Time |
Nick |
Message |
00:01 |
|
ray8888 left #minetest |
00:01 |
sapier |
can you post a little bit more of the code around jin_xi |
00:03 |
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Aggies joined #minetest |
00:03 |
Aggies |
hey menche can i have the address and port to ur server |
00:04 |
Menche |
menche.servegame.com:30000 |
00:04 |
Aggies |
thanks |
00:06 |
Menche |
taking a while to load? |
00:06 |
Muadtralk |
I have an idea |
00:06 |
Muadtralk |
wait where am I |
00:06 |
Muadtralk |
damn it wrong chatroom |
00:06 |
Muadtralk |
ignore this |
00:10 |
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Cerise joined #minetest |
00:19 |
jin_xi |
sapier: you got a moment? if so i'll post |
00:19 |
Muadtralk |
http://forum.minetest.net/viewtopic.php?pid=10994#p10994 is that satisfactory marktraceur? |
00:19 |
sapier |
yes just put it to pastebin |
00:21 |
marktraceur |
Muadtralk: nohup isn't linux, it's GNU |
00:21 |
marktraceur |
Muadtralk: More generally POSIX |
00:21 |
Muadtralk |
marktraceur thats a quote |
00:22 |
Muadtralk |
I do not edit someone elses words |
00:22 |
marktraceur |
Muadtralk: Well tell whoever said it that they're wrong. |
00:22 |
marktraceur |
Muadtralk: And use square brackets to insert text that someone didn't say, but you know they meant. |
00:23 |
Muadtralk |
quite frankly I could just remove that quote |
00:23 |
marktraceur |
For example if you said "I am t3h best at this game" I could clarify in my cover story of the New York times by saying "I am [the] best at [Minetest]" |
00:23 |
jin_xi |
http://ompldr.org/vaGVqMg its the whole mod |
00:24 |
jin_xi |
problem is in init lua, try setting material f/F |
00:24 |
Muadtralk |
I put GNU it brackets by linux |
00:24 |
Muadtralk |
is that better? |
00:25 |
jin_xi |
setting the angle works btw |
00:26 |
marktraceur |
Muadtralk: Better but not perfect, since the same thing would work in BSD and Busybox/Linux (e.g. Android-like systems) |
00:27 |
Menche |
what about unix-like? |
00:27 |
marktraceur |
Menche: That would work |
00:27 |
Muadtralk |
thats better |
00:27 |
marktraceur |
Muadtralk: You might also recommend the use of GNU screen or similar. tmux also works. |
00:28 |
sapier |
ok what exactly is happening if you do it this way? |
00:28 |
Muadtralk |
care to write out a nice blurb to add to it? |
00:28 |
rarkenin |
Why does Minetest use wchar_t for char messages if it does a wide to narrow conversion before displaying, anyway? |
00:28 |
marktraceur |
Muadtralk: Not really. Linking to the screen man page should be enough. |
00:29 |
jin_xi |
sapier: this it what it does: http://ompldr.org/vaGVqNQ/screenshot_3160004616.png |
00:29 |
sapier |
ok and what is wrong? |
00:29 |
jin_xi |
did you try it? |
00:29 |
sapier |
not by now |
00:30 |
Muadtralk |
ugh sorry I don't use those so your at least going to have to tell me abit more |
00:30 |
Muadtralk |
such as man commandname? |
00:30 |
Muadtralk |
if thats what I think your getting at |
00:31 |
jin_xi |
well, problem is that when i recieve fields from the formspec and print(dump(fields)) there is matff, but if i do fields.matff its nil |
00:31 |
marktraceur |
Yes, Muadtralk. |
00:32 |
jin_xi |
try setting material to something. angle does the same but works. |
00:32 |
marktraceur |
Search for "screen manpage" and link to it if you want. |
00:33 |
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shirish joined #minetest |
00:33 |
sapier |
ok I think I have to run it |
00:36 |
jin_xi |
sapier: enter a small forth program, like: f f f f |
00:36 |
jin_xi |
f is a l-system primitive |
00:37 |
jin_xi |
also get test item first. /giveme mineforth:test should work |
00:39 |
jin_xi |
oops its mineforth:build |
00:40 |
Muadtralk |
Other useful things include the use of GNU screen and tmux (screen Man Page), (tmux for noobs) (these were links!) |
00:40 |
Muadtralk |
that sound good? |
00:40 |
sapier |
I do get an acces violation on doing run after ffff program ;-) |
00:41 |
jin_xi |
spaces are needed |
00:42 |
Muadtralk |
hey marktraceur http://forum.minetest.net/viewtopic.php?pid=11415#p11415 |
00:42 |
jin_xi |
you dont need to run a program to see the problem, it runs a default one |
00:42 |
marktraceur |
Yeeeah. |
00:42 |
sapier |
"fields[matff]" ???? |
00:42 |
VanessaE |
you wrote a forth interpreter by exploiting the treegen code!? |
00:42 |
sapier |
do you really want to evaluate fields["default:cobble"] ? |
00:43 |
jin_xi |
no, i want to set the global matff to fields.matff |
00:43 |
jin_xi |
as set by the formspec |
00:44 |
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ray8888 joined #minetest |
00:44 |
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ray8888 left #minetest |
00:44 |
iqualfragile |
ühm… why cant i open a door? |
00:44 |
jin_xi |
VanessaE: treegen is just recursed turtle graphics. so withouth the recursions/replacements it can do everything. add forth to that. |
00:44 |
sapier |
ok first I think this print is wrong as you don't print the matff field but a field called default:cobble in worst case |
00:44 |
VanessaE |
iqualfragile: right click. |
00:44 |
VanessaE |
jin_xi: insane. |
00:44 |
VanessaE |
truly insane :-) |
00:44 |
iqualfragile |
VanessaE: nope.avi |
00:45 |
iqualfragile |
neither right nor leftclick works |
00:45 |
Muadtralk |
now onto method 2 marktraceur do you have any complaints with that? |
00:45 |
marktraceur |
Muadtralk: Yes but it won't matter, because I have no say in what you post |
00:45 |
iqualfragile |
it works when i use a preasureplate |
00:45 |
jin_xi |
i dont know, but how to get the value from the field in the formspec into a global? should not be hard |
00:46 |
Muadtralk |
yes but I still wish to hear them and hear a compromise to hopefully achieve a mutual agreement |
00:47 |
Muadtralk |
have a compromise* |
00:47 |
sapier |
if you do a "fields.matff or matf" this is logic operation and you'll get true/false |
00:47 |
sapier |
if you want to store fields.matff only in case its non zero do a |
00:47 |
sapier |
if fields.matff ~= nil then |
00:47 |
sapier |
matf = fields.matff |
00:47 |
sapier |
end |
00:48 |
jin_xi |
i think i tried that |
00:48 |
jin_xi |
i'll try again... this is madness |
00:49 |
jin_xi |
and crash... fields.matff is nil... |
00:49 |
jin_xi |
the dump right before is this: |
00:49 |
jin_xi |
{ matTf = "default:stone ", repl = " ", chancef = "80 ", matff = "default:sand", matFf = "default:glass ", matfb = " f/F ", anglef = "12 ", output = "ok"} |
00:50 |
jin_xi |
but the same scheme works for angle right above... |
00:50 |
sapier |
can you pastbin last 30 lines of output? |
00:50 |
iqualfragile |
sapier: does mobf_gui work without changing server.cpp now? |
00:51 |
sapier |
mobf_settings? yes but only with latest git version |
00:51 |
jin_xi |
http://pastebin.com/Vyzkk5Ly here |
00:51 |
marktraceur |
Muadtralk: There wouldn't be a compromise, just stay with what you have |
00:52 |
Muadtralk |
at least it doesn't endorse it right? |
00:52 |
iqualfragile |
sapier: thats what im using |
00:52 |
iqualfragile |
01:52:10: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: ...mods/minetest/animals_modpack/mobf_settings/init.lua:38: attempt to call field 'settings_save' (a nil value) |
00:52 |
marktraceur |
Muadtralk: I disagree. Even noting it as an option is endorsing it. |
00:52 |
iqualfragile |
when klicking back in the inventory |
00:53 |
sapier |
can you post the "elseif fields.matfb" then block? after changing to what i meant it doesn't crash for me |
00:53 |
marktraceur |
Muadtralk: It would be like saying "Look, we want to acknowledge that crack cocaine is bad for you and could have harmful effects, and that there are other ways to be happy. But here's a bunch of information on how to score crack cocaine and use it in creative ways to get high." |
00:53 |
marktraceur |
s/would be/is/ |
00:54 |
Kacey |
VanessaE, PING |
00:54 |
VanessaE |
pong |
00:54 |
marktraceur |
Muadtralk: Even if you say "AND YOU SHOULD NEVER EVER USE CRACK" at the top, saying the information is being a bad inflence IMHO. |
00:54 |
Muadtralk |
Endorse:(verb)to declare one's public approval or support of |
00:55 |
jin_xi |
http://pastebin.com/XXMJDQGR this crashes |
00:56 |
marktraceur |
Muadtralk: You're saying that it's a good option. That's approval or my name is Daffy Duck. |
00:56 |
Muadtralk |
by stating that the whole of the minetest community does not endorse using this it should imply that this is just my personal usage |
00:56 |
marktraceur |
Muadtralk: *we* don't endorse it. But *it* (the forum post) does. |
00:56 |
Muadtralk |
true |
00:57 |
Muadtralk |
and I never wanted this to be a official guide |
00:57 |
marktraceur |
I guarantee you we won't walk away happy if we try to compromise. Quit while you're ahead. |
00:57 |
Muadtralk |
I hope there can be a comprehensive guide made for the wiki or used as a sticky on the forum (a quote directly on the top of the damn post) |
00:58 |
marktraceur |
Muadtralk: For port forwarding? Why? That's been documented to Mars and back. |
01:00 |
Muadtralk |
I posted this topic because I got sick of people going on the forums and whining because "I tried to make a minetest server and I followed the wiki but it still didn't work" |
01:01 |
jin_xi |
i think i might be doing recieve fields wrong... |
01:01 |
marktraceur |
Muadtralk: Link to port forwarding instructions in an FAQ, e.g. on the technical support forum(s). |
01:01 |
Muadtralk |
so I quoted the best response to it wrote a nice bit on why this topic is here and asked for it to be stuck there until someone makes a nice guide on how to do these things |
01:03 |
Muadtralk |
I could have done that |
01:03 |
Muadtralk |
probably should have |
01:03 |
Muadtralk |
but I never thought that nobody would one up the topic! |
01:04 |
Muadtralk |
lets see I wrote this when the old minetest wiki was being used |
01:05 |
Muadtralk |
so I will check to see if the new minetest wiki is any better |
01:07 |
Muadtralk |
actually the wiki does do a nice job of explaining it which isn't too detailed but still works. |
01:07 |
Muadtralk |
so how about I just delete this piece of outdated crud :P |
01:07 |
Muadtralk |
or at the most unsticky it |
01:08 |
Muadtralk |
I don't think I can do either..... |
01:12 |
sapier |
jin_xi seams that fields table is somehow messed up |
01:15 |
jin_xi |
it should work, right? i think im going crazy, been writing voodoo code for the last 30 minutes 8( |
01:15 |
sapier |
strage thing is this table has 0 elements ... you seem to be able to access current pressed button field only |
01:16 |
sapier |
i wonder if it's really working for angle ... |
01:17 |
sapier |
hmmm strange thin is it does |
01:17 |
Kacey |
ShadowNinja and i are looking for a nyan cat |
01:18 |
jin_xi |
i'm puzzled, if it didnt work for angle, ok |
01:18 |
sapier |
jin_xi take a shower ;-P |
01:18 |
jin_xi |
even stranger, also doesen't work for chance, even if its identical to angle. |
01:18 |
sapier |
your field isn't named "matFf" but " mathFf" |
01:19 |
sapier |
there's a SPACE in your fieldname! |
01:19 |
sapier |
you don't see it in dump ... well that's not true you DO see it in dump, but you don't recognize it |
01:19 |
jin_xi |
oh fuck me |
01:19 |
jin_xi |
i see |
01:20 |
khonkhortisan |
My connect four mesecon machine fits into a space of 45x23x107 nodes. |
01:20 |
sapier |
you'll have to fix those additional spaces in node names to in order to get it work correctly (at least if you didn't do it by now |
01:21 |
sapier |
still I wonder why #fields is zero |
01:23 |
jin_xi |
hey thanks a lot |
01:23 |
sapier |
no problem ;-) |
01:25 |
khonkhortisan |
What is the preferred irrlicht version to compile with? |
01:25 |
sapier |
the one working ;-) |
01:26 |
khonkhortisan |
I get this https://github.com/celeron55/minetest/issues/474 |
01:27 |
Muadtralk |
:) am I the only one that thinks it would be fun to play like that? |
01:27 |
Muadtralk |
or at least try |
01:28 |
khonkhortisan |
but it's soo small! Even if you make it the size of your monitor, it goes no bigger. |
01:29 |
khonkhortisan |
it's still playable, you just can't really use the menus |
01:29 |
Muadtralk |
that is when you mess with your resolution to try to focus on the box |
01:29 |
Muadtralk |
its a game in it self doing so |
01:29 |
Muadtralk |
:) |
01:29 |
khonkhortisan |
I find myself standing closer to what I'm looking at |
01:30 |
jin_xi |
ok, looks like the l-system does not support switching materials easily |
01:30 |
jin_xi |
still, now i can make some cool example programs |
01:36 |
RealBadAngel |
jin_xi: i remember what i promised... |
01:36 |
sapier |
so good night girls and guys ;-) |
01:36 |
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sapier left #minetest |
01:39 |
jin_xi |
RealBadAngel: its now more fancy... i'll upload if you want to try |
01:41 |
RealBadAngel |
not now, im almost sleeeeeepin |
01:41 |
RealBadAngel |
: |
01:41 |
RealBadAngel |
tommorow |
01:42 |
jin_xi |
ok, i'll test and fix some more |
02:13 |
VanessaE |
anyone else want to take a crack at this on_rightclick issue? |
02:14 |
VanessaE |
(Seeing as how no one earlier had an answer, figured I'd try again) |
02:14 |
Muadtralk |
