Time |
Nick |
Message |
00:02 |
Inocudom |
I get that uploader would need to have more than 100,000 subscribers in order to post a 10hr video like that. |
00:02 |
VanessaE |
anyone seen Uberi lately? |
00:02 |
Inocudom |
I have never seen Uberi before. Does he have another name? |
00:03 |
PilzAdam |
Arkmabat, there are logs |
00:03 |
PilzAdam |
see the channel topic |
00:03 |
VanessaE |
Inocudom: Temperest |
00:03 |
VanessaE |
but he's usually Uberi when he signs on here. |
00:03 |
Arkmabat |
Donde donde? Where are the logs |
00:04 |
PilzAdam |
Arkmabat, type /topic and look at the "IRC LOGS" part |
00:04 |
Arkmabat |
Thanks! :D |
00:05 |
Inocudom |
His last post in the forums was on the 22 of this month. |
00:07 |
jojoa1997 |
lol i thought you said 22 months ago |
00:08 |
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OldCoder joined #minetest |
00:12 |
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Arkmabat joined #minetest |
00:31 |
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bas080 joined #minetest |
00:38 |
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jeffrash joined #minetest |
00:40 |
jeffrash |
anyone know the IRC channel for the LandRush server? |
00:40 |
VanessaE |
didn't know it had one |
00:41 |
jeffrash |
Oh, It may not |
00:41 |
jeffrash |
I just assumed it would |
00:41 |
jeffrash |
:) |
00:41 |
VanessaE |
Channels: #linuxgaming,#minetest,#re-servers |
00:41 |
VanessaE |
Chat client: irc.linuxgaming.us/6667 |
00:41 |
VanessaE |
that looks like it's related anyway |
00:41 |
VanessaE |
no wait, I think that's the wrong one |
00:42 |
VanessaE |
got it mixed up with wazuclan :P |
00:43 |
VanessaE |
it doesn't appear to have a dedicated IRC channel/server. |
00:44 |
jeffrash |
ok, thanks |
00:49 |
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Evergreen joined #minetest |
00:51 |
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Inocudom joined #minetest |
00:52 |
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NekoGloopMkII joined #minetest |
00:54 |
Inocudom |
There doesn't appear to be any special action one must take in order to log out, so I figured that closing this window did so. |
00:54 |
VanessaE |
it does. |
00:54 |
Inocudom |
Did my previous login close when I closed this window? |
00:55 |
VanessaE |
[08-27 20:10] * Inocudom has quit (Quit: Page closed) |
00:56 |
Inocudom |
So it did. That is good news. |
00:58 |
Inocudom |
Fess still does Windows 64-bit builds of Minetest. I hope he will make a new one when enough commits are made. |
01:02 |
PilzAdam |
bye |
01:09 |
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hoodedice joined #minetest |
01:10 |
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babyface1031 joined #minetest |
01:12 |
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alex______ joined #minetest |
01:15 |
Inocudom |
Things got quiet around here all of a sudden. |
01:20 |
hoodedice |
BANG BANG BANG ! |
01:21 |
hoodedice |
oooh waterworld is on |
01:23 |
hoodedice |
anyone? |
01:23 |
hoodedice |
How do I configure xchat to connect to the irc? |
01:24 |
|
abdul_ joined #minetest |
01:24 |
abdul_ |
got it |
01:28 |
hoodedice |
Anyone? |
01:29 |
kaeza |
wat |
01:30 |
hoodedice |
Well I connected to waterworld |
01:31 |
hoodedice |
And the time's warping like crazy |
01:37 |
kaeza |
that moment when 'False = True; print False' in python outputs 'True' |
01:40 |
|
kaeza joined #minetest |
01:40 |
hoodedice |
(and back) |
01:41 |
|
Renoki joined #minetest |
01:42 |
Miner_48er |
hoodedice still need help with xchat? |
01:42 |
hoodedice |
I'm looking around it myself |
01:42 |
Miner_48er |
ok |
01:43 |
kaeza |
Server List -> Select your server -> Mark "Automatically connect to selected server" |
01:44 |
hoodedice |
mhmm |
01:44 |
|
aldobr joined #minetest |
01:44 |
kaeza |
then right-click on the #minetest channel, and select "add to favorites" |
01:44 |
aldobr |
hi all |
01:44 |
kaeza |
hey aldobr |
01:45 |
aldobr |
kaeza: my spxoxel export plugin is almost ready |
01:45 |
aldobr |
http://pastebin.com/BcNDeN8d |
01:45 |
aldobr |
does minetest accept loading ppm textures ? |
01:46 |
kaeza |
nice |
01:49 |
hoodedice |
The speed dreams guys |
01:49 |
hoodedice |
sure know how to take screenshots |
01:49 |
hoodedice |
Either my PC sucks, or the game's graphics |
01:50 |
hoodedice |
There sure ain't many good realistic FOSS racing games |
01:50 |
hoodedice |
(Unrelated: SuperTuxKart is good) |
01:50 |
kaeza |
there are no good non-realisitc racing games either :P |
01:50 |
kaeza |
tic* |
01:51 |
hoodedice |
There's TuxKart |
01:51 |
kaeza |
I just play Gran Turismo with ePSXe |
01:51 |
kaeza |
or boot Windows for NFS:MW |
01:51 |
hoodedice |
PSOne material though. Not even close to crash bandicoot's kart game on PS2 |
01:51 |
hoodedice |
You still play MW? |
01:51 |
hoodedice |
=) |
01:52 |
hoodedice |
Gran turismo =3 |
01:52 |
kaeza |
yea |
01:52 |
kaeza |
my graphics card is too crappy for anything better =( |
01:52 |
hoodedice |
Same |
01:52 |
hoodedice |
Intel Crapware |
01:56 |
hoodedice |
flightgear and speed dreams have two things in common |
01:56 |
hoodedice |
1. They are realistic as long as you fly/race realistically |
01:57 |
hoodedice |
Once you crash/Go off the tarmac, the realistic art is over |
01:57 |
kaeza |
oh dog... TORCS |
01:57 |
hoodedice |
2. If you have an intel Crapware... You're gonna have a bad time. |
01:57 |
hoodedice |
*baaaaaaad |
01:58 |
hoodedice |
*part |
01:58 |
hoodedice |
I love the way they take screenshots. |
01:58 |
kaeza |
yeah, I have TORCS installed (for whatever reason I don't seem to recall) |
01:59 |
kaeza |
the physics system is... "special" |
01:59 |
hoodedice |
Indeed |
01:59 |
hoodedice |
grass = butter |
01:59 |
hoodedice |
Though in sd, grass = rocky mountains |
02:01 |
aldobr |
eh.... minetest dont accept ppm textures :P |
02:04 |
* andersje |
gets back from the neighborhood party |
02:04 |
andersje |
VanessaE: when you get a chance, I'm interested to see what you think of the code I checked in. Very little hurry on it. I did verify that all recipes work, and all existing blocks are mapped |
02:05 |
aldobr |
kaeza: do you know if minetest accepts bmp textures ? |
02:05 |
hoodedice |
It does do PNG afaik |
02:05 |
kaeza |
dunno |
02:05 |
kaeza |
any reason for not using PNG? |
02:06 |
aldobr |
netpbm tools can convert from ppm to bmp, jpg, but not pgn :$ |
02:06 |
andersje |
bmp is fairly easily converted to PNG, I can help you with that in linux if you like |
02:06 |
aldobr |
err, png |
02:06 |
andersje |
using imagemagick, it's trivial to convert, aldobr |
02:06 |
kaeza |
get imagemagick |
02:06 |
aldobr |
the problem is |
02:06 |
VanessaE |
don't use bmp. it's evil. |
02:06 |
kaeza |
ninja'd :P |
02:06 |
hoodedice |
Can't you just open it up in some image editing rogram and "save as" PNG? |
02:07 |
aldobr |
its not for me, its for a plugin, for other users... having then to install imagemagick will create more problems than solve... |
02:07 |
andersje |
convert existing.bmp -format png output.png |
02:07 |
andersje |
hrm. |
02:07 |
hoodedice |
terminal code? |
02:07 |
aldobr |
i've wrote a export plugin for a voxel editor |
02:07 |
kaeza |
just 'output.png' will do |
02:07 |
aldobr |
sproxel |
02:07 |
andersje |
hrm. |
02:07 |
aldobr |
it can now export nodeboxes |
02:07 |
kaeza |
imagemagick infers the file format from the file suffix |
02:08 |
andersje |
kaeza: wow, I didn't know that |
02:08 |
aldobr |
i am working on the texture exporting part of the code, i can write ppm quite easily |
02:09 |
andersje |
sproxel looks cool. |
02:09 |
|
jeffrash joined #minetest |
02:09 |
aldobr |
well, i will use imagemagick |
02:09 |
aldobr |
or, try to write python code to export png |
02:10 |
* andersje |
nods |
02:10 |
VanessaE |
can someone tell me why this code in a Mesecons LuaController is so glitchy and jumpy? http://pastebin.com/YC3eBUy6 |
02:10 |
VanessaE |
it's sending events like every half second or something |
02:10 |
andersje |
http://pythonhosted.org/pypng/png.html -- aldobr, will that help? |
02:10 |
VanessaE |
well maybe not every half, but definitely not in 10s and 20s intervals like it should |
02:12 |
aldobr |
andersje: thats other route, but i tried to do "import png" and the python interpreter refused |
02:12 |
andersje |
aldobr: how interesting. |
02:12 |
aldobr |
and i dont know how to include new packages on a embedded python |
02:13 |
* andersje |
was once standing in front of a DEC Alpha with a DEC engineer when the machine literally burst into flame. |
02:13 |
andersje |
the engineer said: "well, _that's_ interesting." |
02:13 |
aldobr |
:P |
02:13 |
kaeza |
VanessaE, I think the "if(pin.a)then" part is executing every "tick", thus sending a "turngreen" signal |
02:14 |
VanessaE |
yeah but that pin just has a switch on it that's normally off. |
02:14 |
andersje |
maybe wrap the whole thing in a sleep 10 equivalent ? |
02:14 |
hoodedice |
Why doesn't minetest adopt s six month planfor rollouts? |
02:15 |
andersje |
because people add features as they see fit? |
02:15 |
kaeza |
VanessaE, have you tried copying the code, re-placing the luaC and pasting the code again? |
02:15 |
kaeza |
maybe it's some stale timer or something like that |
02:16 |
hoodedice |
What is being interrupted? |
02:16 |
hoodedice |
For the code trigger? |
02:16 |
ShadowNinja |
VanessaE: Interrurts are triggering the if pin.a. Do if event.type == "on" and event.pin.name == "A" then... |
02:17 |
aldobr |
quick python doubt : i have a fully qualified file name (path + file + ext) and i want to change it from ".ppm" to ".png", how to ? |
02:17 |
andersje |
string replace. |
02:17 |
VanessaE |
ShadowNinja: ahhh |
02:17 |
* andersje |
looks up the sytnax for aldobr |
02:18 |
aldobr |
ok, im on python guide, thanks |
02:18 |
aldobr |
its just <mystring>;replace(".ppm", ".png") |
02:18 |
aldobr |
but |
02:18 |
andersje |
string.replace(oldstring,"ppm$","png$") |
02:18 |
aldobr |
what happens if the path has a .ppm ? (should i care ?) |
02:18 |
andersje |
there, that anchors it to the end |
02:18 |
andersje |
regex ftw |
02:18 |
aldobr |
ahhhh thanks !!! |
02:19 |
kaeza |
aldobr, also note that a bare '.' means 'any character' |
02:19 |
andersje |
that's why I left the '.'off :) "$" anchors to end of line |
02:19 |
kaeza |
asdf.asdfpng matches :P |
02:20 |
andersje |
fine. |
02:20 |
VanessaE |
ShadowNinja: that fixed it. |
02:20 |
kaeza |
the correct way would be "%.png$" |
02:20 |
VanessaE |
(the code) |
02:20 |
andersje |
string.replace(oldstring,"\.ppm$","\.png$") |
02:20 |
kaeza |
andersje, nope |
02:21 |
andersje |
how does that not replace the very end? |
02:21 |
* andersje |
would argue that the correct way is one that works. |
02:22 |
kaeza |
the backslash is catched by Lua before it even gets to the string, so "\.png$" is the same as ".png$" |
02:22 |
kaeza |
the escape character for Lua regexes is '%' |
02:23 |
aldobr |
its not lua |
02:23 |
aldobr |
its python :P |
02:23 |
kaeza |
oh derp |
02:23 |
aldobr |
and ppm$ is not working |
02:23 |
kaeza |
ignore me then :P |
02:23 |
aldobr |
:/ |
02:23 |
aldobr |
convert aldo/textures/aldo_texturetop.ppm aldo/textures/aldo_texturetop.ppm |
02:23 |
aldobr |
thats what python is spitting out to os.system |
02:24 |
andersje |
yeah, but he's doing it in python |
02:24 |
* andersje |
smirks |
02:24 |
andersje |
sorry, slow to catch up on scrollback |
02:24 |
andersje |
had to supervise the youngest boy brushing his teeth =) |
02:24 |
kaeza |
aldobr, almost same thing, except "\." is catched by the Python parser |
02:24 |
kaeza |
probably "\\." would work |
02:25 |
kaeza |
(or r'\.') |
02:25 |
* andersje |
facepalms |
02:25 |
aldobr |
well |
02:26 |
andersje |
import re |
02:26 |
aldobr |
its not string.replace(oldstring, "ppm$", "png$") |
