Time |
Nick |
Message |
00:00 |
PilzAdam |
we need a ban hammer, and we need it NOW! http://forum.minetest.net/viewtopic.php?pid=96988#p96988 |
00:00 |
* Kacey |
is having beef ramen noodles |
00:00 |
PilzAdam |
this guy is a serious troll |
00:00 |
PilzAdam |
^ VanessaE |
00:01 |
Kacey |
ooh god |
00:04 |
Menche |
so I'm not the only one annoyed by Duncombe's persistent top-posting http://forum.minetest.net/viewtopic.php?pid=96894#p96894 |
00:22 |
Mallot1 |
Don't forget to subscribe: www.youtube.com/user/Djcyberslash |
00:23 |
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00:33 |
VanessaE |
PilzAdam: I don't see anything there that suggests being banned, not if his post of March 22 ( http://forum.minetest.net/viewtopic.php?pid=78000#p78000 ) is allowed to stand, anyway. |
00:36 |
VanessaE |
he's just irritating as usual is all. |
00:36 |
arsdragonfly|pho |
Menche are you there? |
00:36 |
VanessaE |
lamefun: yeah, if you see this in the logs. You're irritating :P |
00:39 |
PilzAdam |
VanessaE, oh, and this really belongs into a minetest forum? |
00:40 |
VanessaE |
moved to the offtopic section. and imho it doesn't belong, but I'm not the forum admin and my opinion on that matter seems to be of little value. |
00:42 |
* khonkhortisan |
walked by Kacey's beef ramen noodles at the store and got chicken instead |
00:43 |
Kacey |
we need more ramen! |
00:43 |
VanessaE |
mmmmmm ramen ahh |
00:54 |
Mallot1 |
guys... |
00:54 |
Mallot1 |
DONT |
00:54 |
Mallot1 |
FORGET |
00:54 |
Mallot1 |
TO |
00:54 |
Mallot1 |
SUBSCRIBE :D |
00:55 |
Mallot1 |
www.youtube.com/user/Djcyberslash |
00:56 |
|
Mallot1 was kicked by VanessaE: don't. forget. to. STOP. ADVERTISING. |
00:56 |
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00:56 |
Mallot1 |
okok i get it no more squirrel jokes :3 |
00:58 |
harrison |
a squirrel walks up to the door of a nightclub and the bouncer asks the squirrel ".... |
00:58 |
|
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00:59 |
Mallot1 |
how many squirrels does it talk to screw in a light bulb? :3 |
00:59 |
Mallot1 |
*take |
01:01 |
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01:03 |
hdastwb |
http://xkcd.com/776/ |
01:10 |
Kacey |
heh |
01:12 |
|
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01:15 |
Kacey |
bb |
01:15 |
Kacey |
bbl |
01:16 |
PilzAdam |
bye |
01:32 |
|
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01:32 |
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Kacey joined #minetest |
01:36 |
Kacey |
iiiiiiiiiiiiiim back |
01:36 |
* Kacey |
gives the kitten generator some more bones |
01:37 |
Kacey |
but sadly, it has been dormant for so long that it will be a while before it makes anymore kittens |
01:46 |
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01:47 |
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01:56 |
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01:56 |
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01:57 |
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01:58 |
ShadowNinja |
-_- Greifers. |
01:58 |
ShadowNinja |
Hmmm, Mallot1 you say... |
01:59 |
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02:03 |
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02:05 |
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02:05 |
Mallot1 |
what ShadowNinja? |
02:06 |
ShadowNinja |
Mallot1: Someone with your nick greifed my server. |
02:06 |
ShadowNinja |
... It was you... |
02:07 |
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02:08 |
Mallot1 |
w h no!! |
02:08 |
Mallot1 |
I wasnt on today |
02:08 |
Mallot1 |
are they still on? |
02:09 |
ShadowNinja |
No, rollback fixed most of it. But they had the same IP as you... |
02:09 |
Mallot1 |
oh |
02:09 |
Mallot1 |
was it today? cause i wasnt on today |
02:10 |
Mallot1 |
can i put that out |
02:10 |
Mallot1 |
*and |
02:10 |
Mallot1 |
and i put that out |
02:10 |
ShadowNinja |
Nope, all fixed. |
02:14 |
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02:17 |
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LazyJ joined #minetest |
02:21 |
ShadowNinja |
LazyJ: Fix your connection. |
02:26 |
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02:27 |
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diemartin joined #minetest |
02:31 |
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hmmmmm joined #minetest |
02:31 |
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02:34 |
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Kacey joined #minetest |
02:34 |
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Kacey joined #minetest |
02:34 |
LazyJ |
ShadowNinja, I wish I could. |
02:35 |
hmmmmm |
alright |
02:35 |
hmmmmm |
pushing my lua mmvm shit + other stuff |
02:36 |
hmmmmm |
this is actually pretty huge |
02:38 |
hmmmmm |
a total of 413 + 26 + 188 + 56 + 151 + 15 = 849 additions and 8 + 15 + 9 + 1 + 13 + 6 = 52 deletions |
02:40 |
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02:46 |
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02:50 |
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02:53 |
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02:55 |
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03:00 |
ShadowNinja |
Does Lua have a shorter way to do x = x - 1? Like x-- or x -= 1. |
03:01 |
VanessaE |
nope. |
03:02 |
hdastwb |
post/pre increment/decrement are too fancy for a minimalist language like Lua |
03:03 |
* Kacey |
is leaving for a couple days. will come back when things are straightened out. |
03:03 |
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03:16 |
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03:23 |
Mallot1 |
what is a good and free screen recorder i can use for my programming tutorials? |
03:23 |
khonkhortisan |
+1 this question |
03:24 |
khonkhortisan |
ShadowNinja, you also can't redefine lua keywords like for |
03:33 |
ShadowNinja |
Mallot1: gtkrecordmydesktop. Or go all out with ffmpeg. ;-) |
03:33 |
khonkhortisan |
Left and right always go left and right. Up-and-down and forward-and-back can go each other. Looking up or down can either do that or exactly nothing. Looking left or right can roll either direction. What matters in all these things is whether you're looking up or down. |
03:33 |
ShadowNinja |
khonkhortisan: Yes, but I don't see how that relates. |
03:34 |
ShadowNinja |
(previous statement) |
03:34 |
khonkhortisan |
afaik you can't define operators |
03:34 |
ShadowNinja |
You lost me with that. ;-) |
03:35 |
* ShadowNinja |
gets back to documenting... |
03:35 |
Mallot1 |
thanks shadow :D |
03:38 |
khonkhortisan |
the qt frontend isn't an official package in my distro |
03:42 |
* ShadowNinja |
has a package for all the things. :-) |
03:42 |
ShadowNinja |
khonkhortisan: What distro? |
03:42 |
khonkhortisan |
opensuse |
03:43 |
ShadowNinja |
Ah, I tried that... Auto-mount-and-run was nice... |
03:44 |
* ShadowNinja |
prefers Arch. |
03:46 |
khonkhortisan |
oh yeah, I can run that in a vm... |
03:46 |
* khonkhortisan |
goes off into the internet |
04:06 |
khonkhortisan |
it's not like backtrack, I can't just type startx and click a desktop icon to install |
04:11 |
|
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04:28 |
ShadowNinja |
khonkhortisan: Heh, no. Check the ,,(g Arch linux beginners guide) |
04:28 |
ShadowBot |
ShadowNinja: https://wiki.archlinux.org/index.php/Beginners'_Guide |
04:29 |
ShadowNinja |
I don't always need X so I like that. |
04:29 |
khonkhortisan |
I only get out of X to kill a runaway program |
04:30 |
ShadowNinja |
(eg: My rasberry pi) |
04:30 |
ShadowNinja |
Love the terminal. :-) |
04:31 |
khonkhortisan |
I like the terminal, but I like staying away from the operating system itself |
04:34 |
ShadowNinja |
Hmmm? Once I learned enough commands I didn't really need X. But if you want it it only takes a minute. |
04:35 |
khonkhortisan |
Do you only run one graphical program at a time? |
04:36 |
khonkhortisan |
I do not understand this way of thinking |
04:39 |
ShadowNinja |
khonkhortisan: No... |
04:57 |
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05:16 |
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05:21 |
hmmmmmm |
http://forum.minetest.net/viewtopic.php?pid=97021#p97021 |
05:27 |
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05:33 |
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05:36 |
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05:46 |
hmmmmmm |
http://www.fee.org/the_freeman/detail/are-there-too-many-lawyers#axzz2XUDwWm1K |
05:52 |
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05:59 |
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05:59 |
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06:13 |
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06:50 |
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07:18 |
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07:18 |
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07:22 |
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07:50 |