what is the issue |
02:14 |
Muadtralk |
? |
02:14 |
VanessaE |
Why doesn't the following code properly decrement the number of signs in the player's inventory? http://pastebin.ubuntu.com/1627368/ |
02:15 |
VanessaE |
builtin/item.lua apparently is blocking this from working properly |
02:15 |
VanessaE |
but by all accounts, it should work. |
02:16 |
Muadtralk |
hmmm what exactly is it blocking it from doing? |
02:16 |
VanessaE |
it's not allowing the results of the itemstack:take_item() call to actually take effect. |
02:17 |
VanessaE |
so the item is placed, the decrement happens internally (I checked with a few print statements), but by the time the calling routine gets control again, my changes have been reverted. |
02:17 |
Muadtralk |
maybe you need to specify what is being taken? |
02:18 |
VanessaE |
I did. line 2. |
02:18 |
Muadtralk |
hmmmm |
02:18 |
Dogzilla131 |
Im working in a texture pack called "FunkTown" :D |
02:18 |
Dogzilla131 |
This will be my first one |
02:18 |
Dogzilla131 |
This is just a preview |
02:18 |
Dogzilla131 |
http://i.imgur.com/IeleJMH.png |
02:20 |
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Muadtralk left #minetest |
02:38 |
khonkhortisan |
Should I add ladders and torches to my mesecon machine? |
02:42 |
* khonkhortisan |
just found shift-rightclick |
02:42 |
VanessaE |
dont' |
02:42 |
VanessaE |
don't use it. |
02:42 |
VanessaE |
it's broken. |
02:43 |
khonkhortisan |
it lets me place a node on a node that normally steals rightclick |
02:56 |
khonkhortisan |
I isolated a test case for one of the ways my connect four machine breaks. |
03:08 |
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NekoGloop joined #minetest |
03:11 |
DMackey |
OMFG http://www.ebay.com/itm/OVER-30-years-of-VIDEOGAMES-COLLECTION-The-story-of-VideoGames-/121062811693 |
03:13 |
VanessaE |
good lord |
03:14 |
VanessaE |
evening neko |
03:15 |
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TorpedoSkyline joined #minetest |
03:15 |
NekoGloop |
Good time:of_day(os.time()). |
03:21 |
|
Menche joined #minetest |
03:22 |
Kacey |
evening Menche |
03:23 |
Menche |
hello |
03:23 |
NekoGloop |
Good time:of_day(os.time()). |
03:23 |
Kacey |
ShadowNinja and i are trying to find a nyan cat |
03:24 |
Menche |
how? just making a big mine? |
03:24 |
Kacey |
essentially |
03:24 |
Kacey |
but i had to get off |
03:25 |
NekoGloop |
What? |
03:26 |
Kacey |
? |
03:28 |
Kacey |
i will be on later tonight |
03:28 |
Kacey |
but for now, sleep |
03:32 |
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Kacey joined #minetest |
03:32 |
Kacey |
bac already |
03:32 |
Kacey |
back even |
03:34 |
Menche |
3 minute nap? |
03:35 |
Kacey |
no |
03:35 |
Kacey |
i got permission to stay up late |
03:37 |
MiJyn |
hi, back :) |
03:39 |
Menche |
a forum thread discussing gasoline engines? well it is in offtopic... |
03:41 |
* Kacey |
has found the iron motherload |
03:44 |
Kacey |
lava lake... |
03:45 |
khonkhortisan |
Has anyone else plumbed the ceiling of a lava lake to take water from the ocean to make it so you can float on the water on the lava lake? |
03:45 |
Kacey |
no |
03:46 |
Menche |
my mine contains a lava lake with water flowing over it naturally, if thats what you mean |
03:47 |
khonkhortisan |
I mean making multiple waterfalls to cover the lava with water for safe passage |
03:47 |
Menche |
never done that on purpose, no |
03:47 |
Menche |
water should turn to steam when it hits lava |
03:48 |
khonkhortisan |
You also shouldn't be able to use a waterfall to make falling while mining safe |
03:48 |
sokomine |
hm. it is difficult to find a larger place suitable for building in mt... |
03:48 |
khonkhortisan |
what do you mean by suitable for building? |
03:48 |
mauvebic |
level the area |
03:48 |
Dogzilla131 |
Who likes a random not well detail texture pack? Because im making it :D, its just for fun |
03:48 |
Menche |
you mean to pad the bottom of a mining shaft? but that's fun |
03:48 |
mauvebic |
i sunk entire islands to make a sea lol |
03:49 |
khonkhortisan |
I mean to flood the whole mining shaft so any suprise caves don't kill you |
03:49 |
Menche |
oh |
03:49 |
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ShadowNinja joined #minetest |
03:49 |
khonkhortisan |
If I had to breathe, I would mine more realistically |
03:50 |
Menche |
i don't really think you should be able generate a massive column of water just from one cubic yard |
03:50 |
mauvebic |
lol true |
03:50 |
mauvebic |
nor should one block of water source cover an entire mountain with flowing |
03:50 |
sokomine |
suitable = relatively even area |
03:50 |
mauvebic |
had to rename it to Lag Mountain |
03:50 |
Menche |
maybe make it so the source falls rather than flows when there's air under it |
03:51 |
OldCoder |
Hi |
03:51 |
khonkhortisan |
then you'd just put it right next to the shaft |
03:51 |
mauvebic |
water is physics though, and we have at least 2 ppl working on that |
03:51 |
OldCoder |
I am AFK but I wish to tune my worlds in the next week |
03:51 |
khonkhortisan |
yeah, there's some water height thing |
03:51 |
OldCoder |
Will people please try them again? Let me know if they are working |
03:51 |
OldCoder |
Back a little later |
03:53 |
mauvebic |
technically even a water source node should disapear if theres nothing to contain it/keep it from seeping into the ground |
03:53 |
Menche |
then the oceans would vanish |
03:53 |
mauvebic |
though in that case youd have to add an extra field to nodes, porous = true, |
03:54 |
mauvebic |
oceans are contained by the bottom and the islands that surround them |
03:54 |
Menche |
and an infinite amount of water can't seep into a finite amount of dirt |
03:54 |
mauvebic |
but placing a water node on a flat surface with no walls to contain it, shouldn't stay there terribly long |
03:54 |
Menche |
so to be realistic you would have to count how much has seeped into each node |
03:54 |
khonkhortisan |
I think water from a waterfall should spread infinitely out one node high until it turns into another waterfall or runs out of room |
03:55 |
khonkhortisan |
If water physics are made better, we can use the pipeworks water pump. |
03:56 |
Menche |
the water pump is kinda pointless |
03:56 |
Menche |
you could just dump a bucket where the pipe ends for the same effect |
03:56 |
khonkhortisan |
not if the water would go away otherwise |
03:57 |
mauvebic |
pipeworks lets you move water without putting ugly looking reservoirs and canals just about everywhere |
03:57 |
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Gambit joined #minetest |
03:57 |
mauvebic |
my pipeworks lets you move any liquidtype |
03:57 |
mauvebic |
and for the decorative aspect, they make for awesome factories and industrial thingies |
03:57 |
Menche |
but with the current liquids there's no real use in that area |
03:57 |
Kacey |
night (for a while) |
03:57 |
mauvebic |
theres no real use for liquids period |
03:57 |
khonkhortisan |
an autocrafting factory with multiple steps would be cool |
03:57 |
mauvebic |
i can count the number of mods on one hand that makes serious use of them |
03:58 |
NakedFury |
we need non infinite spreading water |
03:58 |
mauvebic |
you see thats what i dont get, how can pipeworks be useless yet people find crafting devices useful when you have givemes and creative lol |
03:58 |
mauvebic |
rubenwardy did finite water |
03:58 |
NakedFury |
after a few feet of spreading flowing water the source dissapears and reapear when flowing touches a pocket |
03:59 |
mauvebic |
though i havent tried replacing default water for a new map w/ finite water |
03:59 |
mauvebic |
not only is flowing fucked up and unrealistic lol but sink a large enough region, and the ocean doesn't fill the void either lol |
04:01 |
* VanessaE |
sighs. |
04:01 |
mauvebic |
still problems with the rightclick? |
04:01 |
VanessaE |
yes |
04:01 |
VanessaE |
because the API sucks. |
04:01 |
mauvebic |
poor you, im done trying to understand most of the changes in dev release lol |
04:01 |
khonkhortisan |
it does, I tried to make a rubik's cube with an older api |
04:01 |
mauvebic |
they dont make sense to me either |
04:02 |
mauvebic |
i dont even bother with bug reports from newer releases, cant fix what im not running lol |
04:03 |
mauvebic |
(for my stuff) |
04:04 |
mauvebic |
besides im having trouble spawning 11mb blueprints with 0.4 stable and performance is worse in the newer ones so that wont help me |
04:04 |
NakedFury |
spawning what? |
04:05 |
mauvebic |
large ships |
04:06 |
mauvebic |
http://www.zimg.eu/i/348094638 |
04:06 |
mauvebic |
keeps quitting around the warp engines |
04:07 |
Menche |
really bad lighting glitches too |
04:07 |
mauvebic |
god awful yeah |
04:07 |
mauvebic |
and i dont feel like doing fixlight on something that big |
04:07 |
mauvebic |
sometimes you get these weird darkspots, other times you get these intensely bright spots |
04:08 |
NakedFury |
did you convert the schematics from mc worldedit or something? |
04:08 |
mauvebic |
i converted the binvox to blueprint format |
04:09 |
mauvebic |
though i may come up with a revised blueprint format thats more compact so i can finish that ship i just showed you |
04:09 |
mauvebic |
no nodename, no param2, just the coords |
04:09 |
NakedFury |
nice |
04:09 |
mauvebic |
reckon that should reduce the blueprint to half the size :-) |
04:10 |
mauvebic |
where binvox converts are concerned, theres no param2 since there are no facedirs coming from a binvox file |
04:10 |
mauvebic |
nor does binvox know which node you intend to use so it can be named seperately in 1 variable instead x every pos |
04:11 |
mauvebic |
* every pos |
04:11 |
NakedFury |
so you can set what ever node you want? |
04:11 |
mauvebic |
exactly |
04:11 |
mauvebic |
from mesh -> binvox -> blueprint |
04:11 |
NakedFury |
it would be extreme lame to convert that just to have it be completely stone or dirt and not your invented steel plate armor for ships or something |
04:12 |
mauvebic |
ive only done ships but it should work for certain other meshes i downloaded (rome colleseum, sydney opera house) |
04:12 |
mauvebic |
well the goal is just to get the superstructure down |
04:12 |
mauvebic |
i assume the player wants to layout the interior and exteroir themselves |
04:12 |
mauvebic |
otherwise whats the point? lol |
04:12 |
NakedFury |
the only bitching thing will be creating the interior of those ships |
04:13 |
mauvebic |
started on one of the, |
04:13 |
mauvebic |
kelvin: http://www.zimg.eu/i/1787740673 |
04:13 |
mauvebic |
zoom in youll see me working on the bridge lol |
04:13 |
NakedFury |
how many floors on the disc area? |
04:14 |
NakedFury |
like 3? |
04:14 |
mauvebic |
well on a starship i think each deck is 2m clearance |
04:14 |
mauvebic |
and since i use upper slabs for ceiling/floors, you get an extra 0.5m clearance |
04:14 |
mauvebic |
makes the doors look less weird |
04:15 |
mauvebic |
though if the mesh has an internal layout, it will be reproduced too |
04:15 |
mauvebic |
if the mesh is solid on the inside, then you have to dig it out lol though i think binvox has a hollow flag |
04:16 |
NakedFury |
it would suck to dig all that too |
04:16 |
mauvebic |
lol seriously |
04:16 |
mauvebic |
http://www.zimg.eu/i/2541767498 |
04:16 |
VanessaE |
ok, I need help again. |
04:16 |
mauvebic |
on the right side of this map, youll see how big it is |
04:16 |
NakedFury |
too damn big |
04:17 |
mauvebic |
its real scale lol i looked it up |
04:17 |
mauvebic |
my "starbase" isnt nearly big enough |
04:17 |
NakedFury |
what is the thing surrounded by yellow lines? |
04:17 |
mauvebic |
the big round thing with two ships attached? |
04:17 |
VanessaE |
http://pastebin.ubuntu.com/1627549/ |
04:17 |
VanessaE |
in this code, note the print statement at line 8. What do I need to put here alongside the print statement to make the placed node actually appear normally? |
04:18 |
NakedFury |
yes |
04:18 |
mauvebic |
starbase lol |
04:18 |
mauvebic |
which has the start of a city on top |
04:18 |
mauvebic |
and a few parked ships inside |
04:19 |
mauvebic |
theres also an underground hover-highway that connects all the cities |
04:19 |
mauvebic |
(which explains the loaded map chunks with nothing visibly on them) |
04:21 |
NakedFury |
all that map needs is controllable space ships and its good to go |
04:21 |
NakedFury |
pewpewpew, Bandit One, target destroyed. |
04:22 |
mauvebic |
i tried that |
04:23 |
VanessaE |
anyone? :( |
04:23 |
mauvebic |
moving large numbers of nodes is impractical with the current performance levels |
04:23 |
* NekoGloop |
puts a kitten on VanessaE's head |
04:23 |
mauvebic |
you end up with half a ship here and there |
04:28 |
* VanessaE |
puts the kitten aside |
04:28 |
VanessaE |
not today. |
04:29 |
NekoGloop |
·Д· |
04:30 |
VanessaE |
FUCK. |
04:31 |
NekoGloop |
·Д· |
04:33 |
* sokomine |
takes the kitten |
04:34 |
NekoGloop |
·Д· |
04:37 |
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05:06 |
VanessaE |
can someone at least tell me how to derive pointed_thing if the callback doesn't support it? |
05:09 |
khonkhortisan |
didn't painting do that? |
05:10 |
VanessaE |
beats me. |
05:10 |
VanessaE |
