Time |
Nick |
Message |
00:00 |
jojoa1997 |
it is like notepad++ |
00:01 |
jojoa1997 |
can someone please tell me the problem with this? http://pastebin.com/u1ifyndh |
00:01 |
* [0gb_us] |
recommends Gedit: http://ftp.gnome.org/pub/GNOME/binaries/win32/gedit/2.30/gedit-setup-2.30.1-1.exe |
00:02 |
jojoa1997 |
both are seperate parts and i want to switch one item with another |
00:02 |
jojoa1997 |
[0gb_us], can you give me the home site for that |
00:03 |
[0gb_us] |
Are you trying to make the empty hand be different for different players? |
00:03 |
jojoa1997 |
kinda |
00:03 |
jojoa1997 |
when a command is given i want to switch one hand for another |
00:04 |
[0gb_us] |
Home site? You mean home page? I don't know where the home page is, but you could try stripping of the path and entering http://ftp.gnome.org/ . |
00:04 |
jojoa1997 |
i pretty much want to switch the hand item ":" with something else |
00:04 |
jojoa1997 |
and thanks |
00:04 |
[0gb_us] |
You can't use different hands for different people. The engine will not allow it. |
00:04 |
jojoa1997 |
why not |
00:05 |
[0gb_us] |
Hold on, Xchat is acting up. |
00:05 |
[0gb_us] |
The had is any empty slot, it doesn't have a separate slot anywhere. |
00:06 |
[0gb_us] |
So basically, when you define the hand, you are defining the empty slot item. |
00:06 |
[0gb_us] |
There is only one type of empty slot, not multiple. |
00:06 |
[0gb_us] |
*hand |
00:07 |
[0gb_us] |
You could say that to define the hand is to define emptiness itself. |
00:07 |
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OldCoder joined #minetest |
00:08 |
jojoa1997 |
gosh dev people need to make support for either multiple types of empty slots pergame so players can be survival and creative on the same world |
00:08 |
[0gb_us] |
Survival and creative should not exist in the same world. If they did, some people would have an unfair advantage. |
00:09 |
jojoa1997 |
[0gb_us], what about server admins |
00:09 |
[0gb_us] |
If you need creative in a non-creative world, try adding a "Creative Pick". |
00:09 |
jojoa1997 |
i think that there should be another priv where you can change game types |
00:09 |
jojoa1997 |
true |
00:10 |
[0gb_us] |
Also, server admins should not have creative mode in my opinion. |
00:10 |
[0gb_us] |
And they already have /give, which is too much power as it is. |
00:10 |
jojoa1997 |
i mean it isnt in minecraft but hay i cant have everything due to compatability |
00:10 |
[0gb_us] |
Well, maybe not too much depending on play style. |
00:11 |
jojoa1997 |
say is there ever going to be an api for furnaces |
00:11 |
[0gb_us] |
But still, /give for admins works, they can conger up as many of the strongest pick as they need for harvesting plus as many extra nodes as they need. |
00:11 |
[0gb_us] |
Furnaces are defined in Lua. |
00:12 |
[0gb_us] |
So you can already build your own custom furnaces. |
00:12 |
PilzAdam |
jojoa1997, do you even read docs while coding? it seems like you just add random parameters to functions |
00:13 |
jojoa1997 |
i know but i dont understand it. it would be nicer to have like a minetest.register_furnace={cookspeed,output_slots,input_slots} |
00:13 |
jojoa1997 |
PilzAdam what do you mean by docs |
00:13 |
jojoa1997 |
and random parameters |
00:14 |
PilzAdam |
lua-api.txt contains all functions, their parameters and return values |
00:14 |
PilzAdam |
why dont you use it? |
00:14 |
jojoa1997 |
because everyone says what i wanted to try was impossible so i said forget it and tryed my own way |
00:15 |
PilzAdam |
you cant just some random parameters you imagine and expect things to work |
00:15 |
PilzAdam |
+use |
00:15 |
OldCoder |
He can look at the code and imagine what might work |
00:15 |
OldCoder |
How to change the current framework |
00:17 |
jojoa1997 |
anyways PilzAdam i had my code based off of other code that already was working |
00:18 |
jojoa1997 |
oh and hi OldCoder |
00:18 |
PilzAdam |
changing working code doesnt mean that it will work after the change too |
00:19 |
PilzAdam |
e.g. player:get_inventory():set_stack("main", ":", ":0") something like this doesnt exist |
00:19 |
PilzAdam |
what have you though while coding this? |
00:19 |
jojoa1997 |
well PilzAdam that is where i try to find out what works |
00:19 |
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00:19 |
PilzAdam |
why dont you look in lua-api.txt? |
00:20 |
jojoa1997 |
player:get_inventory():set_stack("main", {hand}, {otherhand}) |
00:20 |
PilzAdam |
you would notice pretty fast that set_stack() with 3 strings doesnt exist |
00:20 |
OldCoder |
jojoa1997, Hi |
00:21 |
PilzAdam |
the syntax for set_stack is (listname, i, stack) https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L1637 |
00:22 |
jojoa1997 |
ok and that is what gets me. what is the original item and what is the item that i want it to be changed to |
00:23 |
PilzAdam |
there is no "original" item |
00:23 |
[0gb_us] |
The "i" is the location of the item inventory, not the name of the item. |
00:23 |
[0gb_us] |
The index, as it were. |
00:24 |
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00:24 |
jojoa1997 |
so you get the listname and i is just the info where it is |
00:25 |
[0gb_us] |
Yeah, exactly. |
00:25 |
PilzAdam |
set_stack("main", 1, ItemStack("default:pick_wood")) would set the first stack to a wooden pick |
00:25 |
[0gb_us] |
And all empty slots are the "hand". The hand is just emptiness. |
00:26 |
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Inocudom joined #minetest |
00:26 |
jojoa1997 |
ah |
00:26 |
jojoa1997 |
oh and the get_stack is just saying that listname is in slot 1 |
00:27 |
Inocudom |
Fess is trying to get LevelDB compatibility into his 64-bit builds. Have any of you been observing his topic for those builds? |
00:27 |
PilzAdam |
you cant define a new hand, you would break functions like inv:add_item() |
00:27 |
[0gb_us] |
I have not been observing, no. |
00:27 |
jojoa1997 |
ah |
00:28 |
PilzAdam |
Inocudom, I read all posts outside of the "Servers" suboforum, so yes |
00:28 |
PilzAdam |
*subforum |
00:28 |
PilzAdam |
I just know that sfan5 had to search some time before he found proper windows builds of LevelDB |
00:29 |
Inocudom |
Oh, good. Sfan5 posted something there that might help. Fess just needs to test it out first. |
00:29 |
PilzAdam |
AFAIK sfan5's leveldb is precompiled, though |
00:29 |
PilzAdam |
for 32 bit, so its most likely incompatible with 64 bit builds |
00:29 |
Inocudom |
You mean it is compiled before he compiles his builds? |
00:30 |
PilzAdam |
yes |
00:30 |
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00:30 |
Inocudom |
That is a very severe flaw. Why would 64-bit be denied such a format? |
00:31 |
PilzAdam |
only Lua, sqlite, jthread, json and cguifont get compiled together with Minetest, the other libaries are precompiled |
00:31 |
PilzAdam |
(i.e. you just point cmake to the headers and the libary to dynamically link them (for win builds)) |
00:32 |
Inocudom |
It is such a shame that Fess never comes to this chat room. |
00:32 |
PilzAdam |
most libaries are compiled in 32bit for windows, since 64 bit is in most cases no advantage |
00:33 |
PilzAdam |
e.g. Irrlicht only distributes 32 bit builds, if you want 64 bit then you have to compile it yourself |
00:33 |
Inocudom |
Though with some things there is an advantage. |
00:33 |
PilzAdam |
that is? |
00:34 |
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00:34 |
Inocudom |
You said in most cases there is no advantage. |
00:34 |
Inocudom |
That would mean that in some there are. |
00:34 |
PilzAdam |
or even a disatvantage |
00:35 |
PilzAdam |
e.g. in Minetest its not proven that 64 bit is faster |
00:35 |
PilzAdam |
but its fact that it uses more RAM |
00:36 |
Inocudom |
Wikipedia states that 64-bit allows for more RAM to be used for a program, which is useful for a computer with more than 4GB of RAM. |
00:37 |
PilzAdam |
right, so its useful if you have a 512px TP and a lot of nodes |
00:37 |
Inocudom |
One positive thing I have noticed about Minetest these days is that, even with OpenGL, it does not cause my computer to rev like a jet engine anymore. |
00:37 |
jojoa1997 |
64x is faster |
00:37 |
[0gb_us] |
... I wonder if that's why Minetest has been slow for me lately .... I'll try the 32-bit build later. |
00:38 |
Inocudom |
And I do use a 128px texture pack with many textures, shaders, and bump mapping. |
00:38 |
jojoa1997 |
for me at least |
00:38 |
PilzAdam |
jojoa1997, {{cn}} |
00:38 |
jojoa1997 |
? |
00:38 |
jojoa1997 |
cartoon network? do you even get that in germany? |
00:39 |
jojoa1997 |
wat of course you dont mean that. google has failed me |
00:39 |
jojoa1997 |
what does {{cn}} mean |
00:39 |
PilzAdam |
jojoa1997, http://en.wikipedia.org/wiki/Wikipedia:Citation_needed |
00:40 |
jojoa1997 |
why do i need a citation if it is faster for me and i say that? |
00:40 |
[0gb_us] |
http://store-xkcd-com.myshopify.com/products/citation-needed-sticker-pack |
00:40 |
Inocudom |
My graphics card does have 2GB of RAM on it. |
00:41 |
[0gb_us] |
Actually, the URI on that one says it all. |
00:41 |
VanessaE |
PilzAdam: when I switched to 64 bit builds, I saw a marked decrease in startup time. |
00:41 |
PilzAdam |
jojoa1997, well, I typed that before you said "for me at least" |
00:41 |
jojoa1997 |
oh |
00:41 |
PilzAdam |
(its unlikely that I have typed this in 3 seconds) |
00:42 |
jin_xi |
jojoa1997: thats whats called original research, you cant post that on wikipedia, you need to cite other credible sources |
00:42 |
* [0gb_us] |
cites a Wikipedia page on another Wikipedia page |
00:44 |
Inocudom |
If you don't know, VanessaE, Fess is trying to get LevelDB support for his 64-bit builds. |
00:44 |
VanessaE |
I saw |
00:44 |
VanessaE |
hope it works for him |
00:44 |
Inocudom |
It is a shame that he doesn't come to this chat room. |
00:45 |
[0gb_us] |
I'm assuming these are Windows builds? |
00:45 |
jojoa1997 |
yep |
00:45 |
Inocudom |
They are indeed. Sfan5 posted something that might help him out. Let us hope it does. |
00:46 |
jojoa1997 |
also 64-bit builds help with bumpmapping and VanessaE's hdx textures |
00:46 |
[0gb_us] |
Okay, good. So I probably won't have these issues when I compile my copy of the game then. |
00:46 |
Inocudom |
64-bit allows for more RAM usage I heard from Wikipedia. |
00:47 |
jojoa1997 |
WOW I did't know that Wikipedia talked to Inocudom. That is soo cool. What is her number? |
00:48 |
Inocudom |
This might be a good article to read: http://www.ehow.com/about_6720668_32-bit-vs_-64-bit.html |
00:48 |
Inocudom |
I saw it on Wikipedia actually. |
00:51 |
jojoa1997 |
really that is a weird dress |
00:51 |
Inocudom |
Here is a Wikipedia page on 64-bit: http://en.wikipedia.org/wiki/64-bit |
00:52 |
jojoa1997 |
im kidding |
00:53 |
Inocudom |
The pros and cons section of the Wikipedia page is probably the best to look at. |
00:54 |
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00:55 |
Inocudom |
Did you know that I made I pixel art statue of Congo from Congo's Caper recently (with his eyes closed?) It looks like the -_- face. What a cute face. |
00:56 |
Inocudom |
It was made on VanessaE's creative server out of colored clay. Look for it in the pixel art area. |
00:57 |
Exio4 |
PilzAdam: you could write {{cn}} in less than 1s |
00:58 |
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00:58 |
jojoa1997 |
{{c}} |
00:59 |
jojoa1997 |
yeah that is fast to type |
00:59 |
PilzAdam |
Exio4, also jo<tab>? note that { is typed with Alt Gr on a german keyboard, which is at the right of the spacebar |