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08:20 |
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08:33 |
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08:34 |
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08:35 |
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08:40 |
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08:43 |
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09:05 |
Calinou |
happy international caps lock day :D |
09:05 |
VanessaE |
caps...lock? |
09:05 |
JAMESTAIT |
Calinou, AND YOU! :-P |
09:06 |
* VanessaE |
looks at her keyboard.... oh you mean the key that goes with this hole right here? :) |
09:06 |
JAMESTAIT |
VanessaE, I think it's the key a lot of people seem to map to Ctrl. ;) |
09:06 |
VanessaE |
heh |
09:07 |
VanessaE |
I just rip the fuckin' thing off when I buy a new keyboard :) |
09:09 |
JAMESTAIT |
I appreciate the caps lock key most of the time, except on days when I have fat fingers and hit it by accident and thus end up typing haLF a word in capitals before my eyes have registered what's happened and my fingers have stopped hitting the keys. |
09:10 |
VanessaE |
which is precisely why I remove that evil key from my keyboards :) |
09:10 |
VanessaE |
my fingers are fat more often than not :) |
09:10 |
Calinou |
I don't :P |
09:11 |
JAMESTAIT |
Thankfully it's the exception rather than the rule for me currently. Maybe it'll change as I get older. |
09:11 |
JAMESTAIT |
Or if I let my finger nails grow again. |
09:12 |
VanessaE |
well I finally graduated... from Ubuntu to debian (7). |
09:12 |
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09:14 |
Calinou |
lol, you switched to debian? |
09:14 |
VanessaE |
yup. |
09:14 |
Calinou |
enjoy the lack of firmware by default |
09:14 |
VanessaE |
got tired of the nanny-state that is Ubuntu. |
09:15 |
Calinou |
and your outdated software, and your annoying community |
09:15 |
VanessaE |
fortunately none of my hardware requires any extra firmware |
09:15 |
VanessaE |
(video aside, which is using fglrx as usual) |
09:15 |
VanessaE |
the community, well.. heh |
09:24 |
whirm |
VanessaE: welcome :) |
09:25 |
VanessaE |
thanks :) |
09:25 |
VanessaE |
the only thing I had to fight with (and I still lost) is getting Google Earth > 5.x to run |
09:25 |
VanessaE |
(anything higher either crashes or exhibits one or another sort of unsolvable dependency issue) |
09:26 |
whirm |
VanessaE: did you enable multiarch? |
09:26 |
VanessaE |
yup. |
09:27 |
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09:27 |
diemartin |
http://irc.minetest.ru/minetest-delta/2012-07-17#i_2377146 <-- fun stuff |
09:27 |
* whirm |
is waiting for a recent version of systemd for debian |
09:28 |
VanessaE |
f.ex the current "latest" (allegedly 7.1) needs glibc 2.14 (wheezy uses 2.13). The current "previous" (allegedly 7.0, but is really 5.x) runs, but is slow to start and of course is dead old. |
09:28 |
VanessaE |
and good luck finding a legit download of 6.x :) |
09:29 |
Exio |
VanessaE: ehm |
09:29 |
Exio |
i have an idea for that |
09:29 |
whirm |
VanessaE: use the deb from testing/unstable (I have 2.17 here) |
09:30 |
VanessaE |
whirm: the glibc deb? hrm, didn't think about that. |
09:30 |
Exio |
whirm: i wouldn't do that |
09:31 |
Exio |
http://aspensmonster.com/2013/01/19/updated-procedures-for-installing-steam-for-linux-beta-on-debian-gnulinux-testingwheezy/ |
09:31 |
Exio |
LD_LIBRARY_PATH |
09:32 |
whirm |
Exio: steam is already packaged on the debian repos |
09:32 |
Exio |
whirm: i know |
09:32 |
Exio |
but i posted the link because it contains info about the "LD_LIBRARY_PATH hack" :P |
09:33 |
whirm |
VanessaE, Exio, if a too-new version of glibc breaks your system you can always unpack it and use LD_PRELOAD or LD_LIBRARY_PATH |
09:33 |
VanessaE |
true |
09:33 |
VanessaE |
or do the lazy thing and re-install :P) |
09:33 |
VanessaE |
:P |
09:33 |
Exio |
that is what i'm saying |
09:33 |
Exio |
unpack + ld_library_path |
09:33 |
VanessaE |
(plus I have a script I run that brings my system to within 99% of my normal setup) |
09:33 |
whirm |
VanessaE: I use debian sid, with some stuff from experimental |
09:33 |
Exio |
^ me too |
09:33 |
whirm |
and it is pretty stable |
09:34 |
VanessaE |
maybe I'll just update the whole thing to testing then. |
09:34 |
VanessaE |
I dunno why I went with rust...er...stable :) |
09:34 |
whirm |
except for btrfs on the 3.9 kernel (it has some issues and I can't move forward because of the fgrlx drivers) |
09:35 |
whirm |
*fglrx |
09:35 |
Exio |
i really want a proper ati driver for linux :( |
09:36 |
VanessaE |
oh that reminds me. I decided to try out MT with my 256px HDX... I was able to sustain about 10 fps under the open source driver :) |
09:37 |
VanessaE |
not exactly hot shit but playable if I'm ever in a jam. |
09:37 |
diemartin |
lol ati |
09:38 |
Exio |
diemartin: ? |
09:38 |
diemartin |
dunno |
09:38 |
whirm |
VanessaE: which card do you have? |
09:39 |
VanessaE |
whirm: AMD HD6870. But I didn't do any extensive testing, I just played a bit in that mode while some other stuff was installing :) |
09:39 |
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09:43 |
whirm |
VanessaE: do the trees grow after they are spawned with your moretrees mod? |
09:43 |
Calinou |
Exio: no point in using the very latest kernel most of the time |
09:43 |
VanessaE |
no |
09:43 |
VanessaE |
though in theory they could |
09:43 |
Calinou |
if I was AMD I'd rather work on a less buggy OpenGL implementation |
09:44 |
VanessaE |
ah, here come the packages for testing now. is there's one thing debian distros were always good at, it's switching branches. |
09:44 |
whirm |
If I was AMD i'd would work on having the driver merged with the upstream kernel so everybody can fix it :D |
09:45 |
VanessaE |
s/is/if/ |
09:45 |
Calinou |
whirm: radeon sucks on the HD7000s. the end. |
09:45 |
Calinou |
aka. today's cards |
09:45 |
whirm |
Calinou: yes, I know I have a 7850 |
09:45 |
VanessaE |
Calinou: and yesterday's. and the day before's also. |
09:45 |
VanessaE |
sadly. |
09:45 |
Calinou |
AMD is always fearing legal issues so they never open source good 3D accel code |
09:46 |
Calinou |
VanessaE: the HD6000 support is ok |
09:46 |
Calinou |
if you use the various optimizations, the performance should be at least 80% of catalyst on most games |
09:47 |
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09:55 |
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Nore joined #minetest |
09:56 |
Nore |
hi |
09:56 |
VanessaE |
hey Nore. |
09:56 |
Nore |
I have a bug: http://forum.minetest.net/viewtopic.php?pid=97047#p97047 |
09:57 |
Nore |
the most strange thing is that is worked before |
09:58 |
VanessaE |
no clue there, except that shaders are somewhat less pleasing on recent ATI drivers compared to old ones. |
09:59 |
VanessaE |
at least, the lighting changes MT uses them for |
09:59 |
Nore |
I should perhaps ask Calinou, he knows more about that |
10:00 |
Nore |
about pipeworks, I have an idea |
10:00 |
VanessaE |
oh? |
10:00 |
Taoki |
Nice to see the VoxelManip is upstream now! Hoever, I can't see any info on how to export a list of nodes to it in the documentation. Any info on that? |
10:01 |
Nore |
special tubes that you can place at intersections |
10:01 |
VanessaE |
which do what? |
10:01 |
Nore |
that will automatically route items to where they are requested |
10:01 |
Nore |
with tubes that request items |
10:01 |
VanessaE |
hmmm.. |
10:01 |
Nore |
when a mesecons signal is applied to them |
10:02 |
Taoki |
There's write_to_map but it takes no parameters x_x |
10:02 |
VanessaE |
ok, upgrade to testing is done. time to reboot and see what broke :D |
10:02 |
VanessaE |
Nore: we'll talk more shortly. |
10:03 |
Taoki |
Guess I'll ask hmmm when he's back |
10:03 |
Nore |
Taoki: even his test code for mapgen does not work |
10:04 |
Nore |
I have not been able to fix it |
10:04 |
Taoki |
ok :P |
10:04 |
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10:04 |
Nore |
http://forum.minetest.net/viewtopic.php?id=6396 |
10:04 |
VanessaE |
hey whaddya no, it didn't break :D |
10:04 |
kaeza |
._. |
10:05 |
VanessaE |
no? |
10:05 |
VanessaE |
KNOW. |
10:05 |
VanessaE |
jeez, I must be more tired than I thought. |
10:06 |
kaeza |
http://forum.minetest.net/viewtopic.php?pid=97048#p97048 |
10:06 |
VanessaE |
*facepalm* |
10:07 |
kaeza |
indeed |
10:08 |
Nore |
technically, that's minecraft running inside of minetest folder |
10:08 |
kaeza |
effective troll is effective |
10:08 |
Nore |
but if you really want to run minecraft inside minetest |
10:08 |
Nore |
you need mesecons and you need to create a huge computer |
10:08 |
Nore |
and it will perhaps run at 0.0000000000001 fps |
10:09 |
kaeza |
a JVM in mesecons? |
10:09 |
kaeza |
sounds fun :D |
10:09 |
VanessaE |
knowing Nore, he could do it. |
10:09 |
VanessaE |
:) |
10:09 |
Nore |
sounds impossible |
10:10 |
Nore |
I'm actually trying to implement Forth on a virtual machine I created |