all I want to do is call a node's defined on_place= callback from within on_rightclick |
05:10 |
VanessaE |
(of the same node) |
05:11 |
khonkhortisan |
with or without replacing it? |
05:11 |
VanessaE |
without. |
05:12 |
VanessaE |
http://pastebin.ubuntu.com/1627626/ |
05:12 |
VanessaE |
here's where I stand right now. |
05:12 |
VanessaE |
what is needed at line 23? |
05:13 |
VanessaE |
if I do nothing there, an attempt to place a node against the side of the fence just briefly flashes the placed node (except if it's another fencepost, or a sign) |
05:13 |
VanessaE |
if I use place_node(), it replaces the fencepost that was right clicked on. |
05:14 |
VanessaE |
if I place the node in the space next to the fence, that works fine. |
05:14 |
khonkhortisan |
Why is that bad for it te be replaced? Does it change param2? |
05:14 |
VanessaE |
because "the node" might be a wielded block of dirt or cobble or so. |
05:15 |
VanessaE |
normally if you do that, say with a wooden fence, the game just places the dirt, cobble, whatever next to the fence. |
05:15 |
VanessaE |
I want to duplicate the same functionality here since on_rightclick is fucking stupidly coded. |
05:15 |
khonkhortisan |
oh |
05:17 |
khonkhortisan |
If you had no on_rightclick, it would place as normal? |
05:17 |
VanessaE |
yep. |
05:17 |
khonkhortisan |
There _should_ be a simple solution, but I think there isn't. |
05:18 |
khonkhortisan |
You could change your node to one that doesn't have on_rightclick, fake a rightclick on it, then turn your node back |
05:19 |
* khonkhortisan |
has no clue how to accomplish that goal |
05:33 |
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05:47 |
MiJyn |
bye all |
05:48 |
MiJyn |
right, I know, who cares, but... heck xD |
05:48 |
VanessaE |
night |
05:48 |
NekoGloop |
baiiiiiiii |
05:49 |
MiJyn |
XD |
06:02 |
VanessaE |
bbl. bedtime for me...if I'm lucky. |
06:02 |
VanessaE |
night all |
06:22 |
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09:54 |
KikaRz |
Hi |
09:57 |
OldCoder |
Hi |
09:57 |
* OldCoder |
is resting |
09:58 |
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10:01 |
KikaRz |
OldCoder! |
10:01 |
KikaRz |
It been a long time! |
10:01 |
KikaRz |
Where you've been? |
10:02 |
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10:02 |
PilzAdam |
Hello everyone! |
10:08 |
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10:11 |
jin_xi |
Hi PilzAdam |
10:12 |
PilzAdam |
VanessaE, spammer: http://forum.minetest.net/profile.php?id=4261 |
10:24 |
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10:24 |
celeron55 |
http://paste.dy.fi/wHI |
10:24 |
celeron55 |
e-mail of the year |
10:24 |
PilzAdam |
lol? |
10:25 |
celeron55 |
i'll just ask: what's the fucking point? :D |
10:25 |
celeron55 |
i'll assume it is to get pastebinned on this channel |
10:26 |
PilzAdam |
just answer: $ bin/minetest |
10:30 |
KikaRz |
celeron55, ... that is stupidly cool. |
10:30 |
KikaRz |
:p |
10:40 |
iqualfragile |
hi |
10:41 |
iqualfragile |
hi |
10:41 |
iqualfragile |
wtf brain |
10:41 |
celeron55 |
the matrix. |
11:00 |
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11:16 |
rubenwardy |
spam http://forum.minetest.net/viewtopic.php?pid=69225#p69225 |
11:18 |
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rubenwardy |
... |
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14:37 |
Kacey |
morning all |
14:46 |
Kacey |
still looking for a nyan cat |
14:47 |
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15:01 |
Kacey |
br |
15:02 |
Kacey |
brb |
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15:12 |
Kacey |
how do i log in root? |
15:12 |
VanessaE |
sudo -i |
15:13 |
Kacey |
in hte whole computer though |
15:13 |
VanessaE |
you don't. |
15:14 |
Kacey |
hm? why not. every other distro has it |
15:14 |
VanessaE |
what distro are you using? |
15:14 |
Kacey |
xubuntu 12.04 |
15:14 |
VanessaE |
and logging in as root "in the whole computer" makes no sense honestly. |
15:15 |
Kacey |
as a user or whatever |
15:15 |
VanessaE |
do you mean starting X as root? |
15:15 |
Kacey |
yes |
15:15 |
PilzAdam |
thats very insecure |
15:15 |
Kacey |
i have some stuff to change |
15:15 |
VanessaE |
PilzAdam: see #476. your idea doesn't work. |
15:15 |
VanessaE |
Kacey: then change them from a root terminal |
15:16 |
Kacey |
idk how |
15:16 |
PilzAdam |
VanessaE, I tested it too, it seems to be a bug |
15:16 |
VanessaE |
Kacey: if you don't know how, you should not be messing about in root, let alone a whole X session as such. |
15:16 |
VanessaE |
PilzAdam: see? I told you it was busted ;) |
15:16 |
Kacey |
alright |
15:16 |
VanessaE |
Kacey: what do you need to change? |
15:16 |
Kacey |
i guess i will fix them the hard way |
15:17 |
PilzAdam |
VanessaE, but you tend to shout "Bug!" when something doesnt work for you :-) |
15:17 |
Kacey |
my icons and graphics are basically prancing around on startup |
15:17 |
VanessaE |
PilzAdam: true. nevertheless I'm right in this case. now someone just has to fix it :D |
15:17 |
VanessaE |
Kacey: that doesn't make any sense |
15:17 |
VanessaE |
and you shouldn't need root to fix your desktop session |
15:18 |
VanessaE |
all of that stuff is traditionally handled as a normal user. |
15:20 |
VanessaE |
Kacey: car analogy: you usually don't need to open the engine compartment to fix a broken gauge on your dash panel. |
15:20 |
VanessaE |
:) |
15:20 |
Kacey |
you actuall kinda do if you need to take it out |
15:21 |
VanessaE |
not in any car I've ever owned. the dash panel is usually removable from inside the passenger compartment. |
15:21 |
VanessaE |
no matter, you get the point. |
15:22 |
MiJyn |
morning :) |
15:22 |
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15:22 |
VanessaE |
morning mijyn |
15:23 |
MiJyn |
how is everyone? |
15:23 |
VanessaE |
meh. |
15:23 |
VanessaE |
Kacey: at any rate, you still didn't explain what you mean by your desktop graphics "prancing" around. What exactly happens? Can you describe the order of events? |
15:23 |
Kacey |
icons are back where they need to be |
15:23 |
VanessaE |
ok |
15:24 |
Kacey |
they move |
15:24 |
VanessaE |
see? you did it without going too a root session :-) |
15:24 |
Kacey |
i moved them back |
15:24 |
Kacey |
i was going to fix the problem as root |
15:24 |
VanessaE |
it almost sounds like your desktop is being resized during startup? |
15:24 |
Kacey |
no |
15:25 |
Kacey |
it stays the same but the icons go nuts |
15:30 |
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15:46 |
pskosinski |
The answer is… remove Unity! |
15:46 |
VanessaE |
he runs Xubuntu. Unity doesn't come standard there. |
15:46 |
VanessaE |
(XFCE) |
15:47 |
VanessaE |
PilzAdam: can you or someone fix that itemstack/right-click bug real quick? It's holding up a new release of Homedecor. |
15:47 |
VanessaE |
<PilzAdam> No. Busy playing xbox. |
15:47 |
VanessaE |
;) |
15:52 |
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15:59 |
jin_xi |
http://i.imgur.com/XOr9mCb.png still trying to get this working... |
16:00 |
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16:05 |
VanessaE |
jin_xi: what IS it? |
16:05 |
NakedFury |
vectors |
16:06 |
NakedFury |
CAD like stuff if im not mistaken |
16:07 |
jin_xi |
its the treegen system, used with axioms only. no replacement rules, no replacements |
16:07 |
jin_xi |
axioms generated by short 'programs' |
16:08 |
VanessaE |
hell and here I thought the first exploitation of the treegen code would be for complex structures e.g. buildings. |
16:13 |
Kacey |
looks like a roller coaster... |
16:14 |
Kacey |
http://i.imgur.com/XOr9mCb.png |
16:16 |
jin_xi |
well, should not be a problem. i made cubes earlier |
16:17 |
hmmmm |
haha nice spiral |
16:18 |
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16:18 |
hmmmm |
that is really awesome looking to be honest |
16:21 |
jin_xi |
its the treegen. if you use only the axiom part of it its perfectly suited for turtle graphics. thats all it is |
16:22 |
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16:22 |
jin_xi |
i'm trying to make a minimal forth like thing ontop of lua with treegen commands as primitives |
16:24 |
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16:54 |
PilzAdam |
<VanessaE> <PilzAdam> No. Busy playing xbox. <- <VanessaE> I like wrong quotes :-) |
16:54 |
VanessaE |
that wasn't a quote |
16:54 |
VanessaE |
that's a prediction ;-) |
16:54 |
mauvebic |
i could use a few winning lottery numbers ;-) |
16:54 |
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16:54 |
PilzAdam |
and I wanst playing Xbox |
16:54 |
PilzAdam |
*wasnt |
16:55 |
VanessaE |
*prediction*. it was a joke, jeez :-) |
16:55 |
VanessaE |
mauvebic: you and me both :-/ |
16:56 |
Kacey |
i win :P |
16:56 |
Calinou |
http://forum.minetest.net/viewtopic.php?pid=69180#p69180 lul |
16:56 |
Calinou |
trollblock? /me already has troll pixel art: http://dl.dropbox.com/u/82342922/Images/screenshot_53517.jpg |
16:57 |
VanessaE |
Calinou: Or, he could just port minetest trollpack from the old version |
16:58 |
Kacey |
i made the weegee block |
16:58 |
VanessaE |
what's a weegee? |
16:58 |
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16:58 |
mauvebic |
what vagrants use to wash car windows |
16:58 |
VanessaE |
hah |
16:59 |
mauvebic |
no wait, thats squeege |
16:59 |
Kacey |
http://www.google.com/imgres?hl=en&safe=off&tbo=d&biw=1024&bih=513&tbm=isch&tbnid=Ky4sFsTTOhv48M:&imgrefurl=http://magic-monkey761.deviantart.com/art/Weegee-HD-332088382&docid=tvPnahkGuVjwxM&imgurl=http://www.deviantart.com/download/332088382/weegee_hd_by_magic_monkey761-d5hpt1a.png&w=998&h=2517&ei=UYAWUZfvL8KFywGi24DQBQ&zoom=1&ved=1t:3588,r:19,s:0,i:208&iact=rc&dur=1200&sig=115272429124658899225&page=2&tbnh=200&tbnw=79&start=9&ndsp=14 |
16:59 |
Kacey |
&tx=44&ty=87 |
16:59 |
mauvebic |
*sqwegee? who knows lol |
16:59 |
Kacey |
wtf |
16:59 |
Kacey |
http://fc00.deviantart.net/fs70/f/2012/286/4/8/weegee_hd_by_magic_monkey761-d5hpt1a.png |
16:59 |
Kacey |
there |
17:00 |
VanessaE |
Kacey: next time just say "it's Luigi" plus a few words to describe it rather than link to a picture that doesn't explain anything. |
17:00 |
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17:00 |
mauvebic |
you might try url shorteners too, that hurt my eyes :p |
17:00 |
Kacey |
it isnt luigi |
17:00 |
Kacey |
idk what that was lol |
17:01 |
VanessaE |
Kacey: that image is Luigi from the Mario Bros. franchise. |
17:01 |
mauvebic |
well technically posting random shit is spam :P |
17:01 |
Kacey |
no weegee is a different character than luigi |
17:02 |
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17:02 |
mauvebic |
more horsemeat in the UK lol damn |
17:02 |
mauvebic |
multitasking: watching france24 on one comp, bbc world on the other, two languages lol |
17:03 |
PilzAdam |
VanessaE, now Im going to play Xbox :-) |
17:03 |
VanessaE |
Nnoooooooooo |
17:03 |
VanessaE |
fix the bug first!!!one1 |
17:03 |
VanessaE |
:-) |
17:04 |
mauvebic |
cant one just un-pull whatever introduced the bug? |
17:04 |
mauvebic |
linus said it best, you dont break userland lol |
17:05 |
VanessaE |
mauvebic: ironically, if he reverts the pull that broke it, that in turn would break the feature I'm using in the first place :-) |
17:06 |
mauvebic |
thats the catch with using fresh-out-of-the-gate features tho :/ |
17:06 |
VanessaE |
mauvebic: on_rightclick has been around for almost a month. |
17:06 |
VanessaE |
hardly "fresh-out-of-the-gate" |
17:07 |
mauvebic |
ive been doing w/o on 0.4s |
17:07 |
mauvebic |
i tend to avoid anything thats not ready for primetime lest im prepared to rewrite a few times lol |
17:09 |
mauvebic |
vanessae youre a fan of aybs? right? youll love my new avatar lol |
17:09 |
VanessaE |
aybs? |
17:09 |
mauvebic |
are you being served, if it was you it was someone else here :/ |
17:10 |
mauvebic |
*wasnt, was |
17:10 |
VanessaE |
oh yes |
17:10 |
VanessaE |
though I haven't seen in in a long while |
17:11 |
mauvebic |
YTV dropped it ten years ago, which is when i had to sign up to one of those awful private british trackers |
17:11 |
mauvebic |
which is rather like mosley reincarnated lol |
17:11 |
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17:12 |
mauvebic |
strangely still relevent today though, pretty much the same economic issues lol |
17:12 |
mauvebic |
except now its most of the west turning to a banana republic lol |
17:14 |
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17:57 |
vytautas |
What this means: 19:55:51: ERROR[main]: Subgame [] could not be found. ? |
17:57 |
Kacey |
idk |
17:59 |
Kacey |
how do i do a rollback check? |
17:59 |
Calinou |
/rollbackcheck <time> <radius> |
18:00 |
Calinou |
see /help all |
18:06 |
thexyz |
vytautas: you should specify game when starting minetestserver and default game is not present |
18:11 |
vytautas |
aaa, it means I wiped my old server world then, it was not in ~/.minetest/ ? |
18:14 |
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18:40 |
Kacey |
clearing out a lava pool |
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19:46 |
sokomine |
forum seems to be down? |
19:47 |
PilzAdam |
nope |
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20:45 |
Deivan |