01:01 |
Exio4 |
i use shift |
01:01 |
Exio4 |
and i have altgr next to the space bar too |
01:01 |
Exio4 |
jojoa1997: {{cn}} |
01:01 |
Exio4 |
there |
01:01 |
Exio4 |
wrote in 2s though |
01:02 |
Exio4 |
2001 |
01:02 |
PilzAdam |
also there is at least 1 second reaction time |
01:02 |
Exio4 |
Linux becomes the first OS kernel to fully support x86-64 (on a simulator, as no x86-64 processors had been released yet). |
01:02 |
jojoa1997 |
yeah but you planned it |
01:02 |
Exio4 |
lol |
01:03 |
PilzAdam |
jojoa1997, what? |
01:03 |
jojoa1997 |
Exio you were rady to type it. PilzAdam had to plan it |
01:05 |
Exio4 |
i write faster when i don't think it |
01:06 |
PilzAdam |
sjdfjsgndsjkfsdjfv sd |
01:06 |
PilzAdam |
me too |
01:08 |
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01:09 |
Inocudom |
I prefer to spell words out rather than using abreviations. |
01:10 |
Inocudom |
This is the opposite of the vast majority of Xonotic players. |
01:16 |
[0gb_us] |
As do I. Abbreviations only complicate communication. |
01:18 |
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01:18 |
thomasfuston |
Aloha, how would i install mods or texture packs, on linux? |
01:18 |
PilzAdam |
http://dev.minetest.net/Installing_Mods |
01:19 |
PilzAdam |
https://forum.minetest.net/viewtopic.php?id=1592 |
01:19 |
PilzAdam |
(<minetest directory> is ~/.minetest/ if you have a system-wide installed Minetest) |
01:22 |
ShadowNinja |
Hmmm, should that be on the main wiki or the dev wiki? |
01:22 |
PilzAdam |
both |
01:30 |
Peacock |
http://youtu.be/CddMD3QqTFs |
01:35 |
PilzAdam |
http://youtu.be/NZRu2tKTS1Q |
01:37 |
Peacock |
still not as funny as the flaming twerking girl lol |
01:38 |
PilzAdam |
its funny because you are a Peacock too ;-) |
01:38 |
Peacock |
mine's based on http://www.youtube.com/watch?v=0loKmyiZvA0 |
01:43 |
ShadowNinja |
Hmmm, MineCraft now uses modname:itemname syntax instead of ids. Where have I seen that before?... |
01:43 |
Peacock |
didn't even know the actor was dead - turns out nicholas smith (one of the oldest cast members) is the last surviving member of the original cast |
01:44 |
Inocudom |
http://www.youtube.com/watch?feature=player_detailpage&v=v7r5CtGdze0&list=PL57AB9BCCFCE02DC6 |
01:45 |
Inocudom |
This is a YouTube video made by someone named DarkFlameWolf. She made it to show off a game she made. |
01:46 |
Inocudom |
Based on that video, I think she would make a fine builder on Minetest servers, though she never took interest in this game. |
01:48 |
Peacock |
hell most minetest builders dont make fine builders lol nevermind trying to recruit from the outside :P |
01:49 |
Peacock |
https://i.chzbgr.com/maxW500/7772448512/h02D51478/ |
01:49 |
Inocudom |
If only I had the sheer willpower and determination that she has. I have some skill, but growing up has not been kind to me. I lost most of my creative powers on the way. |
01:50 |
Inocudom |
I have been trying to get my creative powers back. That is why I built the clay pixel art of Congo from Congo's Caper on VanessaE's server. |
01:51 |
Peacock |
growing up hasn't been easy on me either - i keep having to move the bodies (who knew suburban sprawl would take off like that?) |
01:51 |
VanessaE |
Inocudom: that reminds me, I need to protect an area of yours over there. |
01:52 |
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01:52 |
Inocudom |
The statue is in the pixel art area near another sprite statue, the two billboard things, and the dungeon maps artpiece. |
01:53 |
VanessaE |
dammit, I can't remember where that is.. |
01:53 |
* VanessaE |
searches around a bit |
01:53 |
VanessaE |
ah here it is. |
01:55 |
Inocudom |
Thank you VanessaE. |
01:57 |
VanessaE |
ok that's part of it |
01:57 |
VanessaE |
the MESE and DMND signs also? |
01:58 |
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02:01 |
VanessaE |
done. you also own that lava/obsidian glass thing that says "MINE" on it. |
02:04 |
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02:05 |
PilzAdam |
bye |
02:06 |
Inocudom |
Thank you for getting the MESE and DMND signs too. That area is finally safe from griefers. |
02:07 |
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02:09 |
Inocudom |
Dan Duncombe's castles mod is looking impressive. I suggested that he have it work with the cottages and darkage mods somehow. |
02:10 |
VanessaE |
that's on my servers btw |
02:11 |
Inocudom |
Cottages and castles are on there, but I didn't see darkage. It's main benefit is its stones. It generates areas of rock strata underground. |
02:12 |
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02:12 |
VanessaE |
no, I figured darkage goes a tad too far for the general theme of my servers |
02:12 |
Inocudom |
It also generates silt and mud along bodies of water as well. Sadly, darkage doesn't seem to get much usage these days. |
02:13 |
Exio4 |
ShadowNinja: look at the "amplified" mapgen |
02:13 |
Exio4 |
proller should be proud of it 8) |
02:14 |
Inocudom |
What is the nature of this amplified mapgen? |
02:15 |
VanessaE |
it's....amplified :) |
02:15 |
Exio4 |
high mountains, deeper oceans, etc |
02:15 |
Exio4 |
higher* |
02:15 |
Exio4 |
hi V :P |
02:15 |
VanessaE |
hi |
02:15 |
Inocudom |
Mapgen v7 you mean? |
02:15 |
Exio4 |
indev |
02:15 |
Exio4 |
(in minetest) |
02:15 |
Exio4 |
amplified, in minecraft 1.7/snapshot |
02:16 |
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02:16 |
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02:17 |
Inocudom |
It's place will probably be taken by mapgen v7 when it is finished. Really looking forward to that mapgen by the way. Of course, that looks like an 0.5.0 feature right there. |
02:17 |
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02:18 |
Exio4 |
i would want other things before the v7 though... |
02:18 |
Exio4 |
(like get-blocks-on-request, or so) |
02:32 |
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02:40 |
VanessaE |
Inocudom: can you sign onto creative again please? |
02:40 |
Inocudom |
Okay. |
02:41 |
VanessaE |
thanks :) |
02:42 |
VanessaE |
ok, done |
03:11 |
* NekoGloop |
sits in VanessaE's lap |
03:12 |
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03:12 |
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03:13 |
Exio4 |
in |
03:13 |
Exio4 |
legit |
03:34 |
MinetestBot |
GIT: kwolekr commited to minetest/minetest: Always use builtin JThread library d308352dbd 2013-09-15T20:00:01-07:00 http://git.io/biGnqA |
03:43 |
AWTom_ |
biG n..gA |
03:46 |
hmmmm |
http://i.imgur.com/vxcv6Hu.jpg <--- sunn O))) recording their newest album |
03:49 |
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03:54 |
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04:11 |
[0gb_us] |
How do I enable LevelDB support when compiling again? |
04:15 |
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04:16 |
ShadowNinja |
[0gb_us]: -DENABLE_LEVELDB=1 |
04:16 |
[0gb_us] |
Thank you ShadowNinja! |
04:16 |
VanessaE |
who gets the honor of converting the two mapper utils to work with that db? :) |
04:17 |
thefamilygrog66 |
if chat_send_all sends a message to all players, what's the syntax for sending a message to the puncher of a node only? |
04:20 |
[0gb_us] |
I think it's minetest.chat_send_player(name, message) |
04:20 |
ShadowNinja |
VanessaE: Not so fast, see the link hmmm posted for sophia in -dev. |
04:21 |
[0gb_us] |
So get the name in on_punch() and pass it to chat_send_player(). |
04:21 |
VanessaE |
wha? |
04:21 |
VanessaE |
oh, found it |
04:22 |
thefamilygrog66 |
thanks 0gb_us, but doesn't on_punch look like this? |
04:22 |
thefamilygrog66 |
on_punch = function(pos, node, puncher) |
04:25 |
[0gb_us] |
puncher:get_player_name() |
04:25 |
[0gb_us] |
Pass that to chat_send_player(). |
04:26 |
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04:26 |
ShadowNinja |
minetest.chat_send_player(puncher:get_player_name(), "Ow, stop punching me!") |
04:27 |
Peacock |
minetest.chat_send_player(puncher:get_player_name(), "Touch me again and i'm gonna start taking it personally ;)") :P |
04:28 |
VanessaE |
"huh?"... "what?" ... "WHAAAAT?!" .. "Stop poking meeeee!" |
04:28 |
[0gb_us] |
"I know where your house is, and I know how to re-enable fire." |
04:28 |
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04:29 |
thefamilygrog66 |
thanks folks - that worked perfectly |
04:29 |
thefamilygrog66 |
just about finished revising the maze mod |
04:29 |
[0gb_us] |
Great! Glad to hear it. |
04:29 |
thefamilygrog66 |
now there's a form which asks the wall material, floor material, and width of the maze |
04:30 |
thefamilygrog66 |
I wish I could get the darn dropdowns to work though - it would definitely remove the possibility of error |
04:32 |
thefamilygrog66 |
ended up going with fields, which seem to work fine, provided the player knows the proper names for nodes |
04:33 |
thefamilygrog66 |
I've also made it force players to choose an odd number for the lenth of the sides, so that there will always be an complete route through the maze from start to end |
04:34 |
[0gb_us] |
Good idea. |
04:43 |
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04:46 |
thefamilygrog66 |
default:lava_source as floor material, not so good of an idea! |
04:46 |
[0gb_us] |
No, I imagine not! |
04:47 |
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04:47 |
* [0gb_us] |
recommends default:chest_locked |
04:50 |
thefamilygrog66 |
chest_locked makes a fine floor |
04:50 |
thefamilygrog66 |
default:glass walls are crazy too |
04:50 |
Peacock |
breaking bad was fucked up tonight lol only 2 eps left :) |
04:50 |
[0gb_us] |
Nice. |
04:50 |
Peacock |
*:( |
04:51 |
thefamilygrog66 |
Ooh, gotta watch that one |
04:51 |
[0gb_us] |
Sorry to hear that. |
04:51 |
thefamilygrog66 |
no spoilers, please! |
04:51 |
Peacock |
under the dome has one final tomorrow |
04:51 |
* [0gb_us] |
knows only what his co-workers tell him about Breaking Bad |
04:51 |
Peacock |
and then there's just boardwalk empire until svu picks up |
04:52 |
Peacock |
(the sad part is to get these 4 or 5 shows on TV, i'd have to order like 100+ channels, cuz they never put the good ones in one small package lol) |
04:55 |
Peacock |
tho even under the dome kinda sucks, dean norris is a believable bad guy but the other baddies resemble more sears catalogue models lol |
04:55 |
Peacock |
and they got this one girl you could project a movie off her forehead |
04:56 |
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04:58 |
thefamilygrog66 |
holy crap, just generated a maze 199x199 nodes - that would take a bit of time to get out of! |
04:58 |
VanessaE |
eek |
04:58 |
VanessaE |
let's see you extend it to 3d :D |
04:59 |
Peacock |
isn't the maze already 3d? |
04:59 |
VanessaE |
you know what I meant :P |
04:59 |
thefamilygrog66 |
well, the walls are 3 nodes high, so it kind of is, but yeah, a true 3D maze would be completely insane |
04:59 |
Peacock |
oh like a full cube maze with multiple levels? |
04:59 |
thefamilygrog66 |
you would also need to be able to fliy |
04:59 |
thefamilygrog66 |
*fly |
05:00 |
thefamilygrog66 |
gah! |
05:00 |
VanessaE |
thefamilygrog66: ladders. |
05:00 |
Peacock |
naw, upside down stairs like that painting lol |
05:00 |
thefamilygrog66 |
yeah, that might be a little ambitious, haha |
05:00 |
VanessaE |
"Relativity", MC Escher. |
05:00 |
thefamilygrog66 |
I'm happy with how this is turning out though |
05:00 |
Peacock |
http://upload.wikimedia.org/wikipedia/en/a/a3/Escher's_Relativity.jpg |
05:00 |
thefamilygrog66 |
definitely Escher |
05:00 |
VanessaE |
ninja'd. HIYAH! :D |
