Time |
Nick |
Message |
00:01 |
pierreghz |
http://wiki.minetest.com/wiki/Pickaxe 0.4.4-d1 |
00:02 |
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Jeija left #minetest |
00:04 |
pierreghz |
https://pierreghz.legtux.org/img/1360627333_1440x900.png |
00:04 |
Menche |
mese has been changed |
00:05 |
Menche |
now the pick is crafted with some weird crystal things |
00:05 |
Menche |
rather than the normal blocks |
00:05 |
Uberi |
oh that explains it |
00:05 |
Uberi |
you need to use mese crystals to craft the pick |
00:05 |
Uberi |
you craft those by putting mese blocks in the grid |
00:06 |
pierreghz |
I already crafted these blocks |
00:06 |
pierreghz |
From crystals |
00:06 |
pierreghz |
It didn’t work with crystals either. |
00:07 |
Uberi |
you used MESE crystals in place of the blocks? |
00:07 |
pierreghz |
Never mind, it works with crystals, I must be stupid. |
00:08 |
Menche |
that change really needs to be reverted |
00:10 |
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00:10 |
Kacey |
when did this change happen? |
00:11 |
Menche |
what change? |
00:11 |
Kacey |
having to have a registered nick to speak on the channel |
00:11 |
Menche |
since landmine was causing trouble yesterday |
00:11 |
Kacey |
aah |
00:11 |
rarkenin |
I don't have a registered nick, but I'm talking. |
00:11 |
Menche |
he's started spamming #minecraft in our name |
00:12 |
Kacey |
well if im not logged in to my nick, i cant talk on hte channel |
00:14 |
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00:15 |
khonkhortisan |
I can trigger a pressure plate by standing next to it |
00:15 |
Menche |
position checking probably isn't that accurate |
00:16 |
khonkhortisan |
You can test by putting a node above the pressure plate |
00:16 |
Menche |
worldedit position setting sets a block next to you sometimes |
00:20 |
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00:24 |
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00:29 |
Uberi |
Menche: I'll look into it |
00:30 |
Uberi |
probably a round() instead of a floor() somewhere |
00:36 |
Kacey |
bbl |
00:37 |
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00:37 |
harrison |
can haz rejisterred nick? |
00:38 |
Uberi |
/msg NickServ help |
00:42 |
MiJyn |
/msg nickserv register PASSWORD EMAIL |
00:44 |
harrison |
I is rejisr |
00:44 |
harrison |
td |
00:45 |
harrison |
behold |
00:45 |
harrison |
I the harrison |
00:55 |
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01:01 |
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01:01 |
pierreghz |
Do I need to keep the debug logs? |
01:01 |
Uberi |
nope |
01:02 |
Uberi |
you can delete them if you want |
01:02 |
pierreghz |
Seemed unlikely :) Thanks. |
01:02 |
Uberi |
no problem :) |
01:03 |
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01:09 |
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01:34 |
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01:55 |
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02:02 |
OldCoder |
I need to reboot |
02:03 |
VanessaE |
evening all. |
02:07 |
VanessaE |
isn't an alias supposed to override a node, like you /giveme one thing and you get something else, per your alias? |
02:07 |
khonkhortisan |
yeah |
02:07 |
VanessaE |
minetest.register_alias("default:jungletree", "moretrees:jungletree_trunk") |
02:07 |
VanessaE |
interestingly, this does not work - I still get default:jungletree (and it shows up in creative inventory) |
02:08 |
khonkhortisan |
Then an alias is a nodename failsafe |
02:08 |
VanessaE |
maybe something else is aliasing it. |
02:08 |
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02:08 |
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02:10 |
VanessaE |
/home/vanessa/Minetest-Textures-and-mods/minetest_game/mods/legacy/init.lua:minetest.register_alias("jungletree", "default:jungletree") |
02:10 |
VanessaE |
that's why. |
02:10 |
VanessaE |
*grumble* |
02:10 |
VanessaE |
is there any way to.."deregister" that alias? or override it? |
02:11 |
VanessaE |
(and a similar one in minimal) |
02:14 |
khonkhortisan |
alias jungletree to moretrees? |
02:15 |
RealBadAngel |
: |
02:15 |
VanessaE |
eh? |
02:15 |
RealBadAngel |
try with : |
02:15 |
VanessaE |
in an alias? |
02:15 |
RealBadAngel |
yes |
02:15 |
VanessaE |
*checks API* |
02:15 |
VanessaE |
er |
02:16 |
RealBadAngel |
not sure, but may work |
02:16 |
VanessaE |
nope, doesn't help. |
02:18 |
VanessaE |
I wonder... most everything's a table in Lua, right? So somewhere in the ...environment.. there must me a table entry for it that I could just..well.. delete? nil-out? |
02:21 |
RealBadAngel |
minetest.registered_aliases[itemdef.name] = nil |
02:22 |
RealBadAngel |
try this before registering your alias |
02:23 |
RealBadAngel |
itemdef.name set to "jungletree" |
02:25 |
VanessaE |
RealBadAngel: nope. |
02:25 |
RealBadAngel |
that way game it does |
02:25 |
VanessaE |
I think I have to de-register the node itself. |
02:28 |
RealBadAngel |
minetest.registered_items[name]= nil |
02:28 |
RealBadAngel |
maybe this one? |
02:28 |
RealBadAngel |
im reading misc_register.lua |
02:28 |
VanessaE |
that's for tools/craft items |
02:28 |
khonkhortisan |
registered_nodes |
02:29 |
VanessaE |
even THIS isn't enough: http://pastebin.ubuntu.com/1638318/ |
02:29 |
VanessaE |
o.O |
02:30 |
RealBadAngel |
check item |
02:30 |
khonkhortisan |
depend on the other mod so it loads first |
02:30 |
RealBadAngel |
because this is checked in function |
02:30 |
VanessaE |
khonkhortisan: depends.txt has default in it. |
02:31 |
RealBadAngel |
function minetest.register_alias(name, convert_to) |
02:31 |
RealBadAngel |
if forbidden_item_names[name] then |
02:31 |
RealBadAngel |
error("Unable to register alias: Name is forbidden: " .. name) |
02:31 |
RealBadAngel |
end |
02:31 |
RealBadAngel |
if minetest.registered_items[name] ~= nil then |
02:31 |
RealBadAngel |
minetest.log("WARNING: Not registering alias, item with same name" .. |
02:31 |
RealBadAngel |
" is already defined: " .. name .. " -> " .. convert_to) |
02:31 |
RealBadAngel |
else |
02:32 |
VanessaE |
nope, that's not enough either. |
02:32 |
VanessaE |
http://pastebin.ubuntu.com/1638321/ |
02:33 |
VanessaE |
and I'm doing this in singleplayer with only moretrees, plantlife, worldedit, and mesecons installed |
02:33 |
VanessaE |
surely I'm doing it wrong |
02:35 |
RealBadAngel |
minetest.register_alias_raw |
02:35 |
RealBadAngel |
check what does this function |
02:40 |
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02:41 |
ShadowNinja |
Menche: desert stone and sand are converted now |
02:41 |
VanessaE |
looking through the debug output, the alias for default:jungletree -> moretrees:jungletree_trunk simply is not being set. |
02:41 |
VanessaE |
but the one for just "jungletree" is. |
02:41 |
Menche |
ShadowNinja: great |
02:43 |
khonkhortisan |
How would you open a file named, "µC.txt"? |
02:44 |
ShadowNinja |
in lua? |
02:44 |
khonkhortisan |
Double-click? copy-paste? |
02:44 |
VanessaE |
khonkhortisan: very carefully? ;) |
02:44 |
VanessaE |
AH! got it |
02:44 |
VanessaE |
21:44:05: INFO[main]: WARNING: Not registering alias, item with same name is already defined: default:jungletree -> moretrees:jungletree_trunk |
02:44 |
khonkhortisan |
Tab completion does not help you if you can't type the first character |
02:44 |
VanessaE |
fucker. |
02:45 |
khonkhortisan |
Isn't that what it's supposed to point to? |
02:45 |
VanessaE |
khonkhortisan: ideally, but note" "Not registering..." |
02:46 |
khonkhortisan |
which half of the alias has the same name? Is default:jungletree aliased to othermod:jungletree? |
02:46 |
VanessaE |
the former. |
02:46 |
RealBadAngel |
look at the piece of code i pasted above |
02:46 |
VanessaE |
I need to override the default alias so it points to my node, for consistency |
02:46 |
VanessaE |
RealBadAngel: I already did, that's why I looked for the above warning. |
02:46 |
khonkhortisan |
Or does jungletree->default:jungletree mean you can't default:jungletree->moretrees:jungletree? |
02:47 |
VanessaE |
khonkhortisan: it's telling me that: |
02:47 |
VanessaE |
minetest.register_alias("default:jungletree", "moretrees:jungletree_trunk") |
02:47 |
VanessaE |
is not allowed. |
02:47 |
ShadowNinja |
so default:jungletree is already aliased? |
02:47 |
VanessaE |
because default:jungletree already has an alias to something else. |
02:47 |
khonkhortisan |
yes it is |
02:47 |
VanessaE |
so now I need to figure out how to un-alias it. |
02:47 |
RealBadAngel |
if minetest.registered_items[name] ~= nil then |
02:47 |
RealBadAngel |
minetest.log("WARNING: Not registering alias, item with same name" .. |
02:47 |
RealBadAngel |
" is already defined: " .. name .. " -> " .. convert_to) |
02:47 |
RealBadAngel |
else |
02:47 |
RealBadAngel |
--minetest.log("Registering alias: " .. name .. " -> " .. convert_to) |
02:47 |
RealBadAngel |
minetest.registered_aliases[name] = convert_to |
02:47 |
RealBadAngel |
register_alias_raw(name, convert_to) |
02:48 |
khonkhortisan |
othermod:jungletree -> moretrees:jungletree? |
02:48 |
RealBadAngel |
try calling minetest.register_alias_raw |
02:48 |
VanessaE |
it's worth a try |
02:49 |
VanessaE |
nopers. |
02:51 |
sokomine |
is there a way to let specific houses spawn next to specific trees? i've build some sample houses and would like to place them close to suitable trees - that is, if it's a redwood, the house-nodes shall be converted to redwood and the house spawn there. question is how good that will work? the spawn routine would have to know which type of tree grows there in order to place the right house...and houses need some reasonably flat area |
02:52 |
khonkhortisan |
Scanning the nearby trees would be slow. Making the tree generation call your houses generation would be easy. |
02:52 |
VanessaE |
sokomine: plantlife mod can do that. or at least, it can set you as close or as far from a specific tree as you want |
02:52 |
sokomine |
sounds good |
02:53 |
sokomine |
two tree experts are present..thus chances are good :-) |
02:54 |
sokomine |
i don't necessarily want a specific tree. the houses are for lumberjacks. a trader from mobf shall sell the wood of the tree type that is in that region, and the house has to fit to it as well |
02:55 |
VanessaE |
s/specific tree/specific type of tree/ |
02:55 |
sokomine |
yes. all groups of large trees attrackt lumberjacks. but there can't be too many houses in the same region |
02:56 |
khonkhortisan |
This sounds very involved |
02:56 |
sokomine |
the trees are very decorative and have nice wood. cutting them down is hard work. thus i want npc that sell the wood :-) |
02:57 |
sokomine |
it feels better in singleplayer if there is a house from time to time |
02:57 |
khonkhortisan |
There's a mod that cuts down a tree in one chop |
02:57 |
khonkhortisan |
as long as you cut the bottom |
02:57 |
sokomine |
afaik not for the huge moretrees? |
02:58 |
sokomine |
