Time |
Nick |
Message |
00:00 |
Peacock |
though it is kinda hard in mt, dependencies aren't like libraries per say |
00:00 |
kaeza |
this leads to lots of code duplication |
00:00 |
kaeza |
Peacock, they can be |
00:01 |
Peacock |
except when everyone has different version of hte same dep |
00:01 |
Peacock |
then it becomes a problem |
00:01 |
kaeza |
there was some library around that tried to unify useful bits into a single library... |
00:01 |
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monkeycoder joined #minetest |
00:01 |
Peacock |
well probably like many things people couldn't agree on a standard :P |
00:02 |
kaeza |
didn't get used too much because lol dependencies |
00:02 |
Peacock |
well people seem to be getting fed up with complex dependency trees |
00:02 |
Peacock |
ideally most mods should be self contained, except where it's absolutely necessary |
00:03 |
kaeza |
this one: https://forum.minetest.net/viewtopic.php?id=4804 |
00:04 |
kaeza |
otoh, most of the functionality is already built-in |
00:04 |
Peacock |
march 18th last post |
00:05 |
Peacock |
well if hte works already all doubled in builtin and the thread aint updated it might almost be eligible for Old |
00:05 |
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DMackey joined #minetest |
00:06 |
Peacock |
what i dont get is how mods like this https://forum.minetest.net/viewtopic.php?id=7207 manage to stay in general after 8 pages and 5K views |
00:06 |
Peacock |
this should be in old https://forum.minetest.net/viewtopic.php?id=3836 |
00:07 |
Peacock |
anything where the authors' gone and probably not coming back should be in old really lol |
00:07 |
kaeza |
undergrowth stays there because Mossmanikin has not explicitly made a stable release |
00:08 |
kaeza |
lemme rephhrase |
00:08 |
kaeza |
he has not requested that to be moved |
00:08 |
kaeza |
also -h |
00:08 |
Peacock |
well his mod at least works lol i got a shitton of threads in general and releases with broken links and images |
00:10 |
kaeza |
yes, releases may need some cleanup :/ |
00:10 |
Peacock |
ompldr took alot of shit with it when it went down lol |
00:12 |
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00:14 |
Peacock |
heck even i lost alot of original copies when my 7yr old pata drive failed lol |
00:23 |
Peacock |
algea farm! http://s11.postimg.org/5m9t8smlv/screenshot_629506592.png |
00:27 |
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00:32 |
kaeza |
nice |
00:35 |
Peacock |
thanks all im missing now is the algea-cake maker (machine) |
00:36 |
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00:38 |
Exio4 |
zat: drugs are bad and you should feel bad </calinou> |
00:39 |
Exio4 |
\ |
00:39 |
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00:39 |
zat |
eh uh |
00:39 |
zat |
but it made me feel good |
00:39 |
zat |
maybe this drug is good? |
00:40 |
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Taoki joined #minetest |
00:42 |
Exio4 |
depends, what do you smoke 8) |
00:42 |
Exio4 |
anyway, drinking > smoking |
00:47 |
zat |
Kent iBoost :D |
00:57 |
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00:57 |
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00:58 |
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FreeFull joined #minetest |
00:58 |
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Taoki joined #minetest |
00:58 |
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00:59 |
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Peacock joined #minetest |
00:59 |
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Peacock joined #minetest |
00:59 |
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01:00 |
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Menche joined #minetest |
01:02 |
Peacock |
weird irc |
01:04 |
Peacock |
"Talk like a doge day." wtf is a doge? |
01:08 |
kaeza |
such awsom, very meme, wow |
01:08 |
us|0gb |
<Wikipedia> Doge (Italian pronunciation: [ˈdÉ”ËdÊ’e]; plural dogi or doges) is a Venetian[citation needed] word that descends from the Latin dux (as does the English duke and the standard Italian duce and duca), meaning "leader", especially in a military context. |
01:09 |
us|0gb |
So I guess we talk like military leaders. |
01:09 |
dafull97 |
us|0gb! hey |
01:09 |
dafull97 |
long time |
01:09 |
us|0gb |
Hello! |
01:10 |
Peacock |
so duce would be douche in english? |
01:10 |
us|0gb |
Yeah, feel free. |
01:10 |
us|0gb |
Peacock: I doubt it. |
01:11 |
us|0gb |
Ignore that "<us|0gb> Yeah, feel free.", that was meant for another channel. |
01:11 |
Peacock |
damn, and i was just about to remove my trousers :( |
01:13 |
Peacock |
(http://youtu.be/39YUXIKrOFk) |
01:14 |
us|0gb |
YOuTube's been working a lot better for me since I downloaded this browser plugin. I forget what it's called. |
01:14 |
Peacock |
i know halloween's over, but still :P |
01:18 |
us|0gb |
What does that have to do with Halloween? |
01:19 |
Peacock |
the part about me removing my trousers :P it was a joke :P |
01:20 |
us|0gb |
I still don't understand where Halloween come into play here. |
01:20 |
Peacock |
omg lol |
01:20 |
Peacock |
that some people might find it scary |
01:20 |
us|0gb |
Ah, got it. |
01:20 |
Peacock |
you totally ruined the joke btw :P |
01:21 |
us|0gb |
Sorry, but I didn't know what you could mean. |
01:21 |
Peacock |
thats allright, id try humour in person but people get much more offended face-to-face lol |
01:23 |
us|0gb |
It's pretty hard to offend me, especially with threats to remove clothing. Nudity is completely natural, and I don't understand why other people don't see that. |
01:23 |
Peacock |
i'd almost think you were european :P |
01:24 |