05:00 |
Peacock |
every saw the movie(s) Cube? |
05:01 |
Peacock |
*ever |
05:01 |
thefamilygrog66 |
yeah, cool Canadian horror flick |
05:01 |
Peacock |
that would be a little trickier to do tho |
05:01 |
Peacock |
since its the rooms that move |
05:01 |
thefamilygrog66 |
no kidding! |
05:01 |
[0gb_us] |
If you want upside-down stairs ... https://github.com/minetest/minetest/pull/915 |
05:02 |
Peacock |
i have all the upside down shit i need :P |
05:02 |
Peacock |
i rejigged dir_to_facedir so when i look up it puts shit upside down |
05:02 |
thefamilygrog66 |
whoa |
05:03 |
thefamilygrog66 |
I'm convinced that the dropdowns in formspec are broken |
05:03 |
Peacock |
if the node has the 6d group, if it has the 4d group then my rotate tool only goes between 0-3 |
05:03 |
[0gb_us] |
I added a parameter to place_node(), as suggested by PilzAdam, but he still won't pull. |
05:03 |
Peacock |
i think adding a paramater is the wrong way to go but wtv |
05:04 |
Peacock |
groups are scalable, paramaters are well, permanent |
05:04 |
Peacock |
and if you add more paramaters later, you always have to specify a value or nil |
05:05 |
[0gb_us] |
How would you go about it while allowing the node to define its own facing options? I first tried a callback option, but PilzAdam said the parameter would be a better idea. |
05:05 |
[0gb_us] |
A group-based system lacks the customization of other options. |
05:05 |
Peacock |
well he also gave us item drops and liquid range and im not too crazy about that either :P |
05:05 |
[0gb_us] |
What are item drops? You're scaring me. |
05:06 |
Peacock |
that shit that leaves entities all over the map |
05:06 |
* [0gb_us] |
is thinking about the horror of the item_drop plugin |
05:06 |
[0gb_us] |
Oh, you did mean the plugin then? |
05:06 |
[0gb_us] |
Yeah ... not a good idea. |
05:06 |
Peacock |
didn't take long for people to figure "hey, i can grief by dropping shit from the creative inventory on the ground" |
05:07 |
Peacock |
there was the item drop change to builtin, then came the mod that cleaned up the mess |
05:07 |
Peacock |
which begs the question why do it in the first place :P |
05:07 |
[0gb_us] |
Even non-maliciously, dropped items are nothing but trouble. |
05:08 |
Peacock |
well until entities work better/lag less, i dont want any more of them then i have to lol |
05:08 |
[0gb_us] |
But that's beside the point. What better option would you suggest for customizing facedir? |
05:08 |
Peacock |
how many options do you need? |
05:08 |
Peacock |
just upside down and regular placement or? |
05:09 |
[0gb_us] |
Unlimited. This isn't for a single use case, this is for a customizable node definition interface. |
05:09 |
[0gb_us] |
I have at least two use cases in mind for myself alone. |
05:10 |
[0gb_us] |
Any use of the 6D facedir should be doable. After all, what's the point of it being there if we can't use it? |
05:10 |
VanessaE |
homedecor and moreblocks/stairsplus use it to good effect... |
05:10 |
Peacock |
all your change seems to do is add the ability to predefine the facedir on item_place_node |
05:11 |
[0gb_us] |
How do you place them in the correct facedir? Do you place them the regular way then have the code place them a second time with the correct facing? |
05:12 |
[0gb_us] |
Yes, it allows you to define your own facing. That's what I need. |
05:12 |
VanessaE |
0gb: something like that yes |
05:12 |
VanessaE |
(well, on_place, so it actually only places once) |
05:12 |
VanessaE |
it has the negative side effect of requiring some extra code to watch for protection mods |
05:12 |
thefamilygrog66 |
has anyone here used dropdowns in formspec? |
05:13 |
[0gb_us] |
I'm looking for a "right" way. Placing the node twice feels hacky and bypassing that function makes protection plugins fail against those nodes. |
05:13 |
thefamilygrog66 |
or know of any mods that use it? |
05:14 |
Peacock |
i did this to item_place_node: |
05:14 |
[0gb_us] |
VanessaE, you can only watch for protection you are prepared to watch for. Exceptions like that are hacky. I want a better way. |
05:14 |
Peacock |
if minetest.registered_nodes[newnode.name] and minetest.registered_nodes[newnode.name].groups and minetest.registered_nodes[newnode.name].groups.place_6d then newnode.param2 = minetest.dir_to_facedir(dir,true) |
05:14 |
Peacock |
else newnode.param2 = minetest.dir_to_facedir(dir) end |
05:14 |
[0gb_us] |
Peacock, that only works if you want to use that ONE PREDEFINED method of facedir. |
05:14 |
VanessaE |
0gb: I know. the other way is to use the after-place function and see if the node was successfully placed, maybe |
05:15 |
VanessaE |
if it was, replace it with one with the correct orientation |
05:15 |
[0gb_us] |
Yeah, hence my pull request to fix the issue. |
05:15 |
Peacock |
well dir_to_facedir only has two mods, 4d and 6d placement |
05:15 |
Peacock |
*modes |
05:15 |
[0gb_us] |
Default 6D placement actually doesn't even work for either of my use cases. |
05:15 |
Peacock |
i know i changed the values of dir_to_facedir |
05:16 |
Peacock |
looking up or down places shit in weird sideways, i wanted it upside down when i look up, and default 4d when looking down/straight ahead |
05:16 |
[0gb_us] |
That would work for one of my use cases, but not the other. |
05:17 |
Peacock |
whats the other, weird sideways? |
05:17 |
[0gb_us] |
It involves a controlled sideways. |
05:18 |
[0gb_us] |
I haven't done tha math to show you yet, as without that pull, my math is useless anyway. |
05:18 |
[0gb_us] |
*the |
05:18 |
Peacock |
yeah i figured i couldn't do all regular + upside down + sideways, its 2 of 3 if i dont want to define seperate nodes |
05:18 |
Peacock |
is the HUD clickable? |
05:18 |
[0gb_us] |
Which is why I need this pull to make my stuff work. |
05:19 |
[0gb_us] |
I don'tthink it is, no. |
05:19 |
[0gb_us] |
You can't move your cursor to reach the hud elements. |
05:19 |
Peacock |
well even though some devs pull shit that only benefits few/themselves, i doubt theyll do it for anybody else :/ |
05:20 |
Peacock |
if the hud were clickable id suggest a small placement toolbar, 3 buttons for regular, upside-d, sideways |
05:20 |
[0gb_us] |
Yeah, I'm beginning to remember why I left ... |
05:21 |
Peacock |
meh, its alot simpler when you write mods for yourself/your server, dont bother trying releases, dont bother trying pulls, less stressful :P |
05:22 |
[0gb_us] |
I don't write sloppy code though. I have OCD. I simply cannot take the stress of writing hacky code. |
05:23 |
[0gb_us] |
Even for just my personal use. |
05:23 |
Peacock |
well when your building ontop of it, you have to make due :P |
05:23 |
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05:23 |
[0gb_us] |
Fair enough. |
05:24 |
[0gb_us] |
Though i don't have the skills to build my own Minetest. |
05:24 |
[0gb_us] |
*I |
05:24 |
Peacock |
i redefine a dozen builtin functions, some might call that hacky, but i'd be alot less playable if i didnt |
05:24 |
[0gb_us] |
I swear, my shift key is jammed. |
05:25 |
* [0gb_us] |
says he must need a new computer because his key is jammed, and uses that as an excuse to go buy one |
05:25 |
Peacock |
the game's ban system is the most ineffectual of any game ive ever been on lol |
05:26 |
AWTom_ |
My programming teacher in school has the Escher painting on his wall. |
05:28 |
Peacock |
the Cube maze sounds interesting, but to do it, id have to move the rooms and players around |
05:28 |
Peacock |
less fun lol |
05:30 |
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05:30 |
Peacock |
with 6D you can definately do an ingame escher tho |
05:31 |
AWTom_ |
someone should make fractal terrain generations |
05:31 |
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05:31 |
Peacock |
isn't that mapgen v5? |
05:31 |
AWTom_ |
I don't know much about anything here |
05:32 |
Peacock |
i think the older mapgen was fractal, but slow apparently |
05:32 |
Peacock |
though honestly, shit loaded faster in the 0.3 days |
05:33 |
Peacock |
http://minetest-classic.com/ |
05:33 |
Peacock |
should still run on the fractal map |
05:33 |
AWTom_ |
Chunks load a lot faster in Minecraft than they do in Minetest |
05:35 |
Peacock |
depends how many mods you got that uses ongen |
05:35 |
AWTom_ |
Currently I'm just using the default mod |
05:35 |
Peacock |
shit lol |
05:36 |
Peacock |
chunks load fast enough at my end, its just the incessant sky/map flicker thats driving me insane |
05:36 |
[0gb_us] |
Minetest Classic, eh? I'll look into that as soon as I finish backing up my system and trying an experiment on it. |
05:36 |
AWTom_ |
I know that in Minecraft, chunks load nearest first (although it doesn't work properly sometimes). It seems that in Minetest, it prefers to load chunks in the direction I'm looking |
05:36 |
Peacock |
at first friends think im playing MC, but they notice that bug and are like "WTF" lol |
05:37 |
Peacock |
MT-classic with binary mods would rock |
05:37 |
AWTom_ |
chunks that are far away and under water flicker for me, but nothing else |
05:38 |
Peacock |
me im underground, and it alternates between dark/bright with the sun flicker in sync lol |
05:38 |
[0gb_us] |
Wait, does Minetest Classic not have the plugin system? In that case, there's not much I could do with it. |
05:39 |
AWTom_ |
I have a hard time playing MC due to random input lag... |
05:39 |
Peacock |
learn C++ |
05:39 |
AWTom_ |
I'm surprised at how well this game handles huge amounts of moving finite water. |
05:39 |
[0gb_us] |
C++ isn't the issue. THough I do plan to learn C when I manage to find time to. |
05:40 |
Peacock |
well part of the reason MT is slow is people running a hundred + lua mods lol |
05:40 |
Peacock |
if the heavier mods were binary who knows? |
05:40 |
VanessaE |
it isn't the number of mods, its what the mods do, what functions in the engine they use |
05:40 |
[0gb_us] |
If there was a C++ plugin API, that would be fine as well, but I do want a plugin API of some sort. |
05:40 |
Peacock |
some mods got a lot of shit going on in the background, while others just add items and crafts |
05:41 |
AWTom_ |
Does Lua compile to binary? |
05:41 |
Peacock |
no but you can compile it to luac |
05:41 |
VanessaE |
moretrees used to slow the engine down horribly because it used functions in the engine which were slow. it doesn't anymore, at least not by default. |
05:41 |
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05:41 |
AWTom_ |
sounds like compiling would be better than interpreting |
05:41 |
VanessaE |
ok, I'm out |
05:41 |
AWTom_ |
night |
05:41 |
Peacock |
my solution was to remove the ongen portion of moretrees and have them spawn the moment you set down a sapling |
05:42 |
[0gb_us] |
G'night! |
05:42 |
Peacock |
nite |
05:42 |
AWTom_ |
Is it a lot of trouble to make the plugin API support more than one language? |
05:43 |
Peacock |
its not likely to happen |
05:43 |
Peacock |
they sure as shit wont add another interpreted language (understandable) |
05:43 |
Peacock |
and theres quite a bit of resistance to binary mods as well because some people fear not having the source |
05:43 |
[0gb_us] |
Yeah, I imagine it would be a pain. You'd have to define every function for every supported language. |
05:44 |
Peacock |
so far the only other person i know who likes the idea of cpp mods is xyz |
05:44 |
AWTom_ |
Seems like it would be more copy-and-paste than real effort |
05:45 |
Peacock |
dont forget, not only would supporting 2 interpreted languages be a pain, but mt already supports two versions of the same language, main Lua and LuaJIT |