the timber mod works for jungletrees as well - to some degree...those trees are more complex than the standard wood-providing one |
02:58 |
Muadtralk |
scite /x/xx/xxx/xxxx/?C.txt |
02:59 |
Muadtralk |
to answer you khonkhortisan in a very blunt way |
02:59 |
Muadtralk |
that is how I would open the file |
03:05 |
VanessaE |
yasy! |
03:05 |
VanessaE |
yay! |
03:05 |
VanessaE |
got it |
03:05 |
VanessaE |
http://pastebin.ubuntu.com/1638382/ |
03:05 |
VanessaE |
this doesn't convert the inventory, but it removes the old tree from creative inventory and redirects it to my code. |
03:06 |
sokomine |
ah. development on the jungletree front |
03:06 |
VanessaE |
good enough, I think. |
03:08 |
khonkhortisan |
what do the /x's do? |
03:09 |
Muadtralk |
directories |
03:09 |
Muadtralk |
scite /home/sdzen/docs/?C.txt |
03:10 |
Muadtralk |
me not wishing to bind it to a single directory so I used a variable to express possible ones |
03:11 |
khonkhortisan |
I would also use the question mark, but I thought an asterisk would work |
03:12 |
khonkhortisan |
oh. *C.txt doesn't work, but ./*C.txt and ?C.txt do |
03:12 |
khonkhortisan |
or... the all do. Huh. |
03:12 |
VanessaE |
there, the update to moretrees is released |
03:13 |
khonkhortisan |
ln -s mods/minetest mod |
03:14 |
khonkhortisan |
^ laziness |
03:16 |
sokomine |
what does the newest update do? |
03:16 |
VanessaE |
http://forum.minetest.net/viewtopic.php?pid=69788#p69788 |
03:16 |
VanessaE |
:) |
03:18 |
* VanessaE |
deploys it to the server... |
03:18 |
VanessaE |
done. |
03:19 |
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03:22 |
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03:23 |
khonkhortisan |
Is there any leafdecay that not only requires the leaves to be near the tree, but also requires the leaves to be physically connected to the tree? |
03:24 |
Muadtralk |
i suppose one could also make the leaves check if node air is surrounding them on all sides and if so remove the block |
03:24 |
Muadtralk |
but I don't believe there has ever been one made like that though |
03:25 |
VanessaE |
khonkhortisan: that is possible but it would be slow |
03:25 |
VanessaE |
actually.. |
03:25 |
khonkhortisan |
A leaf can be connected to a leaf to a trunk, but not a leaf connected to a leaf not connected to a trunk |
03:25 |
VanessaE |
if all you want to do is check if a leaf is next to another leaf or trunk, that's easy and fast |
03:26 |
VanessaE |
but tracing a leaf back to the nearest trunk would be slow |
03:26 |
RealBadAngel |
best leaf decay ever: fire ;) |
03:26 |
Muadtralk |
all he wants is it to remove floating leaf blocks yes? |
03:26 |
VanessaE |
Muadtralk: yeah, which I have code for in moretrees now |
03:27 |
VanessaE |
it can also check for and decay default tree leaves too |
03:29 |
VanessaE |
ShadowNinja: go ahead and sign back on |
03:36 |
VanessaE |
RealBadAngel: is the mining drill supposed to break an unbreakable node? |
03:36 |
VanessaE |
(group unbreakable=1) |
03:36 |
RealBadAngel |
it doesnt check such stuff |
03:36 |
VanessaE |
22:36:32: ACTION[ServerThread]: CHAT: <ShadowNinja> imo it should check cracky |
03:37 |
RealBadAngel |
since when do we have unbreakable nodes? |
03:37 |
RealBadAngel |
i dont recall any |
03:37 |
VanessaE |
I think maptools adds a few |
03:38 |
ShadowNinja |
my unreleased bedrock mod does too |
03:38 |
VanessaE |
I should make a try with my own edition thereof at some point |
03:39 |
VanessaE |
brb |
03:40 |
RealBadAngel |
i could make it aware of unbreakable ones if i find them, but that could be hard walkin with drill in hand ;) |
03:41 |
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03:53 |
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03:54 |
Matsetes |
I found mese cristal instead of block... Is it normal? |
03:57 |
Muadtralk |
yes |
04:00 |
dimeshake |
is there a guide to compiling minetest on windows for my win-bound friends? |
04:01 |
ShadowNinja |
I would use PilzAdam/sfan5/xyz's builds |
04:01 |
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04:01 |
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04:02 |
dimeshake |
the idea would be to be able to patch source / git checkout etc |
04:02 |
dimeshake |
rather than run a prebuilt version |
04:06 |
khonkhortisan |
RealBadAngel, if I make a boat out of frames, then when I control it, the whole boat disappears and then reappears, displaced one node, causing me to fall into/through it. Is there a way to progressively move the boat? |
04:06 |
VanessaE |
RealBadAngel has left for the day. |
04:07 |
* khonkhortisan |
will lie in wait |
04:20 |
khonkhortisan |
now I get it, Final gives life meaning |
04:32 |
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04:58 |
OldCoder |
Back |
04:58 |
VanessaE |
wb |
04:58 |
OldCoder |
ty |
05:05 |
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05:27 |
dimeshake |
http://i.imgur.com/JM7Jv4j.jpg |
05:27 |
dimeshake |
that thing is ridiculous |
05:27 |
VanessaE |
what IS it? |
05:27 |
dimeshake |
looks like a giant satellite telescope or something |
05:28 |
dimeshake |
http://minetestbb.suret.net/w01.0.png |
05:28 |
VanessaE |
almost looks like Arecibo |
05:28 |
dimeshake |
upper left on that map |
05:45 |
VanessaE |
bbl, bedtime |
06:23 |
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08:29 |
* OldCoder |
is resting |
08:59 |
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13:36 |
Matsetes |
Anyone expert with mobs mod by PilzAdam? |
13:37 |
Matsetes |
I want to remove one mob, but not sure I did it well |
13:47 |
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13:52 |
Matsetes |
The question is simple: if I comment the line "mobs:register_spawn("mobs:dungeon_master", {"default:stone"}, 2, -1, 7000, 0, -100)" |
13:52 |
Matsetes |
The mobs will not spawn, true? |
14:05 |
berome |
yes, it seems: |
14:05 |
berome |
mobs:register_spawn(name, nodes, max_light, min_light, chance, mobs_per_30_block_radius, max_height) |
14:05 |
berome |
This function registers a spawn algorithm for the animal. Without this function the call the mobs won't spawn. |
14:05 |
berome |
Matsetes: ^ |
14:15 |
Matsetes |
berome thx |
14:15 |
Matsetes |
I really am hating that dungeon master |
14:18 |
Matsetes |
berome, but if there are already some generated they will rest there, true? |
14:20 |
berome |
yes I think; if you don't have too much constructions, you can take the original seed to restart from beginning |
14:20 |
berome |
perhaps you should edit velocity to make them less dangerous |
14:21 |
berome |
without restart |
14:21 |
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14:24 |
Matsetes |
No, I will kill it... It's a little bit boring but no probs |
14:24 |
Matsetes |
DMs are VERY dangerous... I cannot hit them and other 12 mobs around them |
14:25 |
Matsetes |
And their attack destroy all... |
14:33 |
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14:33 |
Kacey |
hi all |
14:38 |
Matsetes |
Hi |
14:38 |
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14:50 |
iqualfragile |
hi Kacey |
14:52 |
* Kacey |
feels as though he is lagging :? |
14:52 |
Kacey |
:/ |
15:19 |
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15:19 |
PilzAdam |
Hello everyone! |
15:21 |
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15:21 |
STHGOM |
i |
15:21 |
STHGOM |
hi |
15:23 |
VanessaE |
morning all |
15:24 |
STHGOM |
:D |
15:32 |
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16:19 |
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16:20 |
Jordach |
hello |
16:21 |
mauvebic |
quiet here huh lol |
16:21 |
* Jordach |
hates syncing the iPad with iTunes |
16:22 |
* Jordach |
wants a FOSS compliant iPad music syncer |
16:22 |
Jordach |
if only Clementine had a plugin.... |
16:23 |
mauvebic |
i remember putting stuff on someone's ipod from my computer, god knows what i used though lol |
16:24 |
mauvebic |
i also remember flashing said ipod with rockbox lol |
16:24 |
mauvebic |
they werent happy lol |
16:24 |
mauvebic |
(never leave your devices with a geek unsupervised) |
16:24 |
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16:24 |
Jordach |
if my AC-DC syncs fine then im happy |
16:27 |
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16:30 |
STHGOM |
bye |
16:31 |
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16:32 |
mauvebic |
hmm, have to scale up city blueprints to a cubic kilometer lol |
16:32 |
jojoa1997 |
is it possible to have a node change someones minetest.conf while in a certain range |
16:34 |
jojoa1997 |
i knowwith the movement branch the server sets the graviy |
16:34 |
jojoa1997 |
so what i want to do is have a node that sets the gravity within a certain radius |
16:34 |
mauvebic |
but why would you want a node to screw with someone's conf settings? |
16:34 |
jojoa1997 |
is that possible? |
16:34 |
jojoa1997 |
^ |
16:34 |
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16:35 |
jojoa1997 |
dont worry it will need a priv to place |
16:35 |
mauvebic |
i proposed having grav/antigrav gens, dont know what if anything theyll do with that :/ |
16:35 |
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16:35 |
jojoa1997 |
mauvebic have you tried the new movement bracnh |
16:35 |
jojoa1997 |
branch |
16:36 |
mauvebic |
no ive been neck deep in meshes and blueprint and 2-3 diff languages to make it all work lol |
16:36 |
rubenwardy |
hi all |
16:36 |
jojoa1997 |
reubenwardy could you help? |
16:36 |
jojoa1997 |
is it possible to have a node change someones minetest.conf while in a certain range |
16:37 |
Jordach |
uh oh |
16:37 |
jojoa1997 |
what? |
16:37 |
* Jordach |
just spotted a networking error |
16:37 |
jojoa1997 |
what is it? |
16:37 |
* Jordach |
is network streaming and is downloading own media |
16:37 |
mauvebic |
dont tell me facebook broke the internet again |
16:38 |
Jordach |
mauvebic, not on fb |
16:38 |
* Jordach |
doesnt have it |
16:38 |
* jojoa1997 |
doesnt have it |
16:38 |
jojoa1997 |
Jordach what is the problem? |
16:38 |
* mauvebic |
short on stickers right now :p |
16:39 |
jojoa1997 |
mauvbic stickers? |
16:39 |
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16:39 |
mauvebic |
when people say " i dont have facebook" sortof reminds me of vegans and vegetarians lol |
16:40 |
mauvebic |
sortof because the v's are a heckuva lot more annoying about it lol |
16:40 |
* Jordach |
doesnt want cookie spies |
16:40 |
jojoa1997 |
can someone please answer my question. Is it possible/How would i make a node change the gravity with the movement branch |
16:40 |
Jordach |
jojoa1997, you CANT. |
16:40 |
Jordach |
minetest.conf is unmodifiable |
16:40 |
Jordach |
by ANY MOD. |
16:40 |
mauvebic |
i could deal with most of FB's crap i just wish they didnt spam my inbox for lack of activity |
16:41 |
jojoa1997 |
i mean could they change the gravity in a certain area |
16:41 |
Jordach |
jojoa1997, it wont |
16:41 |
jojoa1997 |
is it possible at all? |
16:41 |
Jordach |
no. |
16:41 |
mauvebic |
no |
16:41 |
