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 00:40 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 00:54 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 01:15 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_ 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 hoodedice (and back) 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 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 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 ;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 02:58 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 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 04:56 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 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 05:28 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 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. 06:47 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 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 :) 07:23 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 VanessaE hey kaeza 07:49 nore hi 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 08:20 Zeg9 https://forum.minetest.net/viewtopic.php?pid=107837#p107837 08:38 nore Is Calinou there? 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 :) 09:22 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 sfan5 nore: update what(mod)? 09:35 aldobr hi all 09:35 nore technic, forth_computer, moreblocks, pipeworks 09:35 nore hi 09:45 nore proller, is #688 in next? 09:46 nore hi 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 10:35 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. 10:51 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 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 11:16 PilzAdam Hello everyone! 11:17 PenguinDad hi PilzAdam! 11:18 jojoa1997|Tablet Bbl 11:24 KikaRz Hello PilzAdam 11:32 nore hi 12:06 Jordach !op 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 12:26 PenguinDad john_minetest: true :D 12:26 * Calinou puts Rarity on john_minetest's head 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 13:13 thefamilygrog66 Howdy folks 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 do slopebox[i+1]={(i/detail)-0.5,-0.5, (i/detail)-0.5, (i/detail)-0.5+(1/detail),0.5, 0.5} end 13:38 MinetestBot john_minetest: zeg9 was last seen at 2013-08-28 08:18:28 UTC on #minetest 14:00 PenguinDad you need black magic when nm is broken >:O 14:15 PenguinDad john_minetest: yes 14:18 PenguinDad Xubunt 13.04 14:18 PenguinDad +u 14:19 Jordach Mint 15 ftw 14:20 PenguinDad Mint uses nm too :P 14:33 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 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 14:39 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 14:49 Peacock well i switched away from arch *because* i had trouble installing nvidia, thats why im on #! now 14:50 PenguinDad lol 14:50 Peacock nouveau's fine if you dont watch high quality movies, otherwise i cant stand the constant whizzing of the fan lol 14:55 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. :) 15:01 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. :) 15:39 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 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 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}) 16:13 webdesigner97 bye 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 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 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? 17:03 Peacock well i mean before you had to use inventory cube, but now it does it automatically 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 PilzAdam no, L-system doesnt have param2 support either 17:11 Calinou 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 PenguinDad dtime == drawtime? 17:14 kahrl PenguinDad: bingo 17:14 Jordach kahrl, sounds righyt 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 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 18:27 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 18:34 Jordach should be the compressor 18:34 Jordach iirc, it's a MV or HV machine 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?? 18:43 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 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? 19:15 notceleron55 *Ta Da* 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 19:54 PenguinDad segfault because of this " int32_t *__restrict __result) __THROW __nonnull ((1, 2));" :( 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 )': 20:01 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" 20:29 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 20:44 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 ? 20:49 jordan4ibanez Whoops 20:49 harrison http://youtu.be/Oz5nhSnArCg 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 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 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 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 Peacock or an api for c/cpp mods? 22:11 proller yes, but binary mods harder to install 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 22:22 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 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 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 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 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 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 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? 22:56 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 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 23:25 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. 23:34 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 23:36 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 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 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. 23:54 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?