05:45 |
AWTom_ |
I didn't know |
05:45 |
Peacock |
one is bundled the other isn't |
05:45 |
[0gb_us] |
It might be a copy and paste deal, I don't know. Though copy and paste still leaves you with multiple copies to remember to update. |
05:47 |
Peacock |
id either vote for cpp mods or an expanded API that does more of the heavy lifting |
05:47 |
[0gb_us] |
I'm not even asking for speed at this point, just an API that lets you do the simple things. |
05:48 |
Peacock |
simple is already covered |
05:48 |
Peacock |
not much else is being added lately, with rba and jeija being busy |
05:48 |
[0gb_us] |
Facedir is simple, but not covered. |
05:49 |
Peacock |
you're telling me lol i had to write large translation tables for all my pipe devices to work in 6d :P |
05:49 |
Peacock |
23 facedirs * # connections = approximate number of cases |
05:49 |
[0gb_us] |
I'd say pipes are complex, but maybe that's just me. |
05:50 |
Peacock |
id paste the table here but i'd be kicked for flooding :P |
05:50 |
[0gb_us] |
I understand the size of it, to an extent. |
05:51 |
Peacock |
the pipes themselves i left them as is |
05:51 |
Peacock |
too much fucking around with autoplace/autoconnect to eliminate a few redundant nodes |
05:52 |
Peacock |
more important to be able to place entry panels/valves/splitter in any direction |
05:53 |
[0gb_us] |
That's basically what I want to prevent with this pull - redundant nodes. i'm not making two of each stair and six of each slab. |
05:53 |
Peacock |
thats what i did two weeks ago with my blocks |
05:53 |
[0gb_us] |
THough I doubt that will be the end of my facedir uses. |
05:53 |
Peacock |
simply had too many nodes and it showed on the p4's inventory |
05:54 |
Peacock |
so from 14 to 7 nodes for each block, and i had a lot of blocks lol |
05:54 |
[0gb_us] |
the stairs are already codes, but i'm not continuing the project until I know my efforts are not in vain. And thus, I'm stuck playing the waiting game. |
05:54 |
[0gb_us] |
"P4"? |
05:55 |
Peacock |
what id actually like now is a flag/param to not rotate the texture when rotating a node |
05:55 |
[0gb_us] |
That would be awesome. |
05:55 |
Peacock |
pentium 4, couldn't load the whole inventory |
05:55 |
Peacock |
the texture rotate thing is important |
05:55 |
[0gb_us] |
I agree. |
05:56 |
Peacock |
because i have the 1 slope, with a brick pattern, and it looks "off" 2/3 ways lol |
05:56 |
[0gb_us] |
I've noticed that with plank stairs. |
05:57 |
Peacock |
the only alternative is to define the node 3 times with the properly rotated nodebox so that the texture is always the right side up, though that defeats the purpose of 6d |
05:58 |
[0gb_us] |
Exactly. I feel that way about the upside-down stair and slab nodes. They defeat the purpose of 6D facedir. |
05:59 |
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05:59 |
Peacock |
heck i shouldn't be complaining though lol most people have 4-5x the nodes ive got |
06:00 |
[0gb_us] |
I'm going to have a lot of nodes to deal with. i plan to have at least 2000 in my new game. |
06:00 |
[0gb_us] |
It probably won't run well on my laptop. |
06:01 |
Peacock |
heck i already have the hugest UI and i try to keep it under 4 pages lol |
06:02 |
AWTom_ |
What are you doing to have 2,000+ nodes? |
06:03 |
NekoGloop |
Having a server |
06:03 |
[0gb_us] |
I full game with lots of content. It isn't all planned yet, but I want to make a game that makes efficient use of that many nodes. It's a target, not an estimation. |
06:03 |
AWTom_ |
that's pretty impressive, I think |
06:03 |
Peacock |
shit adds up fast with different mods |
06:04 |
Peacock |
vegetation, electricity, thats probably 1K nodes right there |
06:04 |
khonkhortisan |
I predict vertical mesecons will disappear when wires start rotating their connecting rules based on 6dfacedir |
06:04 |
Peacock |
building materials, another 1K |
06:04 |
[0gb_us] |
It'll take a while though. I'm writing the code and drawing the images from scratch. I will steal minetest_game's sounds though. |
06:04 |
AWTom_ |
I couldn't imagine 1k nodes for building materials |
06:05 |
khonkhortisan |
imagine colors |
06:05 |
Peacock |
well not just verticle wires i imagine, every turn, split, 3 and 4 way connection can be defined once and rotated any way |
06:05 |
khonkhortisan |
colored bricks, colored wood, colored wool |
06:05 |
AWTom_ |
There should be some sort of inheritance for that sort of thing |
06:06 |
khonkhortisan |
a turn wire would be able to turn vertically |
06:06 |
khonkhortisan |
I heard of a COLORLIKE drawtype, idk if it was attempted |
06:06 |
Peacock |
like i said, too lazy to do it with pipes lol not until i write some sort of 3d table for translating connecting sides to facedir |
06:06 |
[0gb_us] |
There should be, and it is sort of possible to define an inheritance-like thing in Lua. |
06:07 |
khonkhortisan |
facedir just has to be converted to an xyz rotation and back, then it'll be easier to use |
06:07 |
Peacock |
one solution might be to seperate texture and shape for most nodes |
06:07 |
AWTom_ |
It sounds like making a mod is a lot of redundant work if you're making things work facing 6 different directions |
06:08 |
Peacock |
could use more helpers (functions) for 6d thats for sure lol |
06:09 |
AWTom_ |
Is there an official bug list for this game? |
06:09 |
Peacock |
its just a matter of knowing, given facedir=0 and yp, where would yp be at any other facedir |
06:09 |
khonkhortisan |
yes, at github |
06:09 |
khonkhortisan |
http://github.com/minetest/minetest/ |
06:10 |
khonkhortisan |
there's also a separate list for minetest_game |
06:10 |
AWTom_ |
Is there no version synchronization between the server and client? |
06:12 |
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06:19 |
khonkhortisan |
I don't know what you mean. |
06:20 |
khonkhortisan |
A server can't change the version a client is, but check whether it's compatible, and error if it thought it was but it wasn't |
06:21 |
AWTom_ |
What about mods? |
06:22 |
[0gb_us] |
They only have to be compatible with the server, as they aren't really mods at all, but plugins. |
06:22 |
AWTom_ |
._. |
06:22 |
khonkhortisan |
Yeah, mods are written for the server only - if the server thinks the mod is fine, the client will work with it |
06:23 |
AWTom_ |
If the server has a mod that adds nodes, it wants the client to have it too, right? |
06:23 |
[0gb_us] |
It informs the client of what it needs to know about the node. |
06:23 |
AWTom_ |
so the client doesn't need to have any mods installed? |
06:24 |
khonkhortisan |
the server gives the client all the nodes it has, whether it's dirt, wires, space shuttles, or nyan cats. |
06:24 |
[0gb_us] |
Exactly. |
06:24 |
AWTom_ |
okay, that makes sense |
06:24 |
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06:24 |
khonkhortisan |
wbVE |
06:24 |
AWTom_ |
? |
06:24 |
AWTom_ |
nvm |
06:24 |
Vanessa_[T] |
hi |
06:24 |
[0gb_us] |
Hello! |
06:25 |
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06:27 |
AWTom_ |
gn everyone, thanks for helping me |
06:28 |
Vanessa_[T] |
night |
06:28 |
[0gb_us] |
G'night! |
06:43 |
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khonkhortisan |
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06:48 |
Vanessa_[T] |
heh |
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JamesTait |
Good morning all, happy Monday and happy International Day for the Preservation of the Ozone Layer! :-D |
09:21 |
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09:23 |
Calinou |
moreores hoes crash every time I use them :( |
09:24 |
* Calinou |
did a workaround |
09:28 |
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09:34 |
Calinou |
hi |
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10:06 |
Calinou |
nopony* |
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11:16 |
Vanessa_[T] |
well MT is viewable but utterly unplayable over VNC :D |
11:17 |
Vanessa_[T] |
(horrible renderig, no usable mouse control) |
11:17 |
Vanessa_[T] |
but it DID work |
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12:10 |
PilzAdam |
Hello everyone! |
12:11 |
jin_xi |
Morning PilzAdam |
12:12 |
Vanessa_[T] |
hi |
12:16 |
Exio4 |
Vanessa_[T]: haha |
12:16 |
Exio4 |
Vanessa_[T]: why VNC? |
12:17 |
Vanessa_[T] |
it was just a test to see what would happen |
12:19 |
Vanessa_[T] |
it was enough to be able to talk or send commands at least :) |
12:28 |
Vanessa_[T] |
bbl |
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12:52 |
Evergreen |
Hi cisoun |
12:59 |
cisoun |
o/ |
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13:33 |
AWTom |
Hey guys |
13:33 |
AWTom |
in programming class at school |
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13:40 |
AWTom |
snore |
13:40 |
AWTom |
we're supposed to be doing Greenfoot in this class... dirty Java devs |
13:46 |
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13:47 |
AWTom |
Hi evergreen |
13:48 |
Evergreen |
Hello |
13:49 |
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13:53 |
AWTom |
You used C++ on all your projects? |
13:53 |
AWTom |
nvm, that's a stupid question |
13:53 |
AWTom |
I can't read |
13:53 |
AWTom |
my classmate is using this computer |
13:53 |
AWTom |
I have an idea |
13:53 |
AWTom |
I'm going to jump in via irssi |
13:56 |
Pelayo |
hi, anyone with experience on imagemagick? |
13:57 |
* arsdragonfly |
's computer science classes use visual basic |
13:57 |
Pelayo |
well |
13:58 |
Pelayo |
give me a second to illustrate it :P |
13:58 |
Pelayo |
I'm making a simple convert script from minecraft resource packs to minetest texture packs |
13:59 |
arsdragonfly |
Dunno if basic supports recursive functions |
13:59 |
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13:59 |
Pelayo |
the problem are minecraft textures made for biome support, they are grey |
14:00 |
Pelayo |
now imageshack isn't working O_o |
14:01 |
Pelayo |
well |
14:01 |
arsdragonfly |
I'd also like to know how the grass texture works |
14:01 |
Pelayo |
this is the problem: https://dl.dropboxusercontent.com/u/48208055/Screenshots/screenshot_655428034.png |
14:01 |
Pelayo |
that's how minecraft default textures look |
14:02 |
Pelayo |
no, that's the real grass texture |
14:03 |
arsdragonfly |
john_minetest the existing converters have the same problem |
14:03 |
Pelayo |
it's how the biome thing works for grass: the texture itself is grey |
14:03 |
Pelayo |
and the color is applied from assets/minecraft/textures/colormap/grass.png |
14:03 |
Pelayo |
that's only a gradient |
14:04 |
Pelayo |
I thought about doing it with imagemagick, applying it, but I have not used imagemagick that much and i'm awful at image manipulation |
14:05 |
AWTom |
What is the ppa for minetest? |
14:05 |
arsdragonfly |
Pelayo you can PM those who have done converting successfully in the forum |
14:05 |
Pelayo |
ppa://minetestdevs/stable |
14:05 |
Pelayo |
or ppa://minetestdevs/daily-builds |
14:06 |
Pelayo |
oh sorry |
14:06 |
Pelayo |
without the // |
14:06 |
Pelayo |
ppa:minetestdevs/stable and ppa:minetestdevs/daily-builds |
14:07 |
Pelayo |
I'll ask but probably most of them applied the color manually |
14:07 |
Pelayo |
but even if it's that way, it will be useful to know what point of the gradient did they use |
14:08 |
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14:09 |
AWTom |
What is the package name in the ppa? |
14:10 |
Pelayo |
minetestc55 |
14:10 |
AWTom |
thanks |
14:20 |
sfan5 |
hi everyone |
14:22 |
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14:25 |
Pelayo |
hi |
14:29 |
Pelayo |