I have many problems here after add mods... Now I read this message in terminal: singleplayer digs air. :-o |
20:46 |
khonkhortisan |
Just place it again, that happens sometimes. |
20:46 |
sokomine |
don't worry :-) in previous versions, you could "accidently" dig air. you then got an unknown item in your inventory with the name "air - you hacker!". it's mostly fun |
20:46 |
Deivan |
:-o |
20:47 |
Deivan |
Another question. How I identify who is trapping the game to remove? |
20:48 |
ruskie |
? |
20:48 |
ruskie |
trapping? |
20:48 |
Deivan |
Well... Now I have all mobs stopped |
20:48 |
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20:48 |
Deivan |
If I put something in the map this don't leave my invetory. |
20:48 |
Deivan |
Crafting don't is working. |
20:49 |
PilzAdam |
the server is lagging |
20:49 |
Deivan |
And to quit the game I need kill the process. |
20:49 |
Deivan |
Is a local game. |
20:49 |
PilzAdam |
yea, local game starts a local instance of a server |
20:50 |
sokomine |
devian: wait a few minutes. the generation of the map might cause the lag. it may recover after some time |
20:50 |
sokomine |
which mods do you have installed? what hardware do you use? |
20:51 |
Deivan |
All crashed now... Message in the terminal: server.cpp:154: virtual void* ServerThread::Thread(): Assertion '0' failed |
20:51 |
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20:51 |
* VanessaE |
is back |
20:51 |
Deivan |
This happen after I see a flower... I think in problem with flowers... :-o |
20:52 |
Deivan |
I have many mods now. |
20:52 |
sokomine |
newest version of plantlib? that one usually behaves quite nice... |
20:52 |
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20:52 |
Deivan |
Moment, I make a list... |
20:52 |
Deivan |
The content of mods: |
20:52 |
khonkhortisan |
assertion zero is when it crashes because it's doing something the programmer knew it shouldn't |
20:53 |
sokomine |
older versions may cause trouble. also i'd recommend using the newest version from git. that works best for me. new worlds with older versions sometimes have the same problem you reported. usually giving them time helps. also some mods may cause problems |
20:53 |
VanessaE |
haha it figures I would return from the store and someone would bring up plants_lib/plantlife |
20:53 |
Deivan |
Older version of game? |
20:53 |
sapier |
this special exception is that server thread has ended |
20:53 |
sokomine |
hi vanessa :-) |
20:53 |
Deivan |
Here I have the git version compiled. |
20:54 |
sapier |
which shouldn't happen at all ;-) |
20:54 |
sokomine |
yes, but still it happens sometimes :-) |
20:54 |
VanessaE |
Deivan: please pastebin the entirety of the error output from your debug.txt |
20:54 |
Deivan |
Moment... |
20:54 |
VanessaE |
everything near that "server.cpp:154: virtual void [...]" line that says "ERROR" or looks like it might be. |
20:54 |
VanessaE |
hi :-) |
20:55 |
sapier |
btw there are lots of checks missing in minetest_game ... those lua functions in there are horrible to debug |
20:55 |
sokomine |
i had it as well with new worlds. they sometimes need a lot of time to...recover from the schock of beeing created and having a player running around :-) might take several minutes until things get to normal. best is not to start exploring too soon but rather stay there and maybe dig a bit with a slooow wooden or stone axe |
20:55 |
sokomine |
or build a house |
20:56 |
Deivan |
pastebin.com/aHR7B2tj |
20:56 |
sapier |
new worlds do lots of mapgen at once this if you run around you'll increase load thus increase chance of triggering a timing bug |
20:56 |
Deivan |
It is all from the moment from the "halt" to the moment of the crash. |
20:57 |
sokomine |
yes. especially if you have lots of mods running that change the world |
20:57 |
VanessaE |
Deivan: I need the stuff *above* that first line |
20:57 |
sapier |
bad_alloc |
20:57 |
Deivan |
42 mods |
20:57 |
VanessaE |
however, this looks like a simple out-of-memory issue |
20:57 |
sapier |
this is collision handler bug celeron refuses to fix |
20:58 |
Deivan |
Is a game message, I have many of this, but the halt happen many time before. |
20:58 |
sokomine |
depends what those 42 mods do... |
20:58 |
Deivan |
:-/ |
20:58 |
VanessaE |
Deivan: please re-check debug.txt, there should be lines also saying "Error from Lua" or something like this |
20:58 |
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20:58 |
sapier |
if there's only one mod using acceleration in 3 directions this bug is most likely to happen every now and then |
20:58 |
Deivan |
Ok. |
20:59 |
VanessaE |
there will be two of them that look like they separate the Lua errors from the rest of the debug.txt |
20:59 |
VanessaE |
I need everything between those two lines |
20:59 |
Deivan |
Wow... This file (debug.txt) have 66MB. :-o |
21:00 |
VanessaE |
yeah, it can get pretty big |
21:00 |
sapier |
https://github.com/celeron55/minetest/pull/431 deivan add this pull request you most likely won't get this error anymore |
21:00 |
VanessaE |
the error text you seek should be somewhere within the last 50 or so lines of the debug.txt |
21:00 |
Deivan |
Ok, seeking... |
21:00 |
VanessaE |
(sometimes it'll go way beyond that, but not usually) |
21:01 |
sokomine |
i had to give up on a world with the swamps mod (based on habitat) because that went eventually almost unrecoverable. which is a pity because the swamps are very nice. plantlife, even moretrees to a degree, and animals (without the aggressive ones! they're terrible for my hardware as well), moreores...all that usually runs more or less fine. mods that don't do much at mapgen are also unproblematic |
21:01 |
sokomine |
just for the record: my hardware as such is...not bad, but almost 5 years old with onboard grapics card |
21:02 |
sapier |
sokomine just add this commit it'll stop collision handling to run havoc ;-) |
21:02 |
|
jimmythoms was kicked by marktraceur: jimmythoms |
21:02 |
VanessaE |
sokomine: so no issues at all from moretrees+plantlife? sounds good to me :-) |
21:02 |
VanessaE |
marktraceur: why? |
21:02 |
sokomine |
yes...maybe i ought to do that |
21:02 |
marktraceur |
(jimmythoms === landmine) |
21:02 |
marktraceur |
He was PMing me |
21:02 |
VanessaE |
'nuff said. |
21:02 |
sokomine |
right now a misbehaving firefox is annoying me much more |
21:03 |
VanessaE |
sokomine: firefox is just annoying no matter what ;-) |
21:03 |
sokomine |
vanessae: just that the huge trees are too huge to chop down when i want wood :-) thus i tried to get sapiers trader to sell it. that works to some degree...but now all traders sell wood |
21:03 |
sapier |
better than chrome transfering all your requests to google ... even those not directed to www.google.com |
21:03 |
VanessaE |
heh |
21:04 |
sokomine |
yes. but over 50% cpu usage when idle is definitely not ok. it's not even as if there would be active content... |
21:04 |
VanessaE |
sapier: traders should sell moretrees wood/trunks/leaves as well ;) |
21:04 |
VanessaE |
afaic, moretrees should be part of minetest_game :D |
21:04 |
Deivan |
Ok, I get the last 1000 lines, paste link: http://pastebin.com/88BiV08k |
21:04 |
VanessaE |
Deivan: ooof! 1000 lines o.O |
21:04 |
* VanessaE |
looks |
21:05 |
Deivan |
I don't see nothing util in the 50 last... |
21:05 |
sapier |
vanessa trader only sells default or mobf items atm :-) ... would you like to have an api to add goods? |
21:05 |
VanessaE |
yeah all the rest of this looks pretty routine |
21:05 |
VanessaE |
sapier: I was kidding :-) |
21:05 |
sokomine |
the trunks might be enough. those already fill up the trader's inv :-) maybe we could have one trader that sells all kind of thrunks, one that sells saplings, and seperate traders that settle beneath those huge trees and seel the wood from their tree (without changing any trees - just pretending it's one of those trees) for a better trade ratio than the general trader |
21:05 |
sapier |
:-) I know but I was thinking about that api for some time ;-) |
21:06 |
sokomine |
john_minetest: oh yes :-) i love lynx |
21:06 |
VanessaE |
Deivan: how many mods did you say you were using? |
21:06 |
sapier |
different sorts of trader maybe? |
21:06 |
VanessaE |
how much RAM does your box have, and how much was MT trying to use at the time? Are you using a high-resolution texture pack at all? |
21:06 |
sokomine |
vanessa: be glad that you won't get the full log. they fill up quite a lot of space ,-) |
21:06 |
VanessaE |
sapier: I don't think this is the collision bug you mentioned. |
21:06 |
Deivan |
40~50 |
21:06 |
Deivan |
Mods, I think... |
21:07 |
Deivan |
Well, have the original to, I don't know... |
21:07 |
Deivan |
I have many memory. |
21:07 |
Deivan |
4 GB. |
21:07 |
sokomine |
sapier: yes, an api would be a very good idea. you could provide one that takes goods, name of the trader (or names), description (e.g. wood trader), maybe textre - and the house in worldedit format |
21:07 |
VanessaE |
4GB should be more than sufficient for the most heavily-loaded of MT servers/clients |
21:08 |
sapier |
worldedit format? ... |
21:08 |
sokomine |
then we could do a general mod or include the specific traders in other mods so that they appear when everything necessary (their mod + mobf) is there |
21:08 |
Menche |
once my server filled my 4GB of memory and 4GB of swap during a clearobjects |
21:08 |
VanessaE |
sapier: the .we/.wem files saved by a //save or //metasave command in the World Edit mod. |
21:08 |
VanessaE |
Menche: this happens to me, too - even on small maps |
21:08 |
VanessaE |
/clearobjects is about useless now |
21:08 |
Menche |
the map was about 300M |
21:08 |
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21:09 |
sapier |
request denied ... I won't add any feature depending on file system access by lua mod |
21:09 |
sapier |
this is plain evil |
21:09 |
VanessaE |
marktraceur: he messaged me as well just now. told me to go back to the kitchen. |
21:09 |
rarkenin |
Hi! How many bytes is v3f1000? Is it 3 32-bit ints representing thousandths of a node? |
21:09 |
sapier |
mod's never should have direct access to host filesystem |
21:10 |
sokomine |
sapier: ah, and something about spawning...an apple-tree-trader ought to appear close to an apple tree and not e.g. close to a pine tree |
21:10 |
VanessaE |
sapier: I don't think that is the case - I expect WorldEdit just does a regular file open/save. THere's nothing wrong with that at least. |
21:10 |
marktraceur |
VanessaE: Yeah I got that message, I hope you'll understand why I didn't tell you |
21:10 |
sapier |
it is ... currently mods can access any file on host |
21:11 |
VanessaE |
Deivan: what was the exact last action you did or saw when the game crashed? |
21:11 |
sapier |
In my opinion this is a big bug ... but I know I'm the only one with this opinion |
21:11 |
VanessaE |
marktraceur: I take it his commentary to you was more...colorful? |
21:11 |
sokomine |
john_minetest: you don't know by any chance of a good working forum2nntp method? i'd love to read all those dau-friendly-inconveniently-grapical forums with tin |
21:11 |
Deivan |
VanessaE, the problem start many time before my last action, I know when start. |
21:11 |
marktraceur |
VanessaE: He tries, but he fails. |
21:11 |
Deivan |
All mobs stop when the problem start. |
21:12 |
sapier |
this sounds like collision handling bug vanessae |
21:12 |
Deivan |
After this I play 15 minutes before the crash |
21:12 |
marktraceur |
VanessaE: Calling me gay, calling me weak. All thinly masking his insecurities. |
21:12 |
sapier |
15 minutes? sounds extremely like the bug |
21:12 |
VanessaE |
sapier: it might very well be then, it's just that the error messages seem to betray that idea. |
21:12 |
marktraceur |
VanessaE: Now he's cowering in some corner of the channel, pretending to be courageous and clever, but he knows he won't show his face in here for a while. |
21:12 |
VanessaE |
marktraceur: typical. |
21:13 |
Deivan |
Well, I never see the crash before. I kill the client and restart the game when this happen. |
21:13 |
sokomine |
sapier: right now there is no way to prevent mods from accessing the file system. some have to to do their work. maybe what i requested might eventually be integrated? that mods can save their data (in tables) with an api? still, some things *need* to write data because that's exactly what those mods where written for. worldedit and its export format is there to exchange buildings between servers. it has to be stored somewhere |
21:13 |
sapier |
no not quite ... if there's another thread running in parallel and this thread does memory allocations too chances this thread will first crash on out of memory aren't that bad |
21:13 |
VanessaE |
Deivan: well the only real solution for now is to not use the MOBF mod or any other mod that adds lots of entities (such as my or sfan5's particles, any of the other MOB mods, etc) |
21:14 |
VanessaE |
sapier: good point |
21:14 |
Deivan |
mob is creating a lot of monters ho fall of from the clifs in the water... |
21:14 |
Deivan |
Making many itens. |
21:14 |
Deivan |
All the time. |
21:14 |
sapier |
sokomine there is a way to stop mods from accessing file system: https://github.com/celeron55/minetest/pull/435 |