10:10 |
Nore |
it could be possible to build it, except for the multiplier/divider and the memory which would need to be replaced by luacontrollers |
10:12 |
Nore |
VanessaE: With the tubes I spoke you of, one could create some complex crafting networks |
10:13 |
VanessaE |
right |
10:13 |
Nore |
perhaps they should be added in the more_tubes mod |
10:13 |
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10:13 |
Nore |
and keep pipeworks light |
10:14 |
VanessaE |
brb |
10:16 |
Calinou |
Nore: *AMD shrug* |
10:16 |
Calinou |
also, radeon does provide 3D accel |
10:16 |
Calinou |
remember that the 7670M is actually a rebranded HD6000 |
10:16 |
Calinou |
so it's not GCN and has decent accel with the open source driver |
10:16 |
Calinou |
but it heats like hell :P |
10:17 |
Nore |
since when does it work well with the radeon driver? |
10:17 |
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10:17 |
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10:18 |
Nore |
because it reduced cpu consumption to 50% of the previous value |
10:19 |
Nore |
and my screen resolution was not correctly detected |
10:19 |
Nore |
and I could not connect external screens |
10:19 |
Nore |
but the radeon driver I had was perhaps old |
10:23 |
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10:24 |
Calinou |
oh |
10:24 |
Calinou |
well, that's debian |
10:24 |
Calinou |
shipping outdated drivers since 2002 |
10:24 |
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10:25 |
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10:30 |
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10:37 |
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10:41 |
Calinou |
no? |
10:41 |
Calinou |
ubuntu server :P |
10:44 |
Calinou |
ubuntu server has no DE installed by default |
10:44 |
Calinou |
you can also use ubuntu without unity |
10:45 |
proller |
debian is only cool if you want use 3-5 years old sodt |
10:45 |
Exio |
Calinou: ubuntu server is a joke |
10:45 |
proller |
soft |
10:47 |
Calinou |
Exio: or not |
10:47 |
Calinou |
ubuntu server is ubuntu without a DE |
10:47 |
Calinou |
you get 41000 packages, a big community, recent software and all that. |
10:47 |
Exio |
the community of ubuntu is 95% newfags and the other 5% is cool people |
10:47 |
proller |
ubuntu resent = 2 yersa old |
10:48 |
Calinou |
lol Exio |
10:48 |
Exio |
ubuntu comes from debian sid |
10:48 |
Calinou |
not at all |
10:48 |
Calinou |
testing for the LTSes |
10:48 |
Calinou |
and a stabilized sid |
10:48 |
Calinou |
not just sid |
10:48 |
kaeza |
best commit message evar https://github.com/MovingBlocks/Terasology/commit/7f571c5583b853c9d6ce0a8dfc7116b19b27c56a |
10:49 |
Calinou |
Exio: what do you mean by "newfag"? |
10:49 |
kaeza |
</random> |
10:49 |
Calinou |
if you're talking about people who behave like apple evangelists, they are fine, and even good |
10:49 |
Exio |
Calinou: random users that think KDE and XFCE are the same |
10:51 |
Exio |
Calinou: did you even try debian sid |
10:51 |
Calinou |
in virtualbox, yeah |
10:52 |
Calinou |
software was less uptodate than in ubuntu most of the time |
10:52 |
Calinou |
stability was ok, but i didn't update often |
10:52 |
Calinou |
non-LTS ubuntus are rock stable for me |
10:55 |
Exio |
Calinou: vms don't count |
10:55 |
Exio |
and less up-to-date? |
10:55 |
Calinou |
yes |
10:55 |
Calinou |
kernel 3.2 only in sid |
10:55 |
Calinou |
(august 2012) |
10:56 |
Calinou |
while I expected to get 3.5 or so :P |
10:56 |
Calinou |
what's LuaVoxelManip useful for? |
10:56 |
Calinou |
to make worldedit faster? |
10:56 |
Exio |
Calinou: that time debian was "preparing the stable release" |
10:57 |
Exio |
... |
11:02 |
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11:07 |
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11:28 |
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whirm joined #minetest |
11:37 |
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11:46 |
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11:46 |
PilzAdam |
Hello everyone! |
11:47 |
sfan5 |
hi |
11:47 |
sfan5 |
sweet! my raspi came |
11:50 |
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11:51 |
Calinou |
twss |
11:51 |
Calinou |
very high twss factor |
11:52 |
PilzAdam |
sfan5, move this http://forum.minetest.net/viewtopic.php?id=6396 to "news" and add "[0.4.8]" at the front of the topic |
11:53 |
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12:04 |
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12:07 |
sfan5 |
PilzAdam: done |
12:07 |
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12:09 |
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12:09 |
sfan5 |
ShadowBot: op MinetestBot |
12:09 |
sfan5 |
... |
12:10 |
sfan5 |
foobar ,,(op MinetestBot) |
12:10 |
sfan5 |
:/ |
12:10 |
whirm |
what is this nolight mapgen attribute? |
12:13 |
Calinou |
whirm: don't use lighting? |
12:13 |
Calinou |
so, caves are bright |
12:14 |
whirm |
thats what I guessed, but just in case... :) |
12:16 |
whirm |
http://paste.debian.net/13119/ <- I'm getting this when loading my world in single player with a current master's build |
12:16 |
Exio |
Calinou: it is meant to don't calculate the lighting in the "mapgen-time" but instead with the "calc_lighting" function |
12:17 |
whirm |
Exio: does it make it to have less lighing errors then? |
12:18 |
Exio |
whirm: hm? |
12:18 |
Exio |
ask hmmm about details, but afaic it is for just don't recalculate it |
12:18 |
kahrl |
whirm: did you terminate minetest abnormally recently? do you have a backup of the world? |
12:18 |
Exio |
the result should be the same |
12:19 |
whirm |
Exio: I get some dark areas where there should be plenty of light |
12:19 |
whirm |
and when i interact with the area the lights get right |
12:19 |
whirm |
it is not happening all the time, but it happens every now and then |
12:20 |
whirm |
kahrl: yes, I have backups, and I don't think it crashed recently |
12:21 |
kahrl |
check if env_meta.txt from any of the backups is nonempty, and copy it to the current world if so |
12:21 |
kahrl |
or just put this in env_meta.txt: http://paste.dy.fi/WNy |
12:21 |
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12:24 |
whirm |
kahrl: my env_meta is full of crap D |
12:24 |
whirm |
:D |
12:26 |
whirm |
kahrl: now I'm getting: 14:25:52: ERROR[main]: Player::deSerialize(): PlayerArgsEnd of player "singleplayer" not found |
12:26 |
whirm |
(I copied the env_meta from another world) |
12:28 |
sfan5 |
whirm: is your player file also full of crap? |
12:28 |
kahrl |
then players/singleplayer is also corrupted... you could try deleting it if you can afford to lose the inventory and settings |
12:29 |
Calinou |
^ |
12:30 |
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12:32 |
whirm |
kahrl: yes it was |
12:34 |
whirm |
kahrl: it is working now, thanks a lot. Ill recover both files from my daily backup. |
12:38 |
PilzAdam |
sfan5, try /msg ShadowBot op #minetest MinetestBot |
12:42 |
sfan5 |
yeah |
12:42 |
PilzAdam |
john_minetest, haters |
12:43 |
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12:45 |
Nore |
hi |
12:45 |
Exio |
hi nore |
12:46 |
Nore |
what do you think about minetest removing objects when there are too much in a block? |
12:47 |
Nore |
Do you think the limit should be configurable? |
12:47 |
PilzAdam |
john_minetest, you know, some people just browse youtube the whole day and dislike random videos |
12:51 |
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12:51 |
Nore |
hi Zeg9 |
12:51 |
Zeg9 |
Hello ! |
12:52 |
Nore |
what do you think about large amount of objects? |
12:53 |
Exio |
isn't there a 49 entities / mapblock limit |
12:53 |
Nore |
there is, but I made a pull request that allows to configure it in minetest.conf |
12:53 |
Zeg9 |
The limit should be a bit bigger or configurable |
12:53 |
Zeg9 |
configurable would be the best |
12:53 |
Nore |
do you think it will be merged? |
12:54 |
Zeg9 |
I'm not sure it will be merged, but I hope so |
12:54 |
Nore |
https://github.com/minetest/minetest/pull/655 |
12:55 |
Nore |
it was a 4-line change |
12:56 |
Nore |
is it possible to use mapgen v7? |
12:57 |
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12:58 |
VanessaE |
ok, the next time I challenge my computer to break/not break like that, someone please smack me upside the head. |
12:58 |
Zeg9 |
Nore: IIRC it needs a few fixes before being really usable. |
12:58 |
Zeg9 |
and nobody has configured biomes yet, and there is no documentation afaik |
13:00 |
Exio |
VanessaE: what happened? |
13:00 |
VanessaE |
(had to resort to a clean install and a bit of rewrite of my system install script to get everything exactly where I wanted it) |
13:00 |
Calinou |
PilzAdam: like you :P |
13:00 |
Exio |
Zeg9: hmmmm posted the "biome examples" :P |
13:00 |
Calinou |
:trollface: |
13:01 |
Zeg9 |
Exio: but they don't work really fine with the current version :p |
13:01 |
Calinou |
VanessaE: that's debian :shrug: |
13:01 |
VanessaE |