jojoa1997 |
:/ |
16:41 |
Jordach |
minetest.conf is CANT BE CHANGED by MODS |
16:41 |
mauvebic |
and if it were i think sapier would fix it along with file access and such he's working on presently |
16:41 |
EduardeCalibal |
How I erase any of one type of node? |
16:42 |
MiJyn |
Jordach, yes, it can |
16:42 |
Jordach |
jojoa1997, RTFM |
16:42 |
MiJyn |
sorry, but yes |
16:42 |
Jordach |
MiJyn, your lib you made is nice :P |
16:42 |
rubenwardy |
jojoa1997: you can not edit minetest.conf, but you can set/change settings |
16:42 |
jojoa1997 |
i dont mean the conf |
16:42 |
MiJyn |
Jordach, ? |
16:42 |
jojoa1997 |
yeah the settings |
16:42 |
MiJyn |
I mean for filesystem access |
16:43 |
mauvebic |
but wont changing the settings require a restart of the server anyhow? |
16:43 |
Jordach |
oh, right |
16:43 |
MiJyn |
you just use lua libraries |
16:43 |
jojoa1997 |
i want to change that within certain radius of a node |
16:43 |
rubenwardy |
??? |
16:43 |
Jordach |
jojoa1997 |
16:43 |
Jordach |
<mauvebic> but wont changing the settings require a restart of the server anyhow? |
16:43 |
rubenwardy |
settings are glocal |
16:43 |
mauvebic |
mmm, glucose |
16:43 |
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16:43 |
mauvebic |
:p |
16:44 |
mauvebic |
i know settings are global, but i doubt you can change them with a mod, while the game's running, and expect the settings to apply? can anyone who knows clarify this? |
16:44 |
mauvebic |
i mean just changing the spawnpoint requires restart to work |
16:44 |
jojoa1997 |
it is meant to be temporary to a certain area not the entire world |
16:44 |
mauvebic |
if its temporary you'd never have to go through the conf |
16:44 |
jojoa1997 |
so there would be no real setting change |
16:45 |
MiJyn |
jojoa1997, what does it do? Turn off gravity? |
16:45 |
EduardeCalibal |
Someone? I have a big fire eating a big area of my map, how I control it? |
16:45 |
mauvebic |
it would be like playing sounds positionally |
16:45 |
jojoa1997 |
one sec |
16:45 |
jojoa1997 |
let me explain |
16:45 |
jojoa1997 |
i place a node... |
16:45 |
mauvebic |
i know what youre trying to do - gravity like protector nodes work |
16:45 |
mauvebic |
what im saying is playing with the conf isn't gonna work for that |
16:45 |
jojoa1997 |
and then right click to open a menu. then i set the gravity to 1.6 for a 30 node radius |
16:46 |
mauvebic |
have you even check if gravity is global or applies to ranges/chunks? |
16:46 |
jojoa1997 |
then whenever someone is in that radius they have the different gravity apply to them |
16:46 |
jojoa1997 |
bbl |
16:47 |
mauvebic |
wont get a much diff answer later :p try asking taoki though he/she should know |
16:48 |
jojoa1997 |
ok and is it global |
16:49 |
Jordach |
jojoa1997, heres a flowchart: http://i.imgur.com/oOBvrd8.jpg |
16:49 |
mauvebic |
if gravity is set in the conf then ill bet 20$ its global and not positional :/ (atm) |
16:49 |
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16:49 |
Jordach |
mauvebic, ^^ |
16:49 |
rubenwardy |
(4:44:09 PM) mauvebic: i know settings are global, but...| |
16:49 |
rubenwardy |
I was talking to jojoa. You can not set the settings for a specific area |
16:50 |
mauvebic |
thats what i figured |
16:50 |
mauvebic |
though thats something that should be suggested to taoki before work is wrapped up on that |
16:51 |
mauvebic |
ideally a gravity gradient where its heavier at -30K on Y and practically inexistant at +30K on y |
16:52 |
mauvebic |
(could use that same gradient value to determine sky and lighting conditions, fixing some other issues) |
16:53 |
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16:55 |
mauvebic |
i was thinking of distributing biomes using a temperature/humidity gradient too, map edges would be like antarctica lol |
16:56 |
NakedFury |
using a gradient we can also change the color of water, grass, and leaves |
16:56 |
NakedFury |
water for different biomes- like swamps |
16:56 |
Jordach |
NakedFury, NO, |
16:56 |
Jordach |
NO, |
16:56 |
NakedFury |
why not? |
16:57 |
Jordach |
because GPU lag |
16:57 |
Jordach |
recoloring an image takes sometimes a TON of CPU |
16:57 |
mauvebic |
this is confusing lol |
16:58 |
NakedFury |
ohh then we will never have such good looking world like minecraft |
16:58 |
NakedFury |
:( |
16:58 |
Jordach |
NakedFury, bullshit |
16:58 |
mauvebic |
ive seen some pretty heavy stuff added over the course of the last year |
16:58 |
mauvebic |
but whenever people don't like the features, performance comes up alot more lol |
16:59 |
Jordach |
in fact im *forced* to use optifine |
16:59 |
NakedFury |
having that gradient makes a big difference in biomes in the game. instead of everything been the same tone of green all over |
16:59 |
mauvebic |
like people saying "its voxel game, no diagonal/round pieces!" but then they go build a machine with mesecons and im like "what about the voxels?" lol |
17:00 |
mauvebic |
can be contradictory and confusing lol |
17:03 |
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17:03 |
mauvebic |
jesus my newest blueprint (atlantis, a whole city) weights in @ 115mb lol |
17:04 |
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17:25 |
Calinou |
<Jordach> recoloring an image takes sometimes a TON of CPU => source? |
17:25 |
Calinou |
also, CPU or GPU? |
17:26 |
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17:33 |
Jeija |
I'm looking for volunteers that want to test the luacontroller in mesecons: http://mesecons.net/items/luacontroller.php |
17:34 |
MiJyn |
looks cool @Jeija |
17:34 |
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17:34 |
MiJyn |
I like your formspec! |
17:36 |
Jeija |
It has a lot of potential, that's evident when looking at the documentation: http://mesecons.net/luacontroller/ |
17:38 |
MiJyn |
yes |
17:38 |
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17:38 |
MiJyn |
you should allow F/S access so that normal people can screw up the minetest installation of the server |
17:39 |
Jordach |
Calinou, both depending on the low end systems out there |
17:39 |
MiJyn |
:P |
17:40 |
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17:41 |
STHGOM |
hi |
17:41 |
MiJyn |
hi |
17:42 |
Calinou |
hi |
17:44 |
ShadowNinja |
Jeija: can you give digiline_send() an option for which port to send from? |
17:45 |
Jeija |
No, instead you should use channels |
17:46 |
ShadowNinja |
ok, can table.* be added without too much risk? |
17:47 |
Jeija |
nah, table.foreach is dangerous |
17:48 |
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17:48 |
Jeija |
I propose this: table = { insert = table.insert, remove = table.remove} |
17:49 |
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17:49 |
Jeija |
Is that everything you need, ShadowNinja, or do you miss something? |
17:49 |
ShadowNinja |
that sounds good, also can you add math |
17:50 |
ShadowNinja |
and concat might be usefull for printing |
17:52 |
Jeija |
http://lua-users.org/wiki/SandBoxes says unsafe, but most of the math.* functions could be added |
17:54 |
ShadowNinja |
it says unsafe for string and able also for the same reason, I don't think string.* etc can be modified in your sandbox |
17:54 |
ShadowNinja |
table* |
17:54 |
ShadowNinja |
can't* |
17:55 |
Matsetes |
Is it normal? "there are now 140 active objects." |
17:55 |
Matsetes |
My games gontinue to block |
18:02 |
MiJyn |
@Jeija, why are loops forbidden? |
18:08 |
PilzAdam |
Taoki, you gonna push further to the movement branch? I want to update the win32 build |
18:08 |
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18:26 |
rubenwardy |
gtg. |
18:26 |
rubenwardy |
brb |
18:26 |
rubenwardy |
supper |
18:28 |
Jeija |
@MiJyn: Because endless loops can crash the server |
18:31 |
MiJyn |
@Jeija, isn't it possible to limit them? |
18:31 |
Jeija |
I wouldn't know how... |
18:31 |
MiJyn |
like have a maximum of, say, 500 iterations |
18:31 |
MiJyn |
hmm |
18:31 |
MiJyn |
maybe you could make a function? |
18:31 |
MiJyn |
a wrapper |
18:33 |
Jeija |
But you couldn't put larger code in the function, as "function" is also prohibited |
18:33 |
MiJyn |
? |
18:33 |
MiJyn |
sorry, how are functions relevant? |
18:34 |
Jeija |
function x() x() end x() --> infinite loop |
18:34 |
MiJyn |
oh right |
18:35 |
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18:35 |
RudeViper |
Hello all |
18:36 |
MiJyn |
what about if you added a "safe" option so that people who are playing singleplayer can turn it off and run loops? |
18:36 |
MiJyn |
and hi RudeViper |
18:39 |
RudeViper |
Hi to you as well |
18:40 |
RudeViper |
I am new to this game - I have playe minecraft on microsteal - but the keys here are not the same - where can I find out what the control keys are? |
18:41 |
Jordach |
RTFM |
18:42 |
RudeViper |
I would if I could find it - |
18:43 |
berome |
RudeViper: come on :http://wiki.minetest.com/wiki/Getting_Started |
18:44 |
RudeViper |
berome - thank you - and thanks for being nice too - unlike some |
18:45 |
berome |
no, I'm new too, so I suppose I'm less tired, for now :-) |
18:45 |
berome |
Jordach: is usually great |
18:46 |
RudeViper |
Still - no need to be mean to some who is new - now that I have the wiki I can find info. So thank you berome. |
18:46 |
berome |
RudeViper: you welcome |
18:48 |
RudeViper |
berome - control list doesn't show the key to make things - It's the E key in minecraft - here it's walk fast. |
18:49 |
RudeViper |
ahh the combined two keys - neat - found what I needed |
18:49 |
RudeViper |
thanks |
18:49 |
berome |
ok |
18:55 |
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19:07 |
RudeViper |
Actually I think this is better than minecraft - it's going to take a little getting use to but it's better |
19:07 |
NakedFury |
its getting there. but shows promise |
19:07 |
NakedFury |
:) |
19:08 |
sokomine |
hard to tell what's better. it definitely has its good sides and is a lot of fun to build in. and it doesn't end there - you can always build your own mods and continue playing that way |
19:08 |
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19:52 |
mauvebic |
7014295 node blueprint, wish me luck :p |
19:55 |
NakedFury |
did minetest crash? |
19:56 |
mauvebic |
im still compiling the blueprint (in a new more compact format lol) i just read 7 million nodes from the readout lol |
19:56 |
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19:56 |
NakedFury |
tell me how it goes |
19:56 |
sokomine |
minecraft maps can easily become equally big. though most of it is air |
19:57 |
NakedFury |
it me sometimes removing a few thousand blocks and the game freezes or crashes |
19:57 |
NakedFury |
its* |
19:57 |
mauvebic |
well i posted 2 examples at 512^3 in my mod thread |
19:57 |
mauvebic |
now im testing the 1024^3 version |
19:58 |
mauvebic |
32 of those could fill the map surface lol |
19:58 |
mauvebic |
no wait |
19:58 |
mauvebic |
lol |
19:58 |
mauvebic |
32^2 spawns to cover the surface i thinkn |
19:58 |