02:26 |
aldobr |
its oldstring.replace() |
02:26 |
aldobr |
python dont complain now, but still not working |
02:26 |
aldobr |
convert aldo/textures/aldo_texturetop.ppm aldo/textures/aldo_texturetop.ppm |
02:26 |
aldobr |
ah... that wont work... |
02:27 |
aldobr |
thats the call :os.system("convert " + topname + " " + topname.replace("ppm$","png$")) |
02:27 |
aldobr |
it even calls convert but with wrong parameters |
02:27 |
andersje |
look at re.sub |
02:27 |
andersje |
I think that's the one. |
02:28 |
andersje |
re.sub('\.ppm','\.png',myoldfilename) |
02:28 |
aldobr |
ok |
02:28 |
andersje |
sorry, my python is rusty. |
02:29 |
andersje |
been a while since I had to crank out much in it. |
02:29 |
andersje |
perl, now...perl I could help you out with. |
02:29 |
aldobr |
from re import sub |
02:29 |
andersje |
heh, you could do it all systemlike. |
02:30 |
andersje |
mynewfilename=system("echo $oldfilename | sed -e 's/\.ppm$\/.png/g'") |
02:30 |
andersje |
or somesuch |
02:30 |
aldobr |
but that wont work for windows users |
02:30 |
andersje |
good point. |
02:32 |
aldobr |
ah |
02:32 |
aldobr |
stackoverflow.com/questions/541390/extracting-extension-from-filename-in-python |
02:32 |
aldobr |
:P |
02:35 |
andersje |
slick. better than my approach |
02:35 |
aldobr |
now convert dont convert the images |
02:36 |
aldobr |
convert is colliding with some default windows xp tool |
02:37 |
aldobr |
its calling the wrong app |
02:37 |
aldobr |
omg |
02:37 |
aldobr |
i give up, user should convert the ppms manuall |
02:37 |
andersje |
awesome. |
02:37 |
aldobr |
*manually |
02:37 |
andersje |
=) |
02:38 |
aldobr |
the solution would be to know the path to the correct convert file.... implementing that in python in a portable form would be a whole project on itself |
02:40 |
aldobr |
h |
02:40 |
aldobr |
hm |
02:49 |
* andersje |
nods |
02:50 |
andersje |
winders is a problem in and of itself |
02:53 |
aldobr |
well irfanview converted the images ok |
02:53 |
aldobr |
but minetest dont accept the textures... |
02:56 |
aldobr |
oh worked now |
02:57 |
|
Inocudom joined #minetest |
02:58 |
Inocudom |
If anyone is looking for inspiration for a hostile mob, look at the video beyond the link below: http://www.youtube.com/watch?v=AYk9WU0LQSc&feature=player_detailpage |
02:59 |
Inocudom |
The horror (O.O)! The horror (O.O)! |
02:59 |
andersje |
gimp is also available for windows |
02:59 |
Inocudom |
Gimp is a good painting program to use. I use it when I need it. |
03:00 |
andersje |
omg, I hate wasps |
03:00 |
Sokomine |
what does the video show? |
03:00 |
* andersje |
nods. |
03:00 |
andersje |
"Angry Yellow Jacket Nest" |
03:00 |
andersje |
in florida |
03:00 |
andersje |
where it never freezes, so bugs are Too Damn Large |
03:00 |
andersje |
only implement that as a mob if you also implement flamethrowers |
03:01 |
Inocudom |
The video shows a massive yellow jacket nest. |
03:01 |
Sokomine |
:-) |
03:01 |
andersje |
massive as in "size of a household AC unit" |
03:01 |
andersje |
_huge_ |
03:01 |
Sokomine |
what is an ac unit? |
03:01 |
aldobr |
this is sproxel : http://tinypic.com/r/2mn0u48/5 |
03:01 |
aldobr |
this is the result ingame : http://tinypic.com/r/fmhnpf/5 |
03:02 |
aldobr |
:/ |
03:02 |
Inocudom |
It is a massive yellow jacket nest. |
03:02 |
andersje |
aldobr: hrm, that's weird. |
03:02 |
andersje |
it looks right in your hand, but it goes black when you place it |
03:03 |
Inocudom |
I guess lava or fire arrows would work against it (better use the lava.) |
03:03 |
andersje |
korean army, doin' it right: http://www.youtube.com/watch?v=8_Bo2ro60ro |
03:04 |
andersje |
(Korean army sends flamethrower team to knock out wasp nest) |
03:04 |
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pknothing joined #minetest |
03:04 |
aldobr |
well, im satisfied for now |
03:04 |
aldobr |
thank you all guys |
03:04 |
andersje |
aldobr: one of the actually clever people in this channel should be able to help you get that display thing sorted out later :) |
03:05 |
Inocudom |
What is sproxel supposed to be? What does it do? |
03:05 |
andersje |
voxel model editor |
03:05 |
andersje |
like, a gui editor |
03:06 |
Inocudom |
AspireMint's nodebox modeling program could look at sproxel for inspiration. |
03:07 |
aldobr |
its a voxel editor : image editor that works in 3 dimensions |
03:07 |
Inocudom |
Or the two programs could work together. Anything to make the creation of nodeboxes more convenient. |
03:08 |
andersje |
what's a nodebox now? |
03:08 |
aldobr |
if i suceed, it will alow nodebox editing using sproxel |
03:08 |
aldobr |
its 90% done now |
03:09 |
Inocudom |
Stairs and slabs in Minetest are examples of nodebox models. Same with the objects of the 3D furniture mod (now part of homedecor.) |
03:10 |
Inocudom |
A nodebox is pretty much anything that isn't a full cube, but is 3D. |
03:11 |
andersje |
oh, cool. thx |
03:12 |
Inocudom |
A very interesting program, aldobr. |
03:12 |
aldobr |
this is the current status of the sproxel plugin : http://pastebin.com/dMbVmfvL |
03:12 |
aldobr |
if anyone wants to solve the current bugs, feel free :P |
03:12 |
aldobr |
im tired |
03:12 |
aldobr |
:P |
03:12 |
andersje |
if you github that thing, don't forget to track it in ohloh.net |
03:13 |
andersje |
(ohloh.net lets you track all your opensource contributions) |
03:13 |
aldobr |
i dont know how to use github :/ |
03:13 |
andersje |
another day, I can walk you through it |
03:13 |
andersje |
are you developing on linux or winders? |
03:13 |
aldobr |
right now on linux |
03:14 |
aldobr |
err... windows |
03:14 |
aldobr |
i have dualboot |
03:14 |
aldobr |
because of minetest |
03:14 |
aldobr |
i use mageia and the minetest version supplied with it is too old, so i reinstalled windows to play it :/ |
03:14 |
Inocudom |
I only have Windows 7. It usually works well for me. |
03:15 |
Inocudom |
Windows 7 64-bit to be specific, which is why I use Fess's 64-bit builds. |
03:15 |
* andersje |
okay |
03:15 |
andersje |
oh, man, debian/ubuntu has daily builds of minetest |
03:16 |
aldobr |
im too used to mandrake/mandriva/mageia to switch |
03:16 |
andersje |
I use win7 as my primary desktop, but ssh+X on win7 to connect into a linux server to do development |
03:16 |
aldobr |
i tried :/ |
03:16 |
andersje |
man, I haven't used mandriva in years |
03:16 |
andersje |
if you like mandriva, you'll probably like fedora core |
03:16 |
andersje |
RPM-based, but FAR more current |
03:16 |
andersje |
brb, gotta attend to a child |
03:17 |
Inocudom |
Did you know that Xonotic has something called rsync that can update Xonotic builds? I once suggested that Minetest have something like that for Windows users. |
03:17 |
Inocudom |
It could make life for Windows build makers easier. |
03:17 |
andersje |
oh, man. |
03:18 |
andersje |
pushing patches via rsync? |
03:18 |
andersje |
urk. |
03:18 |
VanessaE |
interesting way to do it |
03:18 |
VanessaE |
I thought everyone was moving to torrent for that |
03:19 |
Inocudom |
Thing is, however, that rsync might delete maps, texture pack, mods, and config files in the current Minetest folder. |
03:19 |
aldobr |
hmm minetest is too small to need torrent, right ? |
03:19 |
VanessaE |
yeah |
03:19 |
VanessaE |
though games can get big |
03:19 |
VanessaE |
(mine is 14 MB) |
03:20 |
Inocudom |
The size of Minetest itself is only around 10MB. Xonotic, now, you might need torrent to download it. |
03:21 |
Inocudom |
The map for Redcrab's main server is around 10GB supposedly. |
03:21 |
VanessaE |
criminy |
03:21 |
VanessaE |
mine's only about 2GB |
03:21 |
VanessaE |
1.8GB between the two maps |
03:21 |
Inocudom |
Still an impressive size for a map, but manageable. |
03:23 |
* andersje |
nods |
03:23 |
Inocudom |
As I look at the list on the right side of the chat window, I see the names of many members. Some of them are not around anymore. |
03:24 |
andersje |
what do you mean? |
03:25 |
Inocudom |
One of the names is Kray, who had a server in the 0.2-0.3 days. I don't see any activity from that person lately. |
03:26 |
andersje |
ah. |
03:26 |
Inocudom |
Towards the beginning of the screenshots thread, you can still find pictures of Kray's old server. |
03:26 |
kahrl |
Kray is still around |
03:30 |
andersje |
what does the contract in the mobf mod do? |
03:31 |
VanessaE |
wonder where khonkhortisan has been lately |
03:31 |
khonkhortisan |
playing tome |
03:31 |
VanessaE |
haha |
03:31 |
VanessaE |
there he is :) |
03:35 |
andersje |
I dunno about this search engine in the forums |
03:36 |
VanessaE |
the forum search is useless |
03:36 |
* andersje |
nods |
03:36 |
VanessaE |
better to google with site:minetest.net |
03:37 |
Inocudom |
I believe that the contract in mobf gets you a guard or an archer. |
03:38 |
Inocudom |
Then the guard of the archer will attack the hostile monsters of mobf. |
03:42 |
* andersje |
nods |
03:43 |
andersje |
I can buy one that gets me that |
03:43 |
andersje |
but I crafted one out of two pieces of paper. |
03:43 |
andersje |
and that got me nothing |
03:46 |
Inocudom |
Kray is still around? |
04:01 |
VanessaE |
now if only there was a way to hide the blinky plant and LuaC that are controlling this traffic light |
04:01 |
* VanessaE |
is playing with streets mod on her server. |
04:02 |
VanessaE |
oh wait, it does work |
04:03 |
VanessaE |
I can mount the LuaC/plant under ground next to it |
04:11 |
VanessaE |
khonkhortisan: about the mesecons crossings...they work perfectly, but they still need proper textures |
04:12 |
khonkhortisan |
it'll be easier to make textures for them if the wires touch |
04:13 |
VanessaE |
true |
04:13 |
VanessaE |
but it can't much be helped |
04:14 |
VanessaE |
I say just don't worry about the overlap |
04:14 |
VanessaE |
no one's gonna mistake it |
04:17 |
VanessaE |
shall I just make them? |
04:17 |
khonkhortisan |
ok |
04:22 |
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04:56 |
VanessaE |
khonkhortisan: I've got them done for the most part, but I'm gonna have to make them 32px to make them look right. |
04:56 |
VanessaE |
(they'll still look like 16px though) |
04:56 |
khonkhortisan |
half-pixel cutoff? |
04:56 |
VanessaE |
because the wires are like 5 pixels wide. |
04:56 |
VanessaE |
yeah |
05:03 |
VanessaE |
done. |
05:11 |
VanessaE |
khonkhortisan: https://github.com/Jeija/minetest-mod-mesecons/pull/118 |
05:12 |
VanessaE |
(I could merge it myself but I wanted you to take a look) |
05:16 |
VanessaE |
aw shit |
05:17 |
khonkhortisan |
crossing isn't in master? |
05:17 |
VanessaE |
no, file got renamed or something. |
05:17 |
VanessaE |
I'll fix it. |
05:19 |
khonkhortisan |
My multirules pull request is open. Is it better for the textures for it to be directed toward master, or toward the branch that is already being requested? |
05:20 |
VanessaE |
I'm not sure |
05:21 |
VanessaE |
wait, wtf? |
05:21 |
VanessaE |
oh yeah |
05:21 |
VanessaE |
I see what I did wrong |
05:21 |
VanessaE |
yeah |
05:21 |
VanessaE |
merge your multi-rules branch |
05:21 |
khonkhortisan |
ok |
05:21 |
VanessaE |
I'll rebase against whatever you've got now, if necessary |
05:22 |
VanessaE |
(or I'll rewrite, whatever) |
05:22 |
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05:22 |
andersje |
what's the protocol for taking over one of cornernote's mods? |
05:22 |
VanessaE |
just fork it. |
05:22 |
VanessaE |
keep the same license |
05:22 |
VanessaE |
and develop. |
05:22 |
khonkhortisan |
I morged |
05:22 |
khonkhortisan |
merged |
05:23 |
khonkhortisan |
I think my local copy is the same as that pull request |
05:23 |
MinetestBot |
GIT: khonkhortisan commited to Jeija/minetest-mod-mesecons: Merge pull request #112 from khonkhortisan/multi_rules 913e355a71 2013-08-27T22:22:30-07:00 http://git.io/OgsyKQ |
05:23 |
andersje |
rock on, thanks |