21:14 |
VanessaE |
Deivan: remove that mod for now (sorry sapier :( ) |
21:14 |
Deivan |
Wow... |
21:15 |
sokomine |
sapier: no. it is something that concerns me as well. someone with a bad intention could cause harvoc. unless we check all new mods and keep an eye on them. which is only possible on simple mods |
21:15 |
Deivan |
I love this killing machines. :-o |
21:15 |
FreeFull |
sokomine: Possibly restrict the write access of any mod to a certain directory |
21:15 |
FreeFull |
So it can only read and write from there |
21:15 |
sapier |
no problem vanessae unless the collision bug is fixed mobf will make problems on overloaded servers ... this isn't your but celerons fault |
21:16 |
VanessaE |
sapier: I know but I feel bad having to tell him not to use your mod :( |
21:16 |
sapier |
sokomine so you don't look shootguns in a drawer because someone could break up the lock and get to them? |
21:16 |
Deivan |
At last I have many undeads here. :D |
21:16 |
sapier |
don't lock ;-) |
21:17 |
Deivan |
Ok, I try it now... mobs removed. AFK |
21:17 |
rarkenin |
I don't think I've seen an f3v1000 type in C++ except for Minetest and a few odd scam sites. Can someone please tell me, is it 3 32-bit ints, each representing thousands? |
21:17 |
sokomine |
devian: do you have the aggressive mobs enabled? try removing those (especially the vombies, but also dm, big red, creeper...). the farm-animals plus the wolf are usually much less complicated |
21:18 |
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21:18 |
sapier |
sokomine only because farm animals are much more rare |
21:18 |
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21:18 |
sapier |
collision bug can be triggert by a single entity in worst case |
21:18 |
Deivan |
Well, I have many of this sand guys running from a side to another, now I see if I have new crashes... |
21:18 |
Deivan |
Thanks. |
21:18 |
Deivan |
Cya. |
21:18 |
Deivan |
AFK |
21:19 |
VanessaE |
sapier: imho another thing that needs fixed is the limit on the number of entities present in a region. my fork of sfan5's particles mod (where I made them look more like those in minecraft) spams the console with warnings that there are too many entities and they shall be deleted. |
21:19 |
VanessaE |
(whenever there are more than about 10 torches in a mapblock) |
21:19 |
VanessaE |
this needs to increase by at least an order of magnitude. |
21:20 |
VanessaE |
(or client-side modding needs to be made possible) |
21:20 |
sokomine |
that title sounds promising, john_minetest |
21:20 |
sapier |
true ... btw I've disabled particles (vombie burn animation) because of this reason ;-P |
21:21 |
sapier |
who is responsible for worldedit? |
21:21 |
VanessaE |
sfan5 |
21:21 |
sokomine |
sapier: the farm animals are also much more fun to watch. they don't try to kill you (apart from the wolf). a gliding gull in the sky is a nice sight (ok, they're not all farm animals...) |
21:21 |
sapier |
:-) wait till archer and guard mobs are completed in 2.1 |
21:22 |
sokomine |
vanessa: i really like your homedecor mod. the particles are...diffrent. those in the newer client version are ok. those from the torches where quite annoying |
21:22 |
VanessaE |
heh |
21:23 |
sokomine |
which doesn't mean that there is no need to incease it. but please not for smoke :-) rather for more animals or other useful things |
21:23 |
sokomine |
my poor machine has to handle them! and all those updates have to go through the network..... |
21:23 |
sapier |
is someone interested in testing ingame mob path editor? |
21:23 |
sokomine |
have mercy with my (already at its limits) grapics card :-) |
21:23 |
sokomine |
what does it do? |
21:27 |
sapier |
path edit? you can create and manage user defined paths |
21:28 |
sapier |
currently there isn't a mob following it ... but you can already create and save those paths |
21:29 |
VanessaE |
so you could make a dog/wolf walk in circles around your house or something |
21:29 |
sapier |
yes that's exactly what this is a preparation for |
21:30 |
* VanessaE |
spams sokomine's gfx card with billions of draw events ;D |
21:30 |
sapier |
and this is preparation to add pathfinding api to core as this isn't a task to be done in lua |
21:30 |
sokomine |
sounds good |
21:31 |
sapier |
VanessaE you can make the all new guards walk in cycles too |
21:31 |
sapier |
I've posted some screenshots of archer and guard here some time ago not quite sure if you've seen them |
21:31 |
VanessaE |
I saw them |
21:31 |
VanessaE |
not bad-looking. |
21:32 |
sokomine |
maybe we can once have willages (mauvebics approach sounds very intresting). inhabitants could then walk around in those villages. maybe we could define a material for the paths that occour in one city and let npc walk on that material |
21:32 |
VanessaE |
sokomine: +1 |
21:35 |
sapier |
mobs already have support to walk on some surfaces only |
21:35 |
sapier |
sheep for example stay on grass |
21:35 |
pandoro |
sapier:i'm interested in testing ingame mob path editor, how to? |
21:35 |
sapier |
you need to get latest mobf development version |
21:36 |
pandoro |
hi all |
21:36 |
sapier |
https://github.com/sapier/animals_modpack/tree/mobf_2_1_dev |
21:36 |
sapier |
give yourself a mobf:path_marker |
21:37 |
sapier |
open the management gui by /mobf_manage_paths |
21:37 |
sokomine |
yes. that staying on grass could be modified so that inhabitants would stay on e.g. cobble, gravel and stonesquare and not get lost between houses |
21:37 |
VanessaE |
sokomine: don't forget streets:asphalt and related :-) |
21:37 |
sapier |
sokomine where they stay is defined by environment you specify for a mob |
21:37 |
sokomine |
might still be difficult to construct those paths automaticly. maybe best to let the player handle that |
21:37 |
VanessaE |
and technic:*concrete |
21:37 |
sapier |
so you don't need to modify anything but just choose correct environment ;-) |
21:38 |
sokomine |
it gets a bit more difficult with indoor rooms. those can have all kind of floors. is there a way to decide if they're indoor or outdoor? |
21:38 |
sapier |
ok if you need a special environment you may have to define it and register it to mobf |
21:38 |
sokomine |
:-) that's helpful |
21:38 |
sapier |
I don't se any way to distinguish in form outdoor space |
21:38 |
sapier |
its all "air" |
21:39 |
sokomine |
the environment may even vary on what the town uses for paths. could be made configurable (if there ever is a town) |
21:39 |
sokomine |
how about that "recives light when day"? or does that apply to whole chunks only? |
21:39 |
sapier |
currently an environment is linked permanently to a mob |
21:39 |
sokomine |
grass somehow seems to do it? |
21:40 |
sapier |
true ... don't know how this is done for grass |
21:40 |
sokomine |
hm, changes to the roads would not happen that often. if necessary, all inhabitants could be replaced |
21:40 |
VanessaE |
sapier: check upwards from the mob's position. If nothing is found within say 20 nodes, it's probably outdoors. |
21:40 |
sokomine |
that seems too expensive |
21:40 |
sapier |
you could modify the environment too it's updated on each startup |
21:40 |
VanessaE |
(side effect: such mobs wouldn't be able to approach most trees) |
21:41 |
sapier |
or below a tree |
21:41 |
VanessaE |
(or cross under bridges) |
21:41 |
sokomine |
hm. and we need a way to protect the houses of npc. right now you could visit a trader, tear down his house while he's watching, and trade some of the material for mese :-( |
21:41 |
sapier |
exactly and doing checks of 20 nodes upwards everytime isn't quite resource friendly |
21:41 |
VanessaE |
sapier: no, you're right on that |
21:42 |
VanessaE |
just a thought |
21:42 |
sokomine |
no, i was more thinking of outdoors = stay on allowed ground. indoors = don't care (there might be carpets and such) |
21:42 |
pandoro |
if you define "home" as at least one cube with 6 edges, if you are inside the cube you're home |
21:42 |
sapier |
those surfaces are already a problem for mobf ... I don't quite know how to fix it |
21:43 |
sokomine |
that might work as well. still the npc might want to visit others in their respective homes |
21:43 |
sokomine |
why are they a problem? in which way? |
21:43 |
sapier |
flowers currently are worst problem as mobs can walk through them but will find themselfs outside of their specified environment "air" |
21:43 |
VanessaE |
haha |
21:44 |
sokomine |
ah, yes. they may like flowers. good place to hide :-) |
21:44 |
sokomine |
(or to eat) |
21:44 |
VanessaE |
well flowers are easy to avoid. group:flower=1 |
21:44 |
sokomine |
would be strange if they where to avoid them! flowers ought to attract plant-eating animals |
21:44 |
sapier |
hmm adding group support to environment checks ... good idea |
21:45 |
sapier |
vanessaE do you have underwater flowers too? |
21:45 |
VanessaE |
sapier: no, but there are a couple that spawn on top of shallow water |
21:45 |
sokomine |
no, but there was someone who wanted to create coral riffs |
21:45 |
VanessaE |
underwater flowers would be trivial to add |
21:45 |
VanessaE |
RealBadAngel mentioned coral reefs |
21:45 |
sokomine |
trivial? how would they work? |
21:45 |
sapier |
no problem fish normaly don't swim on top of water :-) |
21:45 |
sokomine |
oh yes, yours do :) |
21:46 |
VanessaE |
sokomine: spawn node: sand; neighbor = water. elevation -999 to -1. |
21:46 |
sapier |
plz add underwater flowers to their own group |
21:46 |
VanessaE |
simple. |
21:46 |
sokomine |
they sometimes try to travel to the moon :) (in newly generated worlds when there's not enough time to stop them) |
21:46 |
VanessaE |
if I add underwater plants of some kind, I'll be sure to give them their own group, yes. |
21:47 |
sapier |
yes I can't stop fish from flying away if I don't get a chance to do it :-) ... e.g. on_step handler needs to be called :) |
21:47 |
sokomine |
vanessa: the trouble with the corals was iirc the drawtype. it is difficult to actually have them as part of the water and not in a small air bubble |
21:47 |
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21:48 |
sokomine |
the fish seem to like it :) (when there's enough cpu cycles they behave well) |
21:48 |
pandoro |
sapier:i try:"/mobf_manage_paths". appears a formspec with: |
21:48 |
sokomine |
i havn't really tested the new sea mod. it's on my list of intresting mods. maybe that has plantlife as well |
21:49 |
pandoro |
pathname____________owner |
21:49 |
pandoro |
points__________________ |
21:49 |
pandoro |
how to edit? |
21:49 |
VanessaE |
sokomine: yeah, that's a problem. coral reefs need to be entity-based |
21:49 |
sapier |
yes so you don't have any paths atm |
21:49 |
sapier |
give yourself a mobf:path_marker |
21:49 |
VanessaE |
plantlife has no provision for spawning entities |
21:50 |
sapier |
and rightclick to some point on map |
21:50 |
sapier |
you'll get a small formspec where you can enter a new path name and press "new" button to really create it |
21:50 |
sapier |
and a big red/white tube rotating at that position |
21:50 |
sapier |
it'll vanish after 30 seconds |
21:51 |
sokomine |
ah, vanessa: what about those other plants from moreflowers? especially the sunflower is nice |
21:51 |
VanessaE |
those are possible. |
21:51 |
VanessaE |
I am of course open to patches/pull requests to that effect :-) |
21:51 |
sokomine |
would be nice if they could be seen in the world :-) |
21:51 |
VanessaE |
I still need to add something to plants_lib to let plants spawn in clusters |
21:52 |
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21:52 |
crackerenherbe |
[deleted] |
21:53 |
sokomine |
hi |
21:53 |
sokomine |
the clusters are less important. they only work to a degre. too many plantlife-nodes next to each other may form a pattern |
21:53 |
crackerenherbe |
[deleted] |
21:53 |
crackerenherbe |
[deleted] |
21:54 |
crackerenherbe |
[deleted] |
21:54 |
crackerenherbe |
[deleted] |
21:54 |
pandoro |
sapier:ok!,ohw to add a mob to follow this path |
21:55 |
VanessaE |
sokomine: I'm pretty good at avoiding patterns in plants_lib now, I'm sure I could do the same here. |
21:55 |
crackerenherbe |
[deleted] |
21:56 |
crackerenherbe |
[deleted] |
21:56 |
crackerenherbe |
[deleted] |
21:56 |
VanessaE |
crackerenherbe: first, make a new world using the game/client. |
21:56 |
sapier |
currently you can't do this pandoro it's wip |
21:56 |
crackerenherbe |
[deleted] |
21:57 |
sapier |
the editor just got finished next task is to add path follow movegen |
21:57 |
crackerenherbe |
[deleted] |
21:57 |
VanessaE |
then, stop the client. Run the server: minetestserver --config /path/to/your/server/config --worldname name_of_world_you_just_created --gameid minetest_game --port 30000 |
21:57 |
crackerenherbe |
[deleted] |
21:57 |
VanessaE |
change the path to your server config, the name of your world, and the name of the game id as needed. |
21:57 |
crackerenherbe |
[deleted] |
21:57 |
VanessaE |
this is how I started my server, which I eventually made public. |
21:57 |
sapier |
btw those paths are stored in config file for rhe moment ... resulting in lots of new entries in there |
21:58 |
VanessaE |
oh. Windows. er. ... .. |