NakedFury |
im lost what is this ^3 or ^2 you are talking about? |
19:59 |
mauvebic |
the blueprint grid volume is 1024*1024*1024 (nodes) |
19:59 |
NakedFury |
ohh grid |
19:59 |
mauvebic |
the map surface is roughly 32K*32K |
19:59 |
NakedFury |
so it builds in grids of 1024? |
20:00 |
mauvebic |
it depends on the blueprint when you convert the original mesh |
20:00 |
mauvebic |
i have a mesh for a medieval city that would look good at 3072 |
20:01 |
NakedFury |
so in grids of 32 how would it be different from a 512 grid? |
20:01 |
sokomine |
what format are the meshes stored in? roughly speaking? |
20:01 |
NakedFury |
the speed it builds it? |
20:01 |
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20:01 |
mauvebic |
takes .obj's to convert in whatever dimension you specify |
20:03 |
mauvebic |
pretty handy when you have a ship mesh and you know the dimensions (according to cannon at least) |
20:05 |
mauvebic |
the fun thing with meshes is the bigger you set the dimension, the more detail you get ingame |
20:06 |
NakedFury |
the more detail in the game the longer it can take to be built in the game too |
20:07 |
mauvebic |
well i can spawn a 512d blueprint under half an hour |
20:08 |
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20:08 |
mauvebic |
obivously you dont invite all your friends to log on while youre doing it :p |
20:09 |
NakedFury |
wow half an hour, how many blocks? |
20:09 |
NakedFury |
nodes if you want to cal lthem that |
20:09 |
mauvebic |
the 512d's range around 400K to 500K nodes |
20:10 |
mauvebic |
the compact blueprints should faster still though |
20:10 |
mauvebic |
no nodename or param2 in those, the nodename is set once at start |
20:11 |
mauvebic |
'cuz atlantis in a standard blueprint is 115mb lol |
20:11 |
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20:12 |
NakedFury |
damn that is big |
20:12 |
NakedFury |
is that the 7 million node you mentioned? |
20:12 |
mauvebic |
seriously lol i cant package them all with my mod so ill ahve to offer seperately |
20:13 |
NakedFury |
and when you set nodenames those that influence the time it takes to load? |
20:13 |
mauvebic |
now im generating a compact blueprint file for coruscant city block (7mil+ nodes) |
20:13 |
mauvebic |
well when a blueprint stores the nodename, you're reading it for every line, but mesh blueprints all have the same node, so i can save that time definately |
20:14 |
NakedFury |
how tall do you expect that city to be? |
20:14 |
mauvebic |
depends |
20:14 |
NakedFury |
I can see it being a pain to customize inside the game |
20:15 |
NakedFury |
adding doors, windows, etc |
20:15 |
mauvebic |
d1024 means the biggest (longest) dimension will be 1023~1024, so if its taller than it is wide or long, then the tallest building should be 1024m |
20:16 |
* VanessaE |
peeks in |
20:16 |
VanessaE |
BOO! |
20:16 |
mauvebic |
i dont see it as a pain :P people complain with blueprints theres nothing to do, but these are entire city blocks that need to be decorated in/out and im assuming you dont all keep it the same node lol so plenty to do at my end :p |
20:16 |
PilzAdam |
VanessaE, hey |
20:17 |
VanessaE |
hey |
20:17 |
EduardeCalibal |
I have a doubt, is very easy implement a new door, with size 2x2, 3x3 and double gates, have some rule agaist making objects with many blocks of size? |
20:17 |
mauvebic |
i dont understand the question |
20:17 |
EduardeCalibal |
Well... |
20:17 |
EduardeCalibal |
The door is a two objects in one. |
20:17 |
EduardeCalibal |
2x1 |
20:17 |
VanessaE |
EduardeCalibal: look at the doors code in Home Decor. Those are 1x2 but they're pretty versatile. |
20:18 |
VanessaE |
it should be fairly trivial to expand to 2x2 or largert |
20:18 |
VanessaE |
larger* |
20:18 |
EduardeCalibal |
I make a hack of the door and now I have a big door. |
20:18 |
mauvebic |
though i thought i saw someone oversize a nodebox to do that |
20:18 |
EduardeCalibal |
3x3 |
20:18 |
VanessaE |
mauvebic: thexyz, xdoors. |
20:18 |
PilzAdam |
VanessaE, dont you use doors:register_door() in homedecor? |
20:19 |
mauvebic |
yeah i was never too sure weather oversized nodeboxes worked |
20:19 |
VanessaE |
PilzAdam: no, I wrote my own code. |
20:19 |
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20:19 |
mauvebic |
everyone has register door lol |
20:19 |
Kacey |
hi |
20:19 |
PilzAdam |
why do I write these functions if nobody uses them?! |
20:19 |
* Jordach |
caught PilzAdam on BF3 |
20:19 |
VanessaE |
hey kacey |
20:19 |
PilzAdam |
Jordach, hm? |
20:19 |
mauvebic |
there should be one in default but that would lead to strife lol |
20:19 |
VanessaE |
PilzAdam: well to start, no one knows that function exists :-) |
20:20 |
mauvebic |
pilzadam because everyone writes the same functions hoping everyone will use them :p human nature |
20:20 |
PilzAdam |
mauvebic, but mine is upstream |
20:20 |
VanessaE |
I wrote the one in homedecor because I had specific needs and wasn't aware of the existence of the other one |
20:20 |
mauvebic |
sticking things in default doesn't mean people will use it |
20:20 |
mauvebic |
if they dont then you gotta ask yourself whats missing that they get from their own libraries, or if they are just not aware of a simpler way |
20:21 |
EduardeCalibal |
Ok, then a question, how I define the area of my object, aka, 3x3 squares and block the deployment of it if don't have space? |
20:21 |
VanessaE |
register_door() is not documented in the API. |
20:21 |
VanessaE |
that would explain why no one is usuing it |
20:21 |
VanessaE |
using* |
20:21 |
mauvebic |
there ya go lol |
20:21 |
mauvebic |
otherwise you think i dont wanna save lines in my scripts? lol |
20:21 |
mauvebic |
hell yeah :-) |
20:22 |
VanessaE |
EduardeCalibal: you have to manually check each of the proposed-to-be-occupied spaces to see if they're air (minetest.env:get_node(pos).name = "air") |
20:22 |
PilzAdam |
VanessaE, problem is there is no api.txt for default minetest_game (TODO????) |
20:22 |
Kacey |
http://coolmath-games.com/0-40xEscape/index.html try beating this game |
20:22 |
mauvebic |
i have these 3 stained glass that double as doors since the textures fit better that way lol |
20:22 |
EduardeCalibal |
Understood. |
20:22 |
EduardeCalibal |
:D |
20:22 |
VanessaE |
then either place or don't place the nodes that make up your big door |
20:22 |
VanessaE |
PilzAdam: this is *desperately* needed, to be honest. |
20:22 |
mauvebic |
we dont need another .txt file, theres a lua api doc on github |
20:22 |
mauvebic |
when i googled "doc lua api minetest" its the first thing that shows up |
20:23 |
PilzAdam |
echo "Do it." >> VanessaE/TODO.txt |
20:23 |
VanessaE |
mauvebic: that one's for the engine though, not minetest_game |
20:23 |
mauvebic |
aah register door is in minetest_game? |
20:23 |
proller |
PilzAdam, liquid now more liquid 8) |
20:23 |
mauvebic |
thats why i havent spotted it |
20:23 |
VanessaE |
PilzAdam: what's the function call look like? |
20:24 |
PilzAdam |
dunno, look at minetest_game/mods/doors/init.lua |
20:24 |
VanessaE |
*grumble* |
20:24 |
mauvebic |
lol |
20:24 |
VanessaE |
you don't know the parameters of your own function? :-) |
20:24 |
mauvebic |
id offer coffee but its getting close to suppertime lol |
20:24 |
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20:24 |
PilzAdam |
VanessaE, theres a nice comment at top of the named file |
20:24 |
VanessaE |
already looking at it |
20:25 |
PilzAdam |
there are two params, on of it is a list with 10 params |
20:25 |
PilzAdam |
do you expect me to know them? |
20:25 |
VanessaE |
note the smiley at the end of my statement :-) |
20:25 |
mauvebic |
spock would :p ;) |
20:26 |
VanessaE |
looking at the parameters available, this function looks well-thought out but still would not have suited my needs. |
20:27 |
PilzAdam |
VanessaE, what are your needs? |
20:27 |
VanessaE |
plus my code is smaller :-) |
20:28 |
PilzAdam |
upstream development == super stable code == check every two lines if a variable is nil |
20:28 |
VanessaE |
PilzAdam: looks like the thing you miss is how textures are defined, mine's slightly more detailed in that regard |
20:28 |
VanessaE |
https://github.com/VanessaE/homedecor/blob/master/door_nodes.lua |
20:28 |
VanessaE |
^^ mine. |
20:29 |
VanessaE |
https://github.com/VanessaE/homedecor/blob/master/door_models.lua |
20:29 |
PilzAdam |
these things should go into the GitHub issue tracker and not some stupid texture suggestions |
20:29 |
VanessaE |
the actual door shapes ^^ |
20:29 |
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20:29 |
VanessaE |
who said anything about suggesting textures? |
20:29 |
VanessaE |
o.O |
20:30 |
PilzAdam |
https://github.com/celeron55/minetest_game/pull/108 |
20:30 |
VanessaE |
what's that got to do with doors code? |
20:30 |
PilzAdam |
I mean: Use github to suggest code related things and not textures |
20:31 |
mauvebic |
im confused lol gonna go make coffee |
20:31 |
PilzAdam |
its not related to doors code, just a random example to clear out my point of view |
20:31 |
VanessaE |
no need to make suggestions. my code is better for the needs of the homedecor mod. |
20:32 |
RealBadAngel |
? so where post new images for game? imgur? imageshack? rotfl |
20:32 |
PilzAdam |
RealBadAngel, in the forum with a poll |
20:32 |
VanessaE |
frankly, when you switched doors to use pseudo-3d/2d versus the modeled 3d seen in the xdoors2 mod, it felt like a step backwards. |
20:32 |
NakedFury |
code github textures forum poll |
20:33 |
RealBadAngel |
you dont give a shit of what ppl thinks and likes, so what for such polls? |
20:33 |
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20:33 |
PilzAdam |
VanessaE, I did it this way to support texture packs |
20:33 |
VanessaE |
yes I know |
20:33 |
RealBadAngel |
only counts what do you like |
20:33 |
PilzAdam |
RealBadAngel, I actually do give a shit of what people want |
20:33 |
VanessaE |
but it had the negative side effect of making the window in the door look really wierd. |
20:33 |
RealBadAngel |
no you dont |
20:34 |
PilzAdam |
but the definition of "people" is not you + VanessaE |
20:34 |
mauvebic |
to be fair he did give me an option to disable new fly and go back to old fly |
20:34 |
mauvebic |
otherwise id have been stuck lol |
20:35 |
PilzAdam |
mauvebic, that reminds me to add this setting to the GUI |
20:35 |
jojoa1997 |
PilzAdam could you make chests be built from wood groups |
20:35 |
jojoa1997 |
also doors and picks |
20:35 |
RealBadAngel |
we do have already examples of your inventions, "famous" stone groups for example in craft recipes |
20:35 |
VanessaE |
PilzAdam: he means group:wood; moretrees wooden planks are all in that group but don't work for making chests et.al |
20:36 |
PilzAdam |
yea |
20:36 |
VanessaE |
PilzAdam: side note: Please don't suddenly sign off in the middle of a conversation |
20:36 |
PilzAdam |
switching to groups is nice |
20:36 |
PilzAdam |