05:23 |
khonkhortisan |
oh lol |
05:23 |
khonkhortisan |
I thought VE was asking about cornernote |
05:23 |
khonkhortisan |
you're both blue in my client, and the same length |
05:23 |
andersje |
heh. |
05:25 |
VanessaE |
ok, all cleaned up. lemme re-check that it works as expected |
05:27 |
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05:28 |
VanessaE |
khonkhortisan: https://github.com/Jeija/minetest-mod-mesecons/pull/119 |
05:41 |
khonkhortisan |
I know how to checkout a branch from another repo as if it was a branch on the same repo, but not if it's also named master. |
05:41 |
VanessaE |
Want me to just merge it? |
05:42 |
khonkhortisan |
it'll go well with my just merging mine :) |
05:42 |
VanessaE |
ok :D |
05:43 |
MinetestBot |
GIT: VanessaE commited to Jeija/minetest-mod-mesecons: Merge pull request #119 from VanessaE/master d0fdefb5a6 2013-08-27T22:42:21-07:00 http://git.io/JXLPwQ |
05:43 |
MinetestBot |
GIT: VanessaE commited to Jeija/minetest-mod-mesecons: Give crossing proper textures 5516ca58e9 2013-08-27T22:26:00-07:00 http://git.io/wDGSEw |
05:46 |
khonkhortisan |
I created a new singleplayer world, it appeared in ~/.minetest/worlds, but my world list only includes the one from inside the source directory. |
05:47 |
VanessaE |
it filters by game type |
05:47 |
VanessaE |
or did I misread that/ |
05:48 |
khonkhortisan |
The world in the singleplayer world list is from ~/src/minetest/ |
05:48 |
khonkhortisan |
When I create new, it gets created, but not added to the list |
05:48 |
VanessaE |
odd |
05:56 |
khonkhortisan |
I get a segfault in unified inventory. I've been away too long. |
05:59 |
khonkhortisan |
I have your hdx texture pack so when it's off the sides are high-rez |
05:59 |
VanessaE |
I'm working on new ones as we speak. |
06:00 |
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06:00 |
khonkhortisan |
Other than that, it looks normal enough. There's four yellow spots where the textures crossover, the center of the lower wire mimicks the higher wire, |
06:00 |
khonkhortisan |
ah, when the high wire is on, the bottom of the lower wire is on. I think that should be switched. |
06:01 |
VanessaE |
yeah, can't do much about that, short of putting a solid black bit between the wires maybe |
06:01 |
nore |
hi all |
06:01 |
khonkhortisan |
just on the bottom though. |
06:01 |
VanessaE |
oh, I forgot to check how it looks from underneath |
06:01 |
VanessaE |
might just need to di an ^[transformR90 or so |
06:01 |
VanessaE |
do* |
06:01 |
VanessaE |
hi nore |
06:02 |
khonkhortisan |
All four sides of the center currently follow the top wire |
06:02 |
khonkhortisan |
actually, six sides. |
06:02 |
khonkhortisan |
hi nore |
06:03 |
VanessaE |
I know. Impossible to make it look better without either covering it up entirely, or getting proper per-nodebox textures |
06:03 |
khonkhortisan |
I'm reminded how happy I am that that (that) wire works now - that. |
06:04 |
VanessaE |
yep |
06:04 |
VanessaE |
and it is incredibly handy |
06:04 |
khonkhortisan |
Could just slap the switch or piston texture in the middle |
06:04 |
aldobr |
hi all |
06:05 |
khonkhortisan |
hi aldobr |
06:06 |
khonkhortisan |
heh - that half-shifted room I made was a protest about the current stair system |
06:08 |
aldobr |
im still trying to figure out why minetest renders sproxel-exported objetcs with black textures |
06:09 |
khonkhortisan |
I can't play with 120FOV and circuits and a headache and blocks jumping in and out of the fog at the same time... |
06:09 |
khonkhortisan |
sproxel? |
06:10 |
aldobr |
sproxel is an opensource voxel editor that i found on the net |
06:10 |
aldobr |
then i wrote an export plugin for it |
06:11 |
aldobr |
it can now export nodeboxes and textures |
06:11 |
khonkhortisan |
from sproxel to minetest? |
06:11 |
aldobr |
yes |
06:12 |
khonkhortisan |
could be the wrong filename, or an unusual image format |
06:12 |
aldobr |
nope |
06:13 |
khonkhortisan |
Does it work if you duplicate the export completely by hand? |
06:13 |
khonkhortisan |
extra transparency layer? |
06:14 |
aldobr |
the textures get generated from the voxels on the file |
06:14 |
aldobr |
the export module generates six ppm files |
06:14 |
aldobr |
the ppm files are converted to png using irfanview |
06:15 |
aldobr |
hm |
06:15 |
aldobr |
a doubt : is this correct ? |
06:15 |
aldobr |
tiles = { 'aldo_texturetop.png', 'aldo_texturebottom.png', 'aldo_textureleft.png', 'aldo_textureright.png', 'aldo_texturefront.png', 'aldo_textureback.png', }, |
06:19 |
khonkhortisan |
+Y, -Y, +X, -X, +Z, -Z |
06:19 |
khonkhortisan |
yeah that's right |
06:19 |
aldobr |
:/ |
06:19 |
aldobr |
the only possible reason is that minetest dont like too small textures |
06:19 |
aldobr |
the current ones are 8x8 pixels size |
06:20 |
khonkhortisan |
minetest can handle 1x1 textures generated by imagemagick in the last mod loaded, searching all the other nodes for textures and converting them on startup. |
06:21 |
aldobr |
:/ |
06:21 |
aldobr |
makes no sense :/ |
06:21 |
khonkhortisan |
(I wrote a mod that did that) |
06:22 |
aldobr |
i mean, why it does nt work ? |
06:22 |
khonkhortisan |
it has the correct drawtype, paramtype2, type = "fixed" and the like? |
06:23 |
khonkhortisan |
Does it say anything about generating replacement textures? |
06:24 |
aldobr |
nothing about replacement textures, it works as if everything is ok |
06:24 |
aldobr |
this is the resulting init.lua file |
06:24 |
aldobr |
http://pastebin.com/Fa5FMCZX |
06:25 |
khonkhortisan |
the pherentheses in the description stick out to me, I don't know if they make any difference |
06:25 |
khonkhortisan |
um |
06:25 |
aldobr |
nope |
06:25 |
khonkhortisan |
'aldo_texturetop' ? |
06:25 |
khonkhortisan |
where's your .png? |
06:25 |
aldobr |
folder /textures |
06:26 |
khonkhortisan |
The tiles you stated in this chat and the tiles in that paste are not the same. |
06:26 |
aldobr |
with or without the .png the thing doesnt work :/ |
06:27 |
khonkhortisan |
ah |
06:30 |
khonkhortisan |
I just checked a local mod, it works with or without the .png :( |
06:31 |
khonkhortisan |
if the filename was bad, it would say Could not load image "..." while building texture, which yours doesn't do... |
06:32 |
khonkhortisan |
If you move one of your images, does it make that face of the node turn a color other than black? |
06:32 |
khonkhortisan |
...headache... |
06:33 |
VanessaE |
khonkhortisan: HDX updated. |
06:33 |
VanessaE |
khonkhortisan: some wires still don't tile right. doing so means adding more texture files, which I guess we want to avoid if it isn't truly needed. |
06:41 |
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06:47 |
khonkhortisan |
had to delete locale/du |
06:48 |
VanessaE |
khonkhortisan: also, think you can fix this? https://forum.minetest.net/viewtopic.php?pid=106146#p106146 |
06:51 |
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06:51 |
khonkhortisan |
odd. |
06:53 |
Calinou |
world |
06:56 |
khonkhortisan |
today look at the sunshine |
06:57 |
khonkhortisan |
If I can fix it, it'll be tomorrow |
06:57 |
VanessaE |
sounds fair :) |
07:07 |
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07:23 |
nore |
jin_xi, your screenshot with tetris pieces, was is done with your lua-turtle-voxelmanip? |
07:25 |
VanessaE |
that screenshot is insane, love it |
07:25 |
aldobr |
bye all |
07:29 |
jin_xi |
nore: yes, thats the turtle mod and lua generated turtle programs |
07:30 |
jin_xi |
then decorations to spawn dummy nodes, and on_generated that spawns a turtle def for every dummy node... |
07:38 |
nore |
about the forth-like language you use for the turtle, is it because you programmed in Forth? |
07:38 |
jin_xi |
no, just because its easy enough to do, and kinda fun |
07:38 |
jin_xi |
for generating stuff its far more comfortable to be using lua |
07:39 |
nore |
because I made a mod that provides a computer that you can program in Forth ;) |
07:39 |
nore |
and the fun part was to implement an ANS-conforming Forth |
07:40 |
nore |
Forth is much more easy to implement than lots of languages... |
07:40 |
jin_xi |
i saw that, but my forth experience is minimal. just wanted to be able to use loops and define words for the turtle thing. but its not so good atm, as its still not possible to save stuff. |
07:41 |
jin_xi |
also there was a lua forth available and i wrote my own later. |
07:41 |
nore |
let's say I discovered Forth about 2 month ago... very simple |
07:42 |
jin_xi |
took me soo long to implement do.. loop mainly because i made them run both in interpret and compile mode |
07:42 |
* jin_xi |
facepalms |
07:42 |
jin_xi |
now its good old compile only and much simpler |
07:42 |
nore |
you should use [DO] [LOOP] for interpret mode |
07:42 |
nore |
so you don't have to do things like STATE @ IF |
07:43 |
jin_xi |
see, idk much about forth... and realize the whole thing was a huge waste of time, but still fun |
07:43 |
jin_xi |
as i used lua for all major turtle stuff. |
07:43 |
nore |
the thing is, I find it is rather good to learn how a language works |
07:44 |
nore |
because it is much easier to program after that... |
07:45 |
jin_xi |
yes, its my first time actually implementing a language, and it was fun, but also frustrating at times :) |
07:45 |
nore |
me too |
07:46 |
jin_xi |
i hoped to be able to use forth to design a "structure format" so everyone can easily define and use them... but it seems very hard |
07:46 |
nore |
I had to start over completely 2 times before getting something to work... |
07:49 |
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07:49 |
VanessaE |
hey kaeza |
07:49 |
nore |
hi |
07:54 |
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07:55 |
nore |
hi Zeg9 |
07:55 |
Zeg9 |
Hi! |
07:56 |
nore |
you use tor? isn't that a bit slow? |
07:56 |
VanessaE |
hey zeg |
07:56 |
VanessaE |
paranoid much? :) |
07:56 |
kaeza |
hi |
07:56 |
Zeg9 |
A 1 second delay for irc is ok. I'm used to having a bad connection anyway ;) |
07:57 |
Zeg9 |
Hi kaeza, VanessaE |
07:58 |
Calinou |
suddenly: wolfgame |
07:58 |
Calinou |
or trivialand |
07:59 |
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08:20 |
Zeg9 |
https://forum.minetest.net/viewtopic.php?pid=107837#p107837 |
08:25 |
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08:38 |
nore |
Is Calinou there? |
08:45 |
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08:48 |
nore |
hi |
08:48 |
nore |
Calinou, there are still problems with moreblocks |
08:48 |
Calinou |
which problem |
08:48 |
nore |
junglegrass still doesn't drop cotton seeds |
08:48 |
Calinou |
ah |
08:49 |
nore |
and you redefine grass 2 times |
08:50 |
nore |
but I have a question: what do you redefine grass, junglegrass, etc for? |
08:50 |
Calinou |
done |
08:50 |
Calinou |
nore: so that they make light pass through |
08:51 |
nore |
then you should use code like that: https://github.com/VanessaE/pipeworks/blob/master/compat.lua#L12 |
08:51 |
nore |
much better |
08:51 |
Calinou |
I don't get it |
08:52 |
VanessaE |
that code redefines a node without completely overwriting it. |
08:52 |
VanessaE |
so you can just change a texture, or just change the description, for example. |
08:52 |
nore |
first, you copy the current definition of the node (that is done by clone_node) |
08:52 |
VanessaE |
it preserves whatever was already there. |
08:52 |
nore |
then you change the def |
08:52 |
nore |
then you register that |
08:52 |
nore |
(L44) |
08:53 |
VanessaE |
indent error at line 77, btw :) |
09:03 |
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09:22 |
nore |
hi |
09:32 |
VanessaE |
hi |
09:33 |
VanessaE |
sfan5: bot error with that last commit I pushed to homedecor |
09:33 |
sfan5 |
.. |
09:33 |
sfan5 |
hi everyone |
09:34 |
VanessaE |
sfan5: http://pastebin.com/tbXw3XKh |
09:34 |
sfan5 |
saw that |
