
PilzAdam |
default game should start |
15:56 |
celeron55 |
well that is true 8) |
15:56 |
RealBadAngel |
my recipes are kinda complex, i rather wont use groups |
15:56 |
celeron55 |
example please. |
15:56 |
thexyz |
there is no standart for groups |
15:56 |
NekoGloop |
yours are also supposed to use the specific materials, rba |
15:57 |
PilzAdam |
it wouldnt be necessary if poeple would stop copying default nodes with other textures |
15:57 |
RealBadAngel |
http://minetest.net/forum/viewtopic.php?id=2538 scroll down for crafting recipes |
15:57 |
iqualfragile |
celeron55: cant you enable mods to define materials as an alternative to some other material? |
15:57 |
thexyz |
what if i name group in my crafting recipe group:wood and somebody else group:tree |
15:58 |
RealBadAngel |
i could only use groups when i use wood for example |
15:59 |
RealBadAngel |
im not makin repetitive stuff like tools etc |
15:59 |
celeron55 |
you can have eg. "group:dye,basecolor_yellow" in a recipe; , means "and" |
15:59 |
celeron55 |
(those are actually used in default wool) |
16:00 |
celeron55 |
thexyz: what is a problem in that? tree is basically unrefined wood and wood is... planks-kind of stuff |
16:00 |
iqualfragile |
celeron55: are you gona merge |
16:00 |
iqualfragile |
damn, wrong key |
16:00 |
thexyz |
that was just an example |
16:01 |
celeron55 |
thexyz: give an example that makes sense |
16:01 |
celeron55 |
i don't get the point |
16:01 |
iqualfragile |
celeron55: have you thought about mergigng some mods made by the community back into minetest? |
16:01 |
celeron55 |
iqualfragile: ehm... |
16:01 |
PilzAdam |
iqualfragile, +1 |
16:01 |
celeron55 |
iqualfragile: i do that all the time |
16:01 |
cornernote |
does anyone know if the latest worldedit should copy the microcontroller code ? |
16:01 |
khonkhortisan |
it will |
16:01 |
celeron55 |
if the speed does not satisfy you, it's an another problem |
16:01 |
cornernote |
i tried, it didnt |
16:01 |
RealBadAngel |
flowers, thats should land in the game |
16:02 |
cornernote |
i'll try again |
16:02 |
khonkhortisan |
Uberi merged my branch |
16:02 |
cornernote |
i coded about 1000 ucs lol |
16:02 |
RealBadAngel |
dyes are floatin in the air now |
16:02 |
NekoGloop |
celeron55: what happened to "there arent more mods in the default game because you need practice downloading"? :D |
16:02 |
PilzAdam |
iqualfragile, if you want a game with more mods try my minetest_game fork |
16:02 |
iqualfragile |
celeron55: you do? then let me recommend some mods |
16:03 |
iqualfragile |
PilzAdam: thats not my point, its about what gets distributed by default (i am able to install mods) |
16:03 |
celeron55 |
iqualfragile: i don't want recommendations |
16:03 |
RealBadAngel |
PilzAdam's farmin mod is good candidate to be in defaults |
16:03 |
iqualfragile |
yeah |
16:03 |
khonkhortisan |
I just updated it and tried it, it still works |
16:03 |
NekoGloop |
realbadangel: it would need some kind of 'finished' state first, methinks |
16:03 |
PilzAdam |
RealBadAngel, im currently developing it |
16:04 |
celeron55 |
NekoGloop: i wasn't asked "why" 8-) |
16:04 |
PilzAdam |
so he should wait until its finished |
16:04 |
RealBadAngel |
so hurry :) |
16:04 |
NekoGloop |
:D |
16:04 |
iqualfragile |
celeron55: then at least take a look at the various stairs++ and doors++ -plugins |
16:04 |
celeron55 |
iqualfragile: ok, won't |
16:04 |
RealBadAngel |
together with flower it will solve wool, dye and growing problems |
16:05 |
RealBadAngel |
and make register stairs/slabs functions public |
16:05 |
RealBadAngel |
so we dont have to copy it |
16:06 |
thexyz |
celeron55: i can't think of example right now; i believe that at least some modders don't use groups because they don't know how to name them |
16:07 |
NekoGloop |
celeron55: does the inventory image support animation? |
16:08 |
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16:08 |
iqualfragile |
its just because there are some plugins tying to solve the same problem wich leads to fragmentation, and i guess that fragmentation is going to be minetests greatest problem |
16:09 |
RealBadAngel |
stairs/slabs for example |
16:09 |
NekoGloop |
oh right. |
16:09 |
RealBadAngel |
everybody is copyin just the same code |
16:10 |
NekoGloop |
calinou's stairsplus should have stone stairs/slabs/panels drop appropriate cobble stairs/slabs/panels |
16:10 |
VanessaE |
NekoGloop: already suggested that to him ages ago :-) |
16:10 |
NekoGloop |
lol |
16:10 |
NekoGloop |
ok |
16:10 |
RealBadAngel |
eeee stupid idea |
16:11 |
VanessaE |
or to c55, I forget which |
16:11 |
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Calinou joined #minetest |
16:11 |
NekoGloop |
speak of the devil and he shall come |
16:11 |
VanessaE |
indeed |
16:11 |
Calinou |
hi |
16:11 |
Calinou |
what happened? |
16:11 |
NekoGloop |
calinou's stairsplus should have stone stairs/slabs/panels drop appropriate cobble stairs/slabs/panels |
16:11 |
RealBadAngel |
talkin but useful stuff. we should be able to modify nodeboxes realtime |
16:12 |
Calinou |
NekoGloop, haha, true |
16:12 |
RealBadAngel |
this way we wont be forced to preprare hundreds of nodes for just one object type |
16:12 |
RealBadAngel |
like wires, tubes, pipes |
16:13 |
RealBadAngel |
just those 3 kinds, makes together 3*64 nodes definitions |
16:13 |
RealBadAngel |
and i would like to have more kinds of wires |
16:13 |
NakedFury |
make them |
16:13 |
NakedFury |
reach the limit of objects |
16:14 |
NekoGloop |
that's impossible ;) |
16:14 |
VanessaE |
what's needed is some kind of realtime image overlay that can be specified in a node's metadata (and changed as needed) |
16:14 |
RealBadAngel |
im not talkin bout limit |
16:14 |
VanessaE |
at least then multiple colors of such objects wouldn't need new nodes. |
16:14 |
NakedFury |
this is mineTEST so we have to test it |
16:14 |
NekoGloop |
you may kill the texture atlas in the most brutal fashion, but you wont reach the object limit |
16:14 |
RealBadAngel |
thats sick for a single object define 64 nodes |
16:15 |
RealBadAngel |
i do have 6 kinds of metals |
16:15 |
thexyz |
lol |
16:15 |
VanessaE |
RealBadAngel: don't feel too bad - in mesecons there are something like 90 nodes for all the wires :-) |
16:15 |
RealBadAngel |
i would like to have rubber insulation |
16:15 |
thexyz |
that's not such a big problem |
16:15 |
RealBadAngel |
so i shall have then 1000 nodes? |
16:15 |
thexyz |
when compared to your idea |
16:16 |
RealBadAngel |
and wait endlessly when game renders them all? |
16:16 |
thexyz |
why do you need 64 nodes for one object? |
16:16 |
RealBadAngel |
cables, wires pipes |
16:16 |
NekoGloop |
cables need to connect |
16:16 |
PilzAdam |
there is now a "light" version of farming: https://github.com/PilzAdam/farming/tree/light |
16:17 |
RealBadAngel |
all possible conections in 6 directions make 64 combinations |
16:17 |
RealBadAngel |
and i have to predefine them all |
16:17 |
thexyz |
yes |
16:17 |
thexyz |
that's not a huge problem |
16:17 |
RealBadAngel |
it will be |
16:17 |
thexyz |
when you know how to use for loop |
16:17 |
RealBadAngel |
when one mod will demand over 1000 nodes definition |
16:18 |
thexyz |
well |
16:18 |
iqualfragile |
pilzadam: are you prepearing it for merging back into mintest_game? |
16:18 |
PilzAdam |
no |
16:18 |
thexyz |
just point me to it when somebody will create one |
16:18 |
RealBadAngel |
and will have to run multiple registerin loops |
16:18 |
iqualfragile |
is this mod compatible with hydro? |
16:18 |
thexyz |
what's the problem with multiple loops? |
16:19 |
RealBadAngel |
by now technic has circa 250 nodes definitions |
16:19 |
PilzAdam |
iqualfragile, its just because all the new plants have no usage without the food mod |
16:19 |
NakedFury |
RBA you need to edit the chest in the video you posted yesterday so it connects to those tubes |
16:19 |
RealBadAngel |
and it gonna rise 4-5 times more |
16:19 |
Calinou |
NekoGloop, done |
16:19 |
Calinou |
8) |
16:19 |
NekoGloop |
ok |
16:19 |
NekoGloop |
i'll download eventually |
16:19 |
iqualfragile |
calinou: great, thankyou |
16:20 |
Calinou |
Lua skill increased by 1. Total (60) |
16:20 |
iqualfragile |
i was f*ing annoyed by that |
16:20 |
RealBadAngel |
NakedFury, i know, that will be done |
16:20 |
NakedFury |
will you have only one type of tubes? |
16:20 |
RealBadAngel |
i would like to have more |
16:20 |
RealBadAngel |
built of differnet kinds of material, effectin in speed |
16:21 |
thexyz |
don't forget about facedir/wallmounted |
16:21 |
RealBadAngel |
but thats what im talkin about |
16:21 |
RealBadAngel |
each material, will cause new 64 nodes |
16:21 |
thexyz |
you can reduce required nodes count |
16:21 |
RealBadAngel |
i cant |
16:21 |
thexyz |
by using facedir or wallmounted |
16:21 |
RealBadAngel |
CANT |
16:21 |
celeron55 |
i have already suggested to have some node properties settable in the node metadata, but it got turned down due to people being afraid that some would overuse it and kill all performance (same problem applies to all ways of modifying individual nodes; they all have to store it somehow individually) |
16:21 |
thexyz |
why? |
16:22 |
RealBadAngel |
because i do have connection rules |
16:22 |
RealBadAngel |
facedir wont rotate MY rules |
16:23 |
RealBadAngel |
using facedir will mess whole circuits |
16:23 |
thexyz |
you know |
16:23 |
thexyz |
that's your problem |
16:23 |
RealBadAngel |
ok, my problem |
16:23 |
thexyz |
reimplement them |
16:23 |
RealBadAngel |
my mod will generate thousands of nodes |
16:23 |
RealBadAngel |
so it will become some1 elses problem then |
16:23 |
thexyz |
well, that's your problem too |
16:23 |
RealBadAngel |
sure |
16:24 |
RealBadAngel |
why not have just a few definition when you can have thousands |
16:24 |
thexyz |
because you can't have "just a few definition" |
16:24 |
RealBadAngel |
if youre not seein the problem, then sorry, youre blind |
16:24 |
thexyz |
and, as i already said, you still can reduce required number of nodes |
16:25 |
RealBadAngel |
no i cant |
16:25 |
thexyz |
no, you can, you just doesn't want to do that |
16:25 |
celeron55 |
RealBadAngel: what *is* a viable solution to you then? |
16:25 |
celeron55 |
RealBadAngel: write example code |
16:25 |
RealBadAngel |
celeron55, add possibility to change nodes textures and nodeboxes realtime |
16:26 |
celeron55 |
of a definition? or of individual nodes? |
16:26 |
RealBadAngel |
no need to hacky_swap_node then |
16:26 |
RealBadAngel |
and most complicated objects will be done on just one node def |
16:26 |
NekoGloop |
check the facedir in your rules |
16:27 |
khonkhortisan |
what if: metadata could override node.tiles? Then a microcontroller, a battery, a water tank, could use a single node each because they could change their textures based on how full they were. |
16:27 |
RealBadAngel |
i need connection on x-axis +? i just add nodebox line to def |
16:27 |
RealBadAngel |
connection gone? remove |
16:27 |
RealBadAngel |
all within one node |
16:28 |
RealBadAngel |
khonkhortisan, exactly |
16:28 |
RealBadAngel |
thats the very same problem |
16:28 |
NekoGloop |
celeron55: add realbadangel's cablelike drawtype to default c++ programming |
16:28 |
NekoGloop |
or however the drawtypes are interpreted |
16:28 |
RealBadAngel |
nah, thats not good idea |
16:29 |
RealBadAngel |
its mod specific |
16:29 |
celeron55 |
currently a single node is 4 bytes; you do understand that being able to modify individual nodes will increase the size of those nodes for roughly the size of the node definition, which is... uhm... 772 bytes static size, more bytes for texture names, groups, nodeboxes and other variable sized properties |
16:30 |
RealBadAngel |
ok 772*64 |
16:30 |
RealBadAngel |
how much is that? |
16:30 |
celeron55 |
that doesn't matter |
16:30 |
Calinou |
update released |
16:30 |
khonkhortisan |
then the node definition has alternate definitions, and the node only says which alternate definition it is? |
16:30 |
celeron55 |
we're not talking about definitions per node type now |
16:30 |
celeron55 |
we are talking about definition per node instance |
16:30 |
NekoGloop |
4*64 is what it is currently |
16:30 |
RealBadAngel |