21:58 |
crackerenherbe |
[deleted] |
21:58 |
* VanessaE |
is strictly linux. |
21:58 |
crackerenherbe |
[deleted] |
21:59 |
VanessaE |
crackerenherbe: that said, the command I gave is probably similar for Windows, via the command prompt |
21:59 |
sokomine |
someone else said that his windows build did not include the minetestserver? |
21:59 |
crackerenherbe |
[deleted] |
21:59 |
VanessaE |
sokomine: no? ew. |
22:00 |
crackerenherbe |
[deleted] |
22:00 |
crackerenherbe |
[deleted] |
22:00 |
pandoro |
ok, so I have to test :/ mobf_manage_paths |
22:00 |
sokomine |
or maybe it wasn't found. i have no idea about windows either |
22:00 |
VanessaE |
crackerenherbe: it's okay, we understand you |
22:00 |
sokomine |
crack: don't worry. most of us arn't native speakers either |
22:00 |
crackerenherbe |
[deleted] |
22:01 |
crackerenherbe |
[deleted] |
22:01 |
crackerenherbe |
[deleted] |
22:01 |
crackerenherbe |
[deleted] |
22:02 |
VanessaE |
can't help you with the minecraft stuff, this is minetest here, not the same game. |
22:02 |
sokomine |
what is your favorite minecraft plugin and what does it do? |
22:02 |
crackerenherbe |
[deleted] |
22:02 |
sokomine |
maybe there's something similar |
22:03 |
crackerenherbe |
[deleted] |
22:03 |
crackerenherbe |
[deleted] |
22:03 |
crackerenherbe |
[deleted] |
22:03 |
crackerenherbe |
[deleted] |
22:03 |
sokomine |
what do you want the script to do? |
22:03 |
crackerenherbe |
[deleted] |
22:04 |
pandoro |
sapier:if you click 2 times button:show_points: the image is distorted |
22:04 |
sapier |
hmm haven't done this by now ... I'll have a look |
22:04 |
crackerenherbe |
[deleted] |
22:04 |
sokomine |
maybe you can say it in french as well. some people here might at least understand it partly |
22:04 |
crackerenherbe |
[deleted] |
22:04 |
crackerenherbe |
[deleted] |
22:05 |
sokomine |
when the player clicks ingame on a...block? or a mob? do you mean that? |
22:05 |
sapier |
oh so you're looking for a moding tutorial crackerenherbe? |
22:05 |
crackerenherbe |
[deleted] |
22:06 |
crackerenherbe |
[deleted] |
22:06 |
crackerenherbe |
[deleted] |
22:06 |
pandoro |
and if you are very far minetest can not load the object |
22:06 |
sokomine |
it makes a difference when you code it. modding as such is relatively easy |
22:07 |
crackerenherbe |
[deleted] |
22:07 |
sokomine |
do you want to become one? :-) |
22:07 |
sokomine |
or is your concern for now getting the server started? |
22:07 |
crackerenherbe |
[deleted] |
22:08 |
crackerenherbe |
[deleted] |
22:08 |
sokomine |
ah, ok. other people want to join your server? |
22:08 |
sapier |
hmm I assume you don't get disorted image but multiple markers at same position ... I may be able to fix this |
22:08 |
sokomine |
i used to lern it in school, but that's long ago and i forgot most. it turned out it was easier speaking english with french people then french :-( |
22:08 |
sapier |
second ... checking if position is loaded may fix this too |
22:08 |
sokomine |
i'm german |
22:09 |
crackerenherbe |
[deleted] |
22:09 |
sokomine |
do you have other players waiting to join your server? if not, you could just go to a multiplayer server and enjoy playing there |
22:09 |
crackerenherbe |
[deleted] |
22:10 |
crackerenherbe |
[deleted] |
22:10 |
pandoro |
mob framework is a bit demanding as performance for now |
22:10 |
crackerenherbe |
[deleted] |
22:10 |
sokomine |
ok. where did you get minetest from? maybe we can find out if it includes the server |
22:10 |
crackerenherbe |
[deleted] |
22:10 |
crackerenherbe |
[deleted] |
22:10 |
crackerenherbe |
[deleted] |
22:11 |
crackerenherbe |
[deleted] |
22:11 |
crackerenherbe |
[deleted] |
22:11 |
crackerenherbe |
[deleted] |
22:11 |
sokomine |
yes, minetest runs faster and better on my hardware than minecraft. plus it is easier to mod |
22:11 |
VanessaE |
sokomine: and it's *legal* to mod. |
22:11 |
crackerenherbe |
[deleted] |
22:11 |
sokomine |
ah, you mean the server to run your minecraft server is too expensive? |
22:11 |
VanessaE |
technically, modding minecraft is illegal in some countries. |
22:11 |
crackerenherbe |
[deleted] |
22:12 |
crackerenherbe |
[deleted] |
22:12 |
crackerenherbe |
[deleted] |
22:12 |
VanessaE |
crackerenherbe: s/8 go/8 GB/ |
22:12 |
crackerenherbe |
[deleted] |
22:12 |
VanessaE |
(we don't call them 'octets'. we call them 'bytes') |
22:12 |
sokomine |
well, internet and laws...it may even be a grey area to watch dvds you've bought under linux (though that has been resolved successfuly iirc) |
22:12 |
VanessaE |
sokomine: not in my country - illegal as hell believe it or not. |
22:13 |
VanessaE |
(stupid, huh?) |
22:13 |
sokomine |
40 euro/month seems expensive, yes. but 8 gb ram is a lot. i don't think mt needs that much ram |
22:13 |
crackerenherbe |
[deleted] |
22:13 |
VanessaE |
40 euros/month ....for the server hardware or just the Minecraft server software?? |
22:13 |
VanessaE |
(either way it's expensive) |
22:14 |
crackerenherbe |
[deleted] |
22:14 |
sokomine |
vanessa: we have a bunch of stupid politicians as well. though...maybe...not quite as bad as some of those your country got :-( (want a shipment?) |
22:14 |
sokomine |
iirc runing a minecraft server does not cost money? just the server as such |
22:14 |
VanessaE |
sokomine: no thanks, unless the offer is for *smart* politicians. We already have enough stupidity to go around :-) |
22:14 |
sokomine |
it might be more demanding regarding hardware |
22:15 |
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22:15 |
crackerenherbe |
[deleted] |
22:15 |
sokomine |
no, sorry, we want to keep the smart ones :-) (well...maybe they're smart...they might be. just...you don't know who's side they're on...) |
22:16 |
sokomine |
cracker: most minetest servers have less than 30 players simultaneously. there's no limit to the server i know of - there are usually just less players. it's less popular :-( less advertisement... |
22:16 |
Kacey |
what if Notch wanted to be a developer for minetest? |
22:17 |
sokomine |
can you tell us where you got your built of minetest (the executable) from? we can look there as well and perhaps find out how the server can be run from that built |
22:17 |
sokomine |
maybe he couldn't. his company might forbid him? and why should he? |
22:17 |
crackerenherbe |
[deleted] |
22:17 |
crackerenherbe |
[deleted] |
22:18 |
sokomine |
don't worry, cracker |
22:18 |
pandoro |
sapier:perhaps it is better if you can delete only the paths unlocked (protection from wrong click) |
22:18 |
sokomine |
besides, there are some french players here as well. they just seem afk right now |
22:19 |
crackerenherbe |
[deleted] |
22:19 |
crackerenherbe |
[deleted] |
22:19 |
crackerenherbe |
[deleted] |
22:20 |
crackerenherbe |
[deleted] |
22:20 |
crackerenherbe |
[deleted] |
22:20 |
sokomine |
the usual way with new players coming to a minetestserver is this way: the player enters adress, port and his (choosen) passwort to connect to the server for the first time |
22:20 |
crackerenherbe |
[deleted] |
22:21 |
sokomine |
then the player can walk around on the server but can't build or open doors yet. in order to do so the player needs to be given the interact privilege |
22:21 |
crackerenherbe |
[deleted] |
22:21 |
crackerenherbe |
[deleted] |
22:22 |
sokomine |
a german server (called "kingarthur") recently developed a mod so that people registered at the server's forum automaticly get interact when they join the server |
22:22 |
sapier |
good idea pandoro |
22:22 |
sokomine |
ah. you know that already? ok :-) |
22:23 |
crackerenherbe |
[deleted] |
22:23 |
sapier |
i thought about adding a separate dialog after pressing delete but making only unlocked paths be deleteable is almost as good as this |
22:23 |
crackerenherbe |
[deleted] |
22:23 |
sokomine |
ok. did you find out where you got your executable from? we here usually built from the latest git source |
22:24 |
crackerenherbe |
[deleted] |
22:24 |
crackerenherbe |
[deleted] |
22:24 |
crackerenherbe |
[deleted] |
22:24 |
sokomine |
you might search for a program called "minetestserver". see if you got that (maybe with a .exe behind it for windows?) |
22:24 |
sokomine |
maybe it is not part of your build |
22:25 |
crackerenherbe |
[deleted] |
22:25 |
crackerenherbe |
[deleted] |
22:25 |
crackerenherbe |
[deleted] |
22:25 |
crackerenherbe |
[deleted] |
22:26 |
crackerenherbe |
[deleted] |
22:26 |
pandoro |
sapier:I've done 10 routes: length between 2 and 20 blocks. some points were shared by multiple paths. I do not seem to have any trouble. |
22:27 |
crackerenherbe |
[deleted] |
22:27 |
crackerenherbe |
[deleted] |
22:27 |
sapier |
great good to hear ... I'll add your suggestions thanks for testing |
22:27 |
Menche |
doesn't the windows minetest run the server with minetest --server? |
22:27 |
PilzAdam |
yep |
22:28 |
crackerenherbe |
[deleted] |
22:28 |
crackerenherbe |
[deleted] |
22:29 |
crackerenherbe |
[deleted] |
22:29 |
Menche |
? it runs on windows |
22:30 |
crackerenherbe |
[deleted] |
22:30 |
Menche |
i *think* the equivalent of the linux build's "minetesterver" is "minetest --server" |
22:30 |
PilzAdam |
*minetest.exe --server |
22:30 |
Menche |
yeah |
22:30 |
crackerenherbe |
[deleted] |
22:30 |
Menche |
the executables don't have an extension on linux |
22:31 |
crackerenherbe |
[deleted] |
22:31 |
Menche |
run it from cmd |
22:32 |
Menche |
add "--server" after minetest.exe |
22:32 |
crackerenherbe |
[deleted] |
22:32 |
crackerenherbe |
[deleted] |
22:32 |
Menche |
or, make a .bat file that says "minetest.exe --server" |
22:32 |
Menche |
and run that (i think) |
22:32 |
crackerenherbe |
[deleted] |
22:33 |
Menche |
yes |
22:33 |
crackerenherbe |
[deleted] |
22:33 |
crackerenherbe |
[deleted] |
22:33 |
Menche |
if you pass the option "--server" it starts only the server |
22:33 |
crackerenherbe |
[deleted] |
22:33 |
VanessaE |
I think you mean "fucking genius" |
22:33 |
crackerenherbe |
[deleted] |
22:33 |
VanessaE |
:-) |
22:33 |
crackerenherbe |
[deleted] |
22:33 |
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22:34 |
crackerenherbe |
[deleted] |
22:35 |
MiJyn |
Hey all, could anyone let me know what you think of this? http://forum.minetest.net/viewtopic.php?pid=69320#p69320 |
22:36 |
pandoro |
PilzAdam hi! |
22:36 |
pandoro |
PilzAdam:I can fork mod your "doors" to a door locked with key? |
22:37 |
pandoro |
*your mod |
22:37 |
PilzAdam |
sure, its wtfpl |
22:37 |
pandoro |
thanks |
22:37 |
PilzAdam |
(wich means "Do what the fuck you want to") |
22:37 |
PilzAdam |
but credit would be nice :-) |
22:38 |
sokomine |
pandoro: there are already at least two such mods with a key |
22:38 |
sokomine |
you might have a look at my locks-mod. that has shared locked doors and keys to open them. there are other approaches as well |
22:38 |
crackerenherbe |
[deleted] |
22:38 |
crackerenherbe |
[deleted] |
22:38 |
VanessaE |
PilzAdam: could you please import my changes to the signs mod into your upstream? |
22:38 |
crackerenherbe |
[deleted] |
22:39 |
PilzAdam |
VanessaE, can you pull request them? |
22:39 |
pandoro |
sokomine:one is mine |
22:39 |
sokomine |
the playing or the fighting with the server to get startet? :-) |
22:39 |
sokomine |
ah! ok |
22:39 |
crackerenherbe |
[deleted] |
22:39 |
crackerenherbe |
[deleted] |
22:39 |
pandoro |
closed_chest |
22:39 |
pandoro |
sokomine:there is another one? |
22:40 |
VanessaE |
PilzAdam: done. |
22:40 |
sokomine |
https://github.com/Sokomine/locks |
22:41 |
sokomine |
supports shared locked doors, chests and signs. you can even set a password. one key allowes you to open your own shared locked objects. a keychain allows you to open all those chests and doors you've been granted access to |
22:41 |
PilzAdam |
VanessaE, INDENTATION!!!!! |
22:41 |
PilzAdam |
sorry |
22:41 |
VanessaE |
PilzAdam: HAH! you should look at your code before you scream that :-) |
22:41 |
VanessaE |
your own code has horrible intendentation everywhere |
22:42 |
VanessaE |
spaces in some places, tabs in others, sometimes 4, sometimes 8 spaces :-) |
22:42 |
VanessaE |
I about threw a fit trying to match your style ;-) |
22:42 |
sokomine |
*g* |
22:42 |
crackerenherbe |
[deleted] |
22:42 |
crackerenherbe |
[deleted] |
22:42 |
sokomine |
obviously you two have a diffrent style ,-) |
22:43 |
crackerenherbe |
[deleted] |
22:43 |
sokomine |
yes, cracker? did you get your server running? |
22:43 |
PilzAdam |
VanessaE, the problem is that 80% of the code is from thexyz |
22:43 |
crackerenherbe |
[deleted] |
22:43 |
crackerenherbe |
[deleted] |
22:43 |
sokomine |
ah. and he has a third code style |
22:43 |
VanessaE |
PilzAdam: I assumed that was the issue. If you like I could go through the mod and clean it up. |
22:43 |
VanessaE |
but that'll just bloat out the pull request ;-) |
22:44 |
PilzAdam |
make a commit "Fix indentation" |
22:44 |
VanessaE |
hohoho |
22:44 |
PilzAdam |
btw: use simple present in commit messages |
22:44 |
sokomine |
er? i don't quite understand you, crackeren. you may create a batch file that contains the line to start the server. but to test it and get the right parameters (name of your world and such), you ought to test it on the command line first |