09:34 |
sfan5 |
git.io's fault |
09:34 |
VanessaE |
heh |
09:34 |
nore |
hi |
09:34 |
nore |
sfan5, could you update the technic_game server? |
09:35 |
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09:35 |
sfan5 |
nore: update what(mod)? |
09:35 |
aldobr |
hi all |
09:35 |
nore |
technic, forth_computer, moreblocks, pipeworks |
09:35 |
nore |
hi |
09:45 |
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09:45 |
nore |
proller, is #688 in next? |
09:46 |
nore |
hi |
09:51 |
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10:01 |
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10:05 |
proller |
nore, yes, https://github.com/proller/minetest/commits/next --> Merge remote-tracking branch 'Novatux/forceload' into next |
10:05 |
nore |
no, #688 is tool callback |
10:06 |
proller |
ups. wait.. |
10:32 |
proller |
nore, conflict, rebase it |
10:32 |
nore |
in lua_api.txt? |
10:33 |
proller |
https://github.com/proller/minetest/blob/next_tools/util/next/minetest.log#L323 |
10:33 |
proller |
yes |
10:34 |
nore |
couldn't just skip the conflicts in lua_api.txt, because there will be a lot because of the different pull requests |
10:34 |
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10:35 |
proller |
i use automatic merge tool |
10:35 |
proller |
to skip files need to improve it |
10:35 |
proller |
not now |
10:36 |
nore |
ok, but does it conflict with master or with one of the other pulls? |
10:37 |
proller |
ьфыеук |
10:37 |
proller |
master |
10:38 |
nore |
ok, thanks |
10:44 |
sfan5 |
nore: technic server updated |
10:46 |
jin_xi |
can v7 mapgen do flat worlds? im trying to set it for a game mode with mg_flags = flat, but my world is not |
10:49 |
jin_xi |
hm, well it seems it cant. |
10:50 |
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10:51 |
pitriss |
Hi all, I want to ask: is possible to force MT client to log ingame chat when I'm playing online? |
10:51 |
PenguinDad |
jin_xi: You could make a mod that generates terrain out of one node |
10:52 |
jin_xi |
well, i was just hoping i could use a flat world to get a better feel for how biomes work, but its no biggie |
10:56 |
sfan5 |
pitriss: by modifying the source, yes |
10:57 |
pitriss |
sfan5: ahh, thats bit far beyond my skills:) |
10:58 |
sfan5 |
it is easy if you know C++ |
10:58 |
pitriss |
sfan5: but thanks anyway:) |
10:58 |
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10:58 |
pitriss |
sfan5: nope I'm not programer, I'm bit scripter (Bash/ruby) |
10:59 |
sfan5 |
ruby \o/ |
10:59 |
PenguinDad |
weird bug: https://forum.minetest.net/viewtopic.php?pid=107833#p107833 |
11:01 |
pitriss |
So I will hope that someone will implement chat logging into client:) |
11:01 |
PenguinDad |
sfan5: if it's easy do it :P |
11:09 |
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11:16 |
PilzAdam |
Hello everyone! |
11:17 |
PenguinDad |
hi PilzAdam! |
11:18 |
jojoa1997|Tablet |
Bbl |
11:24 |
KikaRz |
Hello PilzAdam |
11:26 |
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11:32 |
nore |
hi |
11:35 |
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12:06 |
Jordach |
!op |
12:06 |
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Topic for #minetest is now http://minetest.net | NEWS: Minetest 0.4.7 released | RULES: be patient, respect other users, here and in other channels | CORE DEVS: #minetest-dev | SERVERS: http://minetest.net/servers | IRC LOGS: http://irc.minetest.ru/minetest/ | WIKI: http://wiki.minetest.net | Sandwich of the day: Cheese and Ham |
12:06 |
nore |
Jordach, you should come on the technic_game server |
12:07 |
Jordach |
nore, john_minetest; not too much at once |
12:07 |
Jordach |
Jordach:Overload(100) |
12:08 |
Jordach |
fuck skaven ambiance, 80's rock ftw |
12:17 |
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12:24 |
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12:26 |
PenguinDad |
john_minetest: true :D |
12:26 |
* Calinou |
puts Rarity on john_minetest's head |
12:30 |
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13:08 |
andersje |
!seen spaier |
13:08 |
MinetestBot |
andersje: Sorry, I haven't seen spaier around. |
13:08 |
andersje |
!seen sapier |
13:08 |
MinetestBot |
andersje: Sorry, I haven't seen sapier around. |
13:08 |
andersje |
!seen sapier1 |
13:08 |
MinetestBot |
andersje: sapier1 was last seen at 2013-08-27 21:17:26 UTC on #minetest |
13:12 |
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13:13 |
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13:13 |
thefamilygrog66 |
Howdy folks |
13:14 |
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13:15 |
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13:16 |
Peacock |
bas i liked your noncubic mod api, but it was missing the sideways slope |
13:17 |
Peacock |
sideways:for i = 0, detail-1 doslopebox[i+1]={(i/detail)-0.5,-0.5, (i/detail)-0.5, (i/detail)-0.5+(1/detail),0.5, 0.5}end |
13:29 |
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13:38 |
MinetestBot |
john_minetest: zeg9 was last seen at 2013-08-28 08:18:28 UTC on #minetest |
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13:57 |
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14:00 |
PenguinDad |
you need black magic when nm is broken >:O |
14:05 |
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14:15 |
PenguinDad |
john_minetest: yes |
14:15 |
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14:16 |
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14:18 |
PenguinDad |
Xubunt 13.04 |
14:18 |
PenguinDad |
+u |
14:19 |
Jordach |
Mint 15 ftw |
14:20 |
PenguinDad |
Mint uses nm too :P |
14:22 |
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14:33 |
PenguinDad |
I think I'll try #! |
14:33 |
Peacock |
#! ftw |
14:33 |
Peacock |
its like debian/ubuntu without the 7 course meal :p |
14:34 |
Peacock |
nvidia drivers work fine on #1! for the p4 |
14:34 |
Peacock |
*#! |
14:35 |
Peacock |
but good sections of the arch docs for nvidia are outdated |
14:36 |
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14:36 |
Mossmanikin |
Hi folks |
14:36 |
PenguinDad |
I don't have worry about Nvidia because I use AMD :D |
14:36 |
Peacock |
#! is more or less like archbang but without having to use a combination of pacman + aur helper to get stuff installed |
14:37 |
PenguinDad |
+ to |
14:38 |
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14:39 |
PenguinDad |
dhbiker: interesting quit message |
14:39 |
dhbiker |
it's random :p |
14:40 |
PenguinDad |
Markov chains algorithm? :P |
14:40 |
dhbiker |
nah |
14:40 |
dhbiker |
picks random line in text file |
14:42 |
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14:49 |
Peacock |
well i switched away from arch *because* i had trouble installing nvidia, thats why im on #! now |
14:49 |
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14:50 |
PenguinDad |
lol |
14:50 |
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14:50 |
Peacock |
nouveau's fine if you dont watch high quality movies, otherwise i cant stand the constant whizzing of the fan lol |
14:50 |
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14:51 |
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14:55 |
Mossmanikin |
I'm a bit confused; in the readme of default it first says "License of media ... (CC BY-SA 3.0)", then further below there's something like "Author (different license)". Does this mean both licenses apply to the work? |
14:56 |
PenguinDad |
Mossmanikin: Where? |
14:56 |
nore |
Mossmanikin, I think that it means that you choose whatever license of those two |
14:56 |
Mossmanikin |
In the README.txt of the mod "default" in "minet_game" |
14:57 |
Mossmanikin |
*minetest_game |
14:58 |
Mossmanikin |
nore: that's what I was hoping |
14:58 |
PenguinDad |
Mossmanikin: the work that isn't listed there is under CC BY-SA 3.0 |
14:58 |
Mossmanikin |
PenguinDad: Thanks. :) |
15:00 |
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15:01 |
PilzAdam |
Mossmanikin, we distribute it as CC BY-SA, but some license are also released by their authors under a more free license (like WTFPL) |
15:02 |
PilzAdam |
*some textures |
15:02 |
Mossmanikin |
PilzAdam: Thanks. :) |
15:06 |
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15:39 |
sfan5 |
http://www.youtube.com/watch?v=sAExBTWIp3M |
15:40 |
sfan5 |
!title |
15:40 |
MinetestBot |
sfan5: Nintendo 2DS - Introduction - YouTube |
15:40 |
sfan5 |
^ lawl |
15:43 |
KikaRz |
Let's see. |
15:44 |
KikaRz |
Stupid shit for them, to get money. |
15:44 |
KikaRz |
It's just a normal Nintendo DS with 3DS games support |
15:44 |
sfan5 |
but without 3d |
15:44 |
KikaRz |
Yea |
15:44 |
sfan5 |
<Dinnerbone> And has the controls in a stupid position |
15:44 |
KikaRz |
... Can't understand that. |
15:44 |
KikaRz |
Yea Dinnerbone. |
15:44 |
sfan5 |
and it doesn't fold |
15:45 |
sfan5 |
http://oyster.ignimgs.com/wordpress/stg.ign.com/2013/08/2ds.jpg |
15:46 |
KikaRz |
fold? |
15:46 |
KikaRz |
Oh |
15:46 |
KikaRz |
close |
15:46 |
KikaRz |
SO SHITTY |
15:46 |
KikaRz |
Not very portable |
15:50 |
PenguinDad |
I'm waiting for Nintendo 1DS :P |
15:53 |
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15:57 |
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16:02 |
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16:02 |
webdesigner97 |
hi. |
16:02 |
sfan5 |
hi |
16:03 |
webdesigner97 |
Can someone tell me why my car doesn't want to move: |
16:03 |
webdesigner97 |
(w8) |
16:03 |
KikaRz |
Windows (? |
16:03 |
KikaRz |
*8? |
16:03 |
KikaRz |
Well, this channel isn't for mechanical problems. |
16:03 |
webdesigner97 |
http://pastebin.com/LYmh2k9M |
16:03 |
KikaRz |
Did you tried to shutdown and turn on again? |
16:04 |
KikaRz |
:P |
16:04 |
webdesigner97 |
I'm modding, not playing ;) |
16:04 |
webdesigner97 |
The if statement works, I tried a minetest.chat_send_all(), but the entity just doesn't move |
16:05 |
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16:05 |
webdesigner97 |
hi ruben |
16:06 |
rubenwardy |
hi |
16:06 |
PenguinDad |
rübensirup :D |
16:06 |
webdesigner97 |
ah, no. |
16:06 |
webdesigner97 |
I think I found the bug |
16:08 |
webdesigner97 |
later in code, I executed bla:setacceleration({x=0,y=0,z=0}) |
16:09 |
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16:13 |
webdesigner97 |
bye |
16:16 |
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16:55 |
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16:57 |
Peacock |
what exactly causes all the inventory images to be fucked up? too many nodes, or nodeboxes, or textures? |
16:57 |
PilzAdam |
too many inventory textures |
16:58 |
PilzAdam |
Minetest renders them at startup for each node |
16:58 |
Peacock |
allright, so reducing either 3 will fix it? |
16:58 |
PilzAdam |
I dont know why but old cards cant handle it right |
16:58 |
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16:58 |
Peacock |
well the p4's card ain't old :/ |
16:58 |
Peacock |
changed it last year |
16:59 |
Peacock |
with an OTS not some old ebay find lol |
16:59 |
PilzAdam |
yea, new cards + tons of nodes aint good either |
16:59 |
Peacock |
yeah, i brought my inventory back under 6 pages and it works fine on the p4 now |
16:59 |
PilzAdam |
Preload Item Visuals really helps if you dont scroll through the whole creative inv after startup |
17:00 |
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17:00 |
Peacock |
if all my seeds use the same texture, does it count as seperate inv images or 1 ? |
17:01 |
PilzAdam |
1, I guess |
17:01 |
PilzAdam |
setting inventory_image for nodes seems to help |
17:01 |
Peacock |
*crosses fingers* lol well i got some cleaning up lol thanks |
17:02 |
PilzAdam |
I wonder if it helps if you use inventory_image = minetest.inventorycube(...) for all nodes |
17:02 |
Peacock |
well i thought that was obsolete when minetest started rendering tils{}? |
17:02 |