matters, lets say 5 kinds of wires |
16:30 |
Calinou |
NekoGloop, https://github.com/Calinou/minetest_mods |
16:30 |
RealBadAngel |
772*64*5 |
16:31 |
RealBadAngel |
then lets add here VanessaE tubes, pipes |
16:31 |
RealBadAngel |
all followin the same scheme |
16:31 |
thexyz |
Calinou: i guess your git client is setted up wrong =) |
16:31 |
NekoGloop |
realbadangel: 772 is factoring in the "changeabliltiy" of the nodfe |
16:31 |
NekoGloop |
SO STFU ABOUT 774*64 BECAUSE THAT'S NOT THE CASE |
16:32 |
Calinou |
thexyz, why? |
16:32 |
NekoGloop |
772*64* |
16:32 |
celeron55 |
NekoGloop: wtf are you talking about |
16:32 |
Calinou |
it's not like showing my email in commit messages is primordial |
16:32 |
celeron55 |
8) |
16:32 |
thexyz |
Calinou: you should add all emails you use at github to https://github.com/settings/emails |
16:32 |
RealBadAngel |
each of my possible wire is not bigger |
16:32 |
RealBadAngel |
they differ a line or two |
16:32 |
thexyz |
Calinou: or change git client config |
16:32 |
Calinou |
there is one |
16:32 |
RealBadAngel |
or just + and - |
16:32 |
thexyz |
no |
16:33 |
Calinou |
.gitconfig has one email, I can confirm |
16:33 |
Calinou |
however it is not the same email as the one I put on github |
16:33 |
Calinou |
I have two email addresses :p |
16:33 |
thexyz |
gitconfig can only has 1 email |
16:33 |
Calinou |
no, I mean .gitconfig has one of my emails, github has the other one |
16:34 |
thexyz |
oh |
16:34 |
thexyz |
then why not add another one to github? |
16:34 |
RealBadAngel |
so modyfying a node wont cause it to be much bigger |
16:34 |
thexyz |
to make your commits show as yours |
16:35 |
Calinou |
done |
16:35 |
NekoGloop |
i'm gonna make my own texture pack |
16:35 |
RealBadAngel |
like the tanks node needs just one texture name to be changed |
16:35 |
NekoGloop |
not dokutest :D |
16:36 |
celeron55 |
RealBadAngel: it doesn't work like that |
16:36 |
RealBadAngel |
i know it doesnt |
16:36 |
khonkhortisan |
if the node definition had two (or more) defined textures, then the node could have a single variable which said which texture definition it uses |
16:37 |
celeron55 |
RealBadAngel: if i am going to make making modifiable nodes possible, those nodes will always consume the space of a node definition |
16:37 |
RealBadAngel |
but should |
16:37 |
celeron55 |
... |
16:37 |
celeron55 |
"should" does not matter |
16:37 |
RealBadAngel |
:) |
16:37 |
khonkhortisan |
if you were going to make nodes a little definable, you would make them a lot definable. |
16:37 |
celeron55 |
do you want to get this solved or argue about things that won't be solved except by magic? |
16:38 |
celeron55 |
in the first case, the first thing you will do is agree that they will take that space |
16:38 |
celeron55 |
then we just might continue |
16:39 |
RealBadAngel |
one point, we already use that space by doin multiple definitions, yes? |
16:39 |
celeron55 |
you always place multiple nodes that look exactly the same |
16:39 |
celeron55 |
even if there are 1000 to choose from |
16:40 |
celeron55 |
currently you have a single definition for all of them |
16:40 |
celeron55 |
because otherwise you'd have to define the same node twice |
16:40 |
RealBadAngel |
not really, lemme show you somethin |
16:40 |
celeron55 |
s/all/each/ |
16:41 |
RealBadAngel |
https://github.com/RealBadAngel/technic/blob/master/wires.lua |
16:41 |
RealBadAngel |
take a look on ONE object definition |
16:41 |
* PilzAdam |
now plays Battlefield 3 on XBox |
16:42 |
celeron55 |
i am pretty sure you use technic:lv_cable4 more than once |
16:42 |
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16:42 |
khonkhortisan |
your ifs aren't indended |
16:42 |
celeron55 |
way more than the total amount of definitions |
16:42 |
thexyz |
i don't get it |
16:42 |
thexyz |
https://github.com/xyzz/minetest-mods/blob/master/xpanes/init.lua#L49 |
16:43 |
RealBadAngel |
but if modyfin node would be possible, such complex definitions wont be needed |
16:43 |
celeron55 |
yes, but you'll store the definition individually for each single node in the world |
16:44 |
celeron55 |
i might do this, but i won't do it before i am sure you understand everything about it |
16:44 |
RealBadAngel |
that works in minecraft |
16:44 |
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16:44 |
celeron55 |
minecraft doesn't do that |
16:44 |
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16:44 |
RealBadAngel |
you know what it allows for example? |
16:44 |
RealBadAngel |
does |
16:44 |
RealBadAngel |
you can put a panel next to wire |
16:45 |
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16:45 |
RealBadAngel |
to isolate it from neigbour |
16:45 |
celeron55 |
that is because minecraft mods can mod the insides of the engine too |
16:45 |
NekoGloop |
redpower* not minecraft |
16:45 |
RealBadAngel |
you can cut block into slabs, panels, covers |
16:45 |
RealBadAngel |
and put them back on the ground |
16:46 |
RealBadAngel |
cover the wires, make hollow blocks |
16:46 |
NekoGloop |
re: redpower |
16:46 |
NekoGloop |
re: stfu about redpower |
16:46 |
RealBadAngel |
no i wont |
16:46 |
RealBadAngel |
you can cut any block in the game |
16:47 |
RealBadAngel |
and place it just by adding nodebox def |
16:47 |
NekoGloop |
re: we dont care |
16:47 |
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16:47 |
RealBadAngel |
btw this is not Notch code |
16:47 |
RealBadAngel |
its a mod |
16:47 |
NekoGloop |
you think i dont know that? |
16:48 |
NekoGloop |
REDPOWER == NOT NOTCH |
16:48 |
celeron55 |
19:45:58 < celeron55> that is because minecraft mods can mod the insides of the engine too |
16:48 |
NekoGloop |
for fuck's sake |
16:48 |
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16:48 |
RealBadAngel |
im tellin that to celeron55 |
16:48 |
cornernote |
i made a 27x27 conways life |
16:48 |
cornernote |
crashed my world |
16:48 |
cornernote |
just trying to load the nodes |
16:48 |
cornernote |
=( |
16:48 |
celeron55 |
RealBadAngel: do you read what i say? because i made it obvious i know it right at what i pasted |
16:48 |
RealBadAngel |
yes i do |
16:49 |
NekoGloop |
celeron55: it would be nice if we could place multiple nodes in a single space if the nodeboxes dont collide |
16:49 |
celeron55 |
yeah, we could put 50 people in a regular car just if it was extended to the size of a bus |
16:49 |
RealBadAngel |
you told me that every modification will cause to new definition raise |
16:50 |
RealBadAngel |
i tryin to tell you that minecraft mod does that with ANY possible block in game |
16:50 |
VanessaE |
celeron55: NakedFury brought up something a while back that might be a good case for real-time changes to nodes/definitions: you know of mesecons of course. Suppose one wanted to be able to run one of those through a wall - with the current method, it would require one new node defintion for every possible block a wire would pass through * however many wire defintions there are. |
16:50 |
RealBadAngel |
without need to create new definition |
16:50 |
VanessaE |
(or the player would have to just make a block-sized hole and run a lone wire through it) |
16:51 |
khonkhortisan |
if you want to go through a wall, you could always make a large nodebox |
16:51 |
celeron55 |
we are talking about total architectural changes here |
16:51 |
RealBadAngel |
minecraft has limit now of 4096 possible blocks |
16:51 |
RealBadAngel |
nodes |
16:51 |
RealBadAngel |
redpower 2 alone is able to make tens of thousands possible combinations |
16:52 |
VanessaE |
I could see entities being useful to that end though, since you can cram up to 49 of them into the space of a node right in there with whatever's "supposed" to be there (and we'd only need one entity anyway) |
16:53 |
RealBadAngel |
and using in fact less than 100 definitions |
16:53 |
NekoGloop |
falling nodes can save nodeboxes (although not facedir), as i found out with gloopblocks. if we abuse this... |
16:53 |
thexyz |
RealBadAngel: can i play on redpower server with my vanilla minecraft client? |
16:53 |
RealBadAngel |
no |
16:54 |
RealBadAngel |
you need same mods on the client side |
16:54 |
thexyz |
then stop bitching about redpower |
16:54 |
thexyz |
minetest is designed to make sure one client can connect to any server |
16:54 |
thexyz |
(afaik) |
16:54 |
NekoGloop |
thexyz: /ignore is a wonderful invention |
16:54 |
RealBadAngel |
youre now talkin about totally different stuff |
16:54 |
thexyz |
i never ignore anybody |
16:55 |
thexyz |
RealBadAngel: no, YOU are talking about totally different stuff |
16:55 |
thexyz |
if you want to make another redpower, do that on c++ side |
16:55 |
RealBadAngel |
youre now talkin bout client/server architecture |
16:55 |
RealBadAngel |
i was talkin bout nodes definitions |
16:55 |
thexyz |
really? seems that i missed it |
16:55 |
VanessaE |
celeron55: how about that idea then: the game auto-spawns an entity equal to whatever block you are wielding if you try to place it on certain nodes defined to allow it (based on groups) |
16:55 |
thexyz |
(20:50:44) RealBadAngel: redpower 2 alone is able to make tens of thousands possible combinations |
16:56 |
RealBadAngel |
yes, so what? |
16:56 |
RealBadAngel |
i said a mod is able to do so |
16:56 |
thexyz |
that's not a mod in minetest terminology |
16:56 |
thexyz |
that "mod" requires patched client |
16:56 |
RealBadAngel |
READ MY LIPS: engine allows to do so |
16:56 |
NekoGloop |
that be a patch |
16:56 |
VanessaE |
celeron55: so if mesecons wires had let's say "blocks_can_overlay=1" and the user tries to place a dirt block over such a wire, the game would just spawn an entity that looks like a normal, full-size dirt block and place it there. |
16:56 |
thexyz |
that mod also modifies engine |
16:56 |
NekoGloop |
realbadangel: STFU already |
16:57 |
thexyz |
so i guess vanilla minecraft's engine is not able to do that |
16:57 |
RealBadAngel |
it is |
16:57 |
VanessaE |
the mod itself could probably be modified to do exactly that, but this seems like something multiple mods could use. |
16:57 |
RealBadAngel |
all on/off stuff works this way |
16:58 |
thexyz |
oh, that's nice |
16:58 |
RealBadAngel |
Eloramm just pushed it further |
16:58 |
RealBadAngel |
using the very same mechanism |
16:58 |
RealBadAngel |
which minetest is lacking |
16:58 |
thexyz |
yep |
16:59 |
thexyz |
actually, i don't care that much because my server has 1.7tb hdd |
16:59 |
thexyz |
but i think some users will not like it |
17:00 |
celeron55 |
it's not that much about space, it's about the speed of mesh generation and transfer over network |
17:00 |
celeron55 |
all special cases to be checked in mesh generation slow it down plenty |
17:00 |
RealBadAngel |
we are not talkin bout man flyin to mars |
17:00 |
celeron55 |
i'm not a rocket scientist, and so is nobody else here |
17:01 |
RealBadAngel |
we are talkin bout a piece of code one game has and other one doesnt |
17:01 |
NekoGloop |
realbadangel: where the fuck did you get that out of |
17:01 |
thexyz |
oh |
17:02 |
RealBadAngel |
if they were able to do so... why wont we? |
17:03 |
NekoGloop |
because we're not going to be your slaves? |
17:03 |
RealBadAngel |
im the only one will find a use for it? |
17:03 |
RealBadAngel |
dont make me laugh |
17:04 |
NekoGloop |
heh |
17:04 |
NekoGloop |
you jeija nad vanessae only |
17:04 |
NekoGloop |
and* |
17:04 |
NekoGloop |
if you want it so much, make it yourself |
17:04 |
RealBadAngel |
and default furnace for example :P |
17:04 |
NakedFury |
I forgot what the deal was |
17:05 |
NekoGloop |
nakedfury: you arent the only one, i had to scroll up twice now to remind myself |
17:05 |
RealBadAngel |
all what is changing will benefit |
17:05 |
celeron55 |
19:44:56 < celeron55> i might do this, but i won't do it before i am sure you understand everything about it |
17:06 |
RealBadAngel |
that might be a problem because you are the one that sit in the game's code |
17:06 |
RealBadAngel |
and im on the opposite end |
17:07 |
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17:07 |
NekoGloop |
github |
17:07 |
NekoGloop |
go find it |
17:07 |
celeron55 |
you're pretty loud about technical stuff but say you don't understand anything |
17:07 |
celeron55 |
i am not sure if that is rigt |