22:44 |
PilzAdam |
and use tabs (visible as 4 spaces) |
22:44 |
sokomine |
maybe on your local computer and not on your server yet |
22:44 |
VanessaE |
I do use tabs :-) |
22:44 |
VanessaE |
where there aren't any, it's your or thexyz's fault :D |
22:44 |
VanessaE |
I'll fix it later though |
22:45 |
sokomine |
tabs are evil :-) |
22:45 |
VanessaE |
sokomine: especially when someone says to make them 4-space-equivalent :-) |
22:45 |
crackerenherbe |
[deleted] |
22:45 |
crackerenherbe |
[deleted] |
22:45 |
sapier |
tabs are 4 space equivalent? |
22:45 |
sapier |
missing "not" |
22:46 |
crackerenherbe |
[deleted] |
22:46 |
VanessaE |
sapier: no. normally 8. |
22:46 |
sokomine |
vanessa: right. they ought to be 8-space-equivalent |
22:46 |
crackerenherbe |
[deleted] |
22:46 |
VanessaE |
except in Minetest sources because celeron55 felt the need to be different ;-) |
22:46 |
PilzAdam |
sokomine, "Tabs are tabs, and they are visually 4 spaces in width" (from http://minetest.net/wiki/doku.php?id=contrib) |
22:46 |
crackerenherbe |
[deleted] |
22:47 |
sokomine |
er, not capable to write? can you give an error message? |
22:47 |
crackerenherbe |
[deleted] |
22:47 |
crackerenherbe |
[deleted] |
22:47 |
crackerenherbe |
[deleted] |
22:47 |
crackerenherbe |
[deleted] |
22:47 |
crackerenherbe |
[deleted] |
22:48 |
sokomine |
ah, ok. i do understand you now i think |
22:48 |
sokomine |
all you can do is start executables on the server - by clicking on them? |
22:48 |
sokomine |
can you tell us (roughly) how you start minecraft? maybe we can come up with a similar way |
22:48 |
pandoro |
sokomine:I had never seen your mod. But mine is a bit 'different, if it were equal, I would have immediately removed. |
22:49 |
sokomine |
it's ok if you write in french |
22:49 |
crackerenherbe |
[deleted] |
22:49 |
sokomine |
pandoro: no problem. i had the same problem with my bridges-mod. wrote that - and found out that mauvebic had already done almost the same thing |
22:50 |
sokomine |
happens to all of us :-) |
22:50 |
sokomine |
oui, je comprendre, mais je ne peux plus ecrire |
22:50 |
crackerenherbe |
[deleted] |
22:50 |
crackerenherbe |
[deleted] |
22:50 |
crackerenherbe |
[deleted] |
22:51 |
crackerenherbe |
[deleted] |
22:51 |
sokomine |
as you can see, my french is...bad. havn't used it for a long time. but i may be able to figure out what you write. and you may end up waking up one of the native speakers :_) |
22:51 |
VanessaE |
right about now, Calinou should be showing up ;) |
22:51 |
sapier |
sokomine and pandoro if your mods are so similar why don't you join foces and push development as a single mod? |
22:51 |
sokomine |
,-) don't worry. in theory my french ought to be much better than it actually is :-( |
22:52 |
pandoro |
for me no problem |
22:52 |
crackerenherbe |
[deleted] |
22:52 |
crackerenherbe |
[deleted] |
22:52 |
sokomine |
so you can't write to the console. you asked for a .bat file earlier on. you do start programs on your server by clicking on them? or entering their name somewhere? |
22:52 |
crackerenherbe |
[deleted] |
22:52 |
sokomine |
ok. you did say that already, that's true :-) |
22:53 |
sokomine |
just wanted to make sure |
22:53 |
sokomine |
you need to pass a few parameters to the server so that it finds the right world |
22:53 |
crackerenherbe |
[deleted] |
22:53 |
crackerenherbe |
[deleted] |
22:53 |
crackerenherbe |
[deleted] |
22:53 |
crackerenherbe |
[deleted] |
22:53 |
sokomine |
the best way might be if you test it locally on your own computer first and create a batch file there |
22:54 |
crackerenherbe |
[deleted] |
22:54 |
sokomine |
ah, ok. how do you start minecraft then? |
22:54 |
crackerenherbe |
[deleted] |
22:54 |
crackerenherbe |
[deleted] |
22:54 |
sokomine |
there has to be a way you start it on your server? or did you just go to your provider and ask for a "minecraft server"? |
22:55 |
sokomine |
ok. you click on it. but that's usually for local usage |
22:55 |
sokomine |
your server might crash while you're away. then your server - hostet by a provider - has to be restarted somehow |
22:55 |
crackerenherbe |
[deleted] |
22:55 |
crackerenherbe |
[deleted] |
22:56 |
crackerenherbe |
[deleted] |
22:56 |
sokomine |
maybe a missunderstanding? |
22:56 |
sokomine |
please continue |
22:56 |
crackerenherbe |
[deleted] |
22:56 |
crackerenherbe |
[deleted] |
22:57 |
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22:57 |
sokomine |
good question. what methods do you use on windows to run a server? i honestly don't know. on unix, it is usually done by either entering it into your inittab or by running a cron job |
22:58 |
sokomine |
previously with minecraft, you just clicked on the server and - when it crashed - had to click again? |
22:58 |
crackerenherbe |
[deleted] |
22:58 |
crackerenherbe |
[deleted] |
22:58 |
sokomine |
yes. you ought to :-) linux is much better for such things ,-) |
22:58 |
crackerenherbe |
[deleted] |
22:59 |
crackerenherbe |
[deleted] |
22:59 |
crackerenherbe |
[deleted] |
22:59 |
sokomine |
just to make sure: you want to run the minetest server on a server provided by a hoster? or do you want to run it on your local computer? |
22:59 |
sokomine |
(the one at the hoster might be a much cheaper one than the one for minecraft) |
22:59 |
pandoro |
good night |
22:59 |
sapier |
what do you think about this https://github.com/celeron55/minetest/pull/480 |
22:59 |
crackerenherbe |
[deleted] |
23:00 |
sokomine |
don't be afraid. there are distrbutions that give you an easy start. ubuntu, for example. that might be relatively easy for windows users |
23:00 |
crackerenherbe |
[deleted] |
23:00 |
crackerenherbe |
[deleted] |
23:00 |
sokomine |
ah. so on your local computer |
23:00 |
crackerenherbe |
[deleted] |
23:00 |
crackerenherbe |
[deleted] |
23:00 |
crackerenherbe |
[deleted] |
23:00 |
sokomine |
ah. and later on you plan to run it on a server hosted by a hoster |
23:01 |
crackerenherbe |
[deleted] |
23:01 |
crackerenherbe |
[deleted] |
23:01 |
sokomine |
how much do you know about windows? do you know how to execute commands there? or is your experience limited to clicking on images? |
23:02 |
sokomine |
(seems to be the later one?) |
23:02 |
crackerenherbe |
[deleted] |
23:02 |
sokomine |
can you open a window where you get a command line? |
23:02 |
sokomine |
yes, exactly. do you know how to get that? |
23:02 |
Menche |
i believe this is a way to start a server on windows: |
23:02 |
Menche |
open text file in bin folder -> write "minetest.exe --server" -> save as "server.bat" -> doubleclick on "server.bat" |
23:03 |
crackerenherbe |
[deleted] |
23:03 |
crackerenherbe |
[deleted] |
23:03 |
crackerenherbe |
[deleted] |
23:03 |
crackerenherbe |
[deleted] |
23:03 |
crackerenherbe |
[deleted] |
23:03 |
crackerenherbe |
[deleted] |
23:03 |
sokomine |
did you comprehend now what meche said? |
23:04 |
crackerenherbe |
[deleted] |
23:04 |
sokomine |
that sounds good :-) |
23:04 |
crackerenherbe |
[deleted] |
23:04 |
sokomine |
you ought to check documentation in your own language about batch files under windows |
23:05 |
sokomine |
revient? |
23:05 |
* Menche |
opens google translate |
23:05 |
crackerenherbe |
[deleted] |
23:05 |
sokomine |
"i know that and ... that you said how it is?" |
23:05 |
sokomine |
aaah |
23:05 |
Menche |
google actually translated all that pretty well |
23:05 |
crackerenherbe |
[deleted] |
23:06 |
crackerenherbe |
[deleted] |
23:06 |
sokomine |
google translate is...funny if you use it for english/german. i wouldn't rely on it...besides, it is faster to talk |
23:07 |
sokomine |
menche: won't he have to add paths for the selected world? or does the server recognize it automaticly if there's just one? (or none yet...) |
23:07 |
crackerenherbe |
[deleted] |
23:07 |
Kacey |
Menche, i think server froze |
23:08 |
crackerenherbe |
[deleted] |
23:08 |
Menche |
Kacey: i'll check |
23:08 |
crackerenherbe |
[deleted] |
23:08 |
Menche |
sokomine: i think there's a default if it isn't specified |
23:08 |
crackerenherbe |
[deleted] |
23:09 |
Menche |
Kacey: yep, 100% cpu. restarted. |
23:10 |
sokomine |
i do not know how consoles of minecraft servers work. there are console managers on a minecraft classic server i play on sometimes. but i don't know how the server is managed there |
23:10 |
sokomine |
the normal way with minetest is to start the server and let it run |
23:10 |
crackerenherbe |
[deleted] |
23:11 |
crackerenherbe |
[deleted] |
23:11 |
Menche |
usually i start it over ssh in tmux, then detach tmux and log off |
23:11 |
crackerenherbe |
[deleted] |
23:11 |
crackerenherbe |
[deleted] |
23:11 |
sokomine |
if you want to do anything, log in with your client (this time with the client.exe without parameter and localhost and port 30401 or 30000) |
23:11 |
Menche |
wouldn't expect a new user to understand that though ;) |
23:11 |
sokomine |
if you're logged in with your client, you can issue commands with / in front of them |
23:12 |
crackerenherbe |
[deleted] |
23:12 |
crackerenherbe |
[deleted] |
23:12 |
sokomine |
in singleplayer (when client and server are started by the game simultaneously), the command /grant singleplayer all is very useful since it grants the player "singleplayer" all privs that are ther |
23:12 |
crackerenherbe |
[deleted] |
23:12 |
crackerenherbe |
[deleted] |
23:13 |
sokomine |
ah. banishing...good question. you remove the interact priv. you can ban the ip as well |
23:13 |
sokomine |
i don't know the command offhand since i'm not a moderator (well, on one server, but never had to ban someone there) |
23:13 |
sokomine |
iirc it was the revoke command? |
23:14 |
sokomine |
let's see...mom please |
23:14 |
crackerenherbe |
[deleted] |
23:14 |
crackerenherbe |
[deleted] |
23:14 |
crackerenherbe |
[deleted] |
23:15 |
crackerenherbe |
[deleted] |
23:15 |
sokomine |
telechargeront? |
23:15 |
crackerenherbe |
[deleted] |
23:15 |
sokomine |
ah. mods are server-side |
23:16 |
crackerenherbe |
[deleted] |
23:16 |
sokomine |
you just install them on your server. your players need only their client |
23:16 |
crackerenherbe |
[deleted] |
23:16 |
sokomine |
media data (images, sounds, ...) get downloaded when a player connect to the server |
23:16 |
crackerenherbe |
[deleted] |
23:16 |
crackerenherbe |
[deleted] |
23:16 |
crackerenherbe |
[deleted] |
23:16 |
crackerenherbe |
[deleted] |
23:16 |
sokomine |
it is not like in minecraft where you have to patch your client to connect to a server with a specific mod (or so i was told?) |
23:17 |
crackerenherbe |
[deleted] |
23:17 |
crackerenherbe |
[deleted] |
23:17 |
crackerenherbe |
[deleted] |
23:17 |
crackerenherbe |
[deleted] |
23:18 |
sokomine |
ah. if you have a player that starts griefing, you can do /revoke guilty_player interact after that, guilty_player can no longer dig or place anything |
23:18 |
sokomine |
the right to talk on the channel is shout |
23:18 |
sokomine |
you can also do /revoke guilty_player all |
23:18 |
crackerenherbe |
[deleted] |
23:18 |
crackerenherbe |
[deleted] |
23:18 |
crackerenherbe |
[deleted] |
23:19 |
sokomine |
there are two main protection-mods: one that is area-based (you enter a command like this: /protect x1,y1,z1 x2,y2,z2 ) |
23:19 |
sokomine |
and the other main one is called protector-mod. the player has to craft special blocks and place them. all blocks which are 5 or less blocks away from that protection-block can only be digged by that player |
23:20 |
sokomine |
i don't know what worldguard does and how. just that it exists |
23:20 |
crackerenherbe |
[deleted] |
23:20 |
crackerenherbe |
[deleted] |
23:20 |
sokomine |
mom. looking for the method... |
23:20 |
crackerenherbe |
[deleted] |
23:21 |
sokomine |
http://forum.minetest.net/viewtopic.php?id=846 |
23:21 |
crackerenherbe |
[deleted] |
23:21 |
crackerenherbe |
[deleted] |
23:21 |
crackerenherbe |
[deleted] |
23:22 |
crackerenherbe |
[deleted] |
23:22 |
sokomine |
i'm not sure how up-to-date it is. on redcrabs server, that mod got improved a lot (with self-protect option for two areas). unfortionately, he doesn't seem to be reachable right now |
23:22 |
crackerenherbe |
[deleted] |
23:22 |
crackerenherbe |
[deleted] |
23:22 |
sapier |
hmm sokomine would that area based protection mode an option to guard trader houses? |
23:22 |
crackerenherbe |
[deleted] |
23:23 |
sokomine |
sapier: on servers that run that version, yes. on other worlds you'd have to place protector-nodes |
23:23 |
sapier |
hmm ... not quite ideal |
23:24 |
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23:24 |
sokomine |
you usually just download the mod (usually a zip file), extract it to the right folder (usually minetest/mods/minetest/), and restart the server |
23:24 |
crackerenherbe |
[deleted] |
23:24 |
crackerenherbe |
[deleted] |
23:25 |
sokomine |
sapier: there's that other mod with protection blocks for larger areas as well. but i'm afraid that might be catastrophic on a server regarding cpu usage |
23:25 |
crackerenherbe |
[deleted] |
23:25 |
crackerenherbe |
[deleted] |
23:25 |
sokomine |
ah, and another one that is chunk-based, so one protector-block would save your current chunk of 16x16 nodes (whereever *that* ends) |
23:25 |
sokomine |