VanessaE, thats reminds me that I have to go in ~10 mins. |
20:37 |
VanessaE |
*grumble* |
20:37 |
jojoa1997 |
PilzAdam: also haveing other general items use common groups would be nice also |
20:37 |
PilzAdam |
sorry, but there is thing called "school" |
20:37 |
VanessaE |
jojoa1997: some stuff already does. |
20:37 |
jojoa1997 |
i just came from school :-D |
20:37 |
jojoa1997 |
VanessaE: like what |
20:37 |
VanessaE |
PilzAdam: night classes? |
20:38 |
PilzAdam |
jojoa1997, switching to groups for crafting is definetly wanted and the right way for minetest IMO |
20:38 |
VanessaE |
jojoa1997: furnaces, some other stuff, can be made from anything in the stone group |
20:38 |
VanessaE |
for example |
20:38 |
PilzAdam |
VanessaE, there is this thing called "sleeping", it mostly appears in front of "school" |
20:38 |
VanessaE |
sleep is overrated :) |
20:38 |
jojoa1997 |
so i can make furnaces from stone |
20:38 |
PilzAdam |
even desert stone |
20:38 |
jojoa1997 |
:) |
20:39 |
jojoa1997 |
i think that desert stone should make a desert furnace |
20:39 |
PilzAdam |
@somebody: feel free to file a pull request for the group thing |
20:39 |
PilzAdam |
I will merge it |
20:39 |
RealBadAngel |
when folks wants to add other kinds of stones it leads to furnace out of marble, granite, obsidian or whatever |
20:39 |
RealBadAngel |
brilliant |
20:39 |
jojoa1997 |
maybe have quicker cooking times due to heat |
20:39 |
VanessaE |
PilzAdam: after you merge RealBadAngel's fix for the itemstack bug |
20:39 |
VanessaE |
if you haven't already I mean |
20:39 |
mauvebic |
are the furnaces still in lua? |
20:39 |
VanessaE |
mauvebic: unfortunately, yes |
20:40 |
mauvebic |
ugh, thats okay i dont really miss em at this point anymore lol |
20:40 |
jojoa1997 |
VanessaE: are you going to make a moon server or is it a no go |
20:40 |
NakedFury |
RealbadAngel I think that is a good thing, different looking furnaces in this case. maybe other mods can add extra features but at least having them look different is a plus when doing houses or bases |
20:40 |
VanessaE |
jojoa1997: after Taoki fixes that last flying bug in the movement branch |
20:40 |
jojoa1997 |
VanessaE: also look here if you have not already http://forum.minetest.net/viewtopic.php?id=4754 |
20:40 |
jojoa1997 |
what flying bug |
20:40 |
NakedFury |
jojoa1997, mauvebic is doing a space world |
20:40 |
Taoki |
VanessaE: What flying bug? |
20:40 |
PilzAdam |
RealBadAngel, maybe split the stone group up into cobble and stone |
20:41 |
PilzAdam |
currently cobble has the rating 2 in the stone group |
20:41 |
VanessaE |
Taoki: you can't take off to fly from standing still. you have to jump first and then switch to fly while you're in mid-air |
20:41 |
PilzAdam |
but supporting ratings for groups in crafting is better IMO |
20:41 |
jojoa1997 |
that is not true |
20:41 |
Taoki |
VanessaE: I can't reproduce that bug, just tried two times. If that's ok I'll ask you to try that again after I push another commit with all the fixes I'm working on |
20:41 |
Taoki |
Since the only logical explanation is that it's fixed |
20:42 |
thexyz |
oversized nodeboxes are bad |
20:42 |
VanessaE |
Taoki: sure thing. I'll check it in when you're ready |
20:42 |
PilzAdam |
so, people, gtg now; bye |
20:42 |
VanessaE |
thexyz: only if you stretch them horizontally |
20:42 |
thexyz |
they're always bad |
20:42 |
jojoa1997 |
Taoki could you make the ability to change the gravity of certain areas possible |
20:43 |
NakedFury |
would it be possible to add another air that damages the player? so mauvebic space theme world would be more amazing than it already is |
20:43 |
VanessaE |
jojoa1997: not possible. it is a global setting. Better to use whatever method the antigravity mdo uses. |
20:43 |
VanessaE |
mod* |
20:43 |
Taoki |
jojoa1997: Not now. If gravity will be changable via LUA then yes. Maybe some other time |
20:43 |
VanessaE |
(the one with the yellow antigravity field and the striped generator) |
20:43 |
jojoa1997 |
is the wood group "group:wood" |
20:44 |
VanessaE |
G*D DAMN IT. |
20:44 |
VanessaE |
thexyz: since pilz is dragging his feet, will you please push RBA's fix for that itemstack bug |
20:44 |
jojoa1997 |
is the wood group "group:wood" |
20:44 |
thexyz |
what bug are you talking about? |
20:45 |
mauvebic |
a vacuum node to be prices, with damage :p |
20:45 |
mauvebic |
*precise |
20:45 |
mauvebic |
wtf lol |
20:46 |
RealBadAngel |
thexyz, item_place blocks any possible ways for on_rightclick to change wielded_item, because of misplaced "return" |
20:46 |
jojoa1997 |
what do you guys think about shareable steel doors |
20:46 |
jojoa1997 |
maybe mese doors |
20:47 |
VanessaE |
jojoa1997: steel is sufficient for a sharable locking door, I see no reason to use mese for that |
20:47 |
VanessaE |
thexyz: which in turn results in an item duplication bug in my signs-on-posts code in homedecor. I run RBA's fix here and it performs precisely as desired. |
20:48 |
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20:48 |
jojoa1997 |
bbs |
20:49 |
RealBadAngel |
btw, 6 directional facedir code is finished |
20:50 |
RealBadAngel |
i need just to test it a bit |
20:50 |
jin_xi |
what is it for? |
20:50 |
RealBadAngel |
up/down pistons, frame motor, being able to rotate nodes in any direction |
20:51 |
jin_xi |
cool |
20:51 |
RealBadAngel |
also no need to have vertical and horizontal wires |
20:51 |
RealBadAngel |
one kind will be enough for all of those |
20:51 |
thexyz |
VanessaE: I dislike the whole on_rightclick thing |
20:52 |
thexyz |
just because of its implementation |
20:52 |
mauvebic |
i find it somewhat confusing too lol |
20:52 |
NakedFury |
you dont like the idea to use right click for some stuff or the code? |
20:52 |
thexyz |
code |
20:52 |
NakedFury |
ohh |
20:52 |
thexyz |
the idea is good |
20:53 |
NakedFury |
the idea is excellent |
20:53 |
mauvebic |
apart from attaching entities i dont know what else to use it for |
20:53 |
thexyz |
why the fuck does minetest.item_place call on_rightclick? I don't even.. |
20:53 |
RealBadAngel |
thexyz: youre right, it should be done better. but there is no point to have it bugged in current state |
20:54 |
RealBadAngel |
by now the fix make it work (now you can use wielded items on clicked nodes) |
20:54 |
jojoa1997 |
pilzadam i made a pull request and also could you merge the changes where coal is also made from burning tree and the chest to locked chest recipe change |
20:54 |
thexyz |
VanessaE, RealBadAngel:why doesn't PilzAdam want to merge it? |
20:55 |
RealBadAngel |
because a) he called that a feature that on_rightclick shouldnt be able to modify wielded item |
20:55 |
mauvebic |
i think he thinks its not broken :/ |
20:56 |
mauvebic |
tho it does seem to be breaking vanessae's mod |
20:56 |
RealBadAngel |
b) think x=function(), return x is better than return function() |
20:57 |
jojoa1997 |
does anyone know if players will be able to be edited with lua. edited as in changing speed and also size(large-smaller scale) |
20:58 |
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20:59 |
bulletrulz |
hey guys |
21:00 |
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21:00 |
bulletrulz |
MiJyn, hey does relinux have a deb? |
21:00 |
jojoa1997 |
bbl going to test the different effect of the movement branch |
21:01 |
VanessaE |
thexyz: in short, someone broke it, he thinks this is a feature, and now it is impossible to modify a player's inventory within an on_rightclick event....and he even confirmed the bug himself and called it such. |
21:01 |
thexyz |
inventory? |
21:01 |
RealBadAngel |
thexyz: heres my patch: https://github.com/celeron55/minetest/pull/481/files and this is how PA wants it to be done: https://gist.github.com/PilzAdam/4747568 |
21:01 |
VanessaE |
inventory. namely the wielded itemstack |
21:02 |
thexyz |
wait, if inventory is broken we should fix inventory |
21:02 |
mauvebic |
but PA sortof needs to agree so it doesnt all get reverted? |
21:03 |
VanessaE |
inventory isn't broken as such, the existing code just ignores the itemstack generated/modified by the user's on_rightclick code. |
21:03 |
RealBadAngel |
its not ignoring it. it just overwrites the changes |
21:03 |
VanessaE |
well yeah, what RBA says. |
21:03 |
MiJyn |
@bulletrulz, PM |
21:04 |
VanessaE |
it's a one-line, one-word change. |
21:04 |
RealBadAngel |
returnin from item_place have to be with itemstack of wielded_item |
21:05 |
mauvebic |
wow, the pope resigned |
21:05 |
RealBadAngel |
since on_rightclick is inside item_place and returns with no value, wielded_item will be restored |
21:06 |
VanessaE |
mauvebic: yep |
21:06 |
VanessaE |
good riddance to bad rubbish |
21:06 |
RealBadAngel |
because some1 misplaced one "return" |
21:06 |
mauvebic |
wont miss him, last pope inspired much more confidence/goodwill |
21:06 |
mauvebic |
honestly he reminded me of the emperor from star wars lol |
21:07 |
VanessaE |
a lot of people have made that comparison |
21:07 |
mauvebic |
i guess the ridiculous garments and pageantry doesn't help lol |
21:07 |
VanessaE |
(Palpatine) |
21:07 |
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21:07 |
mauvebic |
get someone who can talk about peace and goodwill instead of denouncing condoms on an AIDS ravaged continent lol |
21:08 |
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21:08 |
NakedFury |
get a young pope |
21:08 |
NakedFury |
old popes are hard to change their minds on old shit |
21:09 |
MiJyn |
@guys, you realize that there are catholics in this channel, right? |
21:09 |
VanessaE |
fuck the pope. Let the whole damn system come crashing down. |
21:09 |
mauvebic |
i was born catholic, so what? |
21:09 |
NakedFury |
I know mijyn it doesnt matter if those old ways are very wrong old ways |
21:09 |
mauvebic |
cant discuss this? |
21:10 |
VanessaE |
MiJyn: as soon as the catholic church cleans up its act, the members thereof can start complaining. |
21:10 |
NakedFury |
like that condom comment |
21:10 |
VanessaE |
until then, they can sit down, shut up, and let the rest of the world pass them by. |
21:10 |
MiJyn |
VanessaE: point is, if the pope is like the leader of the whole church, and people put him down, it's like putting down the church |
21:10 |
mauvebic |
the church shouldn't be telling people who to f*ck and how to do it when they cant even control their own members - ianno, all those paedephelia lawsuits they got deep pockets for |
21:10 |
VanessaE |
MiJyn: yeah, so? |
21:11 |
NakedFury |
mauvebic that is so true man |
21:11 |
VanessaE |
I repeat: Fuck the pope. Let the whole system come crashing down (with the proviso that they don't fix their problems before then) |
21:11 |
MiJyn |
@VanessaE, So you don't care putting down the whole church? |
21:11 |
mauvebic |
the pope might be head of the church but he doesn't represent the religion |
21:11 |
VanessaE |
MiJyn: nope. |
21:12 |
MiJyn |
@mauvebic, sort of |
21:12 |
VanessaE |
I don't care/ |
21:12 |
NakedFury |