17:07 |
celeron55 |
right* |
17:07 |
NekoGloop |
be a good boy now and fetch the code |
17:07 |
iqualfragile |
nekogloop: if you have nothing helpfull to say just shut the fuck up |
17:07 |
RealBadAngel |
that i havent said, i dont understand |
17:07 |
NekoGloop |
iqualfragile: rba has nothing helpful to say either, sholdnt he shut up as well? |
17:08 |
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17:08 |
iqualfragile |
no, he is talking to celeron55, just dont disturb them, allright? |
17:08 |
RealBadAngel |
NekoGloop, im requestin something that imho should be aviable |
17:09 |
iqualfragile |
wich is my humble oppinon, too |
17:09 |
iqualfragile |
(having dynamicly changable nodeboxes and textures) |
17:09 |
NekoGloop |
the biggest problem is the main difference between mc and mt: c++ vs. java |
17:09 |
RealBadAngel |
stfu with java :P |
17:09 |
iqualfragile |
no, it isnt |
17:09 |
khonkhortisan |
how do I store a true/false in meta? |
17:09 |
RealBadAngel |
we do have much better programmin language |
17:10 |
NekoGloop |
khon: you cant |
17:10 |
iqualfragile |
the problem with this feature is network-synchronity |
17:10 |
khonkhortisan |
my code would be cleaner if I could |
17:10 |
NekoGloop |
i think you cant anyway |
17:10 |
thexyz |
khonkhortisan: why do you need to store bool? |
17:10 |
* celeron55 |
is browsing the code |
17:10 |
RealBadAngel |
khonkhortisan, use 1 and 0, somehow more reliable |
17:10 |
thexyz |
just set_int |
17:10 |
celeron55 |
the engine is pretty tied to the mechanism of storing only node ids and fetching their definitions from the definition manager |
17:11 |
RealBadAngel |
i believe so |
17:11 |
celeron55 |
harder to change than i'd thought |
17:11 |
khonkhortisan |
I'm working on the "null cell" and I want to store its state using a single node |
17:11 |
RealBadAngel |
but, look at this that way, mod r raisin their demands for nodes |
17:11 |
RealBadAngel |
not just mine |
17:11 |
RealBadAngel |
many of them |
17:12 |
celeron55 |
that doesn't change the engine code |
17:12 |
khonkhortisan |
I think you'll get farther if you don't use the word demand |
17:12 |
RealBadAngel |
makin multiple definitions makin lua code longer |
17:12 |
celeron55 |
it looks still the same |
17:12 |
RealBadAngel |
longer executing |
17:12 |
RealBadAngel |
more ram consuming |
17:13 |
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17:13 |
thexyz |
that code is executed only once |
17:13 |
celeron55 |
RealBadAngel: can you make a discrete list of node properties that'd need to be modifiable |
17:13 |
NekoGloop |
nodebox |
17:13 |
RealBadAngel |
tiles, nodebox |
17:13 |
NekoGloop |
i think that's all he wants |
17:13 |
NekoGloop |
oh and tiles, yes |
17:13 |
RealBadAngel |
and selection box of course |
17:14 |
RealBadAngel |
those 3 |
17:14 |
RealBadAngel |
nothin more |
17:14 |
RealBadAngel |
then instead of 64 wires, i do have 1, instead of 16 colour chests i do have 1 |
17:15 |
RealBadAngel |
all will be just one node |
17:15 |
NekoGloop |
-do -do |
17:15 |
celeron55 |
i am pretty sure the need would explode |
17:15 |
iqualfragile |
instead of 16 wool-blocks |
17:15 |
celeron55 |
not even worth thinking of making just a few parameters such |
17:15 |
RealBadAngel |
pipes tubes, coloured stuff |
17:15 |
celeron55 |
think of the trampoline, or anything |
17:15 |
NekoGloop |
you dont say "do have" |
17:15 |
RealBadAngel |
everythin |
17:15 |
celeron55 |
toggleable lights |
17:15 |
NekoGloop |
damn celeron types fast |
17:16 |
RealBadAngel |
you do have just brain NekoGloop, hes havin celeron ;) |
17:16 |
RealBadAngel |
if you remember what was that :) |
17:16 |
celeron55 |
i really wish i'd have more engine coding resources |
17:17 |
celeron55 |
kahrl or... darkrose, or teddydestodes or somebody |
17:17 |
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17:17 |
NekoGloop |
write it in game maker |
17:17 |
NekoGloop |
see what you can break! :D |
17:17 |
NakedFury |
viscandl was working on source code too |
17:17 |
NakedFury |
and Oldcoder |
17:17 |
celeron55 |
this feature is something that needs some very tough coder |
17:17 |
NakedFury |
they have gone quiet for some time |
17:17 |
iqualfragile |
celeron55: you could take a break from developing minetest and write the worlds best ai instead |
17:18 |
iqualfragile |
then you could use it to continue minetest |
17:18 |
celeron55 |
tough as in can think of the big picture at the same time as the smallest of details |
17:18 |
RealBadAngel |
i used to be demoscene coder, but that was long time ago |
17:18 |
RealBadAngel |
and i wasnt workin later as a coder |
17:18 |
OldCoder |
Hey |
17:18 |
NekoGloop |
anyone know of a free game coder like game maker that allows 3d games? |
17:18 |
RealBadAngel |
now im reminding myself how it goes |
17:18 |
rubenwardy |
unity |
17:19 |
OldCoder |
IIRC We are switching to Unity for Facade |
17:19 |
rubenwardy |
Minetest could not run in unity or game maker |
17:21 |
celeron55 |
RealBadAngel: i will maybe attempt this; don't expect it to get anywhere overnight though |
17:22 |
RealBadAngel |
sure |
17:22 |
iqualfragile |
thankyou |
17:22 |
RealBadAngel |
btw: http://www.youtube.com/watch?v=T6Sx8NrBsB0 |
17:22 |
RealBadAngel |
watch this |
17:22 |
RealBadAngel |
where it can lead to |
17:23 |
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17:23 |
RealBadAngel |
notice placing mechanism |
17:24 |
celeron55 |
>no view bobbing |
17:24 |
whirm |
NekoGloop: I don't know game maker but blender can make things pretty easy |
17:24 |
celeron55 |
that always looks completely stupid |
17:24 |
NekoGloop |
they have roller skates |
17:24 |
NekoGloop |
that's how i explain no veiw bobbing ;) |
17:25 |
VanessaE |
RealBadAngel: in that video.......didn't I *just* explain how minetest could do that, trivially? :-) |
17:25 |
VanessaE |
(namely where the players covers up the wires with thin cobble panels) |
17:26 |
khonkhortisan |
no way, I just made null cell. That was too easy. |
17:26 |
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17:26 |
VanessaE |
oh? |
17:26 |
VanessaE |
does it work? |
17:26 |
VanessaE |
:) |
17:26 |
khonkhortisan |
it works and it only needed one node defined |
17:26 |
VanessaE |
cool |
17:27 |
NekoGloop |
me want |
17:27 |
khonkhortisan |
what should the node be called? right now I'm calling it "mesecons_insulated:plus" |
17:28 |
NekoGloop |
sounds good |
17:28 |
VanessaE |
call it mesecons_insulated:crossing |
17:29 |
NekoGloop |
ok I'm installing visual c++ now... i have no idea why but ok |
17:29 |
Jeija |
I'd put it in an extra mod called mesecons_extrawires or so, name :crossing is fine |
17:30 |
iqualfragile |
jeija: vanessae told me to talk to you about the block-detector i have made |
17:31 |
Jeija |
Where is it? |
17:31 |
iqualfragile |
one moment |
17:33 |
Calinou |
NekoGloop, MSVC sucks.. |
17:33 |
NekoGloop |
so? |
17:33 |
iqualfragile |
jeija: http://84.44.155.94:8000/ |
17:34 |
Jeija |
lemme have a look at it |
17:35 |
* NekoGloop |
gives jeija a cookie |
17:35 |
Jeija |
yum |
17:35 |
NekoGloop |
:D |
17:35 |
NekoGloop |
brb |
17:35 |
VanessaE |
khonkhortisan: what was the link to the screenshot of those crossing wires? |
17:35 |
VanessaE |
I can't find it |
17:35 |
Jeija |
OK, what exactly is it for? I know what the code does, but what usage does it have? (thats not critics, just asking) |
17:36 |
VanessaE |
iqualfragile: what's a .xz? (should that be .gz?) |
17:37 |
Calinou |
archive format |
17:37 |
Jeija |
xz is just another kind of data compressio (lzma2) |
17:37 |
VanessaE |
I kinda figured that :-) |
17:37 |
VanessaE |
I just never seen a .xz file before :-) |
17:38 |
iqualfragile |
jeija: you can use minecons to detect blocks… i personaly wrote this mod to help a player on my server creating a automatic tree-farm |
17:38 |
Jeija |
k, that's a good point |
17:38 |
iqualfragile |
and you can sort blocks and stuff |
17:39 |
Jeija |
There are just some improvements I see |
17:39 |
iqualfragile |
tell me |
17:39 |
Jeija |
... |
17:39 |
iqualfragile |
i have thought about putting two blocks of the same kind under the detector makes it look for tho blocks one block further away |
17:39 |
Jeija |
You should use find_node_near(pos, radius, nodenames) |
17:40 |
iqualfragile |
so you could hide it it behind a wall |
17:40 |
Jeija |
The range should be set by a field in a right-click form (use formspec) |
17:41 |
Jeija |
I'm not sure about the way the block is set, I prefer having an inventory field (usage of formspec again) |
17:41 |
iqualfragile |
no, it shouldnt, all three points, because players love to think a bit on their own |
17:42 |
iqualfragile |
otherwise it would not be fun |
17:42 |
Jeija |
and you can make use of mesecon:register_receptor |
17:42 |
Jeija |
that's all the gracious mesecon majesty has to complain about |
17:42 |
iqualfragile |
some of my players allready complain about how easy it is to do things withm mesecons compared to redstone |
17:43 |
iqualfragile |
its allright to extend the posibilities and stuff but some things just remove the fun, too |
17:43 |
Jeija |
oh shit we should put that on the Issue/Bug list as highest priority |
17:43 |
VanessaE |
complain?? |
17:44 |
Jeija |
now then remove every gate and microcontroller, just keep the mesecon torch and it's harder again ^^ |
17:44 |
VanessaE |
NOOOOOOOO |
17:45 |
iqualfragile |
jeija: thats not the point… |
17:45 |
celeron55 |
ideally you should just make microcontrollers hard to get materials for in non-craetive mode |
17:46 |
celeron55 |
craetive. |
17:46 |
Calinou |
creative* |
17:46 |
iqualfragile |
jup |
17:46 |
celeron55 |
CRAETIVE. |
17:46 |
Calinou |
:| |
17:46 |
celeron55 |
8). |
17:46 |
iqualfragile |
but i just prefer placing the block i want to be detected under the detector instead of typing it into it |
17:47 |
iqualfragile |
its just a different usage-moddel |
17:47 |
Jeija |
not typing, putting the block in, just like into a chest |
17:47 |
VanessaE |
celeron55: fwiw, it takes 12 sand, 4 iron, and (one-fourth of) a mese block to make one µC |
17:48 |
celeron55 |
boring, but possibly reasonably hard... dunno |
17:48 |
iqualfragile |
vanessae: thats not much |
17:48 |
iqualfragile |
it not hard at all |
17:48 |
VanessaE |
not hard, but it takes time to at least find the iron and coal to make the steel |
17:49 |
iqualfragile |
not rly, both are quite common |
17:49 |
VanessaE |
common, yes |
17:49 |
celeron55 |
but it isn't that fun either if things are just hard to find because of rare randomness |
17:49 |
VanessaE |
but it still takes some time to get them |
17:50 |
celeron55 |
there should be discrete challenges, kind of |
17:50 |
celeron55 |
umm... that's not a good word |
17:50 |
celeron55 |
whatever! |
17:50 |
celeron55 |
8D |
17:51 |
iqualfragile |
all those mese-glases |
17:51 |
celeron55 |
brb, drawing glasses to mese block to next release |
17:52 |
VanessaE |
ha! |
17:52 |
iqualfragile |
great idea |
17:52 |
iqualfragile |
well, i wont rly see anything of it |
17:55 |
khonkhortisan |
haha git pull -a |
18:00 |
VanessaE |
khonkhortisan: screenshot of the crossing wires? |
18:00 |
VanessaE |
I can't find it |
18:00 |
khonkhortisan |
http://www.flickr.com/photos/79516830@N05/7867740072/in/photostream/lightbox/ it can still be improved |
18:01 |
VanessaE |
ahyes |
18:01 |
VanessaE |
actually I think that's good enough |
18:01 |
VanessaE |
it's beautiful :-) |
18:02 |
VanessaE |
celeron55: the above screenshot presents an interesting case for per-nodebox textures; the lower or upper wire could also be bare (but not both at the same time). |
18:03 |
VanessaE |
but only if per-nodebox textures were possible (otherwise the rest of the object would look weird) |
18:04 |
NakedFury |
{0, 0, 0, 0, 0, 0}, tiles = asd, |
18:05 |
RealBadAngel |
actually only nodebox textures should count |
18:05 |
RealBadAngel |
whole box is also a nodebox |
18:06 |
VanessaE |
it only just occurred to me, that's the only reason I mentioned it. |
18:06 |
RealBadAngel |
not really |
18:06 |
RealBadAngel |
imagine two wires |
18:07 |
RealBadAngel |
and puttin between them a panlel, stripe or cover |
18:07 |
RealBadAngel |
or wire on the wall, with cover on |
18:07 |
RealBadAngel |