Peacock |
*tiles{} |
17:02 |
PilzAdam |
hm? |
17:02 |
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17:03 |
Peacock |
well i mean before you had to use inventory cube, but now it does it automatically |
17:03 |
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17:03 |
PilzAdam |
I think the algorithm for that is different |
17:03 |
PilzAdam |
dunno |
17:04 |
Peacock |
hm, you'd have to ask whoever came up with inventory cube and the subsequent method :/ |
17:04 |
PenguinDad |
*tiles |
17:04 |
kahrl |
they both use RTT |
17:04 |
PilzAdam |
kahrl rewrote the whole thing to be faster, I guess he knows it |
17:04 |
kahrl |
which can be slow |
17:04 |
PilzAdam |
there he is :-) |
17:04 |
Peacock |
well since i have like 20 shapes for every mblocks, i cut out 6 mblocks and it seems to load fine on the p4 |
17:05 |
Peacock |
also got rid of the nightclub glasses since they all look kinda funny with alpha |
17:05 |
Peacock |
(overlapping nodebox + alpha) |
17:06 |
Peacock |
im guessing even if you do not_in_creative = 1 and drop = '', it still creates an inventory image? |
17:07 |
PenguinDad |
i think so |
17:07 |
PilzAdam |
adding a flag to not render the inventory image at startup is on some TODO list |
17:08 |
Peacock |
perhaps not_in_creative = 2 could be used to avoid creating an inv. image too |
17:08 |
Peacock |
ah lol |
17:08 |
Peacock |
would be useful, like say moretrees, you have horizontal and verticle tree trunks, but they both drop the same thing |
17:09 |
kahrl |
why don't they use 6d facedir? |
17:09 |
Peacock |
its a pita to figure out for a lot of modders :P |
17:09 |
kahrl |
I guess param2/vmanip issues? |
17:09 |
Jordach |
kahrl, can you explain what RTT = X.XXX IS |
17:09 |
Peacock |
well say slope for example |
17:09 |
Jordach |
is* |
17:10 |
PilzAdam |
moretrees uses L-system, not Luavmanip |
17:10 |
kahrl |
PilzAdam: oh |
17:10 |
kahrl |
but L-system don't let you set param2 either, do they |
17:10 |
Peacock |
its default configuration is sloping downwards, but say you want upside down slope, how do you place it that way, without using a screwdriver on *each* node? |
17:11 |
Peacock |
thats how i endup with slode down and slope up |
17:11 |
kahrl |
Jordach, no, never bothered about it |
17:11 |
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17:11 |
PilzAdam |
no, L-system doesnt have param2 support either |
17:11 |
Calinou |
<Peacock> well the p4's card ain't old :/ |
17:11 |
Calinou |
what card is it |
17:11 |
Peacock |
same thing with upper and lower slab, i'd hate to have to use a screwdriver half the time |
17:11 |
Calinou |
if the inv images are fuffed up then it's a bad card |
17:12 |
Peacock |
calinou it was working fine until i added too many nodes (6pages instead of 5) |
17:12 |
Peacock |
ultimately i think the solution might be to look at item place, and use get_look_dir() to determine if placing an item up/down |
17:13 |
Jordach |
kahrl, heh, i've had that question since 0.2 |
17:14 |
Peacock |
cuz blockscape does that, if youre looking down, it places (ex slab) down, but if youre looking up, then its an upper slab |
17:14 |
kahrl |
Jordach: but I can guess. It's the average round trip time reported by the connection to the server |
17:14 |
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17:14 |
PenguinDad |
dtime == drawtime? |
17:14 |
kahrl |
PenguinDad: bingo |
17:14 |
Jordach |
kahrl, sounds righyt |
17:17 |
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17:27 |
Peacock |
whats the 6d param2 value for upside down? (no other rotation) |
17:29 |
nore |
an half-turn around the x axis? |
17:30 |
Peacock |
well say stair -> upside down stair, whats the p2 value for that? |
17:30 |
Peacock |
(testing the look_dir placement thing i talked about) |
17:30 |
nore |
dunno, but there can't be "no other rotation" |
17:30 |
nore |
and try minetest.dir_to_param2(dir, true) |
17:31 |
Peacock |
well item_place already does that, but it doesn't place things upside down when looking up (slopes, stairs) |
17:31 |
PilzAdam |
Peacock, https://github.com/PilzAdam/common/commit/d3e1186443778ace5733a70f748813885246bbef#L0R71 |
17:31 |
nore |
set second param=true |
17:32 |
nore |
that takes 6d |
17:32 |
PilzAdam |
dont ask me how this works, I found that by trial and error :-) |
17:32 |
Peacock |
lol thats pretty much how i was gonna do it lol is it in yet? |
17:32 |
PilzAdam |
no, its kinda hacky |
17:33 |
PilzAdam |
I guess it would be best to add a param2 param to item_place() in the engine |
17:33 |
Peacock |
i was thinking using group vertical_place(ment) =1 and check if the player is looking up or down |
17:33 |
nore |
PilzAdam: or even an param2 to items |
17:34 |
nore |
PilzAdam: is the media cache per-server? |
17:35 |
PilzAdam |
no |
17:35 |
Peacock |
using nore's method would that fuck up things that aren't meant to be upside down? |
17:35 |
nore |
or is the old one deleted |
17:35 |
PilzAdam |
"old one"? |
17:35 |
PilzAdam |
it caches them hash based |
17:36 |
Peacock |
minetest.dir_to_param2(dir, true) or minetest.dir_to_facedir(dir,true) ? |
17:37 |
PilzAdam |
facedir |
17:37 |
nore |
yes, facedir, I just didn't know the name |
17:37 |
Peacock |
aiight thats what i found in item.lua :-) |
17:38 |
Peacock |
ugh, i put 30001, and it says failed to bind socket, and drops me back to menu with port 30K :/ |
17:38 |
Peacock |
30012 worked though lol |
17:39 |
Peacock |
damn, it worked |
17:40 |
Peacock |
now i can get rid of all my upside down variants :-) sweet thanks nore |
17:42 |
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18:22 |
Peacock |
found it! two weeks ago i got a noodlecup without the dryed-out veggies, now i got one with two packs lol |
18:26 |
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18:27 |
jojoa1997 |
anyone know how to make enriched uranium in technic |
18:27 |
PilzAdam |
send it to Iran |
18:27 |
jojoa1997 |
not funny i have lost 8 lumps to different machines |
18:28 |
Peacock |
lol |
18:28 |
Peacock |
north korea? |
18:29 |
jojoa1997 |
really |
18:30 |
jojoa1997 |
i cant find it anywhere in the mod |
18:31 |
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18:34 |
Jordach |
should be the compressor |
18:34 |
Jordach |
iirc, it's a MV or HV machine |
18:37 |
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18:38 |
* Mati^1 |
//whois RealBadAngel?? |
18:39 |
PenguinDad |
Mati^1: he's a polish minetest developer |
18:39 |
Mati^1 |
LOL |
18:40 |
Mati^1 |
who darf ich im finden |
18:40 |
Peacock |
english on this channel :P |
18:40 |
PilzAdam |
denglish ftw! |
18:40 |
PenguinDad |
you mean where |
18:41 |
PenguinDad |
denglish from berlin ftw :P |
18:41 |
Peacock |
im already running half my ingame chat through to the translator lol no need for that here :p |
18:42 |
PenguinDad |
Mati^1: AFAIK he's on vacation |
18:42 |
Mati^1 |
sorry but my englich not good ;) yes where?? |
18:42 |
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18:43 |
Mati^1 |
ok thx |
18:43 |
PenguinDad |
er ist auf reisen |
18:43 |
Mati^1 |
where?? |
18:43 |
Mati^1 |
hehehe |
18:43 |
Mati^1 |
who?? |
18:43 |
PenguinDad |
i don't know |
18:43 |
Mati^1 |
me 2 |
18:43 |
Mati^1 |
;) |
18:46 |
Mati^1 |
thx |
18:47 |
PenguinDad |
and Maciek from Berlin is gone :) |
18:48 |
thexyz |
http://orteil.dashnet.org/cookieclicker/ anyone? |
18:49 |
PenguinDad |
!title |
18:49 |
MinetestBot |
PenguinDad: Cookie Clicker |
18:49 |
PenguinDad |
thexyz: what's that? |
18:49 |
thexyz |
hehehe |
18:51 |
thexyz |
PenguinDad: just try it |
18:53 |
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18:53 |
proller |
thexyz, 503 |
18:53 |
jin_xi |
^ |
18:54 |
thexyz |
hm, works for me |
19:09 |
sfan5 |
proller: reload |
19:09 |
sfan5 |
got 503 too |
19:09 |
PilzAdam |
thexyz, thx, now Im addicted again |
19:10 |
proller |
who finished Anti Idle? |
19:11 |
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19:13 |
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19:15 |
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19:15 |
notceleron55 |
*Ta Da* |
19:15 |
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19:15 |
notceleron55 |
*Grasshopper chirp* |
19:16 |
hoodedice |
PPeacock |
19:16 |
hoodedice |
Peacock |
19:18 |
Jordach |
nope |
19:20 |
hoodedice |
Jordach |
19:20 |
hoodedice |
Skins |
19:20 |
hoodedice |
? |
19:21 |
PenguinDad |
A movie of Skin and Skills |
19:21 |
PenguinDad |
*Skins |
19:21 |
hoodedice |
Jordach: Wiki page you could fill out |
19:21 |
hoodedice |
http://wiki.minetest.net/index.php?title=Using_Blender&action=edit&redlink=1 |
19:26 |
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19:54 |
PenguinDad |
segfault because of this " int32_t *__restrict __result) __THROW __nonnull ((1, 2));" :( |
19:54 |
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19:55 |
hoodedice |
minetest? |
19:56 |
PenguinDad |
it's some bug in stdlib.h that breaks virtually my whole system |
19:59 |
PenguinDad |
but i have no clue how to fix that )': |
20:00 |
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20:01 |
hoodedice |
Peacock |
20:01 |
hoodedice |
I don't even know what that is |
20:02 |
PenguinDad |
hoodedice: me too |
20:03 |
PenguinDad |
!g stdlib.h |
20:03 |
MinetestBot |
PenguinDad: http://www.cplusplus.com/reference/cstdlib/ |
20:05 |
hoodedice |
EXIT_FAILURE |
20:05 |
hoodedice |
This looks good |
20:11 |
PenguinDad |
that don't help me :( |
20:15 |
jojoa1997 |
bbl |
20:16 |
jordan4ibanez |
Why don't the mods load? |
20:16 |
jordan4ibanez |
Do they have to depend on the default mod? |
20:18 |
jordan4ibanez |
Oh joinplayer doesn't get called in singleplayer or something. |
20:19 |
PilzAdam |
jordan4ibanez, have you enabled the mods? |
20:20 |
jordan4ibanez |
Well they're in the mod list |
20:20 |
kahrl |
some things don't work in on_joinplayer, have you tried print? |
20:20 |
jordan4ibanez |
That doesn't work for the mod loading or the joinplayer |
20:20 |
kahrl |
which mod list did you check? |
20:21 |
sfan5 |
ohai jordan4ibanez.. |
20:21 |
jordan4ibanez |
The one at the main menu |
20:21 |
kahrl |
is your mod green? |
20:21 |
PilzAdam |
jordan4ibanez, use the one in the "Configure" button at the world list |
20:22 |
PenguinDad |
does anyone know help with my problem? |
20:23 |
sfan5 |
PenguinDad: that line doesn't look like a valid function definition |
20:23 |
kahrl |
sometimes a mod that is enabled is not loaded (e.g. because of a name collision) |
20:23 |
sfan5 |
what are the lines before that line? |
20:23 |
jordan4ibanez |
Oh that actually has a use now |
20:23 |
kahrl |
the /mods command helps to see what mods were actually loaded |
20:24 |
PenguinDad |
sfan5: i'll paste it |
20:25 |
PenguinDad |
sfan5: http://pastebin.com/y1aE2Kyi |
20:26 |
sfan5 |
try replacing the first line with "#if 0" |
20:28 |
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20:29 |
kahrl |
PenguinDad: I've had the compiler crash like that a couple times |
20:29 |
kahrl |
in all cases it was faulty ram |
20:29 |
Calinou |
or bad kernel |
20:29 |
thexyz |
or, well, bad compiler |
20:29 |
sapier |
I count 1 for faulty ram |
20:30 |
thexyz |
because when this reproduces regardless of kernel version, OS, real or virtualized hardware |
20:30 |
sapier |
as we all have lots and lots of ram nowadays most machines run quite good with faulty ram just compilers tend to use everything |
20:31 |
Evergreen |
Hey everyone, someone just asked what linux distribuition would be good for them in off topic. GET ON IT PEOPLE |
20:31 |
Evergreen |
:D |
20:32 |
PenguinDad |
now everything works fine O_O |
20:32 |
PenguinDad |
thx sfan5 |
20:33 |
* Calinou |
throws 14 sticky bombs on that topic |
20:41 |
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20:44 |
jordan4ibanez |
so I have a position |
20:44 |
jordan4ibanez |
How do I, say, get the X value of it? |
20:45 |