whirm: on testing now, and everything finally works right. |
13:01 |
PilzAdam |
Calinou, wut? |
13:01 |
Calinou |
funny, because *buntus are usually the kind of distro you have to reinstall to fix :P |
13:01 |
Calinou |
PilzAdam: about disliking youtube videos all day |
13:01 |
PilzAdam |
I dont even have a google account |
13:02 |
* Zeg9 |
needs an email provider and he won't use google account anymore |
13:02 |
PilzAdam |
Zeg9, https://www.startmail.com/ |
13:02 |
PilzAdam |
^ Calinou |
13:02 |
VanessaE |
Calinou: well in theory this would have been fixable without a re-install, but I'm lazy :P |
13:02 |
VanessaE |
(plus I like to know I'm starting from a known good state) |
13:03 |
Zeg9 |
interesting, thanks Adam |
13:05 |
whirm |
VanessaE: yes... stable is already too old when it gets released |
13:06 |
VanessaE |
yeah, I remembered that from last time I ran pure debian. figured by now they'd have "caught up", but I guess not :P |
13:06 |
Nore |
VanessaE: https://github.com/VanessaE/pipeworks/pull/43 |
13:06 |
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13:08 |
VanessaE |
Nore: merged. Can you do me a favor? Add an option somewhere that will cause items to not "randomly" turn corners but rather to always follow some predictable path. I was testing something a couple days ago and noticed how slowly that makes things run in certain cases. |
13:09 |
VanessaE |
if you want to try: Set up a 5x3 wall of node breakers, a 5x3 wall of dirt on their breaking/input side, and a 5x3 matrix of conductive tubes to their backsides, then run a single tube from that assembly to a chest. Activate the tubes with a mesecon switch and watch the flow |
13:10 |
VanessaE |
you'll notice that a lot of the time, the items flow right past the final output pipe, no matter where you put it, even if it seems like they should turn that way |
13:11 |
VanessaE |
it might be enough to just do something like "items always turn left or upwards" or something simple like that. |
13:11 |
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13:11 |
VanessaE |
seems to work well for minecarts anyway :) |
13:11 |
Calinou |
PilzAdam: TIL startpage now offers email service :P |
13:12 |
Calinou |
the problem is, how do they make money |
13:12 |
Nore |
they do not turn corners randomly, but they chose among the directions they can go by selecting those cyclicly |
13:12 |
VanessaE |
ah, ok. well can you add something to turn off that cyclic behavior? |
13:12 |
VanessaE |
(you know your code better than me :) ) |
13:15 |
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13:17 |
Nore |
done |
13:17 |
Nore |
paramat: have you finished moonrealm 0.3.0? |
13:17 |
VanessaE |
oh hell that was simple |
13:18 |
Nore |
I'd love to try it |
13:19 |
Nore |
VanessaE: try it, but it will perhaps prevent all your items from going where you want |
13:19 |
Nore |
or it will make them always go there |
13:19 |
VanessaE |
what's the normal behavior without cyclic? |
13:20 |
Nore |
they go to first tube they find that is not the one they come from |
13:20 |
VanessaE |
ok |
13:20 |
VanessaE |
so, straight line or turn a corner essentially. |
13:21 |
Nore |
node, must be something like x- first, then x+, then y-, then y+, then z-, then z+ or something like that |
13:21 |
VanessaE |
ok |
13:21 |
VanessaE |
that's the sort of behavior I was wanting actually |
13:21 |
Nore |
we need to use 6d facedir |
13:21 |
VanessaE |
oh ho ho ho |
13:21 |
VanessaE |
I've been dreading THAT rewrite. |
13:22 |
Nore |
it will change from 64 nodes to 10 (I calculated that) |
13:22 |
VanessaE |
it'll require completely rewriting the tube flowing logic and autorouting code :-/ |
13:22 |
Nore |
not that much it we add functions to convert between 6d and tubes |
13:22 |
VanessaE |
hm |
13:22 |
VanessaE |
well yeah I suppose |
13:23 |
VanessaE |
could get slow with large networks though |
13:23 |
Nore |
but we will need to set an ABM for old tubes to be converted because alias will not work |
13:23 |
paramat |
Nore, almost, testing right now :P |
13:23 |
Nore |
so we must alias them to a new node, that will have an ABM to convert to the correct tube |
13:24 |
VanessaE |
before we do that, I need to rewrite autoplace.lua anyways a bit, the rules are hard-coded and need to be condensed into a generic interpreter + tables |
13:24 |
VanessaE |
oh sure I know about that part. I wrote something like that for moreblocks |
13:24 |
Nore |
paramat, you should really put your mods on github as you write them |
13:25 |
Nore |
so one can test them before they are released and find bugs/make suggestions before the release |
13:26 |
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13:26 |
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13:27 |
VanessaE |
nore: minor typo in tubes.lua:485 (fixed and pushed already) |
13:28 |
Nore |
paramat: what do you think about a mod that generates many realms, which have random characteristics (sea level, sea material (water, lava), trees, etc.) |
13:28 |
Nore |
one could then go to a realm using some item |
13:29 |
Nore |
VanessaE: oops, didn't see that one (I don't test such little changes usually) |
13:29 |
VanessaE |
s'ok |
13:29 |
paramat |
Nore, with this mod ive been so immersed i still haven't pushed it to github ... |
13:30 |
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13:31 |
paramat |
Nore, sounds fun to me, something for someone else to do but i would certainly like to see screenshots. |
13:31 |
Nore |
paramat: I can rewrite the code to use the VoxelManipulator if you want (I finally understood how it worked, since there is a bug in hmmmm's code) |
13:33 |
Exio |
Nore: how did you fix "that bug"? |
13:33 |
paramat |
Nore, sure go ahead ... as i am waiting for 0.4.8 stable before doing the same. |
13:33 |
VanessaE |
Nore: oh that's perfect |
13:33 |
VanessaE |
now the network empties in a few seconds instead of a couple minutes :) |
13:40 |
VanessaE |
Nore: uberi and I were discussing using a variation of the item transport code to move liquid sources around via the pipes. Number of entities in a given pipe at any one time = pressure. Pumps won't add more entities unless the pressure is below a certain threshold. Liquid entities route around in cyclic mode and are converted back into liquid sources if they reach a spigot. |
13:40 |
VanessaE |
your thoughts? |
13:41 |
VanessaE |
(all of that ^^^ as opposed to the current method via an ABM, which is inaccurate and inflexible) |
13:42 |
Nore |
good idea |
13:42 |
Nore |
paramat: nore.mesecons.net/realms1.png nore.mesecons.net/realms2.png nore.mesecons.net/realms3.ong |
13:42 |
Nore |
oops |
13:43 |
Nore |
nore.mesecons.net/realms3.png |
13:43 |
VanessaE |
I Was about to ask what an 'ong' was ;) |
13:43 |
Nore |
instead of a:index use: |
13:44 |
Nore |
x+y*(emax.x-emin.x+1)+z*(emax.y-emin.y+1)*(emax.x-emin.x+1) |
13:44 |
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13:44 |
Nore |
hi realbadangel |
13:44 |
realbadangel |
hi |
13:45 |
VanessaE |
hey rba |
13:45 |
Exio |
rba! :D |
13:45 |
Nore |
Exio: is it what you wanted? |
13:46 |
paramat |
Nore, interesting ... |
13:46 |
realbadangel |
whats up folks? |
13:46 |
Nore |
nore.mesecons.net/realms1.png nore.mesecons.net/realms2.png nore.mesecons.net/realms3.png |
13:46 |
Nore |
indev mod |
13:47 |
Nore |
each chunk at y=20000 gets a separate mapgen |
13:47 |
Nore |
and there are barriers to separate them |
13:47 |
Nore |
it uses voxelmanipulator to be fast |
13:48 |
realbadangel |
interesting |
13:49 |
Nore |
however, I lack ideas about what to create |
13:49 |
Nore |
for now, only the sea level, the sea material (water or lava) and the trees are random |
13:49 |
realbadangel |
crystal world, with crystal formations all around |
13:50 |
Nore |
paramat: I will need your help for caves, fissures, etc. |
13:50 |
Nore |
crystal world? what do you mean? |
13:50 |
realbadangel |
decaying world, full of resources but with disappearing content, holes that destroy it |
13:50 |
Nore |
I thought of that, but it will be harder |
13:50 |
realbadangel |
i mean crystals instead of trees |
13:51 |
Nore |
perhaps add a value content to worlds, if it is above some value, there is danger in the world |
13:52 |
Nore |
what do you think of mese trees? Too cheaty? |
13:52 |
VanessaE |
Nore: put 'em up at +30000 and add some flying nyan cats ;) |
13:52 |
realbadangel |
since mese has already many uses it can be to cheaty |
13:52 |
NakedFury |
a world that has a corruption. This corruption slowly spreads through the land destroying trees and other things, staying to long on it poisons you |
13:53 |
paramat |
Nore, for caves and fissures study my mods :) |
13:53 |
realbadangel |
but new resource, crystal wont be |
13:53 |
Zeg9 |
[offtopic]what's the circular saw recipe in moreblocks[/offtopic] |
13:53 |
realbadangel |
search for minecraft mod that add worlds that players can describe and create |
13:53 |
Nore |
but if mese trees world risk to kill you, with something that devours the world... |
13:54 |