we dont need the church to keep faith, if you have that faith |
21:12 |
VanessaE |
the church as it exists today is an abomination to G*d and to the alleged savior they worship. |
21:12 |
mauvebic |
please, protestant, catholics, theyre both christian, do protestants feel the need to protect either the pope or the queen of england? |
21:13 |
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21:13 |
VanessaE |
so I stand behind my statement. :-) |
21:13 |
mauvebic |
it shows a real lack of critical thinking when you refuse to evaluate the things you believe in |
21:13 |
RealBadAngel |
great, disscusion about religion is what we do really need here ;) |
21:13 |
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21:13 |
bulletrulz |
ok not saying anybody is wrong about god but u guys are wrong about god! |
21:13 |
VanessaE |
RealBadAngel: better that than some of the shit that's been posted in the Offtopic forum lately. |
21:14 |
RealBadAngel |
lol |
21:14 |
VanessaE |
bulletrulz: the church is, to be sure. |
21:14 |
mauvebic |
its not even a religious discussion lol were talking about hte pope, (vatican, more of a city state) |
21:14 |
bulletrulz |
god doesent exsist |
21:14 |
VanessaE |
I personally am no more wrong about G*d than anyone else - perhaps the opposite - atheistic arguments aside. |
21:14 |
mauvebic |
"god is dead" lead to the last world war lol |
21:14 |
RealBadAngel |
one office worker decided to retire, now whole world will talk about it for ages |
21:14 |
RealBadAngel |
isnt that stupid? |
21:15 |
VanessaE |
Yeah well Nietzsche is dead too :-) |
21:15 |
bulletrulz |
anybody who thinks god is real watch this this explains alot |
21:15 |
bulletrulz |
http://www.youtube.com/watch?v=DwCaZaSon9A |
21:15 |
sapier1 |
https://github.com/celeron55/minetest/pull/484 any comment to including user and world specific settings to secure file api? this is a much more general aproach than old world specific settings file |
21:15 |
mauvebic |
i believe in being surprised lol |
21:15 |
MiJyn |
@bulletrulz, you realize that it's like a two-sided issue, right? You can't prove that god doesn't exist, same as you can't prove he DOES exist |
21:15 |
mauvebic |
no one can tell me what to expect when i die unless they've been there (and would you believe them...) |
21:16 |
sapier1 |
"old world specific settings file" is pull request 480 which I'm going to revoke |
21:16 |
VanessaE |
sapier1: no comment except that it is a good idea that will break some mods |
21:16 |
sapier |
file listing was added to 484 too |
21:16 |
thexyz |
RealBadAngel: why did you document it as "return itemstack to preserve changes to it" instead of commonly used "… and return the leftover itemstack" |
21:16 |
bulletrulz |
MiJyn, yes i understand compleatily but if i wont believe till theres proof |
21:16 |
thexyz |
I think the latter is better |
21:16 |
mauvebic |
NakedFury compact atlantis blueprint: 80mb (35 less than standard but still ) |
21:16 |
VanessaE |
the +1 |
21:16 |
MiJyn |
@sapier, you're talking about relevant things? The point of this channel is to be completely off-topic! |
21:16 |
VanessaE |
thexyz: +1 |
21:16 |
thexyz |
you don't have to return that itemstack you got |
21:17 |
MiJyn |
@bulletrulz, exactly |
21:17 |
NakedFury |
nice. are you gonna import it into the game now? |
21:17 |
sapier |
Sorry VanessaE but I can't hear this no argument anymore almost any 10th change breaks some mods |
21:17 |
thexyz |
just fix docs and I'll merge it |
21:17 |
VanessaE |
sapier: I said "it is a good idea" :-) |
21:17 |
sapier |
ok sorry |
21:18 |
sapier |
by the way secure file api doesn't break any mod ... only if you combine it with security changeset |
21:18 |
RealBadAngel |
thexyz, because this is user made function, not inside the game core. if he does nothing with wielded_item he doesnt need to return it |
21:18 |
sapier |
but if you don't combine it the secure api is senseless |
21:19 |
sapier |
except those settings changes I just added |
21:19 |
LAD |
(\___/) |
21:19 |
LAD |
(=^.^=) |
21:19 |
LAD |
(")__(")bunny |
21:19 |
thexyz |
RealBadAngel: well, my point is: your statement implies that this function should return itemstack to save _changes_ to it |
21:19 |
RealBadAngel |
when changed, yes |
21:19 |
thexyz |
but we can as well return some other ItemStack |
21:20 |
VanessaE |
I see what he's saying RealBadAngel. He's right. |
21:20 |
mauvebic |
huh, the north koreans actually did it, insane lol |
21:20 |
VanessaE |
one could just as easily swap out the given itemstack for an unrelated one and return *that* |
21:20 |
RealBadAngel |
look above itemstack will hold wielded item |
21:21 |
RealBadAngel |
if defined, itemstack will hold clicker's wielded item + return itemstack to preserve changes to it |
21:21 |
sapier |
mauvebic they did it some time ago but now it's even undeniable for americans ;-) |
21:21 |
RealBadAngel |
maybe you would like to implement trash can with it |
21:21 |
RealBadAngel |
return clear itemestack when punched trashcan |
21:21 |
mauvebic |
last night i read articles stating an earth quake, this morning they say it was underground nuke |
21:21 |
jojoa1997 |
Vanessae... |
21:22 |
VanessaE |
yes? |
21:22 |
RealBadAngel |
*rightclicked |
21:22 |
VanessaE |
mauvebic: NK detonated a nuke? |
21:22 |
mauvebic |
even jack nicholson said, you don't add inches by blowing nukes undeground |
21:22 |
VanessaE |
we're fucked. |
21:22 |
mauvebic |
well, fucked... its their 3rd test in so many years |
21:22 |
sapier |
mauvebic any nuke creates an earthquake thats how anit test treaty organization detects violations |
21:22 |
mauvebic |
and i think china will likely deal with it before americans arrive in force |
21:22 |
jojoa1997 |
if i play on a stable 0.4.4 server and i have the host add to his conf "movement_gravity = 2.0 |
21:23 |
jojoa1997 |
will i have that effect on my client |
21:23 |
jojoa1997 |
or will nothing change |
21:23 |
VanessaE |
yes, and you know how NK'ans are - especially the NK government. overconfident, suicidal maniacs bent in absolutel rule. |
21:23 |
VanessaE |
absolute( |
21:23 |
mauvebic |
well at least, pray china deals with it, otherwise you'll be borrowing from them to finance the next war |
21:23 |
RealBadAngel |
thexyz, so returnin value doesnt have to be leftover, decremented vaule of wielded_item |
21:23 |
VanessaE |
jojoa1997: your client will only respond to the gravity changes if you're running the movement branch AND the server is AND the server sets a gravity change |
21:23 |
sapier |
I believe if they don't have anything to loose they'll use the nukes |
21:24 |
VanessaE |
but it won't "affect" the client in any way other than how you move around while you're on that server. |
21:24 |
mauvebic |
the nuclear program has been the preferred method of blackmail for the NK's for years now |
21:24 |
jojoa1997 |
ok so if i am running the movement brnch but the server is not the the gravity is still changed for me? |
21:24 |
VanessaE |
jojoa1997: nope. |
21:24 |
mauvebic |
though placating them at this point is only going to encourage similar behaviour from other developing countries |
21:25 |
sapier |
with americans running around the world invading any country not having nukes nukes are the only protection for a nation not willing to follow us gouvernment policy |
21:25 |
VanessaE |
if they aren't running the movement branch, and your client doesn't crash while signed onto such a server, you will not experience any changes in gravity/movement. |
21:25 |
RealBadAngel |
thexyz, but i can change the description |
21:25 |
RealBadAngel |
just propose better one |
21:25 |
mauvebic |
sapier i think even the us gov realizes they cant fight guerilla warfare against people who have nothing to lose (vietnam) |
21:26 |
mauvebic |
hence the drones and specific targets now |
21:26 |
bulletrulz |
GOT THE BEST MOD EVER |
21:26 |
sapier |
us gouvernment did believe iraq had weapons of mass destruction ;-P |
21:26 |
bulletrulz |
IN MY MIND |
21:26 |
mauvebic |
no, thats what they told their own people lol |
21:26 |
bulletrulz |
the cocaine mod |
21:26 |
mauvebic |
no one else bought it |
21:27 |
mauvebic |
but we all knew war would come regardless |
21:27 |
VanessaE |
bulletrulz: already been done. |
21:27 |
mauvebic |
they dont invest money in PR if they didn't plan to go ahead |
21:27 |
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21:27 |
sapier |
americans bought it ... and not only the normal ppl |
21:27 |
jojoa1997 |
BYE |
21:27 |
mauvebic |
well, the brits bought it too |
21:28 |
bulletrulz |
the us needed oil so we went to iraq killed abunch of people then took thier oil the usa is really fucked up |
21:28 |
sapier |
the funny thing about all of this is that main evidence was given by german inteligence and considered unreliable by our intelligence service :-) |
21:28 |
mauvebic |
of course if the intel is second hand you can't blame your own agency for believing it, can you? lol |
21:29 |
mauvebic |
the news can be real amusing |
21:29 |
mauvebic |
but take it with a grain of salt lol |
21:29 |
sapier |
because of this believe and of course the elections in germany by that time we didn't follow into iraq |
21:30 |
sapier |
and now we're the last ones to leave afghanistan ... |
21:31 |
mauvebic |
well of course it only takes 1 nato member to get a foot in the door and all the others feel obliged to help |
21:31 |
mauvebic |
its all a bunch of bs but what can i do except vote against the sitting gov't to get more of the same lol |
21:32 |
sapier |
and now it's our responsibility to protect withdrawal of all others :-( |
21:32 |
mauvebic |
the only way to stop wars is to make it clear the sitting gov't declaring it will lose the next election |
21:33 |
sapier |
in fact most of the time opposit happens |
21:33 |
Menche |
is it possible to use rollback_check on an air node (to check who dug what was there)? |
21:33 |
mauvebic |
doesn't really matter which party, theres no patronage with no power, and thats what they need most |
21:33 |
TheBonsai |
m00 |
21:33 |
bulletrulz |
why THE FUCK ARE WE TALKING ABOUT POLITICS! |
21:33 |
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21:33 |
mauvebic |
either way pray god the conservatives lose the next election in canada so they dont wrap us up in too much shit |
21:34 |
momomo |
hello hello |
21:34 |
sapier |
you aren't talking about politics bulletrulz you're complaining about the talk ;-P |
21:34 |
bulletrulz |
jesus loves me this i know for mitt romney tells me so |
21:34 |
Menche |
i thought i came to #minetest, not #politics |
21:34 |
mauvebic |
no ones stopping you from discussing something else |
21:35 |
Menche |
*ahem* is it possible to use rollback_check on an air node (to check who dug what was there)? |
21:35 |
momomo |
lets talk aboot minetest.. anyone here using minetest on gentoo? lol |
21:35 |
VanessaE |
momomo: careful, you've walked into an incredibly off-topic discussion |