wire has own texture, cover too |
18:08 |
RealBadAngel |
each nodebox section could have own |
18:08 |
khonkhortisan |
it doesn't let me make mesecons_extrawires/mesecons_crossing/mesecons_insulated:crossing I have to follow conventions |
18:09 |
NakedFury |
{0, 0, 0, 0, 0, 0}, tile = leftside, {0, 0, 0, 0, 0, 0}, tile=right side, etc |
18:09 |
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18:10 |
RealBadAngel |
hmm |
18:10 |
RealBadAngel |
lemme show you somethin, how i built simple logic for pumpkin farm |
18:11 |
RealBadAngel |
you will get the point then |
18:11 |
RealBadAngel |
http://www.youtube.com/watch?v=P-oTraB_6cA&feature=plcp |
18:12 |
RealBadAngel |
notice where im puttin sliced covers and for what |
18:12 |
|
NekoGloop joined #minetest |
18:13 |
NekoGloop |
so what did i miss? |
18:13 |
NekoGloop |
what miracles have you accomplished in my abscence? |
18:16 |
NekoGloop |
i see then |
18:22 |
RealBadAngel |
we called a function give_me_gloop() |
18:22 |
RealBadAngel |
it returned true |
18:22 |
NekoGloop |
col |
18:22 |
NekoGloop |
cool* |
18:23 |
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18:23 |
VanessaE |
yeah but when it tried to spawn some cookie entities, it threw some exception. |
18:24 |
NekoGloop |
so true |
18:25 |
khonkhortisan |
it gets stuck in a loop when putting to crossings next to each other, I do have to store the old state |
18:25 |
VanessaE |
you'll figure it out |
18:26 |
rubenwardy |
a voombie just started a fire in my game that burnt down all my fences, and if i was not so quite with my water bucket, it would have burnt my house... |
18:27 |
NekoGloop |
disable spawning of fire when a vombie burns |
18:27 |
RealBadAngel |
whoa, not so easy |
18:27 |
RealBadAngel |
face that shit happens |
18:27 |
NekoGloop |
heh |
18:28 |
NekoGloop |
i turned down the amount of health vombies had |
18:28 |
NekoGloop |
so i wasnt swinging my sword 30 times to kill the damn things |
18:28 |
RealBadAngel |
use the laser, gloop, use the laser! |
18:29 |
NekoGloop |
heh |
18:30 |
NekoGloop |
if i could unzip latest version of animals mod I'd test it |
18:30 |
* VanessaE |
secretly switches NekoGloop's laser with the Schwartz |
18:30 |
RealBadAngel |
you cant afford 7zip or what? |
18:30 |
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18:30 |
* celeron55 |
is doing stuff comparable to black magic |
18:31 |
celeron55 |
*smoke rises* |
18:31 |
NekoGloop |
7zip couldnt do it |
18:31 |
VanessaE |
*waves hand* |
18:31 |
VanessaE |
*cough* |
18:31 |
RealBadAngel |
whats the format then? |
18:31 |
NekoGloop |
.zip |
18:31 |
VanessaE |
celeron55: you're burning oil, fix your head gasket |
18:31 |
RealBadAngel |
c55: voodoo? |
18:31 |
NekoGloop |
but its not compressed as a .zip it seems |
18:31 |
NakedFury |
witchcraft and wizardry |
18:32 |
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18:32 |
NekoGloop |
*kicks nakedfury for the heck of it* |
18:32 |
RealBadAngel |
btw, a quick question. server runnin on remote server, how much ram needs? |
18:32 |
VanessaE |
more than it has. |
18:32 |
VanessaE |
;) |
18:33 |
RealBadAngel |
i have to switch my hostin plan |
18:33 |
NekoGloop |
nvm it let me unzip now |
18:33 |
RealBadAngel |
and amount of RAM is a factor to set the price for it |
18:34 |
celeron55 |
i am sure this thing i am doing is illegal |
18:34 |
VanessaE |
hah |
18:34 |
RealBadAngel |
most cheap is 2 core 2ghz with 256mb |
18:34 |
celeron55 |
like, the government has set rules on what C++ can be used for, right? |
18:34 |
NekoGloop |
nope |
18:35 |
NekoGloop |
you could even use it to bring oerkki into our world, the government couldnt do a thing 8) |
18:35 |
RealBadAngel |
celeron55, nah, we do set rules |
18:35 |
VanessaE |
NekoGloop: but only if it gets to a portal and has its identity disc with it? |
18:35 |
NekoGloop |
tron reference ftw |
18:35 |
VanessaE |
of course |
18:35 |
RealBadAngel |
goverments always try to tame folks |
18:36 |
RealBadAngel |
but they always fail |
18:36 |
celeron55 |
i basically abstracted the whole game out from the mesh generation by using a wrapper... |
18:37 |
RealBadAngel |
good way |
18:38 |
RealBadAngel |
xyz worried of amount of data transferred from server to client btw |
18:38 |
RealBadAngel |
i thought a little bout it |
18:38 |
RealBadAngel |
since when server has to worry bout rendering? |
18:39 |
RealBadAngel |
its a client work, isnt it? |
18:39 |
celeron55 |
ehm |
18:39 |
celeron55 |
since when wren't you among the other trash at the landfill? |
18:39 |
celeron55 |
+e |
18:39 |
NekoGloop |
lol |
18:39 |
RealBadAngel |
lol |
18:41 |
* RealBadAngel |
shuts up |
18:41 |
NekoGloop |
finally |
18:41 |
NekoGloop |
:D |
18:41 |
VanessaE |
celeron55: what will this abstraction result in? |
18:41 |
thexyz |
NekoGloop: just use "file" command to identify actual file format |
18:42 |
NekoGloop |
i got it to work |
18:42 |
NekoGloop |
now, what's the item name of the empty bucket? |
18:42 |
thexyz |
and yes, it's zip |
18:43 |
RealBadAngel |
bucket:bucket_empty |
18:43 |
NekoGloop |
thanks |
18:43 |
NekoGloop |
i need to disable some mapgen mods... i chose jungletree |
18:43 |
VanessaE |
nnnnoooooo |
18:44 |
NekoGloop |
i made jungletree saplings craftable |
18:44 |
VanessaE |
jungletrees are epic |
18:44 |
NekoGloop |
with a bucket of water and a sapling |
18:44 |
NekoGloop |
:D |
18:44 |
NekoGloop |
jungletrees are epic but i need some processing power back |
18:46 |
NekoGloop |
animals mod vaults cause processing lag |
18:46 |
NekoGloop |
as well as spamming the chat |
18:46 |
VanessaE |
get a faster computer - jungletrees is worth it :D |
18:47 |
VanessaE |
all of animals is slow apparently |
18:47 |
VanessaE |
some weird race condition |
18:47 |
NekoGloop |
no just when the vault messages are in the chat |
18:47 |
NekoGloop |
where do i disable this spam of my chat? |
18:48 |
VanessaE |
press f2 to hide the chat :D |
18:48 |
* VanessaE |
tosses the baby AND the bathwater out |
18:48 |
NekoGloop |
heh |
18:49 |
NekoGloop |
i want the messages to go to the cmd window, not my chat |
18:50 |
rubenwardy |
just set my house on fire, again ... |
18:50 |
NekoGloop |
lol |
18:50 |
rubenwardy |
lava fire places are not a good idea |
18:50 |
NekoGloop |
make a cobble house ;) |
18:50 |
khonkhortisan |
a library with a fireplace is not a good idea |
18:51 |
NekoGloop |
well that's true |
18:52 |
NekoGloop |
seriously, where's the vault generation code..? |
18:52 |
VanessaE |
isn't that part of c55's mobs/vaults mod? |
18:52 |
NekoGloop |
animals mod |
18:52 |
NekoGloop |
i want to disable the chat sending |
18:53 |
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18:59 |
NekoGloop |
wood sword isnt fleshy 2? |
19:02 |
NekoGloop |
lolwat |
19:02 |
NekoGloop |
vault code can put bucket:nyancat in a chest |
19:03 |
NekoGloop |
i think i see a typo ;) |
19:08 |
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Jeija joined #minetest |
19:21 |
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saschaheylik joined #minetest |
19:24 |
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19:26 |
celeron55 |
NakedFury: nyancat in a bucket! |
19:27 |
NakedFury |
ugh nyancat |
19:28 |
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19:30 |
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NekoGloop joined #minetest |
19:32 |
NekoGloop |
goood afternoon minetest! |
19:33 |
NekoGloop |
:D |
19:38 |
RealBadAngel |
who called give_me_gloop() ?? |
19:38 |
celeron55 |
for(;;) give_me_gloop(); |
19:39 |
RealBadAngel |
gloop in a loop ;) |
19:39 |
NekoGloop |
gloop in an infinite loop |
19:39 |
NekoGloop |
and also invalid |
19:39 |
NekoGloop |
requires an "end" |
19:40 |
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19:40 |
RealBadAngel |
youre interpreter or what? :P |
19:41 |
NekoGloop |
heh |
19:41 |
NekoGloop |
nah i just got used to seeing errors on overview |
19:41 |
RealBadAngel |
reported, dismiss :P |
19:42 |
NekoGloop |
i wonder if disabling animals 3d mode makes it go any faster... |
19:42 |
RealBadAngel |
gosh would like such way |
19:42 |
NekoGloop |
? |
19:42 |
NekoGloop |
seeing errors on overview? |
19:42 |
RealBadAngel |
do what you supposed to be doing and shut up |
19:42 |
NekoGloop |
i already did what I'm supposed to do ;) |
19:43 |
RealBadAngel |
you bad code you :P |
19:45 |
RealBadAngel |
hmmm, i think i made first API function |
19:45 |
RealBadAngel |
going to take a nap, then will test it and release |
19:46 |
NekoGloop |
:P |
19:46 |
RealBadAngel |
then will make all the power system aviable through api |
19:47 |
RealBadAngel |
some1 already made a lamp, pretty correct code |
19:47 |
NekoGloop |
kewl |
19:49 |
NekoGloop |
animals i think just needs to have less animals |
19:49 |
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19:49 |
NekoGloop |
that's half of the lag |
19:49 |
RealBadAngel |
or more cores |
19:50 |
Jeija |
https://github.com/Jeija/minetest-mod-slimes << My highly experimental slime mod, 3 screenshots: http://imgur.com/SVFTW http://imgur.com/DziFu http://imgur.com/3p6ta hope you like it :D |
19:51 |
RealBadAngel |
aaaaaaaa, drop the smile :) |
19:51 |
RealBadAngel |
its a monster for christ sake hehehe |
19:52 |
RealBadAngel |
anyway looks cool |
19:52 |
Jeija |
It follows you... In groups... It's (not) gonna kill you |
19:52 |
Jeija |
some sort of social behaviour implemented |
19:52 |
RealBadAngel |
they do jump? |
19:53 |
NekoGloop |
will it run good, unlike animals? |
19:53 |
Jeija |
yep, just like minecraft slimes, just turning didn't look good, therefore disabled it |
19:53 |
Jeija |
let me have a look at animals to see what you mean |
19:54 |
NekoGloop |
actually i think i just made animals run well surprisingly |
19:54 |
RealBadAngel |
Jeija, neko is busy with optimizing. whats too slow he deletes |
19:55 |
NekoGloop |
i removed the big red, made it run in 2d mode, and made vombie spawning lower |
19:57 |
saschaheylik |
or maybe someone here knows how much (drawing) code actually uses irrlicht? |
19:57 |
RealBadAngel |
Jeija, have you implemented something to get rid of social band followin you? |
19:57 |
Jeija |
for some strange reason animals says unsatisfied dependency "animals" |
19:57 |
RealBadAngel |
like throwing a cake, here eat some |
19:57 |
Jeija |
no RealBadAngel (not yet) |
19:58 |
Jeija |
Just go away |
19:58 |
Jeija |
be faster than they are ^^ |
19:58 |
RealBadAngel |
hehehe |
19:58 |
RealBadAngel |
but that could be funny |
19:58 |
NekoGloop |
well i have an idea |
19:58 |
RealBadAngel |
givin them somethin to play with instead of followin you |
19:59 |
NekoGloop |
jeija: can your slimes drop some kind of slime matter or soemthing? |
20:00 |
NekoGloop |
like mc has slimeballs |
20:00 |
Jeija |
not yet, not yet, all to come; They will drop glue (from mesecons) |
20:00 |
NekoGloop |
ah i see |
20:00 |
Jeija |
animals mod animals don't even really move o.O |
20:00 |
NekoGloop |
hm... |
20:00 |
NekoGloop |
jeija: most are set to the "stop_and_go" pattern |
20:01 |
RealBadAngel |
hmmm, i just thought about nodeboxes |
20:01 |
RealBadAngel |
when we will be able to modify nodeboxes on the fly |
20:02 |
Jeija |
btw slimes spawn on trees |
20:02 |
RealBadAngel |
animals models, player models shall be able to move |
20:02 |
RealBadAngel |
i mean like representing movement, with arms, legs etc |
20:03 |
NekoGloop |
i.e. minecraft movement |
20:03 |
NekoGloop |
also allow other players to see what's in your hand |
20:03 |
RealBadAngel |
ie real world movement |
20:04 |
Jeija |
imho the solution is linking entities together and allow pitch rotation + continuous rotation; the problem might still be that server-client communication is too slow |
20:05 |
RealBadAngel |
hmmmm |
20:05 |
RealBadAngel |
i dont think so |
20:05 |
RealBadAngel |
server shall only send parameters |
20:05 |
RealBadAngel |
and client has to calculate everythin |
20:07 |
RealBadAngel |
server shall not care bout animations, textures etc |
20:07 |
Jeija |
That would be even better, but also harder to implement |
20:07 |
RealBadAngel |
it shall just order client to do so |
20:08 |
RealBadAngel |
server: here are nodeboxes, here are textures. do it |
20:08 |
Jeija |