PenguinDad |
the x value of a player or an node? |
20:45 |
jordan4ibanez |
A position |
20:45 |
jordan4ibanez |
Node |
20:48 |
sfan5 |
pos.x ? |
20:48 |
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20:49 |
jordan4ibanez |
Whoops |
20:49 |
harrison |
http://youtu.be/Oz5nhSnArCg |
20:52 |
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20:52 |
VanessaE |
kahrl: I give up, I have to turn remote_media on on the servers. The servers can't handle the bandwidth demands. Please push the http_fetch ASAP if you can. |
20:53 |
NekoGloop |
http://www.youtube.com/watch?v=gl7O8_kWeOc |
20:53 |
Peacock |
on on? :P |
20:53 |
thexyz |
VanessaE: you give up on what? |
20:54 |
VanessaE |
thexyz: trying to let my local machine handle the downloads. |
20:55 |
VanessaE |
my servers are starting to get popular and it's outstripping my local bandwidth a bit |
20:55 |
thexyz |
without remote_media? |
20:55 |
VanessaE |
yeah. |
20:55 |
VanessaE |
people sign on, media goes out, causes lag for players that are already on. |
20:55 |
jordan4ibanez |
How big is a block? |
20:56 |
thexyz |
VanessaE: yes, that was what I made remote_media for |
20:56 |
thexyz |
I also wanted to make an option to disable non-remote media |
20:56 |
NekoGloop |
Also can we fix the thing where we HAVE to download media every time? kthxbai |
20:56 |
PenguinDad |
16*16*16 nodes |
20:56 |
VanessaE |
well I have already set it up and tested it, I just don't use it because it doesn't reliably send (or clients can't reliably fetch) .x files. |
20:57 |
ShadowNinja |
Should the Minetest wiki allow content form other mods or just default? |
20:57 |
VanessaE |
kahrl already figured out why. |
20:57 |
ShadowNinja |
from* |
20:57 |
thexyz |
VanessaE: that's really strange; and why? |
20:57 |
VanessaE |
hence his http_fetch stuff. |
20:57 |
VanessaE |
something about the timing between a sign-on and the receipt of the media and when the client is told that you signed on |
20:57 |
thexyz |
ah, right |
20:57 |
VanessaE |
you get the media too late in the cycle |
20:57 |
VanessaE |
and so the client ignores it or something |
20:58 |
sfan5 |
good night everyone |
20:59 |
kahrl |
well, good news: I finished coding the support for multiple remote_media servers |
20:59 |
kahrl |
need to test it now I guess |
20:59 |
PenguinDad |
night everyone |
21:07 |
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21:07 |
VanessaE |
thexyz: forum bug: If there are [url][/url] tags nested inside [spoiler][/spoiler] tags, it'll cause a re-flow error in the page. |
21:08 |
VanessaE |
e.g. [spoiler="Show details..."] Some text here blah blah blah [url]http://foo.com[/url] more stuff here [/spoiler] |
21:12 |
VanessaE |
thexyz: can you get rid of the extra whitespace that shows above/below/left of a spoiler link, btw? |
21:13 |
VanessaE |
(so that it can be "blended" into the post better) |
21:15 |
thexyz |
VanessaE: what's with this reflow issue? http://i.imgur.com/9iNpttf.png |
21:15 |
VanessaE |
here, I'll make it happen... |
21:15 |
VanessaE |
https://forum.minetest.net/viewtopic.php?id=4057 |
21:16 |
VanessaE |
just now happened there. |
21:16 |
VanessaE |
it breaks at the mods list |
21:16 |
VanessaE |
oops, that wasn't the error (but the effect is the same). that was a typo. |
21:17 |
VanessaE |
ok maybe it's just typos that cause it. |
21:17 |
thexyz |
uuuummm |
21:17 |
VanessaE |
I accidentally wrote [spoiler="blah"] etc etc etc [/spoiler[ |
21:18 |
thexyz |
yes, I see that |
21:19 |
VanessaE |
figured I may as well put them to use to condense my servers' posts since that's allowed :) |
21:20 |
thexyz |
that's what they're for |
21:20 |
VanessaE |
*nod* |
21:21 |
VanessaE |
they are useful actually. |
21:21 |
VanessaE |
wonder if I can wrap them in an image button somehow ... :-) |
21:24 |
thexyz |
that's a bad idea |
21:24 |
VanessaE |
eh, I'll leave them as text links. |
21:25 |
NakedFury |
hi |
21:25 |
NakedFury |
how are you all? |
21:25 |
VanessaE |
hey NF. |
21:29 |
NakedFury |
any post on forums with new development? |
21:32 |
VanessaE |
haven't seen anything special, most of it happens here or -dev as usual |
21:32 |
VanessaE |
or in the changelog and TODO's |
21:34 |
Peacock |
anyone else wondering where the other hand is? http://cheezburger.com/7763985408 |
21:36 |
Peacock |
you gotta wonder where they find these creepy volunteers lol |
21:41 |
jordan4ibanez |
Minetest just stopped allowing me to generate worlds, it won't create or delete the world, all it does is create the folder, but doesn't create the world in the menu |
21:41 |
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21:50 |
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21:50 |
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22:00 |
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22:01 |
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22:02 |
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22:02 |
jin_xi |
seashell attempt... sigh http://i.imgur.com/Ycg469d.jpg |
22:03 |
VanessaE |
neat |
22:03 |
NekoGloop |
http://www.youtube.com/watch?v=UxyFwDQN08s I love this song |
22:03 |
VanessaE |
looks sorta like a Dairy Queen ice cream cone :) |
22:05 |
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22:05 |
jin_xi |
problem mainly is that this stuff lags too much. tetris pieces was ok to explore and generate terrain in singleplayer (about 10k nodes a piece). shells are laggy as hell |
22:06 |
proller |
try generating from c++ ;) |
22:07 |
thexyz |
we need binary api |
22:08 |
Peacock |
luajit is sposed to have the bitwise operators from lua 5.2 |
22:09 |
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22:09 |
Peacock |
or an api for c/cpp mods? |
22:11 |
proller |
yes, but binary mods harder to install |
22:11 |
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22:12 |
notsleeping |
Peacock |
22:12 |
Peacock |
? |
22:12 |
hoodedice |
*Ta Da* |
22:12 |
hoodedice |
So what exactly did you do to the server |
22:12 |
hoodedice |
? |
22:13 |
thexyz |
of course they will be harder to install |
22:13 |
Peacock |
moved the boundaries |
22:13 |
Peacock |
theyre marked in the op |
22:13 |
hoodedice |
Do I lose my dome? |
22:13 |
hoodedice |
(Or will you make another one? |
22:13 |
hoodedice |
*) |
22:13 |
Peacock |
how would you install a c/cpp mod anyhow, by patching minetest or? |
22:14 |
thexyz |
as a user I'd prefer just to utilize scheme like minetest/mods/binary_mod/*.cpp; then just run make from Minetest root which would build all mods (loadable .so/.dll) |
22:14 |
hoodedice |
patching prolly |
22:14 |
thexyz |
nope, not patching |
22:14 |
sapier |
binary mods? |
22:14 |
thexyz |
this is not minecraft |
22:14 |
jin_xi |
the point of binary api is no patching/recompiling needed |
22:14 |
sapier |
why? |
22:14 |
hoodedice |
=) |
22:14 |
Peacock |
the modders could simply provide .dlls then? |
22:15 |
proller |
.so ;) |
22:15 |
sapier |
I asked WHY? |
22:15 |
sapier |
what do you expect to be better than lua mods? |
22:15 |
Peacock |
faster |
22:15 |
thexyz |
Peacock: yeah; but not portable |
22:15 |
hoodedice |
luaJIT mods |
22:15 |
jin_xi |
for maek them closed source of course... |
22:15 |
sapier |
just because something is binary it's not faster |
22:15 |
thexyz |
faster, more things that can be done (if implemented properly) |
22:15 |
hoodedice |
I KNOW! |
22:15 |
hoodedice |
Mods in assembly ! |
22:15 |
hoodedice |
XD |
22:16 |
Peacock |
well anyone with half a brain can reverse engineer most of the mods out there anyhow |
22:16 |
thexyz |
oh, are you saying same C++ code will not be faster than Lua/LuaJIT? |
22:16 |
VanessaE |
6502 assembly ftw! :) |
22:16 |
Peacock |
assembly lol |
22:16 |
sapier |
I once benchmarked pathfinding algorithm luajit was faster than -O1 compile |
22:16 |
jin_xi |
thexyz: mine probably not... |
22:16 |
thexyz |
well, then |
22:16 |
khonkhortisan |
C++ has access to more libraries |
22:16 |
hoodedice |
"anyone with half a brain" |
22:16 |
thexyz |
you can spawn thread from C++ I guess |
22:16 |
hoodedice |
Therefore, I'm missing half of my brain |
22:17 |
khonkhortisan |
I have a whole brain, so I can't |
22:17 |
khonkhortisan |
half a brain or more |
22:17 |
thexyz |
sapier: can you show me your benchmark code/results? |
22:17 |
Peacock |
>= (brain/2) |
22:18 |
PilzAdam |
Peacock, error: "brain" is nil |
22:18 |
Peacock |
chunky mods would run faster anyhow |
22:18 |
sapier |
I guess you already saw them thexyz I posted a link as of pathfinding merge |
22:19 |
thexyz |
sapier: I probably was sleeping |
22:19 |
sapier |
-02 is slightly faster than luajit but other things have far more influence to performance than what language is used |
22:20 |
sapier |
e.g. precaching of map gave a big performance boost on lua while it didn't make a change inc ++ |
22:20 |
Peacock |
so many people with an aversion to cpp mods lol |
22:20 |
Peacock |
better than JS lol |
22:20 |
sapier |
most time someone pretends to require c++ for performance reason she/he is just to lazy to find the bottlenecks in her/his code |
22:21 |
thexyz |
sapier: yeah, sure |
22:21 |
hoodedice |
Why not support both? |
22:21 |
proller |
luajit 5-10 times slower than c++ |
22:21 |
sapier |
because we have to maintain both |
22:21 |
sapier |
no it isn't proller |
22:21 |
Peacock |
coming from the guy who wrote mobf lol |
22:21 |
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22:22 |
hoodedice |
C++ for carts, mobf and stuff aka mods known to lag |
22:22 |
proller |
sapier, in api use with lot of core calls - yes |
22:22 |
sapier |
some things are faster others do match c++ performance (dependant on optimization compiler etc) |
22:22 |
thexyz |
sapier: okay, another reason: api sucks |
22:22 |
sapier |
if you do only map access it may be even factor 100 |
22:22 |
hoodedice |
later |
22:22 |
sapier |
so you want to do double maintenance effort thexyz? |
22:22 |
proller |
sapier, one thing faster in synthetic test? |
22:23 |
sapier |
provide a stable binary interface ... all those things are required if you want to support binary mods |
22:23 |
thexyz |
there's no STL |
22:23 |
thexyz |
sapier: I was merely saying that it would be useful |
22:24 |
sapier |
I don't deny it would be good for some things ... but is is really worth the exploding complexity? |
22:24 |
thexyz |
no idea |
22:24 |
Peacock |
couldn't you have like, 1 api and wrappers or wtv theyre called for both langs? |
22:25 |
sapier |
imho no ... and I haven't even takjed about security issues |
22:25 |
thexyz |
then we will have two shitty APIs |
22:25 |
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22:25 |
thexyz |
instead of one |
22:25 |
sapier |
you'll have to apis anyway |
22:26 |
Peacock |
in that case a seperate binary api would probably still be a good idea |
22:26 |
sapier |
if you provide binary mods you need to provide a interface similar to lua too ... no way to explain why you can't do simple things in one but in the other |
22:26 |
thexyz |
but binary one could just give us direct access to data, couldn't it? |
22:26 |
Peacock |
imagines entities and world/terrain editing that doesn't lag lol |
22:26 |
sapier |
no it couldn't as direct accces will break on any change of data even adding things won't be possible anymore |
22:27 |
thexyz |
sapier: how would it break? |
22:27 |
sapier |
if you add a member to a class but binary mod is compiled against a version without that member it will grab something completely different |
22:28 |
Peacock |
well the same thing happens to the api doesn't it? |
22:28 |
sapier |
no it doesn't |
22:28 |
kaeza |
FWIW, libs like SDL have version checking APIs |
22:28 |
sapier |
a additional member in a lua table is no problem at all |
22:28 |
kaeza |
also, greetings |
22:28 |
Peacock |
on_punch(pos,node,puncher) still got a bunch of shit to fix there lol |