-_- looks like torches will always need manual editing xD |
14:33 |
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14:36 |
Mr_Round |
hey people whats up? i need help with a few config problems |
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14:38 |
Mr_Round |
any one able to help me? |
14:44 |
|
Topic for #minetest is now http://minetest.net | NEWS: Minetest 0.4.7 released; 0.4.8 will be released soonâ„¢ | 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 | Task of the Day: Build a tower of kittens! | Don't ask to ask. |
14:45 |
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14:54 |
thefamilygrog66 |
howdy folks |
14:56 |
sfan5 |
!op |
14:57 |
|
Topic for #minetest is now http://minetest.net | NEWS: Minetest 0.4.7 released; 0.4.8 will be released soonâ„¢ | 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 | Task of the Day: Buy kittens and throw them in a bucket! | Don't ask to ask. |
14:57 |
sfan5 |
!deop |
14:58 |
thefamilygrog66 |
Does anyone here have any experience with dropdowns in formspec? |
14:58 |
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14:59 |
sfan5 |
thefamilygrog66: "Don't ask to ask." |
14:59 |
thefamilygrog66 |
Say what? |
15:00 |
sfan5 |
the topic |
15:00 |
thefamilygrog66 |
Alrighty then. Have you used dropdowns in formspec, sfan5? |
15:00 |
sfan5 |
no |
15:00 |
sfan5 |
but just ask |
15:01 |
thefamilygrog66 |
Pretty sure I just did. |
15:01 |
sfan5 |
what is your question? |
15:01 |
Pelayo |
arsdragonfly, found how biome coloring works and the textures affected: http://www.planetminecraft.com/blog/biomes-controlling-color/ |
15:02 |
thefamilygrog66 |
I can get fields to work just fine in formspec, but dropdowns don't appear at all, so I guess my question is are they broken? |
15:02 |
thefamilygrog66 |
Or how about, are there any mods that use them, so I can take a look at the syntax? |
15:02 |
sfan5 |
dunno |
15:03 |
PilzAdam |
thefamilygrog66, didnt I already point you to the mainmenu? |
15:03 |
thefamilygrog66 |
Yep, you did PilzAdam, but dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>] does not work, as far as I can tell. |
15:04 |
PilzAdam |
it works in the mainmenu |
15:05 |
thefamilygrog66 |
The mainmenu for minetest? |
15:05 |
sfan5 |
yes |
15:05 |
PilzAdam |
you use the latest dev version of Minetest, right? |
15:05 |
thefamilygrog66 |
latest stable |
15:06 |
PilzAdam |
I guess your question is answered then |
15:06 |
PilzAdam |
dropdown isnt in 0.4.7 |
15:07 |
thefamilygrog66 |
That's weird. Yesterday you told me that the syntax for them was outdated in the dev wiki... |
15:07 |
thefamilygrog66 |
Which to me would imply that they've been around for awhile. |
15:08 |
PilzAdam |
no, I said <PilzAdam> the dev wiki is always outdated, since nobody cares to update it |
15:08 |
thefamilygrog66 |
Okay, but they're included in the dev wiki, right? |
15:08 |
PilzAdam |
anyway, when writing a mod you should always refer to doc/lua_api.txt that is distributed in your Minetest version |
15:09 |
PilzAdam |
online docs may be incompatible with your version |
15:10 |
thefamilygrog66 |
Cool, thanks PilzAdam. Any estimate as to when 0.4.8 stable will be released? |
15:10 |
PilzAdam |
thefamilygrog66, see the topic |
15:11 |
Pelayo |
can the sun and moon textures be changed with texture packs? I haven't seen those textures yet |
15:11 |
PilzAdam |
Pelayo, no |
15:12 |
Pelayo |
well, less things to convert :P |
15:14 |
werwerwer |
bravo! |
15:16 |
PilzAdam |
john_minetest, why arent you #minetest-de, btw? |
15:16 |
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15:26 |
jin_xi |
/join #minetest-de |
15:26 |
jin_xi |
oops |
15:28 |
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15:34 |
PilzAdam |
something is wrong with this guy: https://forum.minetest.net/search.php?action=show_user_posts&user_id=7456 |
15:38 |
sfan5 |
yep |
15:39 |
sfan5 |
maybe because https://forum.minetest.net/viewtopic.php?pid=110437#p110437 |
15:39 |
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15:46 |
Pelayo |
mm, looking for the official minecraft texture pack for minetest... most things I find are outdated or with dead links, does mojang not allow that usage? or is it just people just not caring about those textures? |
15:47 |
PilzAdam |
Minecrafts textures are not free, its illegal to distribute them |
15:47 |
Pelayo |
strange, I thought they allowed using them as a basis for other texture packs |
15:47 |
Pelayo |
but I understand they have to protect those assets |
15:47 |
Zeg9 |
they allow it but they could change their mind at any time |
15:48 |
Zeg9 |
at least thats how I understand it |
15:48 |
Pelayo |
I'll ask them later |
15:48 |
Pelayo |
they seem to allow lots of things as long as you specify it's not official and "Minecraft" is not the most relevant part of the name |
15:49 |
Zeg9 |
You should ask Jordach, iirc he's using these textures |
15:52 |
Jordach |
anyways: anyone can download the beta releases of 1.6 and extract the textures |
15:52 |
Jordach |
they're giving it away for people to install |
15:55 |
Jordach |
and anyways: tekkit is a "stolen" copy of 1.2.5 |
16:02 |
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16:02 |
Zeg9 |
Jordach: isn't it required to have a minecraft account to play tekkit? |
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16:15 |
nore |
hi all |
16:16 |
Jordach |
Zeg9, yes, but most textures are derived from mc vanilla textures |
16:16 |
Zeg9 |
Hi nore |
16:19 |
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16:19 |
nore |
I'm not even able to clone a github repo with that connection... :( |
16:20 |
nore |
I have 1/100th of my usual bandwidth... :( |
16:20 |
Jordach |
then how is IRC working :P |
16:20 |
nore |
I usually have 2MB/s |
16:21 |
nore |
now I have 20K/s |
16:21 |
* Jordach |
has 8mb |
16:21 |
nore |
I had 10MG when upgrading debian... |
16:21 |
nore |
s/G/B |
16:21 |
Jordach |
(we had 80mb, but our contract ran out so we went on the cheap deal) |
16:22 |
nore |
Anyway, I almost can't use internet during the week |
16:22 |
* Evergreen |
is back |
16:22 |
Evergreen |
Hi Jordach, hi Zeg9 |
16:22 |
Zeg9 |
Hey |
16:23 |
nore |
is sfan5 around? |
16:23 |
Zeg9 |
nore: I usually have around 150kB/s, 300kB/s being the max |
16:24 |
nore |
Zeg9, FreeWifi has a really shitty bandwidth |
16:25 |
nore |
anyway, if sfan5 isn't around, could you tell him that I won't be able to code during the week, so he can push whatever he wants to the mapgen repo? |
16:27 |
Jordach |
sfan5 has a bouncer |
16:28 |
nore |
? |
16:32 |
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16:32 |
nore |
bbl |
16:44 |
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16:44 |
* rubenwardy |
just removed 1,625 MB with CCleaner! |
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17:11 |
Pelayo |
Jordach, nah I only wanted to do a clean conversion of minecraft snapshots textures and maybe some from biomes o'plenty and extrabiomesXL for completing blocks minecraft don't have (if the authors allow that) |
17:12 |
Pelayo |
some minimal edits would be necessary, like coloring grass and leaves blocks |
17:26 |
rubenwardy |
quite today |
17:27 |
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17:37 |
rubenwardy |
18:36:53: ERROR[main]: Error loading mod "food": LuaError: Invalid crafting recipe (output="food:rainbow_juice 99") |
17:37 |
rubenwardy |
18:36:53: ERROR[main]: stack traceback: |
17:37 |
rubenwardy |
18:36:53: ERROR[main]: [C]: in function 'register_craft' |
17:37 |
rubenwardy |
18:36:53: ERROR[main]: ...etest\bin\..\games\minetest_game\mods\mod_debug\init.lua:25: in function 'register_craft' |
17:37 |
rubenwardy |
woops |
17:37 |
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rubenwardy was kicked by ShadowBot: Message flood detected. |
17:38 |
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17:38 |
rubenwardy |
wow that was a slow kick |
17:38 |
rubenwardy |
What newbie mistake have i made? |
17:38 |
rubenwardy |
drgtjup |
17:38 |
rubenwardy |
~@.lmjnbgvfcdxszaWDEFRGTHYJULO;P] |
17:39 |
rubenwardy |
woops, should unplug keyboard when cleaning... |
17:42 |
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17:43 |
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17:43 |
MarkTwain |
Hi |
17:44 |
thefamilygrog66 |
Howdy |
17:44 |
MarkTwain |
It's been quite a while |
17:44 |
rubenwardy |
How easy would it to make a bot that creates a balloon (like a popup, but it goes away automatically) when a new post is added to the minetest forums (the type that is shown in "Topics with new posts") |
17:45 |
MarkTwain |
I now have xubuntu and a 3.0GHz Dual-Core pc with 4GB RAM (Just filling you in :)) |
17:50 |
Pelayo |
mine is 5 years old with 1 gb and still have no reason to get something newer |
17:50 |
Pelayo |
only the video card, but because its fan died one year ago :P |
17:51 |
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18:06 |
GNADev|zRokh |
aye |
18:06 |
* GNADev|zRokh |
asks that can he ask about the "Don't ask to ask" thing |
18:08 |
thefamilygrog66 |
I guess some folks don't appreciate two-part questions. :P |
18:08 |
GNADev|zRokh |
:D |
18:09 |
GNADev|zRokh |
hey, im making a "20 Questions" game in Java, it will be both a downloadable game and an Applet :D |
18:10 |
rubenwardy |
Dont mention java in here! 68% of people in here are allergic and phobic of Java... |
18:10 |
Peacock |
only because it sucks :P |
18:10 |
andersje_ |
I only hate java because I'm forced to make it work on a daily basis |
18:10 |
GNADev|zRokh |
no, its just because of Minecraft... |
18:10 |
andersje_ |
write once, run anywhere my ass. |
18:11 |
PilzAdam |
Java is cool |
18:11 |
GNADev|zRokh |
thanks :D |
18:11 |
GNADev|zRokh |
PilzAdam, do you agree that Java programs are easier to port from Windows to Linux/Vice Versa then C/C++? |
18:12 |
GNADev|zRokh |
or is it just me |
18:12 |
PilzAdam |
GNADev|zRokh, can you STFU? |
18:12 |
Peacock |
if by portable you mean having to install a system-specific JRE, then yes, its very portable :P |
18:12 |
GNADev|zRokh |
can i ask you something? (Pilz) |
18:12 |
Peacock |
not to mention slower than cpp, and the GUIs look like they come from the late 80s |
18:13 |
GNADev|zRokh |
why dont you like it when people call you Pilz instead of PilzAdam/Adam? |
18:13 |
andersje_ |
Adam is his name. Pilz is just an identifying prefix... |
18:13 |
rubenwardy |
Anyone spot the mistake from 1/2 year ago in the food mod? https://github.com/rubenwardy/food/blob/master/support.lua#L206 |
18:13 |
GNADev|zRokh |
nope |
18:13 |
PilzAdam |
Peacock, you can code a whole game without any external libaries |
18:13 |
GNADev|zRokh |
what is it? |
18:13 |
GNADev|zRokh |
yeah! |
18:13 |
GNADev|zRokh |
:D |
18:14 |
GNADev|zRokh |
thanks |
18:14 |
Peacock |
so why dont you play MC instead of MT? :P |
18:14 |
Peacock |
(if its better for games) |
18:14 |
GNADev|zRokh |
oh, and PilzAdam, i dont mean the question as an insult, im just curious |
18:14 |
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18:14 |
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18:14 |
GNADev|zRokh |
because MC is not Headless (needs a strong Graphics Accelerator) |
18:15 |
GNADev|zRokh |
and i dont have one... |
18:16 |
Peacock |
was asking PA :P i got the impression he thinks it's better for games |
18:16 |
Pelayo |
java is really useful and great, for lots of different things |
18:16 |
Pelayo |
gaming is not one of them |
18:16 |
GNADev|zRokh |
LWJGL is not headless and MC uses it |
18:16 |
PilzAdam |
Peacock, I didnt say that |
18:16 |
GNADev|zRokh |