Maybe we also need to allow some sort of minimalistic client modding (per-animal mods that are transferred from the server to the client) |
20:08 |
RealBadAngel |
client:aye, sir |
20:08 |
RealBadAngel |
textures are already sent |
20:09 |
RealBadAngel |
and in cache |
20:09 |
RealBadAngel |
all we need is client side rendering stuff |
20:09 |
Jeija |
But the client needs to know how to move the legs, wings etc. |
20:10 |
RealBadAngel |
rules can be sent |
20:10 |
RealBadAngel |
as a mod |
20:10 |
RealBadAngel |
default one |
20:10 |
RealBadAngel |
its already workin this way |
20:11 |
RealBadAngel |
textures being sent, modes bein sent |
20:11 |
RealBadAngel |
blocks also |
20:11 |
RealBadAngel |
with metadata |
20:11 |
NekoGloop |
notepad++ just scared the shit out of me |
20:11 |
NekoGloop |
y u beep |
20:11 |
RealBadAngel |
let the client side renderer do all the fun stuff |
20:12 |
VanessaE |
**BEEP!!!** |
20:12 |
NekoGloop |
realbadangel: linespam much? |
20:12 |
celeron55 |
https://github.com/celeron55/minetest/tree/meta_set_nodedef |
20:12 |
RealBadAngel |
server doesnt care bout a leg of the model, where it is at the moment, right? |
20:12 |
celeron55 |
see experimental:tester_tool_2 in minimal |
20:13 |
NekoGloop |
celeron55: compiled windows version...? |
20:13 |
NekoGloop |
:D |
20:13 |
celeron55 |
i don't build experimental branches |
20:13 |
NekoGloop |
i... see... ;_; |
20:14 |
RealBadAngel |
checked it? changes the texture? |
20:14 |
celeron55 |
try it for modifying nodeboxes and see how it performs |
20:15 |
RealBadAngel |
shit i can only compile for debian, but i do have win here :) |
20:15 |
RealBadAngel |
i mean i have debian in VMbox |
20:16 |
RealBadAngel |
sfan5, ALERT! can u make win build? Please :) |
20:16 |
sfan5 |
./buildmtwin32.sh started :D |
20:16 |
NekoGloop |
lol |
20:17 |
NekoGloop |
i think he wants it for himself as well ;) |
20:17 |
celeron55 |
are you sure you changed the branch that fast? |
20:17 |
RealBadAngel |
hehehe |
20:24 |
NekoGloop |
yawm |
20:24 |
RealBadAngel |
lookin at the code, i think you just said good bye to "hacky_swap_node" function and double definitions of furnace like nodes |
20:25 |
sfan5 |
new build out! |
20:25 |
NekoGloop |
now where is it? |
20:25 |
NekoGloop |
D: |
20:26 |
celeron55 |
sfan5's ass |
20:26 |
NekoGloop |
lol |
20:27 |
RealBadAngel |
hehehe |
20:27 |
NekoGloop |
http://sfan.sf.funpic.de/minetest-builds/c55/minetest-0.4.3-9696ed3-win32.7z this? |
20:27 |
celeron55 |
meta_set_nodedef's hash is df8fd78cdb67ffe20fc35b48e0f5ff1b14e9a614 |
20:27 |
celeron55 |
or 79dd61cfd074bd698a58fdacfed2d63059ba4752 |
20:28 |
celeron55 |
(sfan5 better write meta_set_nodedef to the package name) |
20:28 |
celeron55 |
(it's an experimental branch, not regular upstream stuff) |
20:28 |
NekoGloop |
he didnt |
20:29 |
RealBadAngel |
i cant see tester tool 2 |
20:29 |
RealBadAngel |
theres just one |
20:29 |
NekoGloop |
er... wut |
20:29 |
celeron55 |
9696ed3 is master @ 0.4.3 |
20:29 |
NekoGloop |
its not the right one...? |
20:30 |
RealBadAngel |
he was toooo fast with build :) |
20:31 |
NekoGloop |
figures |
20:33 |
* RealBadAngel |
decides not to take a nap in a while |
20:34 |
celeron55 |
i guess i'll build it then |
20:34 |
RealBadAngel |
if you can, please do so |
20:35 |
RealBadAngel |
i will have to set it up here too |
20:35 |
celeron55 |
ehm... i can do anything |
20:35 |
RealBadAngel |
pity i can build for debian and cant play it lmao |
20:36 |
RealBadAngel |
tommorow i will set up regular debian box |
20:36 |
celeron55 |
http://minetest.net/packages/nightly/minetest-0.4.3-79dd61c-meta_set_nodedef-win32.zip |
20:37 |
NekoGloop |
i keep unzipping these to my mod-zips folder |
20:38 |
RealBadAngel |
oooo yeah |
20:38 |
RealBadAngel |
c55, youre great |
20:38 |
* RealBadAngel |
bows |
20:39 |
NekoGloop |
eh...? |
20:39 |
RealBadAngel |
tested and it works |
20:39 |
RealBadAngel |
no more hacky swap nodes |
20:40 |
NekoGloop |
yeah there are... |
20:40 |
iqualfragile |
sounds great |
20:40 |
iqualfragile |
i just hope nobody tries to misuse that for animation |
20:40 |
RealBadAngel |
and multiple definitions |
20:40 |
NekoGloop |
default\init.lua:1446: hacky_swap_node(pos,"default:furnace") |
20:40 |
RealBadAngel |
code will be much clearer |
20:40 |
RealBadAngel |
and easier |
20:41 |
saschaheylik |
celeron55: theres about 20 classes of actual drawing code. once all drawing code is changed to ogre, the game would be fully playable with ogre and antialiasing and stuff. 20 classes at about 500 lines and .5-1 manhour to convert it. 2 coders working 3 hours a day for 3.3 days would do it |
20:41 |
NakedFury |
whats happened since that last big conversation? |
20:41 |
saschaheylik |
i'd be up for it. you? |
20:41 |
celeron55 |
just remember that if you use that eg. for all of nodes in a MapBlock, the MapBlock's size will be roughly 1.4M |
20:42 |
celeron55 |
that block will then take at least 7 seconds to download, most likely way longer, with minetest's slow network stack |
20:42 |
NekoGloop |
celeron55: just downloaded and unzipped; default's init.lua still uses hacky_swap_node |
20:42 |
celeron55 |
NekoGloop: ...so? |
20:43 |
RealBadAngel |
use the tool, use the tool Luke |
20:43 |
celeron55 |
wtf are you expecting me to do |
20:43 |
NekoGloop |
use your new code :) |
20:43 |
celeron55 |
i expect you to use it |
20:43 |
celeron55 |
you don't expect me to use it |
20:43 |
RealBadAngel |
and may the force (of c55) be with you |
20:43 |
NakedFury |
RBA what was added? |
20:43 |
NekoGloop |
i'm assuming lua_api.txt has some info on it? |
20:44 |
celeron55 |
NekoGloop: nothing |
20:44 |
RealBadAngel |
run minimal game |
20:44 |
RealBadAngel |
and try tester tool #2 |
20:44 |
NekoGloop |
ah minimal |
20:44 |
RealBadAngel |
punch any node with it |
20:44 |
NekoGloop |
i dont usually touch minimal 8) |
20:44 |
RealBadAngel |
and say HALLELUJAH |
20:44 |
celeron55 |
holy hell, it is a development branch from github, you are not supposed to have 1) documentation, 2) any content changed, 3) anything to work at all |
20:44 |
cy1 |
so, what does meta_set_nodedef do? |
20:44 |
celeron55 |
4) anything |
20:44 |
RealBadAngel |
try it |
20:44 |
RealBadAngel |
you will c |
20:45 |
celeron55 |
cy1: stores a node definition in a node's metadata to be used for rendering the node |
20:45 |
cy1 |
so, the idea is you can just change the furnace's nodedef to off/on, instead of deleting the off furnace and adding an on one? |
20:45 |
celeron55 |
it takes two arguments, the first is a "base" definition, the other is what to modify from it |
20:46 |
NekoGloop |
only works with rendering atm? |
20:46 |
NekoGloop |
could light_source be modified? |
20:46 |
celeron55 |
cy1: well... changing the light source doesn't work, for example |
20:46 |
NekoGloop |
damn |
20:46 |
RealBadAngel |
nodeboxes? |
20:46 |
celeron55 |
it's not something the mesh generation cares about |
20:46 |
cy1 |
deleting the on furnace is real annoying because you grab the finished product, then it blanks everything out. |
20:47 |
cy1 |
then you have to escape, click, grab again. |
20:47 |
iqualfragile |
why not irlicht? |
20:51 |
ecube |
because it doesn't have enough r's |
20:52 |
VanessaE |
ha! |
20:53 |
RealBadAngel |
celeron55, ive changed the code in init lua to change nodebox, throw away code to set it to mese, but it still replaces mese texture just |
20:53 |
RealBadAngel |
have you put the change somwhere elses too? |
20:53 |
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20:54 |
NekoGloop |
now we could (in theory) have node desruction like this: http://www.youtube.com/watch?v=JJlh_VVDDmo |
20:54 |
celeron55 |
RealBadAngel: wut? |
20:54 |
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Jeija left #minetest |
20:54 |
RealBadAngel |
meta:set_nodedef(minetest.registered_nodes[minetest.env:get_node(p).name], { |
20:54 |
RealBadAngel |
node_box = { |
20:54 |
RealBadAngel |
type = "fixed", |
20:54 |
RealBadAngel |
fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, |
20:54 |
RealBadAngel |
}, |
20:55 |
RealBadAngel |
i made such change to init.lua |
20:55 |
RealBadAngel |
and still on punch i do have mese out of anythin |
20:56 |
NekoGloop |
er... that vid isnt a good one |
20:56 |
NekoGloop |
http://www.youtube.com/watch?v=1sskycdSyKw this one i think |
20:56 |
celeron55 |
RealBadAngel: drawtype |
20:57 |
RealBadAngel |
wait, yet no change at all |
20:57 |
NekoGloop |
celeron55: is that changable? |
20:57 |
celeron55 |
also, the node will have no change in light value |
20:57 |
celeron55 |
so if you turn a dirt node to have a nodebox, it'll be pitch black |
20:58 |
khonkhortisan |
I get pitch black nodes when lava disappears |
20:58 |
NekoGloop |
fixed by placing a node |
20:58 |
NekoGloop |
(or removing) |
20:58 |
khonkhortisan |
or tapping it |
20:58 |
NekoGloop |
use place_node to set air in a air node nearby |
20:58 |
NekoGloop |
should work |
21:00 |
RealBadAngel |
now it changes neighbour nodes to last used one |
21:00 |
RealBadAngel |
i picked gravel from inventory, then used tool #2, hitten node changed to gravel |
21:00 |
RealBadAngel |
then another picked, changed to it |
21:01 |
RealBadAngel |
and back to mese |
21:01 |
khonkhortisan |
my crossed wire works by itself, next to itself, after a microcontroller, but not before a microcontroller. |
21:01 |
cy1 |
lua needs a reset node function. |
21:01 |
cy1 |
or reset block |
21:02 |
cy1 |
or somethin |
21:02 |
khonkhortisan |
what would resetting do? |
21:02 |
cy1 |
replace it with what generates there |
21:02 |
cy1 |
basically delete the map block from the db |
21:03 |
khonkhortisan |
then tie it to a special brand of tnt |
21:03 |
cy1 |
return the block to its natural state! |
21:03 |
cy1 |
ahahahahaha you figured me out |
21:03 |
cy1 |
but no I was thinking like tying it into multinode |
21:03 |
cy1 |
worldedit w/ev |
21:04 |
khonkhortisan |
/p set …//generate |
21:05 |
khonkhortisan |
I think I need separate nodes to register all the different outputs |
21:10 |
RealBadAngel |
celeron55, played abit with it,it buggy, of course. its possible to change not touched before textures to new ones. once node is treated with it, and tryin to change it to somethin else it goes wild |
21:10 |
RealBadAngel |
setting nodebox seems to have no effect at all |
21:11 |
celeron55 |
for a node which already has a nodebox? |
21:11 |
celeron55 |
it should have, it is the point of the change |
21:12 |
NekoGloop |
drawtype cant be changed on the fly, i take it? |
21:12 |
celeron55 |
it can, but it will have awkward results much of the time |
21:12 |
RealBadAngel |
i was tryin to punch gravel dirt all around |
21:12 |
RealBadAngel |
lemme check |
21:13 |
cy1 |
NekoGloop: so, node destruction that switches to a cracked-er and cracked-er node and doesn't reset when you stop mining? Sign me up! |
21:13 |
celeron55 |
anything can be changed on the fly, but the per-node definition is only read by the mesh generator |
21:14 |
celeron55 |
and... well, it can be a bit unintuitive |
21:14 |
RealBadAngel |
i just transformed stairs to wood node |
21:14 |
NekoGloop |
cy1: heh |
21:14 |
NekoGloop |
is it possible to change the dropped items? |
21:14 |
celeron55 |
except that it will still act like stairs 8) |
21:14 |
RealBadAngel |
yes |
21:15 |
celeron55 |
you could eg. paint on walls with that |
21:15 |
NekoGloop |
sounds awesome |
21:15 |
NekoGloop |
oooh painting |
21:15 |
NekoGloop |
i wanna see jin_xi's painting mod use unifieddyes [/slightlyoff-topic] |
21:17 |
NekoGloop |
hm... if light_source cant be changed, my work-around of hacky_swap_node wont work -quite- right |
21:18 |
RealBadAngel |
celeron55, changing textures works just fine. i do have now grass with top wood, side cobble |
21:18 |
RealBadAngel |
but still im not able to change nodebox |
21:18 |
RealBadAngel |
maybe it should be 1st reset? |
21:19 |
RealBadAngel |
so like apply a new set will not just add to old one |
21:19 |
RealBadAngel |
but reset old definition? |
21:19 |
RealBadAngel |
because now i feel its like so, adding slab def to whole box does nothin |
21:19 |
celeron55 |
...is the drawtype nodebox? |
21:21 |
RealBadAngel |
meta:set_nodedef(minetest.registered_nodes[minetest.env:get_node(p).name], { |
21:21 |
RealBadAngel |