fine :-) thank you, cracker |
23:26 |
sokomine |
but i think you ought to talk to french speaking people later on. it might make thinks a lot easier for you |
23:26 |
crackerenherbe |
[deleted] |
23:26 |
sokomine |
er, things |
23:27 |
crackerenherbe |
[deleted] |
23:27 |
crackerenherbe |
[deleted] |
23:27 |
crackerenherbe |
[deleted] |
23:27 |
sokomine |
the node_ownership is the best mod for that purpose in my opinion |
23:27 |
crackerenherbe |
[deleted] |
23:27 |
crackerenherbe |
[deleted] |
23:28 |
crackerenherbe |
[deleted] |
23:28 |
crackerenherbe |
[deleted] |
23:28 |
sokomine |
what does your mod (or code) does on minecraft? |
23:28 |
* sokomine |
looks curious |
23:28 |
crackerenherbe |
[deleted] |
23:28 |
crackerenherbe |
[deleted] |
23:28 |
sokomine |
on all accounts good luck with it :-) |
23:28 |
crackerenherbe |
[deleted] |
23:29 |
crackerenherbe |
[deleted] |
23:29 |
sokomine |
there are several mods you ought to take into consideration for servers |
23:29 |
crackerenherbe |
[deleted] |
23:29 |
sokomine |
cube automaticque = worldedit? |
23:29 |
sokomine |
exists in minetest as well |
23:29 |
crackerenherbe |
[deleted] |
23:29 |
crackerenherbe |
[deleted] |
23:29 |
sokomine |
systeme economique...there are some. you have to see if one suits your wishes. if not - at least you can have a look at them and see how you can adapt your system |
23:30 |
crackerenherbe |
[deleted] |
23:30 |
crackerenherbe |
[deleted] |
23:31 |
crackerenherbe |
[deleted] |
23:31 |
crackerenherbe |
[deleted] |
23:31 |
crackerenherbe |
[deleted] |
23:31 |
sokomine |
do you know the lua programming language? |
23:31 |
crackerenherbe |
[deleted] |
23:31 |
crackerenherbe |
[deleted] |
23:31 |
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23:32 |
crackerenherbe |
[deleted] |
23:32 |
crackerenherbe |
[deleted] |
23:32 |
sokomine |
"we love/like what we do"? "we know best what we want to know"? |
23:32 |
crackerenherbe |
[deleted] |
23:32 |
sokomine |
lua is a language for the extension of games. all mods that do not change the source code as such are written in lua |
23:32 |
sokomine |
ah |
23:33 |
xming |
are you conversing with google translate? |
23:33 |
sokomine |
no |
23:33 |
crackerenherbe |
[deleted] |
23:33 |
crackerenherbe |
[deleted] |
23:33 |
sokomine |
but it's a long time since i had french in school. and english isn't my first language either. i just need it much more than french |
23:33 |
sokomine |
fine :-) |
23:34 |
crackerenherbe |
[deleted] |
23:34 |
crackerenherbe |
[deleted] |
23:34 |
crackerenherbe |
[deleted] |
23:34 |
xming |
mais pourquoi tu n'ecrites pas en francais? |
23:34 |
crackerenherbe |
[deleted] |
23:34 |
sokomine |
yes, and it's good to be reminded of some french. i liked it more than english back in school. just had no real usage for it :-( |
23:34 |
sokomine |
the minetest sources are in c++. developres are welcome to help there as well |
23:34 |
crackerenherbe |
[deleted] |
23:35 |
xming |
neither French nor English is my monther tongue |
23:35 |
sokomine |
what is yours then? |
23:35 |
xming |
Chinese |
23:35 |
sokomine |
ah. you speak french, xming? in that case maybe you can help cracker more :-) |
23:35 |
crackerenherbe |
[deleted] |
23:35 |
xming |
un tout petit |
23:35 |
crackerenherbe |
[deleted] |
23:36 |
xming |
je parle mieux que j'ecrite |
23:36 |
crackerenherbe |
[deleted] |
23:36 |
crackerenherbe |
[deleted] |
23:36 |
sokomine |
i used to lern french in school, xming. but i didn't use it since then so i forgot most. i can still understand written french to some degree (and cracker was trying to write as simple as possible) |
23:36 |
crackerenherbe |
[deleted] |
23:36 |
xming |
yeah he's Frnch was realy nice and proper |
23:36 |
crackerenherbe |
[deleted] |
23:37 |
sokomine |
cracker: ah. you're looking for a command to ip-ban a player? that is there as well. just don't remember it offhand. but it's done regulary on servers |
23:37 |
xming |
crackerenherbe: tu fais des programmes? Et you conprends pas Anglais? |
23:37 |
xming |
sokomine: isn't it in the auth.txt? |
23:37 |
sokomine |
you can write /help in the chat. e.g. /help revoke works as well. maybe /help ban ? |
23:37 |
crackerenherbe |
[deleted] |
23:37 |
xming |
Sorry I am ony 2 days old with minetest :D |
23:37 |
crackerenherbe |
[deleted] |
23:37 |
crackerenherbe |
[deleted] |
23:37 |
crackerenherbe |
[deleted] |
23:37 |
crackerenherbe |
[deleted] |
23:37 |
PilzAdam |
good night |
23:38 |
crackerenherbe |
[deleted] |
23:38 |
crackerenherbe |
[deleted] |
23:38 |
xming |
dites moi en francais |
23:38 |
VanessaE |
damn it |
23:38 |
xming |
j'essai les tratuire |
23:38 |
VanessaE |
just a fraction of a second late, I was about to tell him something. |
23:38 |
crackerenherbe |
[deleted] |
23:38 |
sokomine |
xming: i don't really know how ip-banning is done in mt. i just know that it is done somehow |
23:38 |
crackerenherbe |
[deleted] |
23:38 |
crackerenherbe |
[deleted] |
23:39 |
sokomine |
cracker: be glad that you don't have to see how i would stumble around in french these days :-) |
23:39 |
xming |
crackerenherbe: non pas du tout |
23:39 |
xming |
sokomine: ah not auth.txt, but ipban.txt |
23:39 |
sokomine |
vanessa: maybe he was suspecting it :) |
23:40 |
xming |
crackerenherbe: qu'est-ce que tu essais d'atteindre? |
23:40 |
sokomine |
vanessa: do you know offhand how to ip-ban a player in minetest? because that's what cracker is asking for |
23:40 |
Menche |
i think /ban does an ipban |
23:40 |
xming |
that sentence sounds so funny :D |
23:40 |
xming |
cracker wants ip ban :p |
23:41 |
crackerenherbe |
[deleted] |
23:41 |
VanessaE |
sokomine: just ban them outright |
23:41 |
VanessaE |
it bans by IP anyway |
23:41 |
sokomine |
xming: i'm pretty sure it's just stored there. cactuz_pl can ban players and he can't directly access that file |
23:41 |
xming |
crackerenherbe: ah oui, je comprend maintenant |
23:41 |
VanessaE |
else I have no clue :-) |
23:41 |
sokomine |
,-) |
23:41 |
xming |
okay I understand what he wants (read scroll back again) |
23:41 |
xming |
he wants someting tied to the h/w |
23:41 |
sokomine |
vanessa: no, cracker wants to know the command to ip-ban players in mt. is it done by /ban playername ? |
23:42 |
crackerenherbe |
[deleted] |
23:42 |
sokomine |
it's sometimes necessary on larger servers |
23:42 |
* Kacey |
wants to know where the firetruck is goingbecause he can hear the siren |
23:42 |
VanessaE |
I think so. |
23:42 |
xming |
identifying players uniquely through h/w specifiecs |
23:42 |
VanessaE |
been too long since I last used it |
23:42 |
xming |
then ban them, so they won't come back |
23:42 |
Menche |
i think /ban does an ipban. the player needs to be online to be banned, however |
23:42 |
sokomine |
to the hardware? sure? |
23:42 |
sapier |
kacey siren? |
23:42 |
xming |
sokomine: yes |
23:42 |
crackerenherbe |
[deleted] |
23:43 |
sapier |
strange siren was sounding here too |
23:43 |
crackerenherbe |
[deleted] |
23:43 |
xming |
oui mais MAC est h/w :D |
23:43 |
crackerenherbe |
[deleted] |
23:43 |
crackerenherbe |
[deleted] |
23:43 |
crackerenherbe |
[deleted] |
23:43 |
crackerenherbe |
[deleted] |
23:43 |
sokomine |
mac adress? hm. as far as i know the ip ban is ip-based |
23:44 |
xming |
AFAIK, minetest only run mods on the server, there is no way to push the mod to the client and force execution, it that correct? |
23:44 |
sokomine |
there is a part in the minetest forum for communication in other languages. you might ask there and get more helpful answers :-) |
23:44 |
xming |
sokomine: he's really not talking about IPs, he really means h/w identifyable info |
23:45 |
xming |
like MAC/hdd serials/... |
23:45 |
crackerenherbe |
[deleted] |
23:45 |
sokomine |
the mac adress can be changed as well. ok, your average griefer may not bother....or know how to |
23:45 |
crackerenherbe |
[deleted] |
23:45 |
crackerenherbe |
[deleted] |
23:45 |
sokomine |
yes, mods run only on the server |
23:45 |
crackerenherbe |
[deleted] |
23:45 |
crackerenherbe |
[deleted] |
23:46 |
sokomine |
what you can do in new versions is to push a formspec to the player (an input form). but that's pretty new |
23:46 |
xming |
crackerenherbe: mais les sources sont ouvert, don't n'import quequ'un peut les modifier |
23:46 |
crackerenherbe |
[deleted] |
23:46 |
sokomine |
hdd serials? mac i can imagine to some degree...at least that of the router...but more detailed data? does mc collect those?!? |
23:47 |
crackerenherbe |
[deleted] |
23:47 |
crackerenherbe |
[deleted] |
23:47 |
crackerenherbe |
[deleted] |
23:47 |
xming |
crackerenherbe: ce que je veux dire c'est n'import qui peut re-changer ton codes |
23:48 |
crackerenherbe |
[deleted] |
23:48 |
crackerenherbe |
[deleted] |
23:48 |
xming |
hmmmm |
23:48 |
xming |
I don't like this |
23:48 |
crackerenherbe |
[deleted] |
23:49 |
sokomine |
you want to change the code of the client, give it to your players and let them run your precompiled binary? hm |
23:49 |
crackerenherbe |
[deleted] |
23:49 |
xming |
sokomine: and not giving the source |
23:49 |
sokomine |
well, if the players play along....but.hmm...would violate the gpl? |
23:49 |
xming |
yes |
23:49 |
xming |
is MT fully GPL? |
23:49 |
sokomine |
maybe you think of something else and it's just a communications problem |
23:49 |
Menche |
lgpl |
23:50 |
xming |
okay then he would still be violating |
23:50 |
xming |
because he's changing the code itself, and not just linking to it |
23:50 |
crackerenherbe |
[deleted] |
23:50 |
crackerenherbe |
[deleted] |
23:51 |
sokomine |
you can usually do a lot with gpl-liscenced programs... |
23:51 |
crackerenherbe |
[deleted] |
23:51 |
crackerenherbe |
[deleted] |
23:51 |
crackerenherbe |
[deleted] |
23:51 |
xming |
security through obscrutity is not security |
23:52 |
sokomine |
but the very idea is that everyone can get the code from you and modify it according to his wishes. it would be difficult for you to provide binarys (and the users might not trust them) for each linux distribution there is. plus windows and maybe others |
23:52 |
xming |
see how many closed source programs/games get crack |
23:52 |
* sokomine |
nods to xming |
23:52 |
xming |
he's on a very sloppy path |
23:52 |
sokomine |
it's understandable to a degree |
23:53 |
VanessaE |
bbl, time for dinner |
23:53 |
sokomine |
it depends on what you want to accomplish, cracker. there are usually several ways |
23:53 |
xming |
to me it's unforgivable |
23:53 |
crackerenherbe |
[deleted] |
23:53 |
* sokomine |
looks intrested at the dinner |
23:53 |
crackerenherbe |
[deleted] |
23:53 |
sokomine |
i mean: there might be a way to get rid of non-desired players which does not involve including secret parts into the program |
23:54 |
crackerenherbe |
[deleted] |
23:54 |
crackerenherbe |
[deleted] |
23:54 |
xming |
crackerenherbe: je comprend ce que tu essais d'atteindre, mais je suis pas d'accord tes facons |
23:54 |
crackerenherbe |
[deleted] |
23:54 |
xming |
and with a HEX editor, you just by-pass that function, voila |
23:55 |
crackerenherbe |
[deleted] |
23:55 |
crackerenherbe |
[deleted] |
23:55 |
crackerenherbe |
[deleted] |
23:55 |
xming |
for a good cracker, that takes less ahn 30m |
23:55 |
crackerenherbe |
[deleted] |
23:55 |
crackerenherbe |
[deleted] |
23:55 |
crackerenherbe |
[deleted] |
23:55 |
xming |
hehe |
23:56 |
xming |
I will do a tcpdump, record the session and replay |
23:56 |
xming |
you will need to do more than that |
23:56 |
sokomine |
minecraft servers can really do such things and execute code on the client's computer?!? how far does it go? |
23:56 |
sokomine |
sapier: and you where bothering about mods writing to the disc... |
23:56 |
xming |
I don't think they push code to the clients |
23:57 |
sokomine |
ah, ok. cracker asked about installing previously |
23:57 |
crackerenherbe |
[deleted] |
23:57 |
xming |
but hey I know next to nothing about MC |
23:57 |
xming |
crackerenherbe: :D |
23:57 |
crackerenherbe |
[deleted] |
23:57 |
RealBadAngel |
mc servers and clients have to use same versions of mod |
23:57 |
sapier |
sokomine minecraft is java thus any bytecode being transfered to client can be executed ther |
23:57 |
sapier |
e |
23:58 |
RealBadAngel |
at least it was like that before |
23:58 |
xming |
crackerenherbe: dont, il y a des facons meiux que c'est que tu a explique |
23:58 |
sokomine |
xming: when i was looking for ways to mod minecraft i found very little and eventually ended up with minetest :-) (which also runs a lot faster on my hardware) |
23:58 |
sapier |
client always can do anything |
23:58 |
sokomine |
ah yes, sapier, you're right. forgot about that. but at least it's a sandbox then. if it really provides that much hardware information...hm... |
23:59 |
xming |
of course, but I don't think MC pushes from server to client codes to exec. |
23:59 |
sokomine |
realbadangel: ah. thanks for the explanation |
23:59 |
sapier |
I'm not sure how good minecraft sandbox is as it uses a graphics library running native code |
23:59 |
crackerenherbe |
[deleted] |
23:59 |
crackerenherbe |
[deleted] |
23:59 |
xming |
sokomine: well if they do, then you can get almost anything you want |
23:59 |
crackerenherbe |
[deleted] |