well it is better for 2D games :) |
18:16 |
rubenwardy |
what does "Pilz" mean? |
18:16 |
GNADev|zRokh |
thats my oppinion |
18:16 |
GNADev|zRokh |
yeah? |
18:17 |
Peacock |
well thats why i said impression :P |
18:17 |
Pelayo |
nah, not specially, even 2d games made in java require a lot more resources than what they should |
18:17 |
Pelayo |
c++ and sdl is the best for 2d games IMO |
18:17 |
sfan5 |
and LÖVE when using lua |
18:17 |
Jordach |
YES YES YES YES YES YES YES |
18:17 |
Peacock |
Pilz = Pilsbury ? |
18:17 |
Jordach |
sfan5, <3 LÖVE |
18:18 |
Peacock |
(for ruben's Q) |
18:18 |
Jordach |
Peacock, pilzbury (i called him that before; no answer) |
18:19 |
GNADev|zRokh |
question about C: why are they like int something(){ instead of void something(){ ? |
18:19 |
Jordach |
void doesnt have to return a number, int does |
18:19 |
Jordach |
(or infact, void errors if return <number> is used |
18:19 |
sfan5 |
) |
18:19 |
GNADev|zRokh |
btw, who wants a Fast-Code Competition? |
18:19 |
Jordach |
thanks |
18:19 |
Jordach |
fuck that |
18:20 |
Jordach |
0% of the forums did it |
18:20 |
Jordach |
(that i know of) |
18:20 |
GNADev|zRokh |
true... |
18:20 |
GNADev|zRokh |
well, artur99 did it with me :) |
18:21 |
Peacock |
you slept with with artur99? |
18:21 |
GNADev|zRokh |
i have now ignored you Peacock |
18:22 |
thefamilygrog66 |
pilz is mushroom/fungus, I believe |
18:22 |
Peacock |
oh good so i can mock you without reprisal :D |
18:22 |
thefamilygrog66 |
haha |
18:22 |
GNADev|zRokh |
and no, i slept with your mother. |
18:22 |
Peacock |
necrophiliac i see |
18:22 |
GNADev|zRokh |
crap... i didnt ignore you yet... please wait... |
18:22 |
Peacock |
i would have slept with yours but i didn't have the required crack :P |
18:22 |
sfan5 |
plol |
18:23 |
GNADev|zRokh |
Flips a coin: TAILS |
18:23 |
GNADev|zRokh |
Flips a coin: HEADS |
18:23 |
GNADev|zRokh |
:D |
18:23 |
rubenwardy |
I need people to test the food mod: https://github.com/rubenwardy/food/tree/ActualVersion2 |
18:24 |
rubenwardy |
Ie: How it sits with other mods |
18:26 |
* GNADev|zRokh |
ignored Peacock. If you want to say something to me then PM. You are only ignored in Chat! |
18:26 |
Jordach |
PEACOCK! PEACOCK! |
18:27 |
Jordach |
proller does the best trolling |
18:27 |
sfan5 |
s/.roller/troller/ |
18:27 |
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18:29 |
Jordach |
+1 for quassel |
18:29 |
GNADev|zRokh |
-1 for Trisquel |
18:29 |
sfan5 |
-1 for GNADev|zRokh |
18:29 |
GNADev|zRokh |
+1 for sfan5 |
18:29 |
Jordach |
-1 for GNADev|zRokh |
18:29 |
GNADev|zRokh |
+1 for Jordach |
18:29 |
PilzAdam |
-1 for GNADev|zRokh |
18:29 |
GNADev|zRokh |
+1 for PilzAdam |
18:30 |
Jordach |
wait wait wait |
18:30 |
Jordach |
we're getting points for downvoting. AWESOME. |
18:30 |
GNADev|zRokh |
you would get double points for upvoting |
18:30 |
GNADev|zRokh |
:) |
18:30 |
PilzAdam |
can we just ban GNADev|zRokh ? |
18:30 |
GNADev|zRokh |
why? |
18:30 |
sfan5 |
yes |
18:30 |
GNADev|zRokh |
what did i do? |
18:30 |
Jordach |
spam spam spam |
18:30 |
sfan5 |
bacon bacon bacon |
18:30 |
GNADev|zRokh |
what? when? |
18:30 |
Jordach |
you take 34% of lines in my IRC buffer |
18:30 |
GNADev|zRokh |
Kevin Bacon's bacon |
18:31 |
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18:31 |
* GNADev|zRokh |
uses /clear |
18:31 |
PilzAdam |
GNADev|zRokh, you could get arround a ban by just leaving |
18:31 |
rubenwardy |
qwerty |
18:31 |
GNADev|zRokh |
what if i just shut up? |
18:31 |
GNADev|zRokh |
:) |
18:34 |
sfan5 |
!c 1337-7+(-2)+4 |
18:35 |
MinetestBot |
1332 |
18:35 |
GNADev|zRokh |
!c 1000+300+300+7 |
18:36 |
rubenwardy |
!ignorelist |
18:36 |
* Jordach |
can now !ignore GNADev|zRokh as well as !mute |
18:36 |
rubenwardy |
no command like that :P |
18:36 |
Jordach |
!ignore |
18:36 |
MinetestBot |
AttributeError: 'NoneType' object has no attribute 'strip' (file "/home/user/mtbot/modules/antiabuse.py", line 38, in ignore) |
18:36 |
Jordach |
whoop[s |
18:36 |
Jordach |
-[ |
18:37 |
rubenwardy |
!ignore Jordach]# |
18:37 |
rubenwardy |
!ignore Jordach |
18:37 |
sfan5 |
john_minetest: yes |
18:37 |
PilzAdam |
!botabuse |
18:37 |
sfan5 |
I'll merge ti |
18:37 |
sfan5 |
*it |
18:37 |
VanessaE |
hi |
18:37 |
sfan5 |
!pilzadam abuse |
18:37 |
sfan5 |
hi VanessaE |
18:37 |
Jordach |
!VerballyAbuse <nick> |
18:38 |
GNADev|zRokh |
!VerballyAbuse Jordach |
18:38 |
GNADev|zRokh |
oh yeah........ |
18:38 |
Jordach |
also, we should get MinetestBot her own cloak |
18:38 |
Jordach |
(not documented) |
18:38 |
PilzAdam |
bots shouldnt get their own cloaks according to freenode docs |
18:39 |
Jordach |
fire up a bouncer :O |
18:39 |
* Jordach |
fires up some wubs |
18:40 |
rubenwardy |
https://forum.minetest.net/viewtopic.php?id=7226 |
18:40 |
rubenwardy |
!title |
18:40 |
MinetestBot |
rubenwardy: before.txt in mods and *# (Page 1) — Feature Discussion — Minetest Forums |
18:40 |
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18:40 |
rubenwardy |
!title |
18:40 |
MinetestBot |
rubenwardy: before.txt in mods and *# (Page 1) — Feature Discussion — Minetest Forums |
18:40 |
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18:40 |
Jordach |
wut |
18:41 |
rubenwardy |
!seen kaeza |
18:41 |
MinetestBot |
rubenwardy: kaeza was last seen at 2013-09-03 04:49:17 UTC on #minetest |
18:41 |
rubenwardy |
!seen BlockMen |
18:41 |
MinetestBot |
rubenwardy: blockmen was last seen at 2013-09-11 23:46:13 UTC on #minetest |
18:44 |
Peacock |
kaeza's missing in action? |
18:45 |
Acidic |
why am i in here |
18:45 |
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18:45 |
Jordach |
Acidic, because you are |
18:45 |
Acidic |
i didn't join this. |
18:45 |
Peacock |
Acidic, your being held by the MC liberation army |
18:45 |
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18:45 |
Peacock |
*youre |
18:48 |
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18:48 |
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18:50 |
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18:51 |
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18:51 |
Peacock |
do you still need to depend on default to use default sounds? |
18:51 |
GNADev|zRokh |
ping |
18:52 |
GNADev|zRokh |
yay :D |
18:52 |
GNADev|zRokh |
bye, DaemonZ! |
18:55 |
* Jordach |
clones neko259 a few thousand times and throws them in a bucket |
18:56 |
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18:58 |
thefamilygrog66 |
So I heard that 0.4.8 will be released soonâ„¢ |
18:58 |
Peacock |
ive been hearing that for, i think two months now :P |
18:58 |
Peacock |
its like the second coming of christ, not quite sure when, but you can be sure ittl be epic :P |
18:59 |
thefamilygrog66 |
haha |
19:00 |
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19:00 |
VanessaE |
second coming? I didn't know there was even a first ;) |
19:00 |
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19:01 |
Peacock |
dont worry lol i was born catholic but its not like i could speak up at the time |
19:01 |
* Calinou |
finally added hoe textures to moreores and fixed crash on using hoe |
19:02 |
Peacock |
mod idea: tractor |
19:02 |
Peacock |
not that i dont like using hoes and bitches, but a tractor that tills large fields would be cool too :P |
19:04 |
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19:06 |
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19:10 |
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19:12 |
thefamilygrog66 |
I'm looking for interesting wall/floor combinations for maze mod screenshots, if ya got 'em... |
19:17 |
thomasfuston |
there are any awesome servers around? |
19:18 |
VanessaE |
mine ;) |
19:19 |
VanessaE |
bbl |
19:21 |
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19:39 |
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19:40 |
Peacock |
a store item: http://s23.postimg.org/sxy1wchu3/screenshot_675921580.png |
19:41 |
thefamilygrog66 |
nice box |
19:42 |
Peacock |
thanks and its 1 node, i use entities to fake the item inside |
19:42 |
Peacock |
(builtin/falling.lua gave me the idea) |
19:43 |
thefamilygrog66 |
what's inside?! |
19:43 |
Peacock |
this one wood, but depending on what you put in the formspec (sale item) its any node |
19:44 |
thefamilygrog66 |
cool. I felt like punching formspec in the throat last night |
19:44 |
Peacock |
drop downs? |
19:44 |
thefamilygrog66 |
yeah, turns out they don't exist in 0.4.7 |
19:44 |
Peacock |
do they exist in the dev? |
19:44 |
thefamilygrog66 |
yes |
19:45 |
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19:45 |
thefamilygrog66 |
but the average player won't have that, so I'm gonna wait until 0.4.8, which will be released soonâ„¢ |
19:45 |
jojoa1997 |
have what |
19:46 |
thefamilygrog66 |
dev |
19:46 |
Peacock |
even then id wait a few months for the feature to mature |
19:46 |
jojoa1997 |
thefamilygrog66 can you add to your players heads mod arms legs and body? |
19:46 |
jojoa1997 |
what feature? |
19:47 |
thefamilygrog66 |
it wouldn't make sense to call it "heads" then, would it jojoa1997? :) |
19:47 |
jojoa1997 |
idea |
19:47 |
jojoa1997 |
make giant heads |
19:47 |
thefamilygrog66 |
dropdowns in formspec, is the feature |
19:48 |
jojoa1997 |
can anyone show an example |
19:48 |
thefamilygrog66 |
I can't, because I'm still running 0.4.7 |
19:49 |
jojoa1997 |
say when will 0.4.8 be released? |
19:49 |
thefamilygrog66 |
I was thinking of adding a bloody stake to the heads mod, just because, you know. |
19:49 |
thefamilygrog66 |
will be released soonâ„¢ |
19:49 |
jojoa1997 |
wasnt that said 2 months ago |
19:49 |
Peacock |
heads mod isn't 2 months old |
19:49 |
jojoa1997 |
no but updateing to 02.4.8 |
19:49 |
thefamilygrog66 |
multiple topics overlapping |
19:49 |
jojoa1997 |
0.4.8 |
19:50 |
Pelayo |
I hope the texture filenames don't change in 0.4.8, I'd hate to redo everything :P |
19:50 |
jojoa1997 |
they wont |
19:50 |
Calinou |
6,664 topics |
19:50 |
Pelayo |
great |
19:50 |
Calinou |
2 topics to 6,666 :D |
19:50 |
jojoa1997 |
if anything only new nodes/items will be adeed or changed |
19:51 |
thefamilygrog66 |
and formspec dropdowns |
19:51 |
thefamilygrog66 |
haha |
19:51 |
jojoa1997 |
i meant with changing texture names |
19:51 |
Peacock |
wood and slopes for sale: http://s22.postimg.org/cl6ym8cap/screenshot_676567349.png |
19:51 |
Peacock |
the only thing it doesn't seem to work for is craft items :/ |
19:52 |
jojoa1997 |
say what mod is that |
19:52 |
thefamilygrog66 |
Peacock's new mod |
19:52 |
jojoa1997 |
link |
19:52 |
Peacock |
no link, its for my server :P |
19:52 |
jojoa1997 |
ah |
19:53 |
Peacock |
creative for whitelisted players, economy for untermenschen, should make griefing more difficult if you have to buy the shit |
19:53 |
Evergreen |
How much does a nodebox lag compared to another drawtype, like plantlike? |
19:53 |
Peacock |
plantlike is 2 textures |
19:53 |
Peacock |
nodeboxes are many faces |
19:54 |
Peacock |
each box = 4 textures rendered |
19:54 |
Peacock |
uhm |
19:54 |
Peacock |
6 |
19:54 |
Peacock |
lol |
19:54 |
thefamilygrog66 |
3D, dude! |
19:54 |
Peacock |
yeah no i keep forget yp/ym lol |
19:54 |
Peacock |
*forgetting |
19:54 |
Peacock |
(forgetting my english too :P) |
19:55 |
Evergreen |
In that case, I might add a settings.txt that allows you to swap between drawtypes |
19:55 |
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19:56 |
Peacock |
how could you swap a nodebox to plantlike? it wouldn't look at all the same |
19:56 |
Evergreen |
I'm working on stalactites/stalagmites and pebbles if you were wondering |