tile_images = { |
21:21 |
RealBadAngel |
"default_wood.png","default_cobble.png", |
21:21 |
RealBadAngel |
}, |
21:21 |
RealBadAngel |
node_box = { |
21:21 |
RealBadAngel |
fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, |
21:21 |
RealBadAngel |
}, |
21:21 |
RealBadAngel |
drawtype = "nodebox", |
21:21 |
RealBadAngel |
|
21:21 |
RealBadAngel |
}) |
21:21 |
NekoGloop |
set_nodedef makes anything mese? -_- |
21:22 |
RealBadAngel |
it changes neighbours too |
21:22 |
NekoGloop |
i have a mese furnace :P |
21:22 |
RealBadAngel |
somethin is messed up |
21:22 |
celeron55 |
dirt node turned to mese stair: http://c55.me/random/2012-09/screenshot_2641734642.png |
21:23 |
celeron55 |
as can be seen, there is no light inside the node |
21:23 |
celeron55 |
so it's just black |
21:24 |
cy1 |
fastning |
21:24 |
RealBadAngel |
celeron55, you seen the code |
21:24 |
NekoGloop |
celeron55: anything that tries to call a set_nodedef just turns into mese |
21:24 |
celeron55 |
as can be seen, you can do many things with this, but most just don't make any sense 8) |
21:24 |
RealBadAngel |
heres effect on some grass: http://realbadangel.pl/test2.png |
21:25 |
NakedFury |
the problem is the lightning not updating? |
21:25 |
celeron55 |
... |
21:25 |
RealBadAngel |
no, it turns randomly to somethin another |
21:25 |
RealBadAngel |
last touched or somethin |
21:26 |
celeron55 |
>the per-node definition is only read by the mesh generator |
21:26 |
NekoGloop |
it turns anything into mese from my use on furnaces |
21:26 |
RealBadAngel |
i touched sand, next use turns node to sand |
21:26 |
celeron55 |
^ understand that and everything you see will make sense |
21:26 |
NekoGloop |
anyway |
21:26 |
NekoGloop |
good start, make it work and I'll use it 8) |
21:27 |
cy1 |
NakedFury: the problem is that it's still dirt. The mesh gets changed to a stair so you can see through the top part, but the lighting still treats it like opaque dirt. |
21:27 |
RealBadAngel |
yeah |
21:27 |
RealBadAngel |
apart from glitches it appeared to be possible |
21:27 |
NakedFury |
ok understood |
21:28 |
* khonkhortisan |
still likes the desert transition |
21:28 |
RealBadAngel |
cy1: thats intended |
21:28 |
RealBadAngel |
furnace active and inactive |
21:28 |
RealBadAngel |
just change one side texture |
21:28 |
cy1 |
found a neat snow biome... |
21:28 |
RealBadAngel |
and its still the furnace |
21:28 |
NekoGloop |
realbadangel: i tried that, didnt work either |
21:28 |
cy1 |
but it doesn't work because it uses on_generated |
21:28 |
cy1 |
which makes generation w-a-a-a-y slow |
21:29 |
NakedFury |
so is this working good for furnaces? |
21:29 |
NekoGloop |
turned the furnace to mese even though i changed it to the active furnace tile_images |
21:29 |
NekoGloop |
nakedfury: no |
21:29 |
celeron55 |
the mesh generation really is the only place where you can sneak in different node definitions like that, because the way stuff goes to it is well defined due to it being run in a separate thread |
21:29 |
RealBadAngel |
neko: i do have now here dirt with on top wood texture, on one side cobble |
21:29 |
RealBadAngel |
and its still dirt |
21:29 |
celeron55 |
and the modification of the data can have overhead due to mesh generation being heavy |
21:29 |
NekoGloop |
well then you do it |
21:30 |
celeron55 |
it's a whole different thing for anything else |
21:30 |
RealBadAngel |
celeron55, what are you exactly doin with original node definitions? and new ones? |
21:30 |
RealBadAngel |
add new ones to old? |
21:30 |
cy1 |
Just have the thread accept node replacements, instead of just removing then adding? |
21:31 |
celeron55 |
eh, *wat*? |
21:31 |
celeron55 |
what do you expect to happen after doing that |
21:31 |
cy1 |
RealBadAngel: it's just changing the textures and mesh of the node, not its definition |
21:31 |
NekoGloop |
realbadangel: he's altering the data that the mesh generation gets. |
21:31 |
cy1 |
er |
21:31 |
RealBadAngel |
ah so |
21:32 |
cy1 |
yeah maybe that is its definition bustill |
21:32 |
celeron55 |
it's changing the whole definition for the mesh generator. |
21:32 |
celeron55 |
simple as that |
21:32 |
RealBadAngel |
but not clearin the old one |
21:32 |
RealBadAngel |
because i can still see dirt on other sides |
21:32 |
NekoGloop |
old one still gets processed by the game proper |
21:32 |
RealBadAngel |
no no |
21:33 |
RealBadAngel |
wait |
21:33 |
celeron55 |
to get correct lighting changes, the lighting code would need to be able to efficiently read the definition overrides |
21:33 |
RealBadAngel |
block has 6 faces |
21:33 |
RealBadAngel |
i changed two of them |
21:33 |
RealBadAngel |
4 all dirt still |
21:33 |
celeron55 |
to get correct collisions, the collision code would need to be able to efficiently read the definition overrides |
21:33 |
celeron55 |
and so on |
21:33 |
RealBadAngel |
so i guess old values get overriden |
21:33 |
NekoGloop |
realbadangel: that's why you need to have the node as the first arguement |
21:34 |
NekoGloop |
it adds what you insert into the second argument to the first argument and shoves it in the direction of the mesh generator |
21:35 |
RealBadAngel |
wait a sec |
21:35 |
NekoGloop |
to put it simply: know what you are using :D |
21:35 |
RealBadAngel |
if a nodebox is defined already |
21:36 |
RealBadAngel |
my try to add new nodebox definition will erase old one or will try to ADD them |
21:36 |
NekoGloop |
that nodebox gets used for collisions, and the one you gave it will be used for drawing |
21:36 |
NekoGloop |
no adding of nodebox |
21:36 |
RealBadAngel |
you can add lines in definition |
21:36 |
NekoGloop |
only adds parameters you dont specify |
21:36 |
RealBadAngel |
dont be silly |
21:37 |
RealBadAngel |
thats how i create wires |
21:37 |
RealBadAngel |
by adding nodeboxes |
21:37 |
NekoGloop |
no i mean in the function |
21:37 |
NekoGloop |
there is no adding of nodeboxes |
21:37 |
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BartoCH_ joined #minetest |
21:38 |
RealBadAngel |
meta:set_nodedef(minetest.registered_nodes[minetest.env:get_node(p).name], { |
21:38 |
RealBadAngel |
tile_images = { |
21:38 |
RealBadAngel |
"default_wood.png","default_cobble.png", |
21:38 |
RealBadAngel |
}, |
21:38 |
RealBadAngel |
node_box = { |
21:38 |
RealBadAngel |
fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, |
21:38 |
RealBadAngel |
}, |
21:38 |
RealBadAngel |
drawtype = "nodebox", |
21:38 |
RealBadAngel |
|
21:38 |
RealBadAngel |
}) |
21:38 |
RealBadAngel |
is that attempt correct or no? |
21:38 |
NekoGloop |
drawtype isnt updated |
21:38 |
RealBadAngel |
textures works |
21:38 |
NekoGloop |
setting drawtype is useless |
21:39 |
RealBadAngel |
c55 asked me if i did that |
21:39 |
celeron55 |
drawtype *is* updated, but you don't want to force it there |
21:39 |
RealBadAngel |
so the node has to be of that type before, yes? |
21:40 |
celeron55 |
as for now, usuallye yes |
21:40 |
celeron55 |
-e |
21:40 |
RealBadAngel |
so i took the stairs |
21:40 |
NekoGloop |
btw: celeron55: differently sized player craftgrids still dont work, unless I'm missing something really important |
21:40 |
RealBadAngel |
and with this code it altered to normal node, but the textures |
21:41 |
celeron55 |
NekoGloop: wasn't this discussed on #minetest-delta and it seemed to work if you specify width and re-set the size? |
21:41 |
RealBadAngel |
btw nodebox is slab |
21:41 |
NekoGloop |
er... if I do what now? |
21:41 |
NekoGloop |
(I've never been on -delta either) |
21:42 |
celeron55 |
who the hell was it then |
21:42 |
celeron55 |
PilzAdam? ask him |
21:42 |
NekoGloop |
can you just tell me how i would specify the width? |
21:43 |
RealBadAngel |
celeron55, anyway. it affects also neighbour nodes |
21:43 |
|
Uberi joined #minetest |
21:43 |
celeron55 |
RealBadAngel: how |
21:43 |
RealBadAngel |
i punch one, neigbour changes |
21:43 |
celeron55 |
eh |
21:44 |
celeron55 |
what changes? |
21:45 |
RealBadAngel |
made a vid |
21:45 |
RealBadAngel |
uploading it, you will c |
21:45 |
celeron55 |
i'm going to sleep now |
21:45 |
NekoGloop |
lol |
21:45 |
NekoGloop |
its 10pm-ish where you are, celeron55 ? |
21:46 |
celeron55 |
1am |
21:46 |
NekoGloop |
ah |
21:46 |
|
Keegann_ joined #minetest |
21:47 |
Keegann_ |
hey |
21:47 |
Uberi |
hi Keegann_ |
21:48 |
RealBadAngel |
in a minute |
21:48 |
celeron55 |
i'd think screenshots would be faster and easier and more practical |
21:50 |
RealBadAngel |
http://www.youtube.com/watch?v=3VQDaIgkhZI&feature=youtu.be |
21:51 |
RealBadAngel |
but with vid you will c whats goin on |
21:51 |
RealBadAngel |
http://realbadangel.pl/produce.wmv |
21:51 |
RealBadAngel |
oops, get this 2nd link |
21:51 |
celeron55 |
oh lol 8) |
21:52 |
RealBadAngel |
now you got me? |
21:52 |
Uberi |
how did you do THAT? |
21:52 |
NekoGloop |
uberi: latest changes |
21:53 |
Uberi |
I hereby name this the Midas Touch |
21:53 |
RealBadAngel |
somethin is messed with pos |
21:53 |
* Uberi |
goes off to turn everything into MESE |
21:53 |
|
Keegann_ joined #minetest |
21:54 |
cy1 |
Uberi: easier ways to do that, and it just looks like wood :> |
21:54 |
Uberi |
aw man |
21:55 |
cy1 |
aka /p set default:mese |
21:55 |
celeron55 |
RealBadAngel: i have officially no idea why that could happen |
21:55 |
Uberi |
you meant //set mese with WE? |
21:55 |
NekoGloop |
celeron55: mesh generator is processing too much shit :) |
21:55 |
cy1 |
uh... yeah... |
21:55 |
NekoGloop |
realbadangel: texture atlas? |
21:56 |
RealBadAngel |
clean install |
21:56 |
RealBadAngel |
nothin added |
21:56 |
NekoGloop |
disable texture atlas, see if i fixes |
21:56 |
RealBadAngel |
k |
21:56 |
NekoGloop |
it* |
21:56 |
NekoGloop |
also, what is the max wear? i want to reset a tool's wear, but dont know how |
21:57 |
cy1 |
NekoGloop: technic mod can do that, so check it for info |
21:57 |
|
Octupus joined #minetest |
21:57 |
Uberi |
2^16-1, I believe |
21:57 |
Uberi |
one moment |
21:57 |
NekoGloop |
ugh, i dont understand shit in rba's mess |
21:57 |
Uberi |
65535 |
21:58 |
cy1 |
so I have a list of things, each with a weight of 1,2,etc. Something with weight 2 should be picked half as often as something with weight 1, otherwise choosing randomly from the list. How do algorithm :c |
21:58 |
cy1 |
I like technic. :/ It's like mesecons but actually useful |
21:58 |
RealBadAngel |
same |
21:59 |
RealBadAngel |
disabling atlas havent changed anythin |
21:59 |
NekoGloop |
mesecons is useful, maybe not for the same things though |
21:59 |
Uberi |
cy1: assign each entry a weight and use an RNG to choose them according to their weights |
21:59 |
cy1 |
Uberi: yeah I just don't know how to choose according to weights. |
21:59 |
RealBadAngel |
technic gonna use mesecons, other way is not rather possible ;0 |
21:59 |
Uberi |
cy1: I would use technic, but it feels redundant together with mesecons and I can't build a tic-tac-toe machine in technic |
22:00 |
Uberi |
cy1: generate 1 random number between 0 and the sum of the weights, loop through each entry summing weights as you go, first entry to make sum go over generated number is chosen |
22:00 |
cy1 |
I guess just sum up all the weights, random value from 0->sum, then sum up the weights again until you hit that value? |
22:00 |
Uberi |
yep |
22:00 |
cy1 |
Uberi: jynx!! |
22:00 |
Uberi |
not hit though, equal or greater |
22:00 |
Uberi |
:P |
22:01 |
cy1 |
hit = equal or greater or equal or sort of equal or whatever works because I hate off-by-1-errors |
22:01 |
NekoGloop |
uberi: give him a soda |
22:01 |
RealBadAngel |
celeron55, i think its because old data is here |
22:01 |
RealBadAngel |
try to wipe out, then add anythin passed with this function |
22:02 |
NekoGloop |
how do i call the normal on_use? |
22:02 |
RealBadAngel |
using it |
22:02 |
NekoGloop |
:P |
22:02 |
NekoGloop |
i want to splice buckets and a normal tool |
22:02 |
Uberi |
self:on_use(...)? |
22:03 |
NekoGloop |
no i want the default on_use |
22:03 |
Uberi |
oh I see |
22:04 |
NekoGloop |
is this possible? |
22:05 |
RealBadAngel |
celeron55, ive seen also a nodes face with 2 front textures tryin to display at once |
22:05 |
NekoGloop |
hold on a minute... i think I've got it |
22:07 |
khonkhortisan |