realbadangel |
lemme recall its name |
13:54 |
Nore |
is it not part of technic? |
13:54 |
VanessaE |
zeg: |
13:54 |
VanessaE |
_ X _ |
13:54 |
VanessaE |
T T T |
13:54 |
VanessaE |
T _ T |
13:55 |
VanessaE |
X= steel, T = tree. |
13:55 |
Zeg9 |
thanks |
13:55 |
khonkhortisan_ |
VanessaE has been kicked for flood (MinetestBot) |
13:55 |
VanessaE |
hehe |
13:55 |
Zeg9 |
Nore: nop; but moreblocks is only used with technic now :D |
13:55 |
realbadangel |
got it |
13:55 |
realbadangel |
http://www.youtube.com/watch?v=Y8BLonCAeV8 |
13:56 |
realbadangel |
its Mystcraft |
13:56 |
realbadangel |
ages == realms |
13:57 |
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13:57 |
Nore |
actually, it gave me the global idea |
13:57 |
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13:57 |
Nore |
but I did not intend to let the user create his own relams |
13:58 |
realbadangel |
thats actually pretty nice idea |
14:02 |
realbadangel |
Nore, http://www.youtube.com/watch?v=A9bZeGi2ndM |
14:02 |
realbadangel |
please watch this |
14:03 |
realbadangel |
this explains this mod better, basics, not the later additions |
14:03 |
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14:03 |
realbadangel |
hi hmmmm |
14:03 |
hmmmm |
hey |
14:04 |
Exio |
hmmmm: here, where is the VoxelArea? :P |
14:04 |
realbadangel |
hmmmm, i was reading about tinting |
14:04 |
realbadangel |
imho you shall use separate byte for it |
14:04 |
hmmmm |
exio, i am thinking of including it with builtin |
14:05 |
hmmmm |
byte for tinting? ??? |
14:05 |
realbadangel |
because i have plans for leftover bits of facedir |
14:06 |
hmmmm |
i have a good enough idea of what i need to do for tinting |
14:06 |
khonkhortisan_ |
I can already see someone taking a single node from every biome and placing them all next to each other |
14:06 |
realbadangel |
i planned to use them for scaling nodes |
14:06 |
hmmmm |
ah nope |
14:06 |
hmmmm |
see, you're conflating this with colordef |
14:07 |
hmmmm |
colorlike rather |
14:07 |
realbadangel |
ah yes |
14:07 |
realbadangel |
i was thinkin about color maps, so yes |
14:07 |
hmmmm |
this is different |
14:08 |
hmmmm |
the details are a bit fuzzy but... this is a tint applied to all nodes of the type no matter what position they're at, based on where the player is |
14:08 |
realbadangel |
i know the idea |
14:08 |
Nore |
realbadangel: I guess that mod is not open-source, is it? |
14:08 |
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14:08 |
hmmmm |
i'm thinking, maybe i transfer biome maps from the server to the client (ehh...) or maybe noiseparams for the biomes and have the client compute it |
14:09 |
hmmmm |
and every time the user enters a different biome, the tint will change for grass, water, sky, and other blocks with this thing defined |
14:09 |
realbadangel |
Nore: mystcraft? propably not, but who said you cannot watch it and write from scratch? |
14:10 |
khonkhortisan_ |
it looks like that mod creates a new world, that you go inside a book to get to |
14:10 |
realbadangel |
same with me and RedPower 2 mod, i havent see its code even once |
14:10 |
Nore |
yes, but I am not paramat... he is much better than me for mapgen |
14:10 |
hmmmm |
so it requires transferring biome definitions to each client, and the client would now have to deal with some noise generation and biome handling |
14:10 |
khonkhortisan_ |
I stole the null cell from redpower2 |
14:11 |
Nore |
and I stole the idea to make a computer that can be programmed in forth |
14:11 |
Nore |
it is however not finished yet |
14:11 |
hmmmm |
although honestly what i originally wanted was to send a packet when the user crosses a biome, and the server handles all of the rest |
14:12 |
hmmmm |
might be laggy though |
14:12 |
realbadangel |
Nore, do you want to have push rights to technic_game? |
14:12 |
hmmmm |
i'm not sure at this point. i'd rather try easier things first |
14:12 |
Mati^1 |
<realbadangel> priv |
14:12 |
Nore |
yes please! |
14:12 |
realbadangel |
ok, hold on a sec |
14:13 |
realbadangel |
Nore, whats your github login? |
14:13 |
Nore |
but I told you, it is not finished at all yet: I have made a virtual machine in Python, that I will need to recode in Lua, and I almost finished an ANS-compliant core |
14:14 |
Nore |
realbadangel: it is Novatux |
14:14 |
realbadangel |
ok |
14:14 |
Nore |
because Nore was already taken ;) |
14:14 |
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14:15 |
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14:17 |
MinetestBot |
GIT: PilzAdam commited to minetest/minetest: Dont write player files all the time 280946ba83 2013-06-28T07:15:48-07:00 http://git.io/eS1qaw |
14:17 |
realbadangel |
Nore, welcome aboard then |
14:17 |
Nore |
thanks |
14:18 |
realbadangel |
i gave push rights to you, VanessaE and Jordach by now |
14:18 |
realbadangel |
will also add all the folks that had rights in technic mod |
14:18 |
PilzAdam |
realbadangel, your fake, the real RBA is called RealBadAngel :-p |
14:18 |
PilzAdam |
*you are |
14:19 |
realbadangel |
ofc im a fake |
14:19 |
realbadangel |
:) |
14:19 |
realbadangel |
stupid xchat takes my login as a nick |
14:19 |
VanessaE |
heh |
14:19 |
Mati^1 |
wow |
14:19 |
VanessaE |
realbadangel: right click, Network List |
14:19 |
VanessaE |
er |
14:19 |
VanessaE |
realbadangel: right click, Xchat -> Network List |
14:19 |
VanessaE |
set your default nick there. |
14:21 |
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14:21 |
PilzAdam |
hmmmm, btw, your LuaVoxelManip topic in the forum is moved to "News", things like that should be posted there |
14:22 |
hmmmm |
it was discussion about a feature |
14:23 |
PilzAdam |
it was an announcement of a recently added feature |
14:23 |
RealBadAngel |
Nore, you could work some more on tubes |
14:23 |
hmmmm |
btw pilzadam, you're the lua master here, so i figured i ought to ask you what you think about adding voxelarea to builtin |
14:24 |
RealBadAngel |
and use at least the facedir to get just one motor for frames |
14:24 |
RealBadAngel |
the motor was one of the reasons i wrote 6d facedir code |
14:24 |
PilzAdam |
hmmmm, Id say add a bunch of wrappers to make it easier to handle the voxel manipulator (optional, of course) |
14:25 |
Nore |
yes, I will do it |
14:25 |
RealBadAngel |
i also was thinkin about moving nodes |
14:25 |
Nore |
but I reckon t needs energy, and I don't know how to make energy work |
14:26 |
Nore |
moving nodes? what do you mean? |
14:26 |
RealBadAngel |
by frames |
14:26 |
VanessaE |
bbl |
14:26 |
PilzAdam |
hmmmm, what exactly is the "VoxelArea" thing? |
14:26 |
hmmmm |
a helper class |
14:26 |
RealBadAngel |
i would like to do engine built in mechanism to turn them into entities |
14:26 |
RealBadAngel |
and move them |
14:26 |
Nore |
that is above my skills... |
14:27 |
RealBadAngel |
i know how to do it |
14:27 |
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14:27 |
RealBadAngel |
so its my part |
14:27 |
Nore |
my biggest pull request changes at most 10 lines ;) |
14:27 |
RealBadAngel |
dont say so |
14:27 |
RealBadAngel |
i know what are you capable of |
14:27 |
Nore |
realbadangel, what do you think of that https://github.com/Novatux/turtle ? |
14:28 |
Nore |
maybe merge it in technic when it will be a bit more stable? |
14:28 |
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14:29 |
RealBadAngel |
10 lines? wanna be kicked in ass ;) |
14:29 |
RealBadAngel |
im reading it atm |
14:29 |
Nore |
10 lines of c++ are as hard to code as 10000 lines of Lua or Python |
14:30 |
RealBadAngel |
not really, rules are the same |
14:30 |
RealBadAngel |
and the idea behind the lines |
14:30 |
RealBadAngel |
that is whats important |
14:31 |
RealBadAngel |
you have the gift to solve the things |
14:31 |
RealBadAngel |
and make ideas true |
14:31 |
hmmmm |
PilzAdam, https://github.com/kwolekr/minetest/commit/3680e60ecbd78c3ccd9106eef1c8a2a3c1c7b458 |
14:31 |
Nore |
I don't like having to declare types... well, I don't like to write the code, just to make an algorithm to solve the problem efficiently |
14:32 |
hmmmm |
hah |
14:32 |
hmmmm |
wow |
14:32 |
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14:32 |
PilzAdam |
hmmmm, nice, document that in lua-api.txt and its fine |
14:32 |
RealBadAngel |
thats the whole point of modding/coding |
14:32 |
RealBadAngel |
make the ideas reality |
14:32 |
hmmmm |
other way around... lua or python is way worse because you need to know exactly what interactions take place, and account for all sorts of stupid things like round off error when you're trying to work with something that should've been an integer for example |
14:33 |
RealBadAngel |
agree with hmmmm |
14:33 |
hmmmm |
having to choose between "int" and "float" or whatever isn't vexing |
14:33 |
RealBadAngel |
c++ is lotsa easier |
14:33 |
hmmmm |
like see the code i just wrote? i really have to write math.floor(i)? yeah, that's the reality of the language :/ |
14:34 |
Nore |