21:35 |
Menche |
an Arch-er here |
21:35 |
bulletrulz |
fuck GENTOO ITS TOO HARD JK XD |
21:35 |
* momomo |
currently installing gentoo and got bored |
21:35 |
Menche |
i'll probably try gentoo again when I have time |
21:35 |
sapier |
in germany chances conservatives will lose next election are very low ... but ... atm they require liberals to have majority ... and liberals did so bad they're not even close to reenter parliament next time |
21:35 |
bulletrulz |
arch is acctlully pretty easy |
21:35 |
momomo |
compiling takes forever |
21:36 |
VanessaE |
momomo: -no -LI_dont -Fsorry -Funroll_loops -Fr_type_sticker |
21:36 |
VanessaE |
;-) |
21:36 |
TheBonsai |
sapier: heh true |
21:36 |
mauvebic |
i hear merkel isn't too popular at home for supporting the greece bailouts tho lol |
21:36 |
* VanessaE |
<-- former gentoo user, years ago |
21:36 |
* bulletrulz |
uses just plain old xubuty |
21:37 |
* TheBonsai |
survived the gentoo ricer hype years ago |
21:37 |
momomo |
im a regular to the forums but wont say who i am yet. decided to try out hardened gentoo. last time i installed gentoo was around 2004 :\ |
21:37 |
sapier |
this might result in a green/socialdemocrats gouvernment if neither pirates or communists enter parliament too :) strange coincidence |
21:37 |
mauvebic |
we have conservatives, liberals, and new democrats lol |
21:37 |
* momomo |
also learning for the first time how to use irssi |
21:38 |
sapier |
I've already told any relevant party for next election :-) once upon a time we had only liberals conservatives and socialdemocrats |
21:39 |
TheBonsai |
sapier: green/red? i don't think the situation is THAT bad. if that's the alternative, i prefer black |
21:39 |
sapier |
conservatives with own majority? I'm not sure if this is desireable |
21:39 |
momomo |
well since i dont care much about listening to people talk politics im out for now.. ta ta |
21:39 |
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21:39 |
mauvebic |
well the liberal was to be expected here: you can only take so many honour killings in the news before people question the open-door immigration policy |
21:39 |
Menche |
so i take it nobody here knows how to use the rollback commands... |
21:39 |
mauvebic |
*liberal demise |
21:40 |
bulletrulz |
ok what the fuck were back to politics |
21:40 |
bulletrulz |
!? |
21:40 |
sapier |
sorry menche haven't used this feature at all |
21:41 |
VanessaE |
Menche: sorry. the last time I tried to use it, it just crashed the server. |
21:41 |
Menche |
suppose i'll stop being lazy and just read the code :P |
21:41 |
sapier |
a feature noone is using? seems to be a candidate to be dropped? :-) |
21:41 |
mauvebic |
people did ask for it tho |
21:42 |
Menche |
it is useful |
21:42 |
sapier |
did those ppl asking for it use it too? |
21:42 |
TheBonsai |
sapier: also true. but i really dislike green/red. what about green/black (or anything else that could weaken a black majority, which is not FDP)? |
21:42 |
mauvebic |
youd have to ask them :P i hardly aprove of half the changes that go through lol |
21:43 |
sapier |
I don't think conservatives can cope with greens by now |
21:43 |
mauvebic |
our conservatives are in the pockets of the private prison industry so obviously, were putting more people in jail for all sorts of things |
21:44 |
mauvebic |
though they wont push too hard otherwise quebec would become independent |
21:45 |
sapier |
private prison ... that's one of those bad american ideas starting to spread in germany the last years too |
21:45 |
NakedFury |
after private prisons we get death race and gamer prison programs |
21:45 |
sapier |
gladly atm our constitution protection court prohibits giving gouvernmental tasks to private organizations |
21:45 |
mauvebic |
like that kids for cash scandal where one county was sending practically all the kids that went to court straight to juvy for trivial offences |
21:46 |
mauvebic |
corruption is a major problem in N.A. |
21:47 |
mauvebic |
just where i live theyre arresting mayors and construction industry CEO's, probably ex-ministers soon to |
21:47 |
mauvebic |
*too |
21:47 |
sapier |
hmm it's quite a long time ago last "big" corruption case occured in germany |
21:47 |
bulletrulz |
lol erlehmann2013-01-16 01:56:46 |
21:47 |
bulletrulz |
Guest |
21:47 |
bulletrulz |
celeron55 alerted me to this thread. I am the original author of the Minetest logo, great that it sees usage. Please note that it is licensed under Creative Commons BY-SA 3.0 <http://creativecommons.org/licenses/by-sa/3.0/>. |
21:47 |
bulletrulz |
Among the conditions of the license are attribution. Please include my name (Nils Dagsson Moskopp / erlehmann) as the author and the URL of the source code of the image <http://daten.dieweltistgarnichtso.net/p … t-icon.svg> (so users can modify it) and the fact that it is licensed under the Creative Commons BY-SA 3.0 license on your merchandise. |
21:47 |
bulletrulz |
Note that attribution does not have to be large, it just has to be somewhere the user can find it. Is this okay? |
21:48 |
bulletrulz |
lol Lieng sack of shit |
21:48 |
mauvebic |
what was the point of posting that? |
21:48 |
Menche |
why does rollback measure time in seconds? and the default for rollback is 60. |
21:48 |
VanessaE |
Lieng? |
21:48 |
Menche |
when I rollback someone, it's usually been way more than 60 seconds |
21:49 |
Menche |
i typically spam the time field with a bunch of 9s and hope that rolls everything back |
21:49 |
bulletrulz |
lol SPEELING FAIL |
21:50 |
Menche |
? |
21:50 |
VanessaE |
and why is he supposedly lying? |
21:50 |
sapier |
bulletrulz "in a manner specified by the author" ... if author said letters have to be 20cm height and 20cm in width you'd have to do it this way ;-) |
21:51 |
bulletrulz |
:D |
21:51 |
bulletrulz |
VanessaE, y would he hzve a guest account |
21:52 |
mauvebic |
i only learned to register my nick recently lol |
21:52 |
mauvebic |
its nut a proriority for everyone |
21:52 |
mauvebic |
*not |
21:52 |
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22:03 |
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22:09 |
jin_xi |
i'd like to be able to generate flat worlds without any trees. is there an easyish way? |
22:10 |
mauvebic |
see pilzadams' fatworld gen |
22:11 |
sokomine |
it comes with trees. but at least it's flat. if you really want to you can maybe eliminitate the trees as well |
22:11 |
jin_xi |
its a branch on his github but not up to date. i need it to test the treegen stuff |
22:11 |
mauvebic |
well, there goes the beard, ill have to shave what i didn't burn off lol |
22:11 |
sokomine |
burn off? sounds dagneruos |
22:11 |
mauvebic |
bic lighters lol |
22:12 |
jin_xi |
real men shave with a blowtorch |
22:12 |
mauvebic |
smells like burnt dog hair now :/ |
22:12 |
sokomine |
oh :-( |
22:12 |
sokomine |
maybe you ought to play around less with candles |
22:12 |
mauvebic |
should get a zippo lol |
22:13 |
mauvebic |
flame doesnt jump around |
22:16 |
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22:17 |
EduardeCalibal |
I found a mod with a line ':set_infotext("")', this cause a error, I change it for 'set_string("infotext","")', is correct? |
22:18 |
mauvebic |
+1 |
22:19 |
mauvebic |
prolly an old mod |
22:20 |
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22:22 |
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22:23 |
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22:26 |
RealBadAngel |
jin_xi: hmmm mentioned about setting in config to disable tree generation |
22:27 |
EduardeCalibal |
mauvebic, yes, the mineral detector mod. Is working now. :) |
22:29 |
mauvebic |
if you find things like digprop then thats really old lol |
22:30 |
jin_xi |
RealBadAngel: thanks, used PA's branch, removed small trees and copied world over... problem solved! |
22:30 |
EduardeCalibal |
The last update is from 19/02/2012. (02/19/2012) |
22:30 |
mauvebic |
post your flatworld gen :-) would be handy for megaspawning lol |
22:31 |
jin_xi |
mauvebic: your mega mesh stuff mega cool |
22:31 |
jin_xi |
*is |
22:32 |
mauvebic |
yeah thats what the flat land comes in handy hehe :-) |
22:32 |
mauvebic |
*where |
22:32 |
RealBadAngel |
http://i.imgur.com/5sYMkVI.jpg |
22:32 |
mauvebic |
good shot at having an ecumenopolis now lol |
22:33 |
Uberi |
pipeworks transports items now right? |
22:33 |
mauvebic |
water at least for both versions |
22:33 |
Uberi |
cool, thanks |
22:34 |
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22:34 |
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22:34 |
RealBadAngel |
this is new facedir code i made |
22:34 |
RealBadAngel |
possibility to rotate facedired node in any direction |
22:34 |
mauvebic |
^ could be handy for cutting down on the # of pipe nodes |
22:35 |
RealBadAngel |
wires, pistons, frame motors |
22:35 |
RealBadAngel |
lotsa stuff |
22:35 |
mauvebic |
though it would be cool to have a method that adjusts the connecting sides in relation to facedir=0 |
22:35 |
mauvebic |
so that you dont have to write a case every time in lua |
22:36 |
Uberi |
RealBadAngel, is it backwards compatible? |
22:36 |
RealBadAngel |
yes |
22:36 |
Uberi |
awesome :) |
22:36 |
RealBadAngel |
if old code is not aware of new possible directions it works as before |
22:37 |
Uberi |
hmm, when it gets merged I'll add an ABM to convert pistons |
22:37 |
RealBadAngel |
old facedir is rotation over y with top side of the node facin y+ |
22:38 |
RealBadAngel |
new facedir: facedir/4 =0 y+ =1 z+, =2 z-, =3 x+ =4 x-, =5 y- |
22:38 |
RealBadAngel |
first case is the old one |
22:38 |
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22:38 |
RealBadAngel |
modulo is rotation over the axis |
22:39 |
Uberi |
oh, so like wallmounted except actually working :) |
22:39 |
mauvebic |
fewer nodeboxes rotated more ways |
22:39 |
RealBadAngel |
so 0-3 is as before |
22:39 |
RealBadAngel |
4-7 are rotations over z+ |
22:39 |
RealBadAngel |
and so on |
22:41 |
RealBadAngel |
in total 24 possible rotations of a node |
22:41 |
mauvebic |
wait what? lol |
22:41 |
RealBadAngel |
6 directions |
22:42 |
RealBadAngel |
4 rotations |
22:42 |
Uberi |
mauvebic: seems like the axis is defined by the upper two bits, rotation by the lower 2 bits |
22:42 |
mauvebic |
if a node is six faces, then isn't it 6 facedirs? |
22:42 |
Uberi |
mauvebic: but you can still rotate about the other axis of freedom |
22:42 |
Uberi |
for example, the node faces up, but it could be rotated a number of ways along the y axis |
22:42 |
RealBadAngel |
facedir now means direction in which top of the node is facing |
22:43 |
RealBadAngel |
old one was top of the chest facing up |
22:43 |
RealBadAngel |
for example |
22:43 |
RealBadAngel |
and was rotated over y |
22:43 |
mauvebic |
personally ill stick to supporting 6 facedirs lol cuz thats too many cases for me |
22:44 |
RealBadAngel |
too few |
22:44 |
mauvebic |
facing all around and up and down |
22:44 |
Uberi |