us|0gb |
I SHOULD be European. |
01:24 |
Peacock |
its particularly funny to see people uncomfortable at the beach here |
01:24 |
us|0gb |
The D+Europeans have much saner views. |
01:24 |
us|0gb |
WHere is "here"? |
01:25 |
Peacock |
well it depends from place to place |
01:25 |
Peacock |
european society is fine, european government seems a little overboard to me here |
01:25 |
Peacock |
here it's the other way around |
01:25 |
Peacock |
here: Canada, north america, etc |
01:26 |
us|0gb |
YouTube died on me again ... |
01:27 |
Peacock |
what shiite |
01:27 |
Peacock |
works for me |
01:27 |
Peacock |
seriously lol why bother with a 100% libre system to have to use funky plugins to access youtube? |
01:28 |
us|0gb |
I can access YouTube without them, they just make it easier. |
01:28 |
Menche |
smtube is my favorite |
01:29 |
Peacock |
S&Mtube or ?? |
01:29 |
us|0gb |
It looks like NoScript was the problem, and I don't run that one for YouTube, I run it for almost everywhere else. |
01:31 |
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andrew3 joined #minetest |
01:32 |
us|0gb |
Speaking of Halloween, this is my favorite Halloween song: https://www.youtube.com/watch?v=1t8-_pI1-9Q |
01:33 |
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Warr1024 joined #minetest |
01:49 |
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NakedFury joined #minetest |
01:50 |
VanessaE |
\o/ https://forum.minetest.net/viewtopic.php?pid=117097#p117097 |
01:53 |
Peacock |
sweet, ASCII pron :P |
01:58 |
Peacock |
(kidding) :P |
01:59 |
VanessaE |
eh |
02:00 |
Peacock |
must have a little fun on saturday nights :P |
02:01 |
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paramat joined #minetest |
02:02 |
paramat |
however bad things get, just be glad you dont have 'trubiling issies' lol https://forum.minetest.net/viewtopic.php?id=7590 |
02:02 |
Menche |
lol |
02:02 |
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zat1 joined #minetest |
02:03 |
Menche |
can't figure out how to craft items? |
02:03 |
paramat |
good grief ive just had a request for 87 new biomes :/ https://forum.minetest.net/viewtopic.php?id=7646 |
02:04 |
paramat |
nice algae tanks captain P |
02:04 |
Warr1024 |
is there an "urban" one? |
02:04 |
paramat |
urban biome? interesting ... :D |
02:06 |
Warr1024 |
I was being facetious, but it could actually be interesting |
02:06 |
us|0gb |
Isn't that what the villages are? |
02:06 |
Warr1024 |
like, ruins of an old city or something. |
02:06 |
Warr1024 |
villages are more rural than that :-) |
02:08 |
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EvergreenTree joined #minetest |
02:08 |
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Jeff___ joined #minetest |
02:09 |
Jeff___ |
anyone know which mod has the quarry that's powered by HV power line? |
02:09 |
Jeff___ |
I am building my on server and would like to add it |
02:09 |
Jeff___ |
I think it was the technic mode but I think I'm running the latest and it doesn't have it |
02:09 |
Jeff___ |
I thought |
02:12 |
Warr1024 |
anyone else having problems with the new sapling-growing abm? |
02:14 |
us|0gb |
I haven't used it. |
02:14 |
Warr1024 |
https://github.com/minetest/minetest_game/commit/a4b4de6d0e95900e026340f7772cb20064f72959 |
02:14 |
Warr1024 |
since around this change, I've been getting trees with no leaves when I plant saplings |
02:14 |
us|0gb |
Yeah, I don't even have minetest_game. |
02:15 |
Warr1024 |
aw |
02:15 |
Warr1024 |
whaddya run? |
02:15 |
us|0gb |
I run 0gb.us_game, an in-development game I'm building mostly from scratch. |
02:15 |
Warr1024 |
ah neat |
02:16 |
Warr1024 |
yeah, I toyed with the idea of writing a whole game |
02:16 |
Warr1024 |
it's a lot easier to start with a modpack, though |
02:16 |
us|0gb |
I have a module called minetest_game_0_4_7_sounds, which is exactly what it sounds like, and I'm using PilzAdam's player_textures, but the rest so far is fresh code/images. |
02:17 |
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02:17 |
Warr1024 |
fancy |
02:17 |
Warr1024 |
sounds like a lot of work |
02:17 |
Warr1024 |
published? |
02:19 |
us|0gb |
It's far from published. It's not compatible with 0.4.7, so until 0.4.8 is out, there's no point in even publishing the partial work. |
02:20 |
us|0gb |
Once 0.4.8 is out, I'll post it, but it'll still be far form done. |
02:20 |
Warr1024 |
ah |
02:20 |
Warr1024 |
my humble modpack is at gitorious.org/sztest |
02:21 |
Warr1024 |
it's like 90-some% ideas and like 10% or less actually working :-/ |
02:21 |
Menche |
a lot of people use the dev version, even though 0.4.8 isn't out |
02:21 |
Warr1024 |
built atop minetest_game, though. |
02:21 |
Warr1024 |
yeah, I never used 0.4.7 |
02:21 |
Warr1024 |
always gotta have the latest bugfixes. |
02:22 |
us|0gb |
Menche: I know they do, as do I, but I can't encourage this behavior by posting a game that only works in the dev version. That would be wrong of me. Now if it had a stable branch, that would be different, but it does not. |
02:23 |
us|0gb |
Warr1024: I used to build a simple game on top of minetest_game. I gave up on that soon after lava became finite. |
02:23 |
Warr1024 |
why's that? |
02:23 |
Warr1024 |
I've been targetting my mod around finite liquid... |
02:23 |
us|0gb |
Minetest_game and I disagree in too many ways. |
02:24 |
Warr1024 |
ah |
02:24 |
Warr1024 |
yeah, I figure I'll eventually disagree with it too |
02:24 |
us|0gb |
Trying to build on it is too stressful for me. |
02:24 |
Warr1024 |
when that happens, I'll rework things |
02:26 |
EvergreenTree |
Finite lava sucks |
02:27 |
Warr1024 |
how do you think it should work instead? |
02:27 |
us|0gb |