well, one can say machine code is easier (see https://github.com/Novatux/pforth ), the basic primitives are made in machine code |
14:34 |
hmmmm |
and if i didn't? i'd have a subtle bug in accessing an array where some indicies work and others don't |
14:34 |
RealBadAngel |
for me yes |
14:34 |
RealBadAngel |
i have self learned assembler |
14:34 |
RealBadAngel |
Z80 then x86 |
14:35 |
Nore |
in Python, types are better than lua (there are ints, long, etc) |
14:35 |
RealBadAngel |
and theres real power |
14:35 |
Nore |
I only know assembler of MIX (yes, the one of TAOCP), and the one of the virtual machine I created less than 1 week ago |
14:36 |
RealBadAngel |
i would really love to join there at some point Z80 emulation lib |
14:37 |
RealBadAngel |
for our own computer with OS and applications |
14:37 |
Nore |
very hard to do |
14:37 |
RealBadAngel |
not really |
14:37 |
RealBadAngel |
just include the sources |
14:37 |
RealBadAngel |
http://libz80.sourceforge.net/ |
14:38 |
RealBadAngel |
and off we go |
14:38 |
Nore |
writing your own compiler is hard, and emulation will be far slower than on a normal machine |
14:38 |
RealBadAngel |
ofc it will be slow |
14:38 |
RealBadAngel |
but thats not the point |
14:38 |
RealBadAngel |
point is to write a simple control programs |
14:39 |
RealBadAngel |
play tetris |
14:39 |
RealBadAngel |
and the like |
14:39 |
RealBadAngel |
and primo, open another door in sandbox world |
14:40 |
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14:40 |
Nore |
I understand that |
14:40 |
Nore |
bye |
14:42 |
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14:43 |
hmmmm |
i sorta wonder why more helper classes weren't ever put into builtin, like operator overloading for vectors |
14:44 |
hmmmm |
i'm sure a lot of people would appreciate being able to do pos = pos + v3:{x=1, y=1, z=1} * size or something |
14:44 |
PilzAdam |
is that even possible in Lua? |
14:44 |
hmmmm |
yes, like i did with voxelarea, except set __add and so on |
14:47 |
hmmmm |
check this out http://lua-users.org/wiki/MetamethodsTutorial |
14:48 |
hmmmm |
good way to pretty print a position instead of minetest.pos_to_string(), print("player blah at pos " .. pos) |
14:48 |
hmmmm |
can be done by setting __concat |
14:52 |
Exio |
hmmmm: merge it? |
14:52 |
Exio |
(after the documentation, ofc) |
14:52 |
hmmmm |
yeah, why not. |
14:52 |
Exio |
:P |
14:55 |
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14:56 |
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14:56 |
BrandonReese |
RealBadAngel: Notch beat you to the ingame computer. His latest work has a fully function emulated 16 bit cpu that you can write programs for. http://0x10c.com/story/ |
14:56 |
PilzAdam |
I have a new development system: the 1st of a month is the "throw anything in" day, and the rest of the month we fix everything ;-) |
14:57 |
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14:59 |
Jordach |
btw, i found something that's pissed me off |
14:59 |
PilzAdam |
minetest_game? |
14:59 |
Exio |
i guess he meant you |
14:59 |
Exio |
PilzAdam: ^ |
15:00 |
RealBadAngel |
BrandonReese, i know about it. But in fact he was following 6502 from RedPower2 |
15:01 |
* BrandonReese |
nods |
15:01 |
PilzAdam |
john_minetest, /me watched resident evil: apocalypse yesterday |
15:01 |
RealBadAngel |
http://www.youtube.com/watch?v=6pyrTM_aZQI |
15:02 |
Jordach |
john_minetest, you know that model i fixed by hand |
15:02 |
Jordach |
the original UV had the mesh data there. |
15:02 |
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15:02 |
Jordach |
i found it when i zoomed out. |
15:04 |
PilzAdam |
john_minetest, well, lets put it this way: the games are better ;-) |
15:05 |
Jordach |
john_minetest, you've got red on you |
15:05 |
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15:05 |
Jordach |
:D |
15:05 |
Jordach |
cornetto? |
15:06 |
Jordach |
anyways, MK2 Model coming son |
15:06 |
Jordach |
soon* |
15:08 |
Jordach |
Did you know: the game they're playing is Timesplitters 2 on the Arcade map Streets |
15:08 |
hmmmm |
https://github.com/minetest/minetest/commit/3f13dc790caeda7ca8f5e429f6f94458bda5826c |
15:08 |
Jordach |
i spent an hour finding that |
15:09 |
Calinou |
BrandonReese: TIL 0x10c is YAQS |
15:09 |
MinetestBot |
GIT: kwolekr commited to minetest/minetest: Add voxelarea.lua helper to builtin 3f13dc790c 2013-06-28T08:07:45-07:00 http://git.io/IGlIIw |
15:09 |
Calinou |
also, 0x10c is dead :P |
15:10 |
BrandonReese |
Oh is it? |
15:10 |
Calinou |
see date of latest post |
15:13 |
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15:13 |
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15:13 |
BrandonReese |
that's kind of sad, I was interested in where it was going. |
15:18 |
hmmmm |
meh. |
15:18 |
hmmmm |
someone should add VoxelArea:contains(x, y, z), VoxelArea:containsp(pos), and VoxelArea:containsi(index) to builtin/voxelmanip.lua |
15:22 |
Exio |
/home/exio4/sources/minetest/src/nodedef.cpp:434: virtual const ContentFeatures& CNodeDefManager::get(content_t) const: Assertion 'c <= 0xfff' failed. |
15:22 |
Exio |
aw |
15:29 |
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15:29 |
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15:39 |
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15:40 |
Jordach |
Taoki, you here |
15:40 |
Calinou |
why not ask him directly :P |
15:40 |
Jordach |
Calinou, throw ponies at Taoki please |
15:50 |
* Calinou |
throws a pony at Taoki |
15:50 |
Calinou |
[vote which pony now] |
15:51 |
Calinou |
too lazy to make a poll, and I have to go :P |
15:51 |
khonkhortisan_ |
throw PilzAdam at Taoki |
15:51 |
khonkhortisan_ |
idk why minetest has so much trouble figuring out what key I'm sending it |
15:56 |
Jordach |
oh well |
15:58 |
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15:58 |
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16:01 |
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16:11 |
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16:38 |
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16:40 |
* khonkhortisan_ |
randomly typed /*-+-*/ |
16:45 |
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16:46 |
Jordach |
omg |
16:46 |
Jordach |
CLOWN! |
16:47 |
STHGOM |
be |
16:47 |
STHGOM |
bye |
16:49 |
khonkhortisan_ |
http://forum.minetest.net/viewtopic.php?pid=97098#p97098 the table at the bottom shows how difficult minetest is to use |
16:53 |
sfan5 |
wut |
16:56 |
khonkhortisan_ |
I have trouble typing numbers |
16:57 |
khonkhortisan_ |
I must use both the numpad and the number row - a 3 sends my message prematurely |
16:57 |
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16:58 |
khonkhortisan_ |
codre of ye olde |
17:04 |
Taoki |
Jordach: I'm back now |
17:04 |
Taoki |
Working on some Minetest code now though |
17:08 |
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17:11 |
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17:11 |
dysoco |
Hello |
17:11 |
khonkhortisan_ |
hi |
17:11 |
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17:11 |
khonkhortisan_ |
Your cloak precedes you |
17:12 |
dysoco |
You mean me? |
17:13 |
khonkhortisan_ |
yes. |
17:13 |
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17:13 |
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17:13 |
dysoco |
I am not very familiar with the IRC, you mean that the cloak comes before my nick right? |
17:13 |
khonkhortisan_ |
you didn't double-join while your cloak was applied |
17:13 |
dysoco |
I don't understand what you mean, sorry. |
17:14 |
Exio |
dysoco: que entraste con el cloak ya puesto, que no salio el tipico changing host |
17:14 |
Exio |
:P |
17:14 |
khonkhortisan_ |
You joined with the cloak already applied, instead of joining, quit (changing host), then joining with the cloak applied. |
17:14 |
khonkhortisan_ |
But it's a pun on the phrase "Your reputation precedes you" |
17:14 |
dysoco |
Oh I see... so what should I do? Apply a delay? how does that work? |
17:15 |
khonkhortisan_ |
No, you're doing it the right way |
17:15 |
khonkhortisan_ |
it's the people who join before their cloak works that need to add a delay |
17:15 |
dysoco |
Ah I see |
17:16 |
dysoco |
I think it was Exio who first told me to get a cloak |
17:17 |
Exio |
maybe, i don't recall :P |
17:17 |
dysoco |
I'm trying to build Minetest in Funtoo, let's see how it works |
17:19 |
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17:24 |
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17:26 |
dysoco |
wow, works perfectly |
17:29 |
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17:34 |
dysoco |
Well, this main function is massive |
17:35 |
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17:37 |
Calinou |
some main functions _aren't_ massive? |
17:39 |
dysoco |
Some are |
17:39 |
dysoco |
Redis for example, is nicely structured |
17:41 |
dysoco |
But heck, for being a hobby project, this is awesome |
17:47 |
Exio |
dysoco: what main function? the_game? |
17:48 |
dysoco |
Exio: the main one |
17:48 |
dysoco |
not checked the_game yet |