So I made an insulated crossing node, and use mesecon:receptor_off/on to make it work, but a microcontroller after it uses mesecon:power_on which uses mesecon:is_conductor_on and mesecon:is_receptor_node to tell whether power is coming toward it. So just turning the wire on and off isn't enough, I'm forced to use separate nodes to say whether the power is on or off. |
22:07 |
NekoGloop |
yes khon |
22:07 |
Uberi |
khonkhortisan: neat! I've been using microcontrollers for this |
22:07 |
khonkhortisan |
if only mesecon:receptor_on worked without mesecon:add_receptor_node |
22:08 |
|
mAcZ joined #minetest |
22:08 |
mAcZ |
hi |
22:08 |
khonkhortisan |
hello |
22:08 |
mAcZ |
im a c++ newbie and wanted to try dev something for minetest |
22:08 |
NekoGloop |
advice: dont |
22:08 |
mAcZ |
but to be honestly: its much harder then just imagined |
22:09 |
khonkhortisan |
you could use lua and make mods |
22:09 |
mAcZ |
yea but i want to get into c++ |
22:09 |
mAcZ |
so mayber thats a nice idea to learn it |
22:09 |
mAcZ |
making something which maybe which can be useful instead of... |
22:09 |
mAcZ |
or so |
22:10 |
Uberi |
mAcZ: perhaps you should cut your teeth on a smaller and simpler project first? |
22:10 |
mAcZ |
maybe yea but i want to try it |
22:10 |
mAcZ |
what i wanted to know from you guys: where do i need to look in the src when i want add new blocks and so |
22:10 |
Uberi |
eh, go for it if that's what you want |
22:10 |
Uberi |
mAcZ: actually you should use Lua for that |
22:11 |
mAcZ |
yea thats maybe better, i doubt minetest is designed to be modded with c++ |
22:11 |
RealBadAngel |
LUA is for modding. adding blocks is modding |
22:11 |
mAcZ |
(easily) |
22:11 |
RealBadAngel |
C++ is the language game engine using |
22:11 |
Uberi |
mAcZ: yes in fact if you look at the default mod most of the blocks are defined in Lua |
22:12 |
mAcZ |
:-/ dont want to learn lua... |
22:12 |
cy1 |
minetest has some C++ mods in src/content_abm.cpp for instance. They're marked as deprecated for a reason though. |
22:12 |
cy1 |
lua is way way way (gasp) way better than C++ |
22:12 |
mAcZ |
hmm |
22:12 |
NekoGloop |
all blocks are defined in lua |
22:12 |
Uberi |
better in certain areas, worse in others |
22:13 |
Uberi |
but learnability-wise yes, definitely better |
22:13 |
cy1 |
worse in what area? o.O |
22:13 |
RealBadAngel |
and LUA stands for Love U Always |
22:13 |
RealBadAngel |
way better than C++ |
22:13 |
Uberi |
cy1: performance, maybe? |
22:14 |
mAcZ |
RealBadAngel nope ^^ |
22:14 |
mrtux |
minetest 0.4.3 for windows is messed up |
22:14 |
cy1 |
Uberi: nope... |
22:14 |
mAcZ |
mrtux: the lagging problem? (Chunks) |
22:14 |
mrtux |
maybe |
22:14 |
mrtux |
let me explain it |
22:14 |
Uberi |
cy1: nope? |
22:14 |
mrtux |
I walk over something |
22:15 |
mrtux |
and the ground dissapears but i don't fall |
22:15 |
RealBadAngel |
mAcZ, we dont tell you to stop learnin c++, we r tryin to tell you modding here is done in LUA |
22:15 |
NekoGloop |
minetest 0.4.3 for windows is fine |
22:15 |
cy1 |
Uberi: Lua can use C for performance critical sections |
22:15 |
mAcZ |
RealBadAngel yea it was no offense |
22:15 |
Uberi |
cy1: lua is interpreted with a register based VM, C++ is executed on the processor |
22:15 |
NekoGloop |
your renderer is glitching |
22:15 |
Uberi |
cy1: yes, but C isn't lua now, is it :P |
22:15 |
mAcZ |
i understood that theres no easy way to mod in c++ because its designed to use lua for that |
22:15 |
mrtux |
i'm using opengl |
22:15 |
cy1 |
Uberi: I was comparing lua to C++ not C. :p |
22:16 |
RealBadAngel |
of course you can modify the game engine |
22:16 |
RealBadAngel |
there are sources |
22:16 |
mAcZ |
yea but its not so easy |
22:16 |
cy1 |
and register based VMs can do just-in-time optimization, so can be quite faster than hard set processor instructions. |
22:16 |
RealBadAngel |
but then no one will be able to use your work |
22:16 |
Uberi |
cy1: I was referring to Lua's ability to use C for critical sections; likewise C++ can use Lua, but we don't say it has "an easy to learn syntax" |
22:16 |
NekoGloop |
mrtux: opengl is glitchy, look at the cubes in your inventory |
22:16 |
mAcZ |
RealBadAngel its possible to merge it with the src or just release the src |
22:16 |
mrtux |
k |
22:17 |
cy1 |
Uberi: I'm just saying performance isn't a valid issue when it comes to Lua and C++, because they both can just use C for performance. |
22:17 |
RealBadAngel |
when you make somethin good and Celeron55 agrees propably yes |
22:17 |
cy1 |
And beyond the obvious performance improvements from using hard machine code, it's a very murky area to say who's better. |
22:17 |
RealBadAngel |
you can try |
22:17 |
Uberi |
cy1: yes, of course (my point is that pure Lua is slower than pure C++ for normal operations) |
22:17 |
cy1 |
plus C++ takes for-EVER to compile |
22:17 |
Uberi |
valid point |
22:18 |
mAcZ |
RealBadAngel no too hard for me |
22:18 |
cy1 |
so anyway, using C++ for performance reasons is dumb because when C++ would work better, C works better. |
22:18 |
RealBadAngel |
try LUA, its not so hard |
22:18 |
cy1 |
And for everything else there's Lua! |
22:18 |
RealBadAngel |
frustrating sometimes but one can live with it |
22:18 |
mAcZ |
but i dont know any short language reference |
22:19 |
RealBadAngel |
dowload other mod |
22:19 |
RealBadAngel |
read their code |
22:19 |
RealBadAngel |
make your first block |
22:19 |
cy1 |
mAcZ: http://www.lua.org/manual/5.1/ |
22:19 |
RealBadAngel |
you will learn |
22:19 |
Uberi |
then again I'd kill for a statically typed Lua that compiles to native code |
22:19 |
NekoGloop |
and the lua_api.txt is good for abotu two minutes |
22:19 |
mAcZ |
cy1: thx i know that, thats what i tried to avoid, too lazy... |
22:20 |
RealBadAngel |
reading other folks mods is the best way to learn |
22:20 |
mAcZ |
eh, but i need specification |
22:20 |
cy1 |
mAcZ: It's just like a page. Find the thing you want to look up and click on it... |
22:20 |
mAcZ |
about syntax and so on |
22:20 |
cy1 |
if you want a short tutorial that's different. |
22:20 |
RealBadAngel |
google for lua |
22:21 |
RealBadAngel |
theres lots of wikis and other shit |
22:21 |
iqualfragile |
mAcZ: i didnt knew lua either but lua is a language wich you can learn by looking at it |
22:21 |
mAcZ |
yea but then its better to read something like cy1 posted |
22:21 |
iqualfragile |
so i just read 1 init.lua |
22:21 |
iqualfragile |
and im done |
22:22 |
RealBadAngel |
mAcZ, start from here: http://minetest.net/forum/viewtopic.php?id=1378 |
22:22 |
RealBadAngel |
theres lua api, Jeija's short tutorial |
22:22 |
RealBadAngel |
good place to start |
22:23 |
NekoGloop |
CB? |
22:23 |
|
Keegann_ joined #minetest |
22:23 |
cy1 |
mAcZ: http://lua-users.org/wiki/ControlStructureTutorial seems pretty good... |
22:23 |
mAcZ |
well the best place is lua.org/manual/... |
22:23 |
Octupus |
THEY KICKED ME OUT |
22:23 |
cy1 |
http://lua-users.org/wiki/TutorialDirectory in general |
22:23 |
cy1 |
YOU MANIACS |
22:24 |
cy1 |
OH DAMN YOU |
22:24 |
cy1 |
DAMN YOU ALL TO HELL |
22:24 |
NekoGloop |
... wat |
22:24 |
RealBadAngel |
oh no |
22:24 |
RealBadAngel |
they KICKED him again |
22:24 |
NekoGloop |
xD |
22:24 |
NekoGloop |
page closed, not connection reset by peer |
22:25 |
RealBadAngel |
page kicked him? |
22:25 |
NekoGloop |
lol |
22:25 |
NekoGloop |
maybe :) |
22:25 |
Uberi |
somebody literally kicked him and he clicked the close button by accident? |
22:25 |
RealBadAngel |
poor octupus, died in a book |
22:26 |
Uberi |
terrible way to go, I say |
22:26 |
cy1 |
Yeah that was kind of a bad joke. |
22:26 |
Keegann_ |
wow |
22:26 |
|
Octupus joined #minetest |
22:26 |
khonkhortisan |
does minetest.env:add_node() allow setting meta? |
22:26 |
RealBadAngel |
old times there was famous alt+f4 joke |
22:26 |
Uberi |
hiya Octupus |
22:26 |
Octupus |
ZGood Morning |
22:27 |
Uberi |
khonkhortisan: I don't believe so |
22:27 |
Keegann_ |
morning? |
22:27 |
khonkhortisan |
alt-f4 works for me, ctrl-w doesn't. |
22:27 |
Octupus |
yes keegan morning |
22:27 |
Octupus |
its sarcasm |
22:27 |
RealBadAngel |
like, have you heard that after pressing alt+f4 naked chicks show up??? |
22:27 |
Uberi |
really |
22:27 |
Uberi |
is this an IRC client feature |
22:27 |
NekoGloop |
LOL |
22:27 |
khonkhortisan |
it closes the window |
22:27 |
RealBadAngel |
it worked |
22:28 |
RealBadAngel |
like 20 clients disconnecte |
22:28 |
Uberi |
:P |
22:28 |
Octupus |
I LIKE NAKED CHICKS |
22:29 |
RealBadAngel |
press alt+f4 to watch them |
22:29 |
Keegann_ |
haha |
22:29 |
RealBadAngel |
;) |
22:29 |
Octupus |
im not that dumb rba |
22:29 |
NekoGloop |
it'd be funny if someone tried that, and literal chicks (baby chickens) popped up, featherless on the screen |
22:29 |
RealBadAngel |
im not sayin that |
22:29 |
NekoGloop |
:D |
22:29 |
Uberi |
:O |
22:29 |
RealBadAngel |
but it really worked |
22:29 |
Uberi |
those poor chicks |
22:29 |
Octupus |
no i read what khonk said |
22:29 |
RealBadAngel |
and those who stayed in the channel had good laugh |
22:30 |
khonkhortisan |
are you dumb enough to type :(){ :|:& };: into your terminal? |
22:30 |
NekoGloop |
Uberi|MC: BLASPHEMER!! |
22:30 |
Octupus |
i wish i had a mc account |
22:30 |
Uberi|MC |
:P |
22:30 |
Uberi|MC |
new snapshot out |
22:30 |
NekoGloop |
heh |
22:30 |
NekoGloop |
i have a mc account |
22:31 |
NekoGloop |
i want someone to gift me mc :D |
22:31 |
khonkhortisan |
now just make a wrapper that makes mt and mc people be on the same server |
22:31 |
NekoGloop |
khon: impossibru |
22:31 |
Uberi|MC |
it's a bit more polished, gameplay-wise |
22:31 |
NekoGloop |
it also has better mods imo |
22:31 |
iqualfragile |
khonkhortisan: that forkbomb would not hurt me as i know limits.conf |
22:31 |
NekoGloop |
now gift me mc giftcode :D |
22:31 |
Uberi|MC |
for example charcoal is renewable, while not being overly cheap |
22:31 |
khonkhortisan |
I didn't set my limits.conf and had the kill switch ready when I ran it and it still beat me |
22:32 |
Octupus |
y dont celeron55 and Notch team up? |
22:32 |
khonkhortisan |
it was nearly instant |
22:32 |
Uberi|MC |
hahaha |
22:32 |
NekoGloop |
uberi|MC: get my charcoal mod, the charcoal is the same as MC's |
22:32 |
NekoGloop |
except this charcoal -is- coal |
22:32 |
RealBadAngel |
Notch is no longer involved in Minecraft |
22:32 |
RealBadAngel |
since many months |
22:32 |
NekoGloop |
its jeb now |
22:32 |
Octupus |
any1 wanna give me a free mc account to test out please |
22:32 |
Octupus |
only 5 min s |
22:32 |
NakedFury |
play the demo |
22:33 |
Octupus |
cant' |
22:33 |
NakedFury |
why? |
22:33 |
khonkhortisan |
I don't like the demo |
22:33 |
NekoGloop |
demo doesnt downlaod |
22:33 |
RealBadAngel |
dowload the game and play just offline |
22:33 |
mAcZ |
i dont like orginal minecraft, because without mods = boring |
22:33 |
Uberi|MC |
NekoGloop: I know, I know, but it is a mod and not in the game itself |
22:33 |
Uberi|MC |
and I do have it installed, yes :) |
22:33 |
RealBadAngel |
and one more thing |
22:33 |
RealBadAngel |
since 1.2.5 is out |
22:33 |
NekoGloop |
realbadangel: doesnt work - MC must connect to the internet to verify the account |
22:34 |
cy1 |
yeah MC is so rigged and locked down it's not funny |
22:34 |
RealBadAngel |
almost NONE of the most important mods is not yet compatible with it |
22:34 |
NekoGloop |
realbadangel: doulbe negative |
22:34 |
Uberi|MC |
cy1: but it's FUN, and that's all that matters in a game for me, really |
22:34 |
RealBadAngel |
yeah? try redpower |
22:35 |
NekoGloop |
no in your grammer |
22:35 |
RealBadAngel |
ic2? bc? thaumcraft? |
22:35 |
Uberi|MC |
redpower is OP for me |
22:35 |
NekoGloop |
i cant tell what you're trying to say |
22:35 |
NekoGloop |
they dont work or they do work? |
22:35 |
RealBadAngel |
modding on mc is pain in the ass |
22:35 |
RealBadAngel |
dont work |
22:35 |
NekoGloop |
ok |
22:35 |
NekoGloop |
your double negative threw me off |
22:35 |
RealBadAngel |
all complex mod are for 1.2.3 |
22:35 |
cy1 |
Uberi|MC: I'd rather play a less fun game, than play one while being locked in a jail cell. |
22:35 |
RealBadAngel |
not ported to 1.2.5 |
22:36 |
NekoGloop |
ofc |
22:36 |
RealBadAngel |
after 1,5month |
22:36 |
khonkhortisan |