22:28 |
Peacock |
(in mods) |
22:28 |
NekoGloop |
°⊔° |
22:29 |
thexyz |
sapier: hm, I suggested recompiling |
22:29 |
sapier |
even signature changes are no issue in lua mods |
22:29 |
thexyz |
binary-only mods are no-no |
22:29 |
sapier |
then it's not binary mods but source level mods ... I'd consider that to be "patches" |
22:30 |
thexyz |
at the same time binary only mods can be provided in alternative Minetest distributions |
22:30 |
sapier |
imho we should not split forces to develop two different incompatible apis but use all forces to fix those problems left in lua api ... we managed to fix a lot the last months |
22:31 |
Peacock |
well compile time on dualcore is pretty fast, thats not something i'd mind doing for faster/more complex mods |
22:31 |
sapier |
peacock what exactly is your problem you wanna fix with binary mods? |
22:32 |
Peacock |
lag? |
22:32 |
Peacock |
theres a reason i dont run mobs or mesecons or the whole shebang lol |
22:32 |
sapier |
LOL you want to fix a network issue by compiling? |
22:32 |
Peacock |
not network lag, game lag |
22:32 |
Peacock |
as in fucking slow and choppy gameplay |
22:32 |
Peacock |
lol |
22:32 |
sapier |
game lag is due to buggy mods |
22:33 |
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22:33 |
Peacock |
so mobf being slow is entirely your fault? |
22:33 |
sapier |
I fixed a lots of major issues in mobf recently |
22:33 |
thexyz |
https://forum.minetest.net/viewtopic.php?pid=107953#p107953 PA:✓ PR:✗ |
22:33 |
sapier |
some bugs have been pretty silly .. so yes they were my fault |
22:34 |
thexyz |
sapier: so can mobf now be used on a public server? |
22:34 |
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22:34 |
sapier |
I'm currently testing mobf on a single core server with no noticable lag |
22:34 |
Peacock |
heck BS has got it's version of mesecons built-into the game, probably for good reason |
22:34 |
thexyz |
sapier: how many players? |
22:34 |
hoodedice |
Looks like the captcha is out of captchas |
22:34 |
Peacock |
how many other mods? |
22:35 |
sapier |
current main lag cause in mobf is pathfinding |
22:35 |
hoodedice |
Peacock |
22:35 |
sapier |
if you disable this there's no big issue left |
22:35 |
sapier |
ironicaly pathfinding is in core ;-P |
22:36 |
sapier |
atm 2 players typicaly 50 mobs active ... thus load roughly equivalent to 52 player server without mobf |
22:36 |
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22:36 |
thexyz |
uh |
22:36 |
thexyz |
can it handle that much? |
22:36 |
sapier |
my current record is at 200 mobs |
22:36 |
thexyz |
I mean, last public stress test we did, how many players were there? |
22:36 |
sapier |
causing about 30% cpu load on a single core system (typicaly) |
22:37 |
sapier |
on mapgen load is up to 70% ... if pathfinding issues occurr more |
22:37 |
kahrl |
a mob shouldn't cause as much load on the server as a player |
22:37 |
sapier |
the current version is pretty new |
22:37 |
thexyz |
about 30-40 maybe? that already was eating 100% cpu; maybe it's the time to do stress test again? |
22:37 |
kahrl |
I mean, it doesn't add active blocks or send network packets |
22:37 |
sapier |
a mob causes about same load as a player no way to reduce that |
22:38 |
thexyz |
it calls pathfinding functions, unlike player |
22:38 |
kahrl |
thexyz: true |
22:38 |
sapier |
of course but I'd suggest disabling pathfinding this is known to cause cpu load |
22:38 |
thexyz |
for players thouse are implemented in hardware |
22:39 |
hoodedice |
How about reducing time to move for a mod |
22:39 |
thexyz |
and distributed |
22:39 |
hoodedice |
*time interval before it triggers the move call |
22:39 |
sapier |
main issue with mobf was a simple typo mapgen used x min value instead of y min value ... causing a flood of map checks on bogus positions |
22:40 |
thexyz |
anyway, I'm planning to upgrade my server tomorrow so expect some forums downtime from some time till some time |
22:41 |
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22:41 |
proller |
is possible to keep mobs (or any mod) in special thread? |
22:41 |
sapier |
no |
22:42 |
Vazon |
ok i need help idk whats wrong |
22:42 |
proller |
or all mods |
22:42 |
Miner_48er |
disable burning? |
22:42 |
hoodedice |
sup Vazon, what's wrong? |
22:42 |
sapier |
that's a feature that requires some changes to core as well as api (depends on what exactly should be possible) |
22:42 |
hoodedice |
Special thread? |
22:42 |
hoodedice |
NAh. |
22:42 |
Vazon |
can some one tell me what is wrong here? |
22:43 |
Vazon |
http://pastebin.com/L4igk5KV |
22:43 |
sapier |
current major issue with lua api is big envlock |
22:43 |
Miner_48er |
playerargs |
22:43 |
Vazon |
lol hay miner |
22:43 |
Miner_48er |
hi |
22:43 |
kaeza |
Vazon, search forum for PlayerArgsEnd |
22:44 |
sapier |
we're working on it but by now I don't try to predict when this issue will be fixed |
22:44 |
Vazon |
yes i cant put up the server agian get on rembob if you can fix |
22:44 |
Vazon |
ok |
22:44 |
kaeza |
Vazon, I think there's an entry in the FAQ |
22:44 |
Vazon |
ok |
22:44 |
kaeza |
(sticky in General Discussion) |
22:44 |
sapier |
btw the envlock issue would aply to binary mods too |
22:44 |
kahrl |
what could be done relatively easily is putting the pathfinding in a separate thread |
22:45 |
sapier |
kahrl that requires asynchronous api calls ... which I already proposed twice |
22:45 |
sapier |
but yes it's not a big change true |
22:45 |
kahrl |
nah, I mean a simpler but less general thing (similar to httpfetch) |
22:45 |
kahrl |
instead of find_path blocking until the result is there it would make a request to the pathfinding thread |
22:46 |
sapier |
so you really suggest adding hundreds of special solutions (over time) instead of adding a general solution? |
22:46 |
kahrl |
no, I don't |
22:46 |
kahrl |
I'm just saying that it would be possible |
22:46 |
sapier |
only for this ... only for that ... and we need it for that too ... that's gonna happen ;-) |
22:47 |
sapier |
yes everything is possible in software ;-) |
22:47 |
kahrl |
^ we disproved that statement in theoretical CS class :P |
22:48 |
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22:48 |
Smelly |
@ Vazon |
22:49 |
sapier |
*g* atm pathfinding for a single mob in mobf may result in a delay of 1s .... which is absolutly inacceptable ... that's why I added a setting to disable core pathfinding |
22:49 |
Vazon |
Server had a problem it has been fixed thanks guys for the help |
22:49 |
Smelly |
Vazon I cant get in |
22:49 |
Vazon |
try now |
22:49 |
Peacock |
is there a limit on threads? |
22:50 |
Smelly |
Its loading up |
22:50 |
sapier |
yes |
22:50 |
Smelly |
a tad slow |
22:50 |
Peacock |
# many? |
22:50 |
Smelly |
But I am in |
22:50 |
sapier |
about 32k on linux |
22:50 |
Vazon |
yes cuase i had to delete a player file |
22:50 |
Smelly |
Who? |
22:50 |
sapier |
if you have se linux maybe less |
22:50 |
Vazon |
idk never seen his name before |
22:50 |
Peacock |
so instead of making specific threads for specific mods, is there a way to make them available to the api (in general)? |
22:50 |
Vazon |
clark something |
22:50 |
sapier |
no idea what on openbsd or windows |
22:50 |
Smelly |
oh |
22:51 |
Smelly |
well lets talk in the server dont want to clog IRC |
22:51 |
hoodedice |
Hey Peacock |
22:51 |
Vazon |
ok well i have a irc just need to find a way to connect the to |
22:51 |
sapier |
peacock the more threads you have the more cpu power is required for thread administration |
22:51 |
Peacock |
well thats like juggling stuff with lua coroutines or globalstep |
22:52 |
sapier |
yes but you'd have to do that either |
22:52 |
hoodedice |
So I have to build my nation from scratch? |
22:52 |
sapier |
once your thread needs map access it requires to get a envlock |
22:53 |
sapier |
for mobs this means almost anytime |
22:53 |
kahrl |
or a vmanip with potentionally outdated contents |
22:53 |
sapier |
yes ... still you need to get that data |
22:53 |
Peacock |
well like you said, if you dont want to add threads for specific cases, maybe just a way to make them generally available, and let modders sort out their troubles later lol |
22:53 |
Peacock |
hoodedice servers' down right now |
22:53 |
sapier |
lua doesn't have thread support so we need to workaround that issue |
22:54 |
Peacock |
through the api i guess? |
22:54 |
sapier |
most likely |
22:54 |
hoodedice |
(When it comes up) |
22:54 |
kahrl |
if we put in a crappy api for threads now we'd likely be stuck with that crappy api |
22:54 |
sapier |
but peacock you're looking at wrong place for performance |
22:54 |
Peacock |
hoodedice "from scratch" there were exactly three small towers before |
22:55 |
sapier |
lag occurs because of silly programming |
22:55 |
hoodedice |
dome? |
22:55 |
sapier |
for example I thought doing spawning on_mapgen would be a good idea .... WRONG |
22:55 |
hoodedice |
(which you built?) |
22:55 |
sapier |
it's as silly as it can be |
22:55 |
Peacock |
well, how would you explain technic + mesecons and all the other deps lagging on my dualcore, are they all badly written? |
22:55 |
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22:56 |
sapier |
if you do all spawning on mapgen you add a BIG single block causing huge delay |
22:56 |
hoodedice |
carts lag on my bro's i3 |
22:56 |
hoodedice |
as well as mesecons |
22:57 |
thexyz |
sapier: how about you write a tutorial on how to write fast mods / possible bottlenecks? |
22:57 |
Inocudom |
I was on VanessaE's creaive server today. As I looked around, I noticed how the presence of several nodebox models can drop FPS. |
22:57 |
thexyz |
sapier: that'd be really helpful |
22:57 |
Peacock |
some basic tips, dont overuse abms/ongen lol |
22:58 |
thexyz |
don't use vmanip to change one node |
22:58 |
Inocudom |
When you fly into a nodebox model, you can see that it generates faces both inside and outside. This is very easily seen with the slopes of homedecor. |
22:59 |
Peacock |
ive never had issues spawning blueprints/meshes in multinode, its the serialized tables that WE used that killed it |
22:59 |
sapier |
I always tell what I found out thexyz ... I guess I already made a lot of mistakes and learned from it ;-) |
22:59 |
sapier |
last one was the mapgen issue ;-) |
22:59 |
Peacock |
localising functions help |
22:59 |
thexyz |
sapier: having all that in one place (hint: topic at forum/wiki article) would be really good |
22:59 |
Peacock |
the way you index tables in lua matters too |
23:00 |
sapier |
thexyz do ppl really read that? |
23:00 |
sapier |
peacock only of you do a lot of operations but yes that'd be a hint too |
23:01 |
thexyz |
sapier: check dev wiki |
23:01 |
thexyz |
> This page has been accessed X times |
23:01 |
sapier |
one thing I wanna try for next version is use vmanip to prefetch surrounding of a mob instead of check it on the fly |
23:01 |
thexyz |
also, then instead of explaining once again you can just point them to the wiki |
23:02 |
sapier |
not sure if the overhead created by fetching more to be sure to have everything wont equalize the benenefit ... need to try that |
23:02 |
hoodedice |
One thing I need like urgently for 0.4.8 > caching of mods |
23:02 |
thexyz |
caching? |
23:02 |
hoodedice |
After the first loading of mod data, they should be cached on the hard drive or something |
23:02 |
sapier |
caching is useless |
23:03 |
kahrl |
you mean like cache/media? |
23:03 |
hoodedice |
I think so |
23:03 |
sapier |
ohh you didn't talk to me :-) |
23:03 |
hoodedice |
What exactly happens when you load mods? |
23:04 |
kaeza |
client-side mods! |
23:04 |
* kaeza |
hides |
23:04 |
hoodedice |
Yes? |
23:04 |
kahrl |
hoodedice: ummm... a lot of stuff |
23:04 |
sapier |
*launches some icbms with kaezas home as destination ;-)* |
23:05 |
VanessaE |
what *isn't* cached? |