19:56 |
Peacock |
do it in nodebox |
19:56 |
Peacock |
nicer |
19:56 |
Peacock |
just dont go overboard with the # of boxes and you should be fine :-) |
19:56 |
Evergreen |
I think I have 4 for eahc of them |
19:56 |
Peacock |
(ex, my slopes is 16 boxes, thats my limit lol) |
19:56 |
Evergreen |
*each |
19:57 |
thefamilygrog66 |
one node high, Evergreen, or 2x1? |
19:57 |
Evergreen |
2x1 |
19:57 |
thefamilygrog66 |
nice |
19:57 |
Peacock |
except for corner slopes, which is 32 boxes lol |
19:57 |
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19:57 |
Evergreen |
I'm working on getting them to generate, I actually am already using the default grass spawning code for pebbles |
19:58 |
Evergreen |
thecode for grass spawning in mapgen.lua that is |
19:58 |
Peacock |
using ongen or abm? |
19:58 |
Evergreen |
ongen |
19:58 |
Evergreen |
I want to avoid using abms |
19:59 |
Evergreen |
I'm pretty sure ongen is faster. :P |
20:00 |
Evergreen |
Should I use voxelmanip instead? I would prefer to use ongen, since that is waht is already coded |
20:00 |
Peacock |
im pretty sure abms are faster than ongen |
20:00 |
Peacock |
lol |
20:02 |
Peacock |
you can use an abm on 1 in every 100 grass nodes, people who use ongen tend to cycle through every node in the block |
20:05 |
Evergreen |
Then why is grass still spawned through ongen? |
20:06 |
Evergreen |
I think I'll stick with ongen, it doesn't seem to slow it down too much for me, and don't abms spawn things more than once? |
20:11 |
Peacock |
depends |
20:11 |
Peacock |
if you use an abm and you dont check for other shit in proximity, then yeah |
20:12 |
Peacock |
if you use find_nodes_near('group:pebbles') then you can avoid having too many in one area |
20:12 |
Peacock |
and regenerate |
20:13 |
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20:16 |
Evergreen |
Hmm, you think I should stick with ongen? |
20:16 |
Peacock |
depends how far along you are, i'd say code both and see for yourself which is faster |
20:17 |
Peacock |
problem with ongen is that alot of mods use that now, so theres' a shitton of stuff going on at ongen |
20:17 |
Peacock |
(IMO) |
20:18 |
Evergreen |
I know better how to use ongen, so I'll stick with it for now. However, if I have coded it and it starts to get slow ( it is a mod I am working on with 2 other people, and it already uses plats_lib) I'll switch |
20:19 |
Evergreen |
What does plants_lib use? ongen, abms, or voxelmanip? |
20:19 |
Peacock |
i only mentioned it because ongen makes plantlib slow :P |
20:19 |
Pelayo |
jojoa1997, I'm reading you made a converter for minecraft texture packs.. I'm doing another one for resource packs, how did you fix the grass/leaves color? (if you did that) |
20:20 |
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20:23 |
jojoa1997 |
nope |
20:24 |
Peacock |
i think that was sfan |
20:24 |
Evergreen |
I don't know ho jojoa1997 did it, but I think you can do it with either imagemagick or gimp scripts |
20:24 |
Evergreen |
*how |
20:24 |
jojoa1997 |
it is in batch and pretty much all you can do is copy stuf and rename |
20:24 |
Peacock |
i know jordach *has* a mc2mt TP |
20:24 |
Pelayo |
I'm trying with imagemagick |
20:24 |
jojoa1997 |
also i wanted to keep with default windows compatability |
20:24 |
Pelayo |
but I don't seem to get the right color or the right parameters |
20:24 |
Pelayo |
http://img199.imageshack.us/img199/9284/jtj5.png |
20:24 |
Pelayo |
grass is too light |
20:25 |
Evergreen |
In that case, you might want to adjust lightness and/or contrast |
20:25 |
Peacock |
migraine-city lol |
20:25 |
jojoa1997 |
try using github.com/jojoa1997/overcraft_origins |
20:25 |
jojoa1997 |
go through those textures for the right color |
20:26 |
Pelayo |
thanks |
20:26 |
jojoa1997 |
k |
20:26 |
Pelayo |
I was using the minecraft grass.png gradient for this but I'm not sure if I'm using the right convert method from imagemagick, or I'm getting the wrong value from that gradient |
20:34 |
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20:35 |
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20:42 |
jojoa1997 |
anyone here know html |
20:43 |
Menche |
a little bit, why? |
20:43 |
jojoa1997 |
did you learn from a guide or what |
20:43 |
Pelayo |
only a little, but haven't touched it for a long time.. |
20:43 |
jojoa1997 |
i need to learn it for school |
20:48 |
Evergreen |
I laerned html myself. :P |
20:49 |
* Calinou |
knows a bit of HTML, learned it at something that was organized by some school |
20:49 |
Evergreen |
Not that I am the master of it, but I'm okay with it. I need to learn how to use css better |
20:49 |
Evergreen |
I learned html because I wanted to. :D |
20:50 |
Pelayo |
me too.. the problem is, I usually forget everything I'm not using for a long time :/ |
20:51 |
Evergreen |
You have do do something with it now and then, it iwll hlep you remember it |
20:51 |
Evergreen |
*will |
20:54 |
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20:54 |
sfan5 |
good night everyone |
20:54 |
Evergreen |
g'night |
20:54 |
Calinou |
night too |
21:01 |
Peacock |
ugh, i hate/suck at radians lol whats 1/4 turn? |
21:01 |
Menche |
pi / 2 i think? |
21:01 |
Peacock |
hmm, makes sense |
21:01 |
Menche |
pi radians = 180 degrees iirc |
21:02 |
Peacock |
pi * radians? |
21:07 |
Evergreen |
Gah, why am I such a procrastinater. *note to self, do schoolwork* |
21:14 |
Peacock |
dont worry, weve all been there :P |
21:19 |
Pelayo |
some day you will even miss that |
21:21 |
Peacock |
what does minetest call money? credits, minetest $, ?? |
21:23 |
VanessaE |
Evergreen: plants_lib has on-gen and abm-based spawners. It does not use vmanip. |
21:24 |
VanessaE |
Peacock: my server uses a mod that clals it Minegeld. |
21:24 |
VanessaE |
calls* |
21:24 |
Peacock |
clat minegeld, sounds german :P |
21:24 |
Peacock |
just kidding ;) |
21:25 |
VanessaE |
heh |
21:25 |
VanessaE |
(it's DanDuncombe's currency mod) |
21:25 |
Peacock |
you wouldn't happen to know the radian values for facedir 0,1,2,3? :P |
21:25 |
VanessaE |
no clue |
21:25 |
Peacock |
me neither lol |
21:25 |
VanessaE |
use dir_to_facedir() |
21:25 |
Peacock |
yeah but that doesn't give me radians :P |
21:26 |
Peacock |
the node has the facedir, the store item uses an entity to display the item, thats the thing i need the radian for |
21:26 |
VanessaE |
look in homedecor's signs lib |
21:26 |
VanessaE |
it does that |
21:27 |
Peacock |
oh shit |
21:27 |
Peacock |
thats true |
21:27 |
Peacock |
thanks |
21:27 |
Peacock |
same as pilzadam's signs? |
21:27 |
Peacock |
(i have that already) |
21:27 |
VanessaE |
yes |
21:27 |
Peacock |
sweeet |
21:27 |
VanessaE |
same code as PilzAdam/thexyz's signs |
21:27 |
VanessaE |
just with changes specific to HD |
21:28 |
Peacock |
does HD cover *all* the mods you run? |
21:28 |
VanessaE |
HD = homedecor. |
21:28 |
Peacock |
ahh i thought you meant the TP |
21:28 |
VanessaE |
(and no, HDX doesn't cover all of them, but most) |
21:28 |
Peacock |
youd have the be as much OCD as me to have HDX cover that many mods :P |
21:29 |
VanessaE |
heh |
21:29 |
VanessaE |
well HDX does cover a shitload of stuff |
21:29 |
VanessaE |
the full 512px release takes well over 1GB now (the github repo is >2GB) |
21:29 |
Peacock |
jesus lol |
21:29 |
VanessaE |
I don't fuck around :) |
21:30 |
VanessaE |
storage is cheap :P |
21:30 |
Peacock |
yeah but do the players download the full gig when connecting? |
21:30 |
Peacock |
or does the client look client-side first? |
21:30 |
VanessaE |
there's a minetest_game-only release also |
21:31 |
VanessaE |
(266MB) |
21:31 |
Peacock |
ideally you'd want the client to look through its own cache before downloading the same texture twice |
21:31 |
Peacock |
cache/TP folder |
21:31 |
VanessaE |
oh that? |
21:31 |
VanessaE |
I don't push it on my server. |
21:31 |
Peacock |
thats what i thought |
21:31 |
VanessaE |
players get default textures on my servers. If they want HDX or some other tp, they can always download and install one |
21:31 |
Peacock |
though if players could install the TP and the server check if it existed before trying to send it, it could work |
21:52 |
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21:54 |
Inocudom |
I don't think I will play Xonotic ever again. The game has too much of a professional sport feel to it and has way too many gods, super gods, and hyper gods playing it. |
21:55 |
Evergreen |
I just thought, we need to do another private server like with the logoskyblock one. That was a lot of fun |
21:56 |
Inocudom |
All I ever manage to do in that game is getting beaten around like a baseball. It is torture. Literally, torture. |
21:57 |
ShadowNinja |
^ I felt that way when I played BZFlag. |
21:59 |
Inocudom |
Plus, add to the fact that minsta is quite literally a religion there... And the fact that I don't have the enormous amount of life force required to do well... |
22:00 |
VanessaE |
time to go back to playing MT like you know you should . :) |
22:02 |
Inocudom |
The community of Minetest is the only community where my voice has any noticeable impact. In ModTheSims, Xonotic, and PureZC, my voice is in vain. |
22:07 |
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22:13 |
MinetestBot |
GIT: prollergithub.com commited to minetest/minetest: Add configurable PRAGMA synchronous = 4c704fe306 2013-09-16T15:11:30-07:00 http://git.io/Emo6Vg |
22:14 |
VanessaE |
Inocudom: I couldn't stand to be part of a community like what you've seen. |
22:14 |
VanessaE |
fuck that. |
22:16 |
Inocudom |
You definitely would do well to stay away from PureZC then. I don't have any patience for them anymore. |
22:18 |
Evergreen |
That is why I like minetest, it has a small enough community that anyone can have a voice. If minetest get's really popular, then the people who were here before it was popular will be the ones with stronger voices. |
22:18 |
Evergreen |
*gets |
22:19 |
Inocudom |
PureZC appears to be a little tamer these days, but I still can't get along with most of the folks there. |
22:20 |
Inocudom |
Plus, none of them were willing to give Minetest a try. At all. |
22:22 |
Inocudom |
I used to think that there has to be at least one person in a group that is interested. Now I know better. As they say, wisdom leads to sadness and gold turns to rust before my very eyes. |
22:26 |
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22:27 |
FreeFull |
Inocudom: I wonder how you'd do if you played Warsow |
22:27 |
VanessaE |
hey kaeza. where the hell have you been!? :) |
22:27 |
kaeza |
hai V |
22:27 |
Inocudom |
Warsow sounds like a game I would not like. |
22:27 |
kaeza |
I guess you know where :P |
22:28 |
kaeza |
wasting my time "working" IRL (with no internetz D:) |
22:29 |
VanessaE |
work? what's that? |
22:29 |
VanessaE |
oh wait, I remember now. that thing that the rat racers do to make money :D |
22:29 |
kaeza |
lol |
22:31 |
kaeza |
anything interesting going on? |
22:32 |
kaeza |
are dynamic shadows in yet? :P |
22:32 |
VanessaE |
nope. |
22:32 |
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22:32 |
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22:32 |
VanessaE |
biggest recent change is that leveldb went in |
22:32 |
VanessaE |
other smaller changes too, of course |
22:36 |
Inocudom |
Dynamic shadows require dynamic lighting (and perhaps vertex lighting as well.) |
22:37 |
Inocudom |
Hardware lighting would have to be added first. |
22:38 |
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22:45 |
VanessaE |
and unless RealBadAngel starts finding more time to code, that'll never happen :-/ |
22:45 |
MinetestBot |
GIT: prollergithub.com commited to minetest/minetest: Fog depend on humidity 62bc5331aa 2013-09-16T15:43:24-07:00 http://git.io/en0Vkg |
22:45 |
VanessaE |
poor guy is just buried in work |
22:46 |
Inocudom |
He hasn't been in the forums at all. Nor has he been in the chat rooms. |
22:47 |
Inocudom |
You know he is busy when that is the case. Looks like he is stuck in a work extravaganzas right now. |
22:48 |
AWTom_ |
If I installed a PPA for this game, how do I switch to compiling from source? Will it cause problems if I ignore the fact that I already have the PPA installed? |
22:48 |
VanessaE |
he's been very slightly active in github |
22:48 |
VanessaE |
he posted about moving UI and item_drop out of technic and into technic_game, today |
22:49 |
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22:49 |
[0gb_us] |
YAY! |
22:49 |
ShadowNinja |
What? noooooo.... |
22:49 |
VanessaE |
AWTom_: you just have to clone the source code and build it - there's nothing specific about it. |
22:49 |
[0gb_us] |
It is my strong belief that item_drop should be its own plugin, not a part of technic. |
22:49 |
ShadowNinja |
AWTom_: No problems, as long as you make sure to use -DRUN_IN_PLACE=1 |
22:50 |
AWTom_ |
Okay, thanks |
22:50 |
VanessaE |
[0gb_us]: it already is, but I guess item_drop upstream (*pokes PilzAdam*) is not good enough |
22:50 |
VanessaE |
AWTom_: you will probably want to `apt-get remove` the one from the PPA of course. |
22:50 |
AWTom_ |
really? |
22:50 |
VanessaE |
(but you don't *have* to) |
22:51 |
[0gb_us] |
What I mean though, VanessaE, is that Technic should not have item_drop built in. |
22:51 |
AWTom_ |
I guess I will. |
22:51 |
Inocudom_ |
Item drop should be a feature of Minetest itself. |
22:53 |
AWTom_ |
Why are entities so slow? |
22:53 |
Ritchie |
AWTom_: i have ppa daily-builds, installed minetest from it and i have compiled minetest from git, i can choose from them :) |
22:53 |
Inocudom_ |
Cornernote made a very good particle effect one time. It spawned miniature models of the node that was broken. |
22:53 |
VanessaE |
AWTom_: bugs in the engine, mostly due to duplication of entities, and I guess they're not well-optimized either |
22:53 |
[0gb_us] |
No, if item_drop was a feature of Minetest, it would really, really suck. I absolutely HATE item_drop. It is one of only two plugins that I dislike enough to use the word 'hate" with. |
22:54 |
AWTom_ |
It sounds like a design mistake if entities are being duplicated |
22:54 |
VanessaE |
[0gb_us]: at least on my servers, the "drop" part is disabled :) |
22:54 |
VanessaE |
(the "pick up" part is enabled) |
22:54 |
VanessaE |
AWTom_: nope, it's some bug in the way map data is loaded/unloaded. |
22:54 |
[0gb_us] |
I don't like the pick up part, but I can stand it. But I cannot stand the dropping. |
22:54 |
Ritchie |
VanessaE: how can be drop part disabled? |
22:55 |
[0gb_us] |
By editing the code. |
22:55 |
Inocudom_ |
Would it help if item drop could be turned on or off? How about if it worked better than the one in Minecraft? |
22:55 |
VanessaE |
Ritchie: I use the version that comes with Technic, wherein I just tweak a config file. |
22:55 |
AWTom_ |
http://dev.minetest.net/Engine_structure Is this a good place to start studying the core of this game? |
22:56 |
ShadowNinja |
AWTom_: Yes, and the code, and pull requests. |
22:56 |
[0gb_us] |
If item_drop isin minetest_game, that doesn't really concern me. But if it's in the engine with no setting to disable it, then it becomes an issue for me. Not that anyone cares what is and isn't an issue for me, but whatever. |
22:56 |
Ritchie |
VanessaE: i have item_drop from technic too but i dont know where edit something to have drop disabled |
22:56 |
Inocudom_ |
It really is a shame that cornernote left. She was a talented individual. |
22:57 |
VanessaE |
mods/technic/technic/config.lua |
22:57 |
ShadowNinja |
[0gb_us]: Not to worry, you are far from the only person that dislikes item_drop. |
22:57 |
VanessaE |
enable_item_drop = "false" |
22:57 |
VanessaE |
(there's a table near the start of the file. edit that entry) |
22:57 |
Ritchie |
VanessaE: ah, thank you |
22:57 |
VanessaE |
(my paths may differ from yours) |
22:58 |
ShadowNinja |
VanessaE: .... The whole point of that file is to read settings from <worldpath>/technic.conf... |
22:58 |
[0gb_us] |
I'm far from the only person who dislikes a lot of changes that happened anyway, ShadowNinja. What a lot of people dislike isn't the concern of well, people making decisions. |
22:58 |
VanessaE |
heh |
22:58 |
ShadowNinja |
[0gb_us]: I mean that the majority dislike it. It will probably never be included in the default game. |
22:58 |
VanessaE |
ShadowNinja: it's a leftover from when the config file was moved. I never bothered to find the "right" place :) |
22:59 |
VanessaE |
just whatever worked. |
22:59 |
[0gb_us] |
The majority of people (who voted, anyway) were against finite lava or wanted a config setting for it. |
22:59 |
[0gb_us] |
The minority got their way. |
23:01 |
Ritchie |
i remember, i tried it but item_drop changes digging range, if you stand on one node and how far can you dig, i think that item_drop decreases this lenght between player and the most far node which can be digged |
23:01 |
[0gb_us] |
I'm fairly certain the minority wanted bones as well. i wanted it, so I'm not complaining, but it's another example. |
23:05 |
VanessaE |
I hate bones. |
23:05 |
AWTom |
so turn them off? |
23:06 |
VanessaE |
I don't even have that mod installed on mine. |
23:06 |
ShadowNinja |
^ They are good for greifing, but they don't really work as they can't always be placed. |
23:06 |
[0gb_us] |
Bones cannot be turned off. |
23:07 |
AWTom |
Well, then that's actually a problem |
23:07 |
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23:07 |
dangrothe |
Is there any way I can disable error messages? |
23:07 |
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23:07 |
AWTom |
I'm in favor of more config options |
23:08 |
dangrothe |
^ +1 |
23:08 |
VanessaE |
you don't want to disable error messages. |
23:08 |
VanessaE |
*waves hand* |
23:08 |
VanessaE |
this is not the debug.txt log you are looking for. |
23:08 |
dangrothe |
They constantly flood the chat |
23:08 |
AWTom |
so fix them? |
23:09 |
AWTom |
jk |
23:09 |
VanessaE |
if you get errors there, you should fix what causes the errors first. |
23:09 |
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23:09 |
[0gb_us] |
I would love more config options. |
23:09 |
dangrothe |
I am not a developer |
23:09 |
AWTom |
That's a crying shame |
23:09 |
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23:10 |
VanessaE |
dangrothe: "fix" can also imply such things as making sure you installed your game and mods right, not just editing code. |
23:10 |
VanessaE |
what kind of errors are you getting? |
23:11 |
AWTom |
http://wiki.minetest.net/Tutorials this page is far too red |
23:11 |
Ritchie |
^ ritchie_n810 is me :) |
23:11 |
dangrothe |
the main one is: ERROR[main]: generateTextureFromMesh(): addRenderTargetTexture returned NULL. |
23:12 |
Pelayo |
:/ |
23:12 |
ShadowNinja |
AWTom: Fix it. :-) |
23:13 |
Pelayo |
even minetest works really slow in my netbook |
23:13 |
AWTom |
:o |
23:13 |
Pelayo |
it looks like linux intel driver has worsened a lot in the last 2 years.. |
23:15 |
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23:15 |
VanessaE |
Pelayo: not as slow as over the VNC connection I was playing with this morning :) |
23:15 |
Pelayo |
wow |
23:16 |
Pelayo |
I tried that with minecraft yesterday, it was awful |
23:17 |
VanessaE |
I wanted to see if there was a way to be able to view and control a Minetest client from my android tablet. VNC from there to this PC here, with Minetest running here. |
23:18 |
Pelayo |
I did that with my android phone and minecraft, but had 1 frame every 2 seconds.. and every second frame lost the UI (inventory, etc) so it was unplayable |
23:18 |
Pelayo |
maybe forcing the resolution to 320x240 or something like that.. :P |
23:21 |
ShadowNinja |
[0gb_us]: https://github.com/minetest/minetest_game/pull/203 |
23:21 |
AWTom |
To sign up for an account on the Minetest wiki, you have to correctly identify cats from dogs. One of the pictures said "Adopted". I guessed wrong and had to start over x_x |
23:22 |
[0gb_us] |
ShadowNinja, nice! Though why direct that at me specifically? I gave up on minetest_game. |
23:23 |
ShadowNinja |
[0gb_us]: You mentioned that that setting was missing. |
23:24 |
[0gb_us] |
I wasn't the one that wanted a setting on bones, |
23:24 |
[0gb_us] |
I wanted settings on things like lava damage jerking, and such. |
23:24 |
[0gb_us] |
I love having as many options as possible, so I love having a setting on bones, but it wasn't me that asked for it. |
23:25 |
[0gb_us] |
I'm building my own bones for my game. If I get around to it, there's lots to get done. |
23:32 |
MinetestBot |
GIT: prollergithub.com commited to minetest/minetest: Use cached "weather" setting cfe6eaa66b 2013-09-16T15:57:36-07:00 http://git.io/WztzTg |
23:32 |
AWTom |
Should I refer to "Minetest forum" or "the Minetest forum"? |
23:34 |
ShadowNinja |
AWTom: The second probably. Where, the wiki? |
23:35 |
AWTom |
Yes, I found "Well, Minetest Forum offers..." |
23:35 |
AWTom |
http://wiki.minetest.net/Tutorials#Texture_Packs |
23:36 |
ShadowNinja |
Change "Well, Minetest" to "The Minetest" |
23:38 |
Inocudom_ |
Someone named obiwan1111 (or something like that) used to play Minetest, but he has not done so for quite some time. Why did he leave? |
23:39 |
[0gb_us] |
"What game is that you're playing?" "Well, I'm playing The Minetest." |
23:39 |
ShadowNinja |
Someone wants one of those "I am leavng" posts? Hmmm, that's different. |
23:40 |
ShadowNinja |
[0gb_us]: "The Minetest"? |
23:40 |
[0gb_us] |
Yes, The Minetest. I hear it can be fun sometimes. |
23:41 |
[0gb_us] |
<ShadowNinja> Change "Well, Minetest" to "The Minetest" |
23:41 |
AWTom |
I like The Minetest. |
23:41 |
ShadowNinja |
[0gb_us]: That is out of context. The line should be "The Minetest forum has..." |
23:42 |
Inocudom_ |
I don't see the point in discussing grammar. |
23:42 |
[0gb_us] |
I know it's out of context, but let's see if "The Minetest" catches on, eh? |
23:42 |
[0gb_us] |
We aren't discussing grammar, I don;t think. |
23:43 |
Inocudom_ |
Speaking of which, the oOChainLynxOo seems to make videos less often these days. |
23:43 |
AWTom |
it was a joke, I think everyone understood the context issue correctly |
23:43 |
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23:44 |
[0gb_us] |
"Book Prime"? THat's an interesting user name, assuming I'm pronouncing it correctly. |
23:45 |
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23:45 |
AWTom |
How do you pronounce that incorrectly? |
23:45 |
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23:46 |
[0gb_us] |
It's spelled as " book ` ", so I can't be sure the tick mark is meant to be pronounced as "prime". |
23:47 |
AWTom |
interesting |
23:48 |
MinetestBot |
GIT: ShadowNinja commited to minetest/minetest: Fix comments about length of server step c9eb17aba3 2013-09-16T16:47:45-07:00 http://git.io/h1XFpw |
23:48 |
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23:48 |
Inocudom |
Looks like commit activity is starting up again. |
23:49 |
ShadowNinja |
1 down, 70 to go... |
23:59 |
AWTom |
I wonder how many people write to the FSF because they didn't get a copy of the GNU GPL with their program. |