I'll make a jailbreak game while in jail |
22:36 |
cy1 |
Doesn't matter how good their drugs are, it ain't worth imprisonment. |
22:36 |
Uberi|MC |
cy1: I'm not locked in a jail cell, as far as I can see, but I would tend to agree |
22:36 |
khonkhortisan |
I'll be the most popular person there |
22:36 |
cy1 |
Uberi|MC: They do a very good job of hiding the bars. |
22:36 |
Uberi|MC |
cy1: please do explain |
22:36 |
khonkhortisan |
the bars move when you walk, they're a certain amount of blocks away |
22:37 |
RealBadAngel |
we dont have such problems rather |
22:37 |
RealBadAngel |
new game release, same mods |
22:37 |
cy1 |
Uberi|MC: For instance, you are locked out of understanding how the game works. So if it stops working, there's nothing you can do. You're stuck. |
22:37 |
RealBadAngel |
sometimes something changes like chests code |
22:37 |
cy1 |
Uberi|MC: you're literally locked out if the corporation decides you're not worthy to play. |
22:37 |
Uberi|MC |
cy1: and? |
22:37 |
khonkhortisan |
or someone hacks your account and gets you banned |
22:38 |
cy1 |
Uberi|MC: you asked me to explain. Those are some of the bars. |
22:38 |
cy1 |
Barbed wire fences even. |
22:38 |
cy1 |
You cannot play the game yourself, without bothering anyone else, without their permission. That's terrible. |
22:39 |
Uberi|MC |
cy1: legally I would be entitled to a refund in that case |
22:39 |
cy1 |
I mean you can, but only through illegal hax |
22:39 |
cy1 |
not that I have any |
22:39 |
cy1 |
<_< |
22:39 |
cy1 |
Uberi|MC: legally you would be fucked because they're a bigger fish and the legal system is broken if you hadn't noticed. |
22:40 |
Uberi|MC |
cy1: we're discussing the abstract concept of this not working, no? why not the abstract concept of a successful small claims file? |
22:40 |
cy1 |
I mean, good luck suing them for 10 bucks. |
22:40 |
Uberi|MC |
that's what small claims court is for |
22:40 |
Uberi|MC |
each represents themself, normally |
22:40 |
cy1 |
Uberi|MC: I'm just pointing out the bars, because you asked about it. |
22:40 |
Uberi|MC |
cy1: yes, I appreciate your concern |
22:40 |
|
saddy joined #minetest |
22:41 |
|
cisoun joined #minetest |
22:41 |
Octupus |
they shud make tonyka do the 3d player modeling |
22:41 |
cy1 |
It's not so much concern, as just answering your goddamn question. Now quit botherin me! |
22:41 |
* cy1 |
grumps off |
22:41 |
Uberi|MC |
hahaha |
22:41 |
RealBadAngel |
lol |
22:41 |
Uberi|MC |
I'm going to continue having fun then :P |
22:42 |
NekoGloop |
realbadangel: http://adf.ly/8krD3 orly, redpower isnt 1.2.5? |
22:42 |
NekoGloop |
copied from eloraam's site |
22:43 |
RealBadAngel |
ooops |
22:43 |
NekoGloop |
:P |
22:43 |
RealBadAngel |
1.3 i meant |
22:43 |
NekoGloop |
ah |
22:43 |
NekoGloop |
idk |
22:43 |
khonkhortisan |
yuck, I really don't want to have to register my receptors, I should just be able to turn them on and off |
22:44 |
RealBadAngel |
1.2.5 is the version that was here for a while |
22:44 |
RealBadAngel |
then lately came 1.3 |
22:44 |
RealBadAngel |
and no mods for it |
22:44 |
RealBadAngel |
i mean the best ones |
22:44 |
khonkhortisan |
registering them requires separate nodes requires changing nodes requires looping through the update function again |
22:44 |
RealBadAngel |
My Twitter |
22:44 |
RealBadAngel |
Before anyone asks, I will be porting RP to 1.3.August 1, 2012 - 3:34 PM |
22:44 |
Uberi|MC |
aether is taking their sweet sweet time |
22:45 |
RealBadAngel |
eloraam said over a month ago |
22:45 |
Uberi|MC |
(they have so much content though it's reasonable) |
22:45 |
RealBadAngel |
thats im pointing |
22:45 |
mrtux |
hmm |
22:46 |
RealBadAngel |
here porting usually means copy mod to new release directory |
22:46 |
mrtux |
i was downgrading my server to 0.4.1 |
22:46 |
mrtux |
but it crashes then |
22:46 |
Keegann_ |
hey mrtux |
22:47 |
Uberi|MC |
RealBadAngel: indeed, can't wait for the Mod API |
22:47 |
RealBadAngel |
we do have it |
22:47 |
Uberi|MC |
I'm still lovin' MineTest for the Mesecons, though :) |
22:47 |
RealBadAngel |
and mt is growing much faster than mc did |
22:48 |
Uberi|MC |
that's true |
22:50 |
mrtux |
can i have some help? |
22:50 |
mrtux |
i don't like 0.4.3 because it's so messed up for me |
22:50 |
mrtux |
and i can't downgrade my server |
22:50 |
Uberi|MC |
mrtux: got a debug.txt? |
22:50 |
mrtux |
yesh |
22:50 |
* RealBadAngel |
gives mrtux some help. half a kilogram is enough? |
22:51 |
mrtux |
ok |
22:51 |
mrtux |
let me paste this on pastabin |
22:51 |
RealBadAngel |
ok |
22:52 |
mrtux |
http://pastebin.mozilla.org/1807978 |
22:52 |
* RealBadAngel |
waits for bin full of spaghetti |
22:54 |
Uberi|MC |
I think it got cut off |
22:54 |
mrtux |
idk |
22:54 |
Uberi|MC |
anyways mrtux try removing maptools and starting the server |
22:54 |
mrtux |
i may have to make a new map, right? |
22:54 |
mrtux |
ok |
22:54 |
RealBadAngel |
looks like mod maptools wont work with 043 |
22:54 |
mrtux |
it does |
22:54 |
mrtux |
I'm downgrading |
22:54 |
mrtux |
to 0.4.1 |
22:55 |
mrtux |
I had upgraded to 0.4.3 for the server but 0.4.3 isn't working too well for me |
22:55 |
Uberi|MC |
try it anyways |
22:55 |
RealBadAngel |
all the error are caused by maptools |
22:56 |
mrtux |
ah |
22:57 |
mrtux |
removed maptools |
22:57 |
mrtux |
crashed again |
22:57 |
RealBadAngel |
log plz |
22:57 |
RealBadAngel |
just the end part |
22:57 |
RealBadAngel |
with errors |
22:57 |
RealBadAngel |
no need for whole |
22:58 |
mrtux |
http://pastebin.mozilla.org/1807998 |
22:58 |
mrtux |
last part ^ |
22:59 |
RealBadAngel |
and thats a bug indeed |
22:59 |
mrtux |
ah |
22:59 |
mrtux |
well |
22:59 |
RealBadAngel |
personally i wasnt affected by it |
22:59 |
mrtux |
my server will have to have a map reset |
22:59 |
mrtux |
remember |
22:59 |
mrtux |
i am using 0.4.1 |
22:59 |
mrtux |
this is a downgrade |
22:59 |
mrtux |
using 0.4.3 works fine |
23:00 |
RealBadAngel |
but i know celeron55 is aware of it |
23:00 |
mrtux |
but 0.4.3 works badly for me |
23:00 |
RealBadAngel |
so expect fix soon |
23:00 |
mrtux |
i walk over some loaded chunks and they dissapear |
23:00 |
mrtux |
like i'm flying underground |
23:00 |
mrtux |
my server will stay 0.4.3 i guess |
23:01 |
mrtux |
could it be my OpenGL? |
23:01 |
RealBadAngel |
try d3d then |
23:01 |
mrtux |
let me upgrade the server to 0.4.1 again |
23:01 |
mrtux |
*0.4.3 |
23:01 |
mrtux |
eating supper |
23:01 |
mrtux |
brb |
23:05 |
RealBadAngel |
and im goin to sleep |
23:05 |
RealBadAngel |
dont wanna sleep on keyboard like yesterday lol |
23:05 |
RealBadAngel |
c ya |
23:08 |
khonkhortisan |
ugh I don't get pos as a parameter when getting rules for a receptor |
23:10 |
|
leo_rockway joined #minetest |
23:11 |
mrtux |
ok i'm back |
23:12 |
mrtux |
could someone else help me? |
23:12 |
* khonkhortisan |
is fighting with mesecons functions |
23:13 |
Uberi|MC |
mrtux: looks like a map issue to me |
23:13 |
mrtux |
ah |
23:13 |
mrtux |
well |
23:13 |
Uberi|MC |
you might need to restore your map to an older version |
23:13 |
mrtux |
it works fine on 0.4.1 |
23:14 |
mrtux |
i don't have backups lol |
23:14 |
mrtux |
wait 0.4.3 |
23:14 |
mrtux |
so i'll stick with 0.4.3 |
23:14 |
mrtux |
it works fine, my client is just kinda messed up |
23:14 |
Uberi|MC |
]ah well |
23:17 |
mrtux |
ok |
23:17 |
mrtux |
I used direct3d8 for my client |
23:17 |
mrtux |
and that 'bug' is fixed |
23:17 |
mrtux |
so my server and client is ok |
23:17 |
mrtux |
wait nvm |
23:17 |
mrtux |
it's still doing it |
23:20 |
mrtux |
i should install linux |
23:22 |
leo_rockway |
with that nick... you should |
23:22 |
OldCoder |
:-) |
23:22 |
OldCoder |
He has SliTaz |
23:23 |
mrtux |
yes |
23:23 |
mrtux |
hmm |
23:23 |
mrtux |
maybe minetest is playable on my virtual machine |
23:24 |
mrtux |
i don't feel like compiling it, hopefully i can find some bianaries |
23:25 |
mrtux |
btw burningsvideo is terrible: 4fp |
23:25 |
mrtux |
*fps |
23:25 |
OldCoder |
mrtux, Not too difficult to compile |
23:25 |
mrtux |
i know |
23:25 |
mrtux |
i don't feel like downloading the irrlchgt sdk and cmake, etc |
23:25 |
mrtux |
*irrlchlight |
23:25 |
mrtux |
i have no idea how you spell that |
23:25 |
mrtux |
*irrchlgt |
23:25 |
mrtux |
idk |
23:26 |
mrtux |
i might have to play mine[censored] until the bug is fixed |
23:28 |
OldCoder |
mrtux, I don't recommend their IRC channel at all |
23:28 |
mrtux |
i don't go on many irc channels |
23:28 |
OldCoder |
This one is better |
23:28 |
mrtux |
yeah |
23:28 |
* OldCoder |
has just had a debate with the MC people |
23:29 |
mrtux |
i'm downloading the puppy linux build |
23:29 |
mrtux |
that would probably work |
23:29 |
OldCoder |
Maybe |
23:29 |
mrtux |
if i can get a .tar.gz file |
23:30 |
NakedFury |
what irc channel? |
23:33 |
|
saschaheylik joined #minetest |
23:33 |
mrtux |
i'm going to have to build minetest.... yay |
23:33 |
mrtux |
i really don't feel like doing this |
23:33 |
mrtux |
idk why we need cmake |
23:33 |
mrtux |
why not regular make? |
23:35 |
Uberi|MC |
I always thought all these make systems were pointless |
23:35 |
Uberi|MC |
automake, cmake, make, why not just have a tool that works for all of them? |
23:36 |
mrtux |
maybe i should install debian or arch on a vm |
23:36 |
mrtux |
i'd probably do debian because the install is easy |
23:36 |
mrtux |
and i don't feel like running the arch install scripts |
23:38 |
mrtux |
i'll go play mine[censored] now i guess |
23:39 |
mrtux |
i probably won't be able to play unless there are nightly builds for this bug |
23:40 |
Keegann |
Why OldCoder |
23:40 |
mrtux |
also |
23:40 |
mrtux |
how can i update my opengl |
23:40 |
mrtux |
i think it might be old |
23:40 |
OldCoder |
Keegann, one moment |
23:40 |
* OldCoder |
is thinking |
23:40 |
OldCoder |
PM |
23:40 |
OldCoder |
No, wait |
23:41 |
mrtux |
i'll check nightly builds |
23:42 |
OldCoder |
Keegann, you trolled another channel. They didn't do anything to you. You got your friend banned. He didn't do anything but be your friend. You also embarrassed me. And you expect me to advise you about laptops? |
23:42 |
OldCoder |
best part is |
23:42 |
Keegann |
um yea |
23:42 |
OldCoder |
You don't care that you got your friend banned |
23:42 |
* OldCoder |
laughs |
23:42 |
|
NekoGloop joined #minetest |
23:42 |
OldCoder |
Well, at least you're honest! |
23:42 |
Keegann |
um |
23:42 |
OldCoder |
um indeed |
23:42 |
Keegann |
how did they know he was my friend |
23:42 |
NekoGloop |
where do i download opengl drivers? |
23:42 |
Keegann |
gogle |
23:43 |
Keegann |
google |
23:43 |
NekoGloop |
didnt work |
23:43 |
NekoGloop |
trust me, i google before asking |
23:44 |
* OldCoder |
is taking a break |
23:44 |
Keegann |
OldCoder how did they know he was my friend? |
23:44 |
* OldCoder |
back soon |
23:47 |
Keegann |
how do i change my lptop name on linux mint |
23:47 |
Keegann |
? |
23:47 |
leo_rockway |
man hostname |
23:48 |
OldCoder |
Keegann, that won't fix a ban |
23:48 |
* OldCoder |
really gone for a bit now |
23:49 |
Keegann |
uh |
23:51 |
Keegann |
of course no one anwsers |
23:51 |
NekoGloop |
because we have no idea what you mean |
23:52 |
NekoGloop |
(at least, i dont anyway) |
23:52 |
Keegann |
how do you change the name of the computer |
23:52 |
NakedFury |
or because we dont help people who betray friends |
23:52 |
NekoGloop |
ooooh, what'd i miss |
23:52 |
Keegann |
what |
23:52 |
Keegann |
Octupus> cani come |
23:52 |
Keegann |
<Octupus> i wanna get some ppl pissed |
23:52 |
NakedFury |
<OldCoder> Keegann, you trolled another channel. They didn't do anything to you. You got your friend banned. He didn't do anything but be your friend. You also embarrassed me. And you expect me to advise you about laptops? |
23:53 |
NekoGloop |
er... maybe channel logs would be more fitting |
23:54 |
NekoGloop |
how do i make a tool call the on_use callback of another tool? |
23:55 |
khonkhortisan |
you don't? |
23:56 |
NekoGloop |
I want a tool to be a spliced bucket and normal tool; that is, a tool gets repaired by striking water with it. |
23:56 |
NekoGloop |
i cant figure out how to get it to function as a normal tool when not pointed at water though |
23:57 |
NekoGloop |
i take it you dont know how |