23:05 |
VanessaE |
I thought at least all textures/sounds were |
23:05 |
hoodedice |
So I guess some of that stuff merely repeats itself everytime the game loads? |
23:06 |
sapier |
hoodedice I assume you're talking about the loading to memory ;-) |
23:06 |
kahrl |
nodedef/itemdef and inventorycube-like textures aren't cached, everything else is |
23:06 |
hoodedice |
I guess so |
23:06 |
Inocudom |
Would it be better if those things were cached? |
23:06 |
hoodedice |
Yes, maybe |
23:07 |
hoodedice |
I have aroung 15 minutes or more loading time |
23:07 |
hoodedice |
*around |
23:07 |
kahrl |
have you tried disable preload item visuals? |
23:07 |
kahrl |
+to |
23:07 |
Peacock |
cant disable that on my server, inventory's got too many buttons lol |
23:07 |
hoodedice |
ON XUBUNTU with everything off |
23:08 |
Peacock |
whole inventory disapears for a few seconds while the next page loads |
23:08 |
hoodedice |
You don't talk about what happens on windows |
23:09 |
kahrl |
are most of the custom nodes full or nodeboxes? |
23:09 |
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23:09 |
Peacock |
who you asking? |
23:09 |
kahrl |
hoodedice |
23:09 |
hoodedice |
nodeboxes? |
23:09 |
Peacock |
non cubes :p |
23:09 |
hoodedice |
If you mean cubes with just colour changes |
23:10 |
kahrl |
nodeboxes = like stairs, slabs etc. |
23:10 |
Rancon |
How does /msg work on irc? |
23:10 |
hoodedice |
loads of cubes with different colour, VanessaE's homedecor |
23:10 |
hoodedice |
Jeija's mesecons |
23:10 |
hoodedice |
Somebody's firearms |
23:10 |
kahrl |
anyway you could try my optimize_invtex branch |
23:11 |
VanessaE |
optimize_invtex? |
23:11 |
kahrl |
be warned, it's very experimental and might not help much if there are lots of nodeboxes |
23:11 |
kahrl |
or if your GPU is way better than your CPU |
23:11 |
VanessaE |
is that the one where the "real" 3d model gets used in the inventory instead of rendered images? |
23:11 |
VanessaE |
(the one that was easily 50% faster for me) |
23:12 |
kahrl |
VanessaE, no, I don't know of a good way to do that |
23:12 |
hoodedice |
So... |
23:12 |
kahrl |
it uses software rendering to do the same thing the RTT code does with the GPU |
23:12 |
VanessaE |
ok |
23:12 |
hoodedice |
textures and sound from mods are cached? |
23:12 |
VanessaE |
then you meant the extrude code |
23:13 |
VanessaE |
hoodedice: yep |
23:13 |
sapier |
yes hooodedice |
23:13 |
VanessaE |
~/.minetest/cache |
23:13 |
hoodedice |
code is not. (Can code actually be cached?) |
23:13 |
VanessaE |
code is not transferred. |
23:13 |
hoodedice |
Okay |
23:13 |
VanessaE |
the code stays on the server. |
23:14 |
hoodedice |
hmm |
23:14 |
kahrl |
I guess you could almost call some of the media file types code |
23:14 |
kahrl |
like postscript |
23:14 |
VanessaE |
heh |
23:14 |
VanessaE |
that'll be the day, when we start using PDF, PS, LaTeX and so forth. :D |
23:15 |
kaeza |
that actually depends on where you draw the line between "data" and "code" |
23:15 |
kaeza |
C source files are data after all :P |
23:15 |
kahrl |
make a writable book mod that uses LaTeX :P |
23:15 |
thexyz |
kahrl: how would it display rendered data? |
23:16 |
VanessaE |
kaeza: if you can compile it and execute the result (maybe via an interpreter) and it does something vaguely Turing-complete, it's code. :) |
23:16 |
VanessaE |
else, it's data |
23:16 |
kahrl |
thexyz: build a texture by hand like some of the signs mods do |
23:16 |
thexyz |
kahrl: oh, i love this; but it'd require shitton of textures |
23:16 |
thexyz |
see mathjax |
23:17 |
Peacock |
python has an awesome lib for creating textures (including text) that would rock to have in lua |
23:17 |
Peacock |
pil i think? |
23:17 |
thexyz |
Peacock: how would you deliver those textures to clients |
23:17 |
Peacock |
would be cool for signs, could use system fonts |
23:17 |
thexyz |
is the problem |
23:18 |
Peacock |
hm yeah, dynamic textures and all :/ |
23:18 |
thexyz |
signs solves this problem by having a texture for every letter; then building the final image by combining them |
23:18 |
thexyz |
of course, we can have texture for black pixel and texture for white pixel |
23:18 |
Peacock |
only problem with signs is half the time you have to punch them for the text to re-appear :/ |
23:19 |
thexyz |
yeah, because engine deletes entities signs use to display text |
23:19 |
kahrl |
perhaps add support for parsing data: URLs to the texture loader |
23:19 |
kahrl |
that could actually be all that's needed |
23:19 |
kahrl |
(or an equivalent format) |
23:20 |
Peacock |
so servers can send more textures to the clients or the clients can fetch em from the web? (or both?) |
23:20 |
thexyz |
that'd be cool; but I doubt anyone is going to use it |
23:20 |
kaeza |
skins? |
23:20 |
kahrl |
Peacock: the server can already push dynamic texture names to the client using entities |
23:21 |
Peacock |
well you could have "live" content |
23:21 |
Peacock |
yeah but the client needs to already have all the textures downloaded right? |
23:21 |
kahrl |
not if the texture can be fully constructed from the name |
23:21 |
thexyz |
kaeza: yes, I forgot about skins |
23:21 |
thexyz |
then that'd be really useful |
23:21 |
kahrl |
like if it's a data: URL |
23:21 |
Inocudom |
Most easily noticed in the case of complex nodebox models, all faces are generated of the cubes that make them up. Even internal ones. |
23:21 |
Peacock |
so a mod using pil on the server side couldn't push a new sign png before the game is restarted |
23:22 |
kaeza |
thexyz, someone may actually go for overkill and render movies on a TV-like node :P |
23:23 |
Peacock |
animated ASCII porn :p |
23:23 |
Peacock |
and corny midi music in the background XD |
23:23 |
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23:25 |
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23:25 |
pgrytdal |
Hello! |
23:26 |
kaeza |
hi |
23:28 |
pgrytdal |
I have a question.. Does anyone know how to craft furniture? Like. a couch, or something? (I am new to Minetest, and I don't have Minecraft :S ) |
23:28 |
Peacock |
check lrfurn |
23:28 |
pgrytdal |
is hat a mod? |
23:28 |
pgrytdal |
*that |
23:29 |
kahrl |
thexyz: since you're probably the only one who'll use a script to do it, you get to decide ;) What should the format in the POST request for the sha1 list be? |
23:29 |
kahrl |
application/x-www-form-urlencoded, the same binary format that is used as output, something else? |
23:29 |
Peacock |
just google for minetest mod lrfurn |
23:30 |
kaeza |
and homedecor |
23:31 |
* VanessaE |
hides |
23:32 |
pgrytdal |
Thanks.. Haha. |
23:33 |
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23:34 |
thexyz |
kahrl: why not use multipart/form-data and just send 20 * number_of_files raw bytes? |
23:35 |
pgrytdal |
Which is recommended? https://forum.minetest.net/viewtopic.php?id=2041 or https://forum.minetest.net/viewtopic.php?id=5407 |
23:35 |
thexyz |
then server replies with 20 * number_of_files_it_has raw bytes |
23:35 |
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23:36 |
kahrl |
thexyz: you mean without the signature and version fields? |
23:36 |
thexyz |
would we ever need that? |
23:36 |
kaeza |
pgrytdal, you can use both |
23:36 |
kahrl |
if we do, it'd be too late :P |
23:36 |
thexyz |
no, why? |
23:36 |
kahrl |
I'd rather be safe |
23:37 |
kahrl |
do they hurt anything? |
23:37 |
thexyz |
I'm not against those; why do we need the signature if we have version though? |
23:38 |
kahrl |
mostly as a way to make sure the file is actually meant to be a sha1 list |
23:38 |
VanessaE |
pgrytdal: get both. |
23:38 |
VanessaE |
they work well together |
23:38 |
thexyz |
hm, okay |
23:38 |
pgrytdal |
kaeza VanessaE: Okay |
23:38 |
kahrl |
when a file with the wrong signature is downloaded, the current downloader interprets this to not ask the server for any files |
23:40 |
kahrl |
(when it returns a 404, however, it enters compatibility mode and asks for filenames instead of sha1, and assumes the server has all files) |
23:40 |
thexyz |
kahrl: what url will it post to? |
23:41 |
kahrl |
baseurl + "index.mth" |
23:41 |
thexyz |
mth? |
23:41 |
kahrl |
minetest hashset |
23:41 |
thexyz |
index? |
23:41 |
kahrl |
of hashes |
23:42 |
thexyz |
okay |
23:43 |
khonkhortisan |
Is selected_world_path the path of the selected world or is it the path to the worlds directory I selected? |
23:43 |
Peacock |
minetest hash brownies :p |
23:44 |
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23:44 |
thefamilygrog66 |
hullo |
23:45 |
VanessaE |
hey tfg |
23:45 |
VanessaE |
speaking of lrfurn, pgrytdal ... |
23:45 |
VanessaE |
:) |
23:45 |
thefamilygrog66 |
how's it goin v? |
23:45 |
VanessaE |
going good |
23:45 |
thefamilygrog66 |
what about my furniture? did someone stain it? |
23:45 |
Peacock |
lol |
23:45 |
Peacock |
red wine |
23:45 |
thefamilygrog66 |
o_O |
23:46 |
thefamilygrog66 |
did you see my ridiculous new mod, VanessaE? |
23:46 |
VanessaE |
tfg: we told pgrytdal to get it :) |
23:46 |
VanessaE |
what new mod? |
23:46 |
VanessaE |
oh |
23:46 |
VanessaE |
the steve-on-a-stick one? :) |
23:47 |
thefamilygrog66 |
haha, well I had to change it, but yes, heads. I called it "BRING ME THE HEAD". |
23:47 |
khonkhortisan |
RUN_IN_PLACE is false, minetest is installed, it searches for worlds in ~/src/minetest/, it creates worlds in ~/.minetest/worlds/. What is wrong? |
23:47 |
Peacock |
cant you just pay for it? XD |
23:47 |
thefamilygrog66 |
ended up using textures from Zeg9's skins mod |
23:47 |
VanessaE |
RUN_IN_PLACE =0 |
23:47 |
VanessaE |
not false |
23:48 |
VanessaE |
though idk if that matters or not |
23:48 |
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23:48 |
khonkhortisan |
In cmake-gui I just see a checkbox |
23:48 |
Smelly |
Miner_48er |
23:48 |
thefamilygrog66 |
there's a gui now? |
23:48 |
khonkhortisan |
yes |
23:48 |
khonkhortisan |
you should try it |
23:49 |
Smelly |
What happen did it crash? Miner_48er |
23:49 |
thefamilygrog66 |
maybe I shouldn't, from the sounds of it! :) |
23:49 |
Miner_48er |
? |
23:49 |
Miner_48er |
idk |
23:49 |
khonkhortisan |
*waves hand* the gui is not the problem |
23:49 |
thefamilygrog66 |
I kinda like the whole copy-paste thing to compile minetestserver |
23:50 |
Smelly |
I made my own IRC for us Miner, we will get Vazon and Mike in it and see whats up |
23:50 |
Smelly |
#Vazon |
23:50 |
khonkhortisan |
I may be mistaken. The world is duplicated in both locations |
23:51 |
thefamilygrog66 |
brb, must eat now |
23:51 |
VanessaE |
hehe |
23:51 |
Inocudom |
Any news from RealBadAngel lately? |
23:51 |
khonkhortisan |
full name thefamilygrogeatstuff66 |
23:51 |
jordan4ibanez |
Is there flat land generation? |
23:52 |
khonkhortisan |
I have many minetest worlds and only the first one gets in the list in the client. |
23:53 |
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23:54 |
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23:54 |
Peacock |
RBA? last i heard he was conquering czechoslovakia, should return victorious shortly |
23:55 |
khonkhortisan |
I have 33 worlds, two of which are invalid, one of which shows up in the world list. |
23:56 |
kahrl |
thexyz: does it have to be multipart/form-data (which seems a bit complicated, have to choose a separator and so on) or can it simply be application/octet-stream? |
23:57 |
khonkhortisan |
miscounted. 30 worlds that are actually worlds and don't have special characters. That leaves 29 that are filtered out somehow, after minetest finds them. |
23:59 |
VanessaE |
Peacock: actually he's (barely) watching the technic repo. A comment from him came across to my email yesterday (or day before?). |
23:59 |
VanessaE |
so he's around, just not in here. |
23:59 |
Peacock |
weird, i thought he was away for lack of internet or moving or some stuff? |