17:49 |
dysoco |
Well, the_game looks really big too |
17:49 |
dysoco |
and takes a lot of parameters |
17:53 |
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17:57 |
dysoco |
Wonder what can I start working in? Any suggestions? Any areas that need polish or bugs that need fixing? |
17:59 |
Exio |
http://github.com/minetest/minetest/issues |
18:01 |
dysoco |
Yes, I'm reading those |
18:01 |
thexyz |
dysoco: I suggest you to ask in #minetest-dev |
18:32 |
* Jordach |
pokes VanessaE |
18:35 |
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18:48 |
STHGOM |
!up minetest.org 30015 |
18:48 |
MinetestBot |
minetest.org:30015 seems to be down |
18:51 |
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18:53 |
STHGOM |
hi |
18:53 |
Calinou |
hi |
19:15 |
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19:24 |
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19:24 |
Calinou |
TIL Taoki plays minecraft |
19:25 |
Taoki |
Calinou: I play MC for years |
19:26 |
Calinou |
Taoki, same, since november 2010 |
19:26 |
Calinou |
dat skin, Taoki |
19:26 |
* Calinou |
would have guessed |
19:27 |
Taoki |
:) |
19:27 |
* Calinou |
is just a fully black guy because it makes you less visible :P |
19:27 |
MinetestBot |
Yay! PilzAdam is back! |
19:28 |
* Calinou |
throws a pony at PilzAdam |
19:29 |
khonkhortisan |
"play" - there's no tense there. I play MC for years, then take a breaks for a few months, then back to playing again. |
19:30 |
Calinou |
I play it quite often |
19:32 |
Calinou |
rarkenin's making this: https://github.com/mosstest/mosstest |
19:32 |
Calinou |
first one to get the point of this gets a free copy of minceraft |
19:32 |
Calinou |
:3 |
19:32 |
Calinou |
(note: minceraft != minecraft) |
19:35 |
PilzAdam |
Calinou, the wiki says that there are two reasons for this: 1) in Minecraft the mods need to be installed client side too 2) in Minetest the mods are server side only |
19:35 |
PilzAdam |
both is called "wrong" there |
19:36 |
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19:36 |
Calinou |
"Honestly, not everyone needs shaders and extreme render distances." minecraft does not use shaders or extreme render distances without mods |
19:37 |
Calinou |
the "far" render distance is reasonable but not extreme |
19:37 |
Calinou |
"In addition, after developing the most important components for gameplay, we plan to continue into performance enhancement--peer-to-peer enhanced gameplay lessening the server’s role in interactions between players, and leaving the server to only operate on more important gameplay functions. " => have fun telling players to forward their ports |
19:38 |
Calinou |
or, have fun implementing UPnP |
19:38 |
thexyz |
http://www.youtube.com/watch?v=oAiVsbXVP6k&feature=player_embedded |
19:44 |
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20:13 |
Exio |
Calinou: since when MC supports shaders by default |
20:15 |
Calinou |
Exio, never |
20:16 |
PilzAdam |
Exio, rarkenin has to imagine things to justify his fork |
20:17 |
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20:17 |
PilzAdam |
\o/ finally, yellow fog! http://forum.minetest.net/viewtopic.php?pid=97100#p97100 |
20:19 |
Calinou |
Taoki is just chuck norris, he beat the sun at a staring contest |
20:19 |
Taoki |
Working on the formula right now. But it's very hard to get how close the crosshair is aiming at the sun |
20:19 |
Taoki |
Mostly because you need to account pitch past the 180 barrier |
20:19 |
Jordach |
EDIT: It's piss yellow. |
20:20 |
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20:20 |
Jordach |
ffs, my beard wont stop growing |
20:21 |
Jordach |
its also big and bushy |
20:21 |
Jordach |
<Calinou> that's what she said |
20:21 |
Calinou |
how about "twss" instead |
20:21 |
Calinou |
same thing, but shorter |
20:21 |
Jordach |
lol |
20:22 |
thexyz |
about how many more wonderful discoveries will Jordach make |
20:22 |
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20:22 |
Jordach |
PilzAdam is the Minetest dickhead |
20:24 |
Calinou |
blockhead, you mean |
20:25 |
PilzAdam |
nodehead |
20:26 |
Exio |
nonrenewablelavahead :3 |
20:26 |
Calinou |
<Calinou> ~family PilzAdam |
20:26 |
Calinou |
<redroid> Calinou: PilzAdam is the nodehead in our screwed up family |
20:29 |
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20:30 |
thexyz |
http://max.mmlc.northwestern.edu/~mdenner/Demo/texts/elephant_pug.htm |
20:33 |
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20:42 |
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20:43 |
Mallot1 |
hey guys :D |
20:47 |
Mallot1 |
im ready to release my first mod :) Im soo pyched :D |
20:47 |
Mallot1 |
*psyched! |
20:48 |
Mallot1 |
But you wanna know whats funny? |
20:49 |
Mallot1 |
i went into the minetest forums to submitt my mod into the mod releases section simply to find out... |
20:49 |
marktraceur |
Missing apostrophes? |
20:49 |
Mallot1 |
"Sorry! no permission to post new topics" |
20:50 |
Mallot1 |
is what i found where my new post button was/should be O.o |
20:50 |
Mallot1 |
how can i get the premisson? |
20:50 |
Mallot1 |
permission |
20:51 |
marktraceur |
Mallot1: You need to post in a different forum first and have an admin move your post. Read the sticky. |
20:51 |
Mallot1 |
ok, which one? |
20:52 |
Mallot1 |
is this for everyone? |
20:52 |
marktraceur |
Yeah. |
20:52 |
PilzAdam |
Mallot1, its not _that_ hard to read the sticky topics first... |
20:53 |
Mallot1 |
lol PilzAdam |
20:53 |
Mallot1 |
thanks marktraceur |
20:54 |
Mallot1 |
i was reading them when i got ur PM PilzAdam |
20:54 |
Mallot1 |
ping |
20:54 |
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21:27 |
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21:29 |
Uberi |
oh snap we have LuaVoxelManipulators as of 2 days ago |
21:30 |
* ShadowNinja |
waits for ultra-fast WorldEdits... |
21:31 |
Uberi |
I should get started on that soon |
21:32 |
Uberi |
but I don't get what the data format looks like without any examples |
21:33 |
Uberi |
"raw node data is in the form of a table mapping indicies to node content ids" <= where does param1 + param2 enter the mix? |
21:33 |
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21:34 |
BlockMen |
hi |
21:34 |
Uberi |
o/ BlockMen |
21:37 |
ShadowNinja |
Uberi: I don't know. Either that isn't implemented or it is in the ID. hmmmm: ^ |
21:37 |
hmmmm |
uberi, you can't access param1 or param2 directly |
21:38 |
Uberi |
darn |
21:38 |
hmmmm |
for param1, you use set_lighting or calc_lighting, for param2, you have to just use set_node... you don't use param1 too often for bulk node data |
21:39 |
Uberi |
doesn't set_lighting only work during mapgen time? |
21:39 |
hmmmm |
oh, yeah, that's true |
21:40 |
Uberi |
well, I'll stick with schematics where params are needed |
21:40 |
hmmmm |
can't really help that because the map updatelighting functions would wipe out any changes anyway |
21:40 |
Uberi |
this will still speed up the worldedit primitives API |
21:40 |
hmmmm |
hmm |
21:41 |
hmmmm |
i suppose i can make things more flexible |
21:41 |
hmmmm |
like, i can allow you to forcibly set lighting outside of the mapgen (but there's no guarantee it'll stay like that for a very long length of time) |
21:42 |
Uberi |
until lighting next gets updated, anyways |
21:42 |
hmmmm |
right, which can happen from an ABM even if you're careful to not place any nodes around it |
21:43 |
Uberi |
oh, and I was wondering |
21:43 |
Uberi |
does this work on unloaded areas? |
21:43 |
hmmmm |
yes |
21:43 |
Uberi |
\o/ |
21:43 |
Uberi |
that's wonderful news |
21:44 |
hmmmm |
i'm going to add in a mode to read node tables as the data, but i'll put a disclaimer that it severly degrades the speed |
21:45 |
Uberi |
does it load those blocks such that other functions can access them? (i.e., use voxmanip to load area, then set_node on them) |
21:45 |
hmmmm |
huh? you can't run set_node on unloaded areas? |
21:45 |
Uberi |
doesn't seem to work, unfortunately |
21:45 |
hmmmm |
hold on |
21:46 |
Uberi |
when filling a huge area in WE, you get jagged edges at the edge of the block load distance |
21:46 |
Uberi |
it's a rough sphere centered around the player |
21:46 |
sokomine |
with the new schematics system or with the old set_node method? |
21:47 |
Uberi |
set_node |
21:47 |
sokomine |
ah, ok. so perhaps due to area not loaded |
21:47 |
Uberi |
I haven't gotten my speedups branch to run very well yet :/ |
21:47 |
sokomine |
i tested it with a small area. even that was not loaded entirely and thus imported only partly |
21:47 |
sokomine |
we need a place to exchange such schematics |
21:48 |
Uberi |
like a special forum or something |
21:48 |
hmmmm |
ah yeah i see it |
21:48 |
hmmmm |
if it's not loaded it'll throw an exception |
21:48 |
sokomine |
what i'm waiting for now (and hmmm will hopefully do) is rotation. and an option to replace one node type with another (i.e. all default:tree with default:brick) in one schematic without having to modify the stored file |