mauvebic: you can do that, just multiply it by 4 |
22:44 |
RealBadAngel |
i would need then for example define 4 motors for each direction lol |
22:44 |
mauvebic |
lol add helpers to the api ;-) |
22:44 |
RealBadAngel |
to show the direction it will move the frames |
22:45 |
RealBadAngel |
with this i can have only one motor defined to serve all the directions |
22:45 |
Uberi |
is there a pull req yet RealBadAngel? |
22:46 |
RealBadAngel |
not yet |
22:46 |
mauvebic |
what about a conf option for support 4,6,24 facedirs? |
22:46 |
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22:46 |
Uberi |
mauvebic: mods need to support it too, you know :) |
22:46 |
RealBadAngel |
6 facdirs you have with just facedir/4 |
22:46 |
Uberi |
that would be terribly difficult on modders to use 3 types of facedirs |
22:46 |
mauvebic |
well what i mean is, set the server to max_facedirs +4,6,24 |
22:46 |
mauvebic |
* = |
22:46 |
RealBadAngel |
and now you have just the direction |
22:46 |
RealBadAngel |
without rotations |
22:46 |
mauvebic |
not types, just different ceilings |
22:47 |
Uberi |
RealBadAngel: does that mean wallmounted can be removed now? |
22:47 |
grondilu |
Has anyone ever thought of a portal-mod that would allow the player to switch servers while staying in the game? |
22:47 |
RealBadAngel |
i havent thought bout it, but i guess yes |
22:47 |
mauvebic |
this is the absolute first were hearing of this novell idea |
22:47 |
RealBadAngel |
just rotate nodebox |
22:47 |
EduardeCalibal |
I have some process slowing down my server, have a method to kill all process in execution now and restart all? |
22:47 |
RealBadAngel |
or whatever |
22:48 |
Uberi |
EduardeCalibal: what OS? |
22:48 |
RealBadAngel |
also wires climbing walls, lying on the ceilings will be piece of cake |
22:48 |
EduardeCalibal |
GNU, but I don't need kill the game, only kill the bad threats inside the game engine. |
22:48 |
EduardeCalibal |
threads... |
22:49 |
Uberi |
EduardeCalibal: so basically restart the server? |
22:49 |
RealBadAngel |
no need for vertical mesecons anymore |
22:49 |
Uberi |
emerge bugs will be fixed eventually |
22:49 |
EduardeCalibal |
Well... When I restart the problem come with the save... |
22:49 |
Uberi |
EduardeCalibal: the save is causing problems? |
22:49 |
EduardeCalibal |
Maybe. |
22:49 |
EduardeCalibal |
But I think in some problem with a mod. |
22:50 |
EduardeCalibal |
But I don't know the correct one... |
22:50 |
Uberi |
EduardeCalibal: eliminate by bisection |
22:50 |
Uberi |
1) take out half of the mods |
22:50 |
EduardeCalibal |
I know... |
22:50 |
EduardeCalibal |
This need many time. |
22:50 |
Uberi |
2) run and test |
22:50 |
EduardeCalibal |
And the bug don't occour any time. |
22:50 |
Uberi |
only log2(#mods) |
22:51 |
Uberi |
unless you have 2048 mods, this is not too much |
22:51 |
EduardeCalibal |
I have 40~50. |
22:51 |
EduardeCalibal |
But some of then have a pack of mods. |
22:51 |
EduardeCalibal |
Like animal. |
22:52 |
Uberi |
uh oh, I think I might know what the problem is |
22:52 |
Uberi |
EduardeCalibal: start with mobf, maybe |
22:52 |
EduardeCalibal |
I removed animal first, problem persist. |
22:52 |
mauvebic |
another good idea might be to merge the simpler mods, less folders to scans and scripts to interrrpert |
22:53 |
mauvebic |
*intrepret |
22:53 |
EduardeCalibal |
But now I have many errors about: '"animal_vombie:vombie_spawner" not defined' |
22:53 |
mauvebic |
did you remove animals? |
22:53 |
EduardeCalibal |
Yes. |
22:53 |
mauvebic |
start a new map lol |
22:53 |
EduardeCalibal |
For test purpose. |
22:53 |
mauvebic |
or /clearobjects but this sometimes crashes |
22:54 |
Uberi |
yeah clearobjects will basically nuke your entities |
22:54 |
EduardeCalibal |
Now the server is working but when I drop somenthing the item stay in my inventory and have a copy in the ground... -.- |
22:54 |
mauvebic |
this is apparently a feature lol |
22:54 |
Uberi |
woo infinite MESE |
22:55 |
EduardeCalibal |
-.- |
22:55 |
RealBadAngel |
mauvebic: http://pastebin.com/ufN4XegJ |
22:56 |
RealBadAngel |
this can help you say where the side of the node is |
22:56 |
EduardeCalibal |
Ok, is working now but I have a big amount of "unknow block" in the map. LOL. |
22:57 |
Uberi |
EduardeCalibal: no crashes though? |
22:57 |
Uberi |
what mods did you remove? |
22:57 |
RealBadAngel |
0 is top, 1 botto, 2 left, 3 right, 4 back, 5 front side of the node |
22:57 |
EduardeCalibal |
No at moment... |
22:57 |
EduardeCalibal |
I removed all less some little guys. |
22:57 |
RealBadAngel |
case y+ and 0-3 is old facedir |
22:58 |
RealBadAngel |
lookup this table and you have no problems with defining connections |
23:01 |
EduardeCalibal |
Maybe I need a ingame debug system. :D |
23:02 |
jin_xi |
there is, press f5 i think |
23:02 |
EduardeCalibal |
This have a small info only... |
23:02 |
RealBadAngel |
yeah, small dwarf sittin inside and pointing with finger: here you lamer! fix this! ;) |
23:02 |
EduardeCalibal |
I need a real debug. |
23:02 |
EduardeCalibal |
:D |
23:03 |
RealBadAngel |
when well fed he could even fix things for the coder ;) |
23:04 |
Uberi |
I'll take a 6 pack of dwarves, please |
23:04 |
mauvebic |
all in favour of human sacrifice, say aye |
23:04 |
EduardeCalibal |
:o |
23:06 |
EduardeCalibal |
This clearobjects command don't affect animals, affect? |
23:06 |
grondilu |
I crash when I try to connect to redcrab. Single player works fine though. |
23:06 |
khonkhortisan |
animals are entities too |
23:06 |
mauvebic |
cbp printer done, just waiting on the blueprint to spawn a huge city lol |
23:07 |
EduardeCalibal |
Nice, I looking at one now, if the command work this disapear from here. I hope. |
23:07 |
RealBadAngel |
Uberi 6 dwarwes called "coder" "debugger" "puller" "pusher" next one that serves cold beer while last one bakes pizza |
23:07 |
RealBadAngel |
hehehe |
23:07 |
Uberi |
can I just get the last two? |
23:07 |
khonkhortisan |
The dwarves must all be working on the same copy |
23:07 |
EduardeCalibal |
Well, this animal vanish from my sign... Nice. |
23:07 |
EduardeCalibal |
:D |
23:07 |
khonkhortisan |
and the pizza is about to be put in |
23:08 |
mauvebic |
why no 1 make pizzaoven?! |
23:08 |
khonkhortisan |
There's an oven, but the stovetop doesn't work (or make a tower of flame) |
23:08 |
mauvebic |
if my wife coded it, it would prolly catch fire like IRL |
23:09 |
RealBadAngel |
lol |
23:09 |
EduardeCalibal |
:-o |
23:09 |
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23:09 |
Uberi |
heheheh |
23:10 |
EduardeCalibal |
Clearobjects don't removed the fire from a tree in my front... Don't is very effective. :-o |
23:11 |
Uberi |
fire is a node, not an entity |
23:11 |
EduardeCalibal |
Hum... Ok. |
23:11 |
khonkhortisan |
fire is a node, and is now plantlike with diagonal textures instead of the regular cubical fire |
23:12 |
NakedFury |
I guess a specific stop command that would not allow water, lava or fire to spread would be nice |
23:12 |
EduardeCalibal |
Is possible catch the fire node? :D |
23:12 |
mauvebic |
like pause |
23:12 |
khonkhortisan |
¡If we can have diagonal faces with plantlike, we should be able to make wedges with meshlike! |
23:12 |
NakedFury |
regular non 3d torches need that plant like feature |
23:13 |
NakedFury |
so they are easy to spot from all angles |
23:13 |
Uberi |
why not use 3D torches? |
23:13 |
EduardeCalibal |
I put my hose in fire (is a big one) and change the script of the fire for make all end before restart the game. : D |
23:13 |
NakedFury |
non 3d for those that dont use it |
23:13 |
NakedFury |
unless 3d torches are default? |
23:13 |
EduardeCalibal |
Isometric... |
23:13 |
* khonkhortisan |
really wants diagonal faces in node definitions |
23:14 |
khonkhortisan |
Making a hill out of many cubes is bad |
23:14 |
Uberi |
yeah I'm thinking default is much better |
23:14 |
Uberi |
you can see them from all angles |
23:14 |
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23:14 |
Uberi |
and it's not like it actually impacts performance in any meaningful way |
23:15 |
bulletrulz |
t |
23:15 |
bulletrulz |
MiJyn, |
23:15 |
NakedFury |
are we talking about the X style default torches idea? |
23:15 |
bulletrulz |
pm me |
23:15 |
RealBadAngel |
nodeboxes could be rotated by any angle |
23:15 |
khonkhortisan |
nodeboxes can only be rotated in 4 directions when using facedir, and 6 directions when using wallmounted. Full rotation is not supported without redefining the node. |
23:15 |
RealBadAngel |
its just the game that picks up 90 deg |
23:16 |
khonkhortisan |
If a node could only be rotated any 90° angle just that would be an improvement |
23:16 |
EduardeCalibal |
Wow... Vine don't burn, I need make this correct. :-D |
23:17 |
RealBadAngel |
its already done |
23:17 |
khonkhortisan |
what is? |
23:17 |
RealBadAngel |
the nodeboxes tho are rotated different way, by irrlicht |
23:17 |
RealBadAngel |
and here it is possible to rotate it by any angle |
23:22 |
jin_xi |
RealBadAngel: http://i.imgur.com/E97Tsvs.png |
23:23 |
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23:24 |
RealBadAngel |
wow |
23:24 |
RealBadAngel |
nice ! |
23:26 |
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23:27 |
NakedFury |
that is nicre jin_xi |
23:27 |
jin_xi |
yeah, the cool thing about using the treegen turtle is that it does arbitraty angles |
23:28 |
kaeza |
greetings and salutations |
23:28 |
Muadtralk |
turtle? |
23:28 |
RealBadAngel |
yes, its LOGO in fact |
23:28 |
kaeza |
hey RealBadAngel |
23:28 |
RealBadAngel |
hi |
23:29 |
kaeza |
RealBadAngel: I have some problems with Water Mills in technic. |
23:29 |
RealBadAngel |
i saw report in forums, will check it |
23:29 |
mauvebic |
lol spawning 6 million nodes: graphs are full lol |
23:29 |
RealBadAngel |
maybe i messed something when added API registration calls |
23:29 |
kaeza |
they are all correctly connected to a battery, and say production at 100%, but the batteries are not being charged |
23:30 |
RealBadAngel |
hold on a sec, will check it |
23:30 |
mauvebic |
here it comes lol |
23:33 |
RealBadAngel |
kaeza, its fixed |
23:33 |
RealBadAngel |
get technic from git |
23:34 |
RealBadAngel |
typo in register calls, used watermill instead of water_mill |
23:38 |
kaeza |
RealBadAngel: ah, those are the bugs that go unnoticed most of the time :) thanks! |
23:38 |
mauvebic |
damn things' so big i cant find it :/ |
23:43 |
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23:45 |
mauvebic |
i wonder, how easy would be to add nodes to a map from a python script? |
23:46 |
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23:46 |
NakedFury |
how many nodes and how long did it take? << mauvebic |
23:47 |
mauvebic |
second pass now, couldn't find anything after first pass though it might be so big i cant find it |
23:55 |
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23:59 |
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