I found myself trying so hard to balance the code in minetest_game with my code that canceled out the frustrating parts, while trying to not throw the game off course. It was too much! |
02:27 |
EvergreenTree |
Idk why finite liquids were even added, they are quite buggy, and leave a mess |
02:27 |
EvergreenTree |
Warr1024, Do it the way water us done |
02:27 |
EvergreenTree |
*is |
02:27 |
us|0gb |
EvergreenTree: Finite liquids and finite lava are two very different issues. |
02:28 |
Warr1024 |
you mean 2 source blocks create another source between? |
02:28 |
EvergreenTree |
Yep |
02:28 |
us|0gb |
Warr1024: Yeah, lava doesn't do that any more. |
02:28 |
Warr1024 |
IIRC, they had that in a certain other mining-themed game too, but later removed it. |
02:28 |
EvergreenTree |
Plus, you can't make fountains with water in finite liquid |
02:28 |
Warr1024 |
I don't know exactly why, but it sort of makes sense to me. |
02:28 |
Warr1024 |
EvergreenTree: you just need pumps of some kind for that. |
02:28 |
EvergreenTree |
Yes it is realistic, but I have no idea why finite lava isn't optional |
02:29 |
EvergreenTree |
Warr1024, Good idea, but that shouldn't be in minetest_game |
02:29 |
Warr1024 |
EvergreenTree: yeah, then I guess you won't be able to make finite fountains without mods. |
02:29 |
EvergreenTree |
Sorry for the short visit, gotta go |
02:29 |
us|0gb |
EvergreenTree: Because PilzAdam fought to make sure it was not optional. A poll showed that most people either wanted it to be optional or wanted it to not be finite. He didn't care. |
02:29 |
Warr1024 |
cya |
02:30 |
EvergreenTree |
been short on time lately |
02:30 |
us|0gb |
Bye. |
02:30 |
Warr1024 |
I can think of some valid reasons not to want to make something configurable |
02:30 |
Warr1024 |
if it affects the behavior of the system, or its balance, enough that it makes it a nightmare to test with all the config combinations |
02:31 |
Warr1024 |
but then again, if a particular alternative configuration is much more popular, it's not too hard to fork. |
02:31 |
Warr1024 |
also, you can create fluids using an ABM as a very small tweak on top of the "standard" code |
02:31 |
us|0gb |
Infinite lava had already been tried and tested for years. No more testing would be needed to keep that option. |
02:31 |
Warr1024 |
us|0gb: yes, but more testing would be needed for finite lava. |
02:32 |
Warr1024 |
apparently pilz didn't want to be responsible for both going forward. |
02:32 |
us|0gb |
Finite lava was ADDED. |
02:32 |
us|0gb |
It needed testing, but the old option did not. |
02:32 |
Warr1024 |
that's not how testing works |
02:32 |
Warr1024 |
you don't just test something and then assume that it will continue to work forever |
02:33 |
Warr1024 |
it's not just about the fact that 2 lava blocks makes a 3rd |
02:33 |
us|0gb |
It's too much of a chore to try to build on minetest_game. I'm done trying to do that. I'll take the sounds from minetest_game, but the rest will be new code for me. |
02:33 |
Warr1024 |
personally, I don't like the idea of any resource being finite. |
02:33 |
Warr1024 |
I like the idea of being able to artificially duplicate anything |
02:33 |
Warr1024 |
but the process doesn't need to be simple or easy. |
02:34 |
us|0gb |
EXACTLY! |
02:34 |
us|0gb |
At least with any resource that gets used up. |
02:34 |
us|0gb |
It doesn't need to be easy,but it needs to be doable. |
02:34 |
Warr1024 |
so personally, lava should be theoretically infinite, but I'd want it to be much more involved than dumping 2 buckets side-by-side. |
02:36 |
Warr1024 |
starting from scratch is too much work for me, though. |
02:36 |
us|0gb |
My game will have some finite resources. But those resources will not be ones that get used up. They won't make tools, they won't make furnace fuels, they'll just be building materials. Rarity adds value, but finite resources that won't always be there are a problem. |
02:36 |
Warr1024 |
easier to just fill in gaps and smooth over the rough spots... |
02:36 |
us|0gb |
It depends on HOW you plan yo smooth out the game and fill the holes. My methods are .... less than easy. |
02:36 |
us|0gb |
*you |
02:36 |
Warr1024 |
yeah |
02:37 |
Warr1024 |
I did some development on top of BTW for MC back in the day. |
02:37 |
Warr1024 |
my old mod's readme: https://gitorious.org/bwr/bwr/source/master:README |
02:37 |
us|0gb |
If you don't have a specific standard, it makes work easier. But I believe in very strict standards when developing. |
02:38 |
Warr1024 |
it died after suffering much at the hands of the prevailing closed-source culture. |
02:38 |
Warr1024 |
yeah, my standard is the thing I'm currently developing. |
02:38 |
us|0gb |
Yeah, that's understandable. |
02:39 |
us|0gb |
I'm here because of the freedom. A closed community is not a place for me. |
02:39 |
Warr1024 |
For a while I enjoyed the challenge it offered. |
02:39 |
Warr1024 |
developing an open-source mod for a closed-source mod for a closed-source game, it was like being deep behind enemy lines. |
02:40 |
Warr1024 |
and I had some important technical restrictions, like the fact that I couldn't add any blocks or items. |
02:41 |
us|0gb |
I had that restriction too, but self-imposed. I could not add any nodes or items, nor could I break the balance of resource scarcity. |
02:41 |
Warr1024 |
yeah, I'm pretty sure I don't want to mess with mapgen. |
02:41 |
us|0gb |
Now I'm adding ALL the nodes, so it's a complete reversal. |
02:42 |
Warr1024 |
are you keeping the same general theme? |
02:42 |
Warr1024 |
dirt and rocks and stuff, with plants growing on top? |
02:42 |
us|0gb |
Assuming I ever finish the project, the game's node limit will be reached. |
02:42 |
Warr1024 |
or are you setting it in some completely different kind of place? |
02:43 |
us|0gb |
The game's map generator imposes certain names on the nodes. To make the names make sense, I'm using similar nodes as minetest_game for mapgen. |
02:44 |
us|0gb |
There will be a lot of differences, but it will probably seem quite familiar as well. |
02:44 |
us|0gb |
I'm using a similar color scheme for mapgen as well. Read dessert stone, et cetera. |
02:44 |
Warr1024 |
mmm, sounds delicious |
02:45 |
us|0gb |
My apple leaves are incredibly ugly. I may or may not be able to fix that. |
02:45 |
us|0gb |
Especially because I will have at least two types of apple tree: wild and domestic. |
02:46 |
Warr1024 |
sounds really ambitious |
02:46 |
us|0gb |
I'm still trying to figure out where to get the saplings .... |
02:48 |
us|0gb |
I don't know what to do about mese either. THe game expects a node called "default:mese", but mese is a minetest_game thing. And what about poptart cats? I don't want those, but the game expects "default:nyancat" and "default:nyancat_rainbow". |
02:49 |
Warr1024 |
aliases |
02:49 |
Warr1024 |
or just register dummy nodes and have their on_construct and/or abm replace themselves with your "stone" node |
02:49 |
Warr1024 |
then sprinkle in your own ores or whatever? |
02:50 |
Warr1024 |
I used a similar hack to disable bones. |
02:50 |
us|0gb |
There won't be room for extra nodes that erase themselves. The game has a node limit and I intend to hit it. |
02:50 |
us|0gb |
Even if it was just raised to a preposterous level. |
02:50 |
Warr1024 |
will you really have time to program that many nodes, or are you going to do stuff like nodes that have like 200+ type variants? |
02:51 |
Warr1024 |
for all we know, community pressure + moore's law may cause that limit to keep climbing. |
02:51 |
Warr1024 |
I don't think there's any way I could use that many nodes ID's myself unless I created some nodes with a ton of variants. |
02:52 |
us|0gb |
Those will all be unique nodes. Except, I may cheat and make heavy use of freezemelt, cutting the number of ideas needed in half. It will still be a lot of leg work though. |
02:52 |
Warr1024 |
that sounds like it will take forever to finish. |
02:52 |
us|0gb |
It would allow, for example, frosted ground. |
02:52 |
Warr1024 |
by that time, we may yet see the node limit break into 32 bits... |
02:52 |
us|0gb |
It will take forever to finish, yes. |
02:53 |
us|0gb |
If the limit climbs even one more time, I may not make it. I might not even make it as it is. |
02:53 |
Warr1024 |
Is using up all of the id's your actual goal? |
02:53 |
us|0gb |
In that case, at least the effort I put in can be used by other people. |
02:54 |
* Menche |
should probably get around to finishing his game sometime |
02:54 |
Menche |
"finish" as in get it basically working |
02:54 |
us|0gb |
No, that's not the real goal. The real goal is to learn Minetest's API. |
02:54 |
Warr1024 |
so I don't really get the difference between a game and a modpack, except that apparently you can't pick apart a game. |
02:54 |
Warr1024 |
yet games contain multiple independent mods |
02:54 |
us|0gb |
By the time I implement that much, I should know the API pretty well. |
02:54 |
Warr1024 |
so why not just have only modpacks? |
02:55 |
us|0gb |
Because you have to have a game to run Minetest. |
02:55 |
Warr1024 |
you just need to have a modpack that defines a few standard things. |
02:55 |
Warr1024 |
or a mod. |
02:55 |
us|0gb |
If there was a blank game, it would work as modpacks. |
02:55 |
Warr1024 |
yeah, that's sort of what I'm thinking |
02:55 |
us|0gb |
But as it is, a modpack would need to run on top of, for example, minetest_game. |
02:56 |
Warr1024 |
why not just build in a blank game and ship stuff like minetest_game as a modpack. |
02:56 |
Warr1024 |
A game is just a collection of mods that's arbitrarily treated as atomic. |
02:56 |
us|0gb |
If you wanted to use minetest_game that way, you could rearrange the parts. |
02:56 |
Warr1024 |
hence if minetest_game were a modpack that ran on top of nothing, it would cut down on the bitching about not being able to disable the bones mod. |
02:56 |
Menche |
you can switch between games. you can't just run a modpack on its own. |
02:56 |
us|0gb |
However, I don't want to rely on that game any more. |
02:57 |
Warr1024 |
Menche: you could run a modpack on its own if it defined the stuff the base game was looking for. |
02:57 |
Menche |
IMO a game should just be a file referencing mods from other modpacks |
02:57 |
Warr1024 |
hm, that's a good way to look at it. |
02:57 |
us|0gb |
Menche: Warr1024 means if you had a blank game that defines nothing. |
02:57 |
us|0gb |
Menche: I completely agree. |
02:57 |
Menche |
like the old "common" modpack, but more flexible and done better |
03:06 |
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03:06 |
|
Topic for #minetest is now Website: http://minetest.net | 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/ | Talk like a doge day. |
03:07 |
Warr1024 |
I always liked big endian naming |
03:07 |
Warr1024 |
but it's fine, it's a matter of personal style. |
03:07 |
us|0gb |
DNS isn't big endian though. |
03:07 |
Warr1024 |
yeah, but bugs in DNS are out of scope for discussion here :-) |
03:07 |
us|0gb |
0gb.us is an FQDN. |
03:07 |
Warr1024 |
makes urls a big mes |
03:07 |
dumdidum |
i have a little problem. i used the mining laser from technic mod and now i have some laser beams hanging in the air ... they don't disappear. is there a way to remove them? |
03:08 |
Warr1024 |
http://small.medium.big/big/medium/small |
03:08 |
Warr1024 |
dumdidum: try relogging mebbe? |
03:08 |
us|0gb |
Warr1024: You do have a point. |
03:08 |
Warr1024 |
anyway, the only problem that any prefix or suffix naming convention would be a problem would be if we tried to implement each other as mods, and both ended up with warr_0gb_us |
03:09 |
us|0gb |
dumdidum: You might need to destroy them yourself, either with code or your fist. |
03:09 |
dumdidum |
that's the problem. they are not destructible ... |
03:10 |
us|0gb |
Right. I'd use whatever convention was decided upon, assuming one was decided upon. If everyone went with the standard, there shouldn't be issues. |
03:10 |
Warr1024 |
we don't even really need to ratify a standard |
03:10 |
us|0gb |
dumdidum: Remove technic, then they'll be destroyable. Destroy them, then put technic back in. |
03:10 |
Warr1024 |
just do the prefix/suffix thing as you feel like. |
03:11 |
Warr1024 |
almost any prefix/suffix choice you make narrows the chance of collisions. |
03:11 |
Warr1024 |
guidelines for new modders might be nice. |
03:11 |
us|0gb |
THat's another thing about games versus modpacks. Modpacks have to worry about naming clashes. |
03:12 |
Warr1024 |
games don't have to worry about naming clashes within themselves, and modpacks don't have to worry about naming clashes within themselves. |
03:12 |
dumdidum |
us|0gb: thanks, worked :) |
03:12 |
Warr1024 |
and if there are naming clashes between modpacks and games, neither will work right. |
03:12 |
us|0gb |
Games are standalone, so if there is a clash, it's the module or modpack's issue to solve, the game is fine. |
03:12 |
us|0gb |
dumdidum: Good to hear! |
03:12 |
Warr1024 |
yeah, but that's really just a hand-wave. |
03:12 |
us|0gb |
It is. The real answer is real namespaces. |
03:13 |
Warr1024 |
i.e. games are just special degenerate cases of modpacks that automatically conflict with EVERYTHING. |
03:13 |
Warr1024 |
real namespaces would be pretty not-bad. |
03:13 |
us|0gb |
Not just the pseudo-namespaces I used to use. |
03:13 |
Warr1024 |
We could do the awful thing they do in java and use reverse fake fqdns :-) |
03:13 |
Warr1024 |
3-level deep naming would probably be good enough. |
03:14 |
us|0gb |
Fake? I though they used real FQDNs. |
03:14 |
Warr1024 |
author_or_publisher:modname:thing |
03:14 |
Warr1024 |
us|0gb: they're just arbitrary dot-separated paths |
03:14 |
Warr1024 |
they like to use com.* |
03:14 |
Warr1024 |
but you aren't required to |
03:14 |
Warr1024 |
and they don't have to actually be dns-resolvable. |
03:14 |
us|0gb |
Also, I like Java's naming convention, as real FQDNs are unique. No chance of clashing if you follow the standard. |
03:15 |
us|0gb |
They don't HAVE to resolve, but the convention is for them to resolve. |
03:15 |
Warr1024 |
yeah, except for all the http://tempuri.org shit that you see MS do, an for people who use com.mycompanyname then find out that the domain is registered AFTER they write all teh code... |
03:15 |
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03:15 |
us|0gb |
Fair enough. |
03:15 |
Warr1024 |
hell, I've used com.gmail.warr1024.projectname as a namespace convention |
03:15 |
Warr1024 |
sort of cumbersome though. |
03:16 |
us|0gb |
Anyway, the reason I use an FQDN as my user name is for that naming clash reason. If someone uses 0gb.us as their user name, you know it's either my or an identity thief. Any name clash must be INTENTIONAL. |
03:17 |
us|0gb |
*me |
03:17 |
Warr1024 |
ultimately, choosing a good non-colliding unique name for something will always end up the responsibility of the content-maker, regardless of any technical measures put in place to try to force them. |
03:17 |
Warr1024 |
Well, that's the same reason I'm Warr1024 instead of just Warr. |
03:17 |
Warr1024 |
There aren't a hell of a lot of Warr's out there, and not many registered to the same service that had to bump their ID's. |
03:17 |
Warr1024 |
I'm safe for a while. |
03:18 |
us|0gb |
I do like that <user>:<module>:<node> convention you thought up though. I wonder how hard it would be to get that implemented in Minetest .... |
03:19 |
Warr1024 |
I was thinking of making a mod to add a "sponge" as a tool to mop up those finite liquid spills. Had I called the mod just "sponge", I'd be asking for a name conflict, though. |
03:19 |
us|0gb |
I mean get it accepted, not the technical part. The technical part would be insainly easy. |
03:20 |
us|0gb |
Yeah, a conflict indeed. |
03:20 |
Warr1024 |
accepted sounds like it would be tricky, if people were bitching about your *_0gb_us naming. |
03:20 |
us|0gb |
Good point. |
03:20 |
Warr1024 |
Java order: us_0gb_* |
03:20 |
Warr1024 |
and if your miracle ever arrives, just replace that _ with a : |
03:21 |
Warr1024 |
personally, I don't think it really matters whether there's a : or a _ |
03:21 |
Warr1024 |
the only reason for the : between modname and node/item/ent name is for a technical measure to try to enforce compliance. |
03:22 |
Warr1024 |
though there are ways around it for someone determined. |
03:22 |
Warr1024 |
all you really need to do is: |
03:22 |
Warr1024 |
do local old_reg_node = minetest.register_node function minetest.register_node(name, ...) <check for enough _'s in the name> old_reg_node(name, ...) end end |
03:23 |
us|0gb |
True. A separate character should be used though, as underscores are used for other things in node names. A colon would be good for use as both separators. |
03:23 |
Warr1024 |
us_0gb_default_nyancat_rainbow |
03:24 |
Warr1024 |
any or all or none of them could be colons |
03:24 |
Warr1024 |
it makes little difference to me. |
03:24 |
Warr1024 |
logcally, each thing to the right is a sub-thing of that to the left. |
03:24 |
us|0gb |
It would be better than nothing, but us_0gb:default:nyancat_rainbow seems more correct to me. |
03:24 |
Warr1024 |
author:mod:node |
03:25 |
Warr1024 |
or in the case above country:author:mod:node:subnode |
03:25 |
us|0gb |
I mean, what id "us" makes a "0gb" plugin with "default_nyancat_rainbow"? We need the colons. |
03:25 |
us|0gb |
*if |
03:26 |
Warr1024 |
well, if you want to know where a node came from, yeah, colons help |
03:26 |
us|0gb |
Not just that, but preventing clashes. |
03:26 |
Warr1024 |
if you're just worried about uniqueness and some semblance of namespacing so that e.g. a lexical sort will put similar things together, delmiters don't matter much. |
03:26 |
Warr1024 |
I mean, how likely is it that somebody named us is going to make a 0gb_default mod? |
03:27 |
us|0gb |
Not likely, but I prefer to account for as much as can be accounted for. |
03:27 |
us|0gb |
THere could also be another 0gb.us user, but I cannot account for that, so I am forced to ignore it. |
03:28 |
Warr1024 |
we need to be able to be flexible with the author names, though |
03:28 |
Warr1024 |
we don't want it locked to an account or domain name or anything |
03:28 |
Warr1024 |
otherwise it becomes difficult to hand over maintanance of a mod to somebody else. |
03:28 |
Warr1024 |
which is an important consideration with open source. |
03:28 |
us|0gb |
Right. Some developers are not on the forum. |
03:28 |
Warr1024 |
I'm not on the forum, for instance. |
03:28 |
Warr1024 |
I do my work out of gitorious. |
03:29 |
Warr1024 |
if someone forks it, and I hand over formal maintanership, they'll probably be on github or bitbucket or one of the more popular systems. |
03:29 |
us|0gb |
Handing it over has that issue anyway, as it would need to switch to their user name. Unless it kept the original author's name, in which case handoff is no issue, regardless of how user names are decided. |
03:29 |
Warr1024 |
so I probably wouldn't use my gitiroius project url... |
03:29 |
Warr1024 |
I guess you could use a sort of "project persona" |
03:30 |
Warr1024 |
i.e. my modpack is called "sztest" and my naming convention is prefixing each mod and class with sz_ |
03:30 |
us|0gb |
A project persona though is basically just the module name. |
03:30 |
Warr1024 |
well, the persona case would be "modpack:mod:thing" |
03:31 |
us|0gb |
WHat is multiple people use, for example, the "mining" persona? |
03:31 |
Warr1024 |
No matter how many layers we make, though I think in the end there's just no substitute for careful name choice and planning for conflict avoidance from the getgo. |
03:31 |
OldCoder |
I'd like to know about ghostshell myself |
03:31 |
us|0gb |
I don't know what ghostshell is. |
03:32 |
Warr1024 |
well, if someone uses the "mining" or even "better_mining" personae, they're idiots and will have to pay the price by fixing all their old code :-/ |
03:32 |
Menche |
the gameboom admin? |
03:33 |
us|0gb |
Careful naming, such as pseudo-namespaces, seems to be frowned upon though. I don't see how much more careful I can be than that. |
03:33 |
Warr1024 |
I dunno, I usually just do what seems to be the most right thing to do, based on the information I have available. |
03:34 |
Warr1024 |
pseudo-namespaces may not be pretty, but they help solve an important problem. |
03:34 |
us|0gb |
I agree. |
03:34 |
ShadowNinja |
I discourage breaking mods into modpacks with a bunch of related mods. Just use seperate LuAnn files and maybe add a conf for which sections to load. |
03:34 |
Warr1024 |
It seems that that should counterbalance a lot of non-specific frowning. |
03:35 |
ShadowNinja |
Lua* |
03:35 |
us|0gb |
ShadowNinja: We mean entirely different modules. For example, there's two "gems" modules. THey need namespaces. |
03:35 |
Warr1024 |
ShadowNinja: 6 of one, half a dozen of the other. Either configured thorugh minetest.conf, or through world.mt.. |
03:35 |
ShadowNinja |
(stupid spellcheck) |
03:35 |
Warr1024 |
I think we're also more concerned about cross-author naming collisions. |
03:36 |
Warr1024 |
of course, intra-author naming collisions would just be dumb. |
03:36 |
Menche |
"modules"? |
03:36 |
us|0gb |
Indeed. |
03:36 |
Warr1024 |
modules, modifications, mods. |
03:36 |
ShadowNinja |
Well don't chose generin names like gems. |
03:36 |
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03:36 |
ShadowNinja |
"Plugins" is really more correct than mods. |
03:37 |
Warr1024 |
yeah, but mods saves wear on my keyboard. |
03:37 |
Menche |
but all the official documentation calls them "mods". |
03:37 |
us|0gb |
Menche: "Mods" is typically short for "modifications", which is not what Minetest "mods" are. But people don't like me calling them "plugins". I'm hoping "modules" will make people more happy. |
03:37 |
us|0gb |
Menche: The official documentation is using incorrect terminology. THat isn't my fault. |
03:38 |
Warr1024 |
they're pluggable modules that modify the game experience. I don't think it matters what we call 'em. |
03:38 |
us|0gb |
If the docs say the Minetest sky is red, I'm not falling for it. |
03:38 |
Menche |
regardless of other meanings of the term, minetest calls them "mods". It will be really confusing if everyone comes up with their own names for things. |
03:39 |
Warr1024 |
I'm content with "mods" and intentionally leaving ambiguous what it's short for. |
03:39 |
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03:39 |
Menche |
i agree "plugin" is perhaps a better term, but "mod" is what they are called. |
03:39 |
us|0gb |
Menche: It's more confusing to have different communities using words in different ways. Consistency is important. |
03:39 |
ShadowNinja |
They're called mods because MC has no plugin API, just mods. |
03:40 |
us|0gb |
"Mod" doesn't mean what we use it to mean. If you all want to call them "mods", I will not argue. But I also will not join in with this incorrect usage of the word. |
03:40 |
ShadowNinja |
And many players come from MC. |
03:41 |
Warr1024 |
yeah, well there's a lot that an MC "mod" implies that's not true here in MT, beyond the technical... |
03:41 |
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03:41 |
Warr1024 |
for instance, hostageware licenses are not very popular here. |
03:42 |
us|0gb |
For sure. THey're technically not allowed on the forum. |
03:42 |
us|0gb |
Though people use them anyway, sometimes. |
03:42 |
us|0gb |
I think the rule enforcers have forgotten the exact rules. |
03:43 |
Menche |
adf.ly is another annoyance that is rampant in Minecraft that's not really used here |
03:43 |
Warr1024 |
We use butthurt-proof licenses here. |
03:43 |
us|0gb |
Anything that disallows derivatives is not allowed though. Also, the modules are REQUIRED to be in .zip format. |
03:43 |
Menche |
they are? |
03:43 |
Warr1024 |
well, that's a forum thing. |
03:43 |
us|0gb |
They are. |
03:43 |
Warr1024 |
not really a HERE thing, being that here is really just IRC. |
03:43 |
us|0gb |
Well yeah, in the forum. |
03:44 |
Warr1024 |
Personally, the way I prefer to share and receive any creative work is via git. |
03:44 |
VanessaE |
cy1: *poke* |
03:44 |
Warr1024 |
i.e. github or gitorious. |
03:44 |
Menche |
why zip, not .tar.gz, .tar.xz, or just some git host? |
03:44 |
us|0gb |
Menche: https://forum.minetest.net/viewtopic.php?id=1271 |
03:44 |
Warr1024 |
open source is nice, but open *source control* is the way to go |
03:44 |
cy1 |
VanessaE: *squeak* |
03:45 |
Warr1024 |
I can see why zip, though, for our Windows users. |
03:45 |
VanessaE |
cy1: item drop is busted. |
03:45 |
us|0gb |
I don't know why. GitHub uses .zip though. |
03:45 |
cy1 |
of course item drop is busted |
03:45 |
Menche |
i think github also offers downloads as .tar.gz, just hidden |
03:45 |
Warr1024 |
Windows does not do tarballs very easily, but zip is pretty accessible on any platform. |
03:45 |
VanessaE |
use a technic chainsaw to cut down a tree, and item_drop will trigger a vector lib crash |
03:45 |
cy1 |
with all those huge changes I made to it. |
03:45 |
us|0gb |
Yea, .tar.gz is hidden. I use it for all my automated stuff though. |
03:45 |
Menche |
not all linux distributions will have zip installed by default, but they will almost certainly have tar and gz |
03:45 |
Warr1024 |
of course, you could be an a-hole and include 2 vital files in your mod that differ only by filename case. |
03:45 |
us|0gb |
*Yeah |
03:46 |
VanessaE |
cy1: Specifically: ServerError: LuaError: error: /usr/share/minetest/builtin/vector.lua:5: Invalid vector |
03:46 |
cy1 |
VanessaE: It's funny my test server has both item drop and technic and no crash observed. I practically levelled my map with a chainsaw! |
03:46 |
Warr1024 |
switching between case-sensitive and case-insentiitive filesystems always screws me up. |
03:46 |
VanessaE |
cy1: but with no traceback. |
03:46 |
cy1 |
Yeah that doesn't help that tracebacks are broken... |
03:46 |
cy1 |
You can look at the vector.lua file to see what function it is though, and just grep your source code for that. <_< |
03:46 |
us|0gb |
Warr1024: Actually, I have that in one module, but for legitimate reasons. It's a letters module. I forgot about Windows issues when I did that. |
03:47 |
ShadowNinja |
Blame whoever set NULL errfuncs. |
03:47 |
VanessaE |
line 5 is the generic assert() call that prints the error message. |
03:47 |
cy1 |
ShadowNinja: Damn that whoever! |
03:47 |
VanessaE |
(i.e. useless) |
03:47 |
VanessaE |
ShadowNinja: can this be remedied? |
03:47 |
us|0gb |
If somone has an issue with my module, I guess I'll have to remove the lower case nodes. |
03:47 |
cy1 |
VanessaE: It's inside a particular function though! And yes it can be remedied... with a patch to minetest. |
03:47 |
Warr1024 |
us|0gb: Eh, who needs 'em... |
03:48 |
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stormchaser3000 joined #minetest |
03:48 |
stormchaser3000 |
hi |
03:48 |
stormchaser3000 |
vanessa |
03:48 |
us|0gb |
Who needs lower case letters? I do, for one. |
03:48 |
ShadowNinja |
VanessaE: Yes, but it is beyond my current knowledge of the Lua C API. |
03:48 |
Warr1024 |
I meant Windows users, of course...:-) |
03:48 |
cy1 |
Oh damn I think I see. |
03:48 |
stormchaser3000 |
what server is the other irc server chanel on |
03:48 |
VanessaE |
cy1: sure but how am I supposed to know which function if I can't trace it back to the calling routine? |
03:48 |
VanessaE |
ShadowNinja: I understand |
03:48 |
cy1 |
minetest guys must have updated vector.lua. :p I haven't pulled minetest in a while. |
03:48 |
us|0gb |
Warr1024: I try so hard not to think that. |
03:49 |
cy1 |
VanessaE: You can tell which function in vector.lua. Then I just look for vector.whatever in my code... |
03:49 |
Warr1024 |
I hear that like 99% of gameplay is single player, but even if I'm the only one on, I can't really imagine not running a multiplayer server. |
03:49 |
Warr1024 |
and of course, running a multiplayer server on Windows just sounds bizarre. |
03:49 |
stormchaser3000 |
ikr |
03:49 |
us|0gb |
Doing anything on WIndows seems bizarre to me. |
03:49 |
stormchaser3000 |
how do i run a server on lunux |
03:49 |
stormchaser3000 |
i am using linux |
03:49 |
Warr1024 |
Eh, I use windows ot make money. |
03:49 |
VanessaE |
cy1: pull minetest again and you will see that I cannot possibly tell you which function throws the error. |
03:49 |
Warr1024 |
i.e. they provide machines at the job and I don't get to pick the OS. |
03:50 |
us|0gb |
stormchaser3000: It depends on how you installed Minetest. How did you? |
03:50 |
VanessaE |
local function assert_vector(v) |
03:50 |
VanessaE |
assert(type(v) == "table" and v.x and v.y and v.z, "Invalid vector") |
03:50 |
VanessaE |
end |
03:50 |
stormchaser3000 |
i compiled it as a run in place build |
03:50 |
cy1 |
Oh riiight. I did patch minetest so vector.lua isn't broken. They ignored my pull request I think. Or maybe I just didn't give it. |
03:50 |
VanessaE |
that assert is the one that prints the error messgae. |
03:51 |
us|0gb |
stormchaser3000: Okay, in that case, find the path to the minetestserver executable, and run it on the command line. |
03:51 |
stormchaser3000 |
ok |
03:51 |
us|0gb |
It should be in minetest/bin/minetestserver. |
03:51 |
VanessaE |
stormchaser3000: the servers' IRC channel is horus.inchra.net #minetest |
03:51 |
stormchaser3000 |
ok |
03:51 |
VanessaE |
cy1: I don't see a pull request from you for it |
03:51 |
us|0gb |
But that path is obviously relative, and you'll probably want absolute. |
03:53 |
cy1 |
I'll try patching it just against the current master... I can never merge my earlier patches. git's merge algorithm is so fucked up... |
03:53 |
VanessaE |
ok |
03:54 |
stormchaser3000 |
ok |
03:54 |
stormchaser3000 |
i started a server |
03:54 |
stormchaser3000 |
it is not on the public list |
03:54 |
stormchaser3000 |
and has no basic conf sttings |
03:55 |
cy1 |
Hm... looks like someone already did the changes. Dunno if it was me or what, but vector.lua doesn't error out every time you call vector.new (but only near the center of the map) |
03:55 |
Warr1024 |
don't forget to put it in your crontab or something if you want it to restart automatically on reboot. |
03:55 |
VanessaE |
well point of fact I am near the center of the map. |
03:55 |
cy1 |
I'll just fix it to print a stack trace, so we can actually see where my item drop code is messing up. |
03:55 |
us|0gb |
If you want settings, you need to set them before starting. Create a file called "minetest.conf" in the minetest directory. |
03:56 |
Warr1024 |
copy minetest.conf.example and start from there |
03:56 |
us|0gb |
The information on which settings are needed to get on the public list should be in minetest.conf.example, stormchaser3000. |
03:56 |
stormchaser3000 |
i know |
03:56 |
VanessaE |
stormchaser3000: http://minetest.net/servers bottom of the page. |
03:58 |
stormchaser3000 |
ok should i post my ip here |
03:58 |
stormchaser3000 |
i want someone to test my server |
03:59 |
ShadowNinja |
Aha! http://stackoverflow.com/questions/12256455/print-stacktrace-from-c-code-with-embedded-lua |
03:59 |
Menche |
if you want someone to test your server, you probably should post your ip |
04:00 |
stormchaser3000 |
i sent it to ogb |
04:00 |
stormchaser3000 |
0gb* |
04:00 |
Warr1024 |
argh, where'd that lib_6d code get to? |
04:00 |
VanessaE |
Warr1024: #959 |
04:00 |
VanessaE |
https://github.com/minetest/minetest/pull/959 |
04:00 |
Warr1024 |
I thought I had written down that link somewhere but must have done an irresponsible git reset --hard at some point |
04:01 |
Warr1024 |
oh, this is an upstream candidate? |
04:01 |
Warr1024 |
fancy |
04:01 |
VanessaE |
yes |
04:01 |
Warr1024 |
really, there should just be a paramtype2 = "facedir6d" or something |
04:01 |
Warr1024 |
or maybe groups = { facedir_6d = 1 } |
04:01 |
VanessaE |
perhaps, but this code helsp to that end. :) |
04:02 |
Warr1024 |
I'ma take a gander at it |
04:02 |
Warr1024 |
looks like you can use that as a drop-in replacement for on_place or something |
04:02 |
Warr1024 |
? |
04:02 |
VanessaE |
almost |
04:02 |
Warr1024 |
infinitestacks is a createive mode toggle? |
04:02 |
Warr1024 |
pardon the speling |
04:02 |
VanessaE |
you have to code your own way to decide whether to invert the wall detection, etc. |
04:03 |
VanessaE |
(e.g. checking for 'sneak', or setting it via a /command or something) |
04:03 |
Warr1024 |
ah, I see. |
04:03 |
VanessaE |
not exactly. the default minetest_game, if it uses this code, would set that equal to the creative mode flag yeah |
04:03 |
VanessaE |
but other mods could change it. unified inventory doesn't use infinite stacks, for example, even in creative. |
04:03 |
Warr1024 |
so this bases the direction to face on the normal vector of the surface against which you're placing it? |
04:04 |
VanessaE |
it bases it on the direction the player is facing. |
04:04 |
Warr1024 |
ah |
04:04 |
ShadowNinja |
Drat, 46 matches for lua_pcall, and only one has a errfunc. |
04:04 |
Warr1024 |
I've also seen face dirs based on the predominant axis in the vector from player to node |
04:04 |
VanessaE |
I could add some code to make wall placement directly detect the surface, but didn't see a point |
04:05 |
Warr1024 |
which is, more or less, usually equal to the direction the player is facing :-) |
04:05 |
Warr1024 |
wall placement? |
04:05 |
VanessaE |
when you place a supported node, and you're pointing at a wall, it rotates the node such that the top side of the node is facing you |
04:05 |
VanessaE |
e.g. a slab becomes a wall slab. |
04:05 |
Warr1024 |
oh, neat |
04:05 |
Warr1024 |
ha, I didn't even think about those |
04:06 |
Warr1024 |
I guess you could use what I think was the RedPower2 system. |
04:06 |
Warr1024 |
i.e. divide the face you're pointing at into 5 areas |
04:06 |
Warr1024 |
4 trapezoids and an inner square |
04:07 |
Warr1024 |
the tricky part to that is that I don't think you can display a selection cue to the player to warn them which area they're pointing at... |
04:12 |
cy1 |
...any way to make saplings grow fester? |
04:12 |
Warr1024 |