21:49 |
hmmmm |
yeah, not with this. the nodes will get placed, guaranteed |
21:49 |
sokomine |
that's - apart from the speed - one of the great benefits of this new function :-) |
21:49 |
Uberi |
place_schematic guaranteed node placement? |
21:49 |
Uberi |
or voxelmanip |
21:49 |
hmmmm |
both actually |
21:49 |
Uberi |
awesome |
21:49 |
Uberi |
but not set_node, intentionally |
21:50 |
hmmmm |
i guess not |
21:50 |
sokomine |
voxelmanip is only for mapgen time? |
21:51 |
hmmmm |
it's for anything |
21:52 |
sokomine |
the documentation mentions it only in on_mapgen context? |
21:52 |
hmmmm |
if not during mapgen, you get it with local vm = minetest.get_voxel_manip(); local eminp, emaxp = vm.read_from_map(p1, p2); local data = vm.get_data(); ---do stuff here--- vm.set_data(data); vm.write_to_map(); vm.update_map(); |
21:52 |
Uberi |
can we have this example in lua_api.txt? |
21:53 |
hmmmm |
lua_api.txt isn't for samples |
21:53 |
Uberi |
true |
21:53 |
hmmmm |
believe me, if i could, i would put examples there |
21:53 |
PilzAdam |
hmmmm, you should write the article for it in the dev wiki |
21:53 |
Uberi |
so wiki materiel then |
21:53 |
PilzAdam |
with examples and stuff |
21:53 |
sokomine |
maybe an examples.lua would be helpful then |
21:53 |
PilzAdam |
sokomine, -> dev wiki |
21:53 |
hmmmm |
also, the environment needs to be active when creating a voxelmanip, if it's not, the get_voxel_manip will fail |
21:54 |
PilzAdam |
hmmmm, will unloaded blocks get loaded when the area of VoxelManip goes into them? |
21:55 |
sokomine |
so this needs loaded areas? |
21:55 |
hmmmm |
... |
21:55 |
hmmmm |
yes, unloaded blocks GET LOADED |
21:55 |
hmmmm |
i said this before |
21:55 |
Uberi |
so I can use voxelmanip to load an area, then use set_node on them? |
21:56 |
Uberi |
that's perfect |
21:56 |
hmmmm |
you could |
21:56 |
Uberi |
and they stay loaded for max_block_something_something_timeout? |
21:56 |
PilzAdam |
hmmmm, until its written down somewhere (= dev wiki) people will keep asking |
21:57 |
hmmmm |
I think a modder should be the one to write it.. they know what kind of questions people are asking better than i would |
21:57 |
hmmmm |
(read: i'm not going to be the one editing wiki pages and whatever) |
21:58 |
hmmmm |
here's some bad code i wrote to test it: http://pastebin.com/mf06wWpV |
21:59 |
hmmmm |
i don't recommend calling index like that of course |
21:59 |
hmmmm |
it's slower than it should be |
22:01 |
Uberi |
is using that index() thing different from using table.insert() in your example? |
22:01 |
Uberi |
(assuming we go x, y, z in the loop from low to high) |
22:01 |
hmmmm |
yes, it's different, it gets the index inside of the voxelarea at that specific point |
22:02 |
hmmmm |
should read up on what it does |
22:02 |
hmmmm |
it's in builtin/voxelarea.lua |
22:03 |
Uberi |
yeah the math seems about equivalent |
22:05 |
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22:05 |
hmmmm |
you should put local vi = a:index(minp.x, y, z) outside of the for x .. loop and then increment x each loop |
22:05 |
hmmmm |
this way you remove most of the excess computations |
22:06 |
hmmmm |
you can do even better, though, by extending the same idea by calculating the index only once, for the initial position, and only add on the stride amounts (how many indexes you'd have to skip to get to the next scanline at that position) |
22:07 |
hmmmm |
they're calculated in advance on voxelarea construction, and you could use them raw like that |
22:08 |
hmmmm |
doesn't matter though, probably, because you're probably not going to be as careful with the rest of the loop body when deciding what node to place where |
22:08 |
hmmmm |
being fast is especially important here, since you hold up the entire server until your mod is done with its task |
22:09 |
Uberi |
that's why everyone should leave the most common node manipulation tasks to the WE API! |
22:29 |
PilzAdam |
Uberi, you know that nobody ever uses the API of a mod? |
22:30 |
Uberi |
I like to pretend they do :P |
22:30 |
ShadowNinja |
PilzAdam: I did. |
22:31 |
ShadowNinja |
(irc_commands. I may depend on WorldEdit for position setting in my areas mod.) |
22:32 |
Uberi |
position setting? that's like 15 lines of code in worldedit_commands |
22:33 |
ShadowNinja |
No, the boxes and everything. Maybe 100 lines+textures. |
22:33 |
Uberi |
ah |
22:33 |
ShadowNinja |
235 Lines. |
22:34 |
ShadowNinja |
(I copied it for now) |
22:38 |
Mallot1 |
go to the minetest-dev chat if you want to talk about the development X3 |
22:45 |
ShadowNinja |
Mallot1: That wasn't on-topic for -dev. That channel is for engine development, not mods. |
22:51 |
Mallot1 |
i put the that here |
22:52 |
Mallot1 |
what button is screenshot for minetest? |
22:52 |
PilzAdam |
you can use the screenshot button of your OS |
22:53 |
ShadowNinja |
Mallot1: F12. |
22:53 |
Mallot1 |
thanks guys |
22:59 |
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23:01 |
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23:08 |
kaeza |
greetings |
23:08 |
Uberi |
o/ |
23:08 |
kaeza |
I'm suddenly getting this error: 20:06:40: ERROR[main]: ServerError: LuaError: error: ...rc/minetest/bin/../games/testing/mods/default/player.lua:126: attempt to index local 'anim' (a nil value) |
23:08 |
kaeza |
hey Uberi |
23:09 |
kaeza |
from what I see, the on_globalstep callback is being called before on_joinplayer |
23:09 |
ShadowNinja |
kaeza: Remove other mods until it stops? |
23:10 |
kaeza |
ShadowNinja, it's running vanilla minetest_game |
23:10 |
kaeza |
only mod in there is xban (for testing) |
23:11 |
kaeza |
(which does not touch anything related to player models/animation/whatever) |
23:11 |
ShadowNinja |
Hrm, disabling xban doesn't fix it? |
23:11 |
ShadowNinja |
It doesn't have to. I had that bug before but forgot the fix. |
23:13 |
kaeza |
hmm... seems like that fixed it |
23:13 |
Uberi |
kaeza: got a link to xbans? |
23:13 |
kaeza |
now I'm wondering what kind of interaction is between those that makes it bug out |
23:13 |
Uberi |
it probably registers a on_joinplayer callback |
23:13 |
kaeza |
https://github.com/kaeza/minetest-xban |
23:14 |
kaeza |
yes it does |
23:15 |
Uberi |
I'm guessing it takes too long and globalstep kicks in |
23:16 |
kaeza |
hmm |
23:17 |
PilzAdam |
that cant be AFAIK |
23:18 |
PilzAdam |
the server is fully locked while Lua runs |
23:18 |
Uberi |
well it is a reproducible crash upon loading a mod that affects basically just the player joining part |
23:20 |
kaeza |
using minetest.after(1, load_ips) seemed to fix that |
23:20 |
PilzAdam |
wich line? |
23:21 |
kaeza |
but as PilzAdam said, that shouldn't happen |
23:21 |
Uberi |
but now they get an extra second to play! |
23:21 |
kaeza |
PilzAdam, https://github.com/kaeza/minetest-xban/blob/master/init.lua#L183 |
23:21 |
kaeza |
instead of that ^ |
23:22 |
PilzAdam |
Uberi, no, thats only 1 second after the server start |
23:24 |
harrison |
eep! minetest is in the debian repo! good work! |
23:24 |
PilzAdam |
its even not outdated in sid! |
23:24 |
harrison |
outdated? or updated? |
23:25 |
harrison |
i used to compile it from the git repo |
23:25 |
PilzAdam |
sid has the latest stable version in the repos |
23:25 |
Exio |
Package: minetest |
23:25 |
Exio |
Version: 0.4.7+repack-2 |
23:25 |
Exio |
:D |
23:25 |
harrison |
naturally i run the most bleedingest edge box possible |
23:26 |
harrison |
siduction.org |
23:27 |
harrison |
recommend a server please |
23:27 |
PilzAdam |
what gameplay do you want? creative, survival? |
23:28 |
harrison |
creative let us say |
23:28 |
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23:28 |
PilzAdam |
then VanessaE's server (see public server list) |
23:28 |
harrison |
k |
23:28 |
harrison |
thx |
23:29 |
PilzAdam |
but turn "preload item visuals" in the settings tab off |
23:29 |
PilzAdam |
she has so many nodes that your vram just flows over if you pregenerate them |
23:30 |
harrison |
nobody nodes ... the trouble i - i - i've seen ... |
23:30 |
PilzAdam |
oh, and media downloading at the first connect may take a while |
23:30 |
Uberi |
bwahahaha |
23:30 |
harrison |
fine |
23:30 |
harrison |
ever try spasim? |
23:30 |
harrison |
that can take a long time to generate a complex world too |
23:31 |
PilzAdam |
yea, I tried spasim once |
23:31 |
harrison |
what, jam i in such a hurry? |
23:31 |
PilzAdam |
didnt really got the point of it |
23:31 |
harrison |
excellent ... everything proceeds according to plan ... |
23:31 |
PilzAdam |
is the plan evil? |
23:32 |
harrison |
oh, NO! That would be wrong. |
23:32 |
Uberi |
it's just mildly malicious |
23:32 |
harrison |
free weev! |
23:36 |
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23:44 |
PilzAdam |
VanessaE, have you updated the carts mod? |
23:46 |
hmmmm |
heh http://www.slate.com/blogs/the_vault/2013/06/28/voting_rights_and_the_supreme_court_the_impossible_literacy_test_louisiana.html |
23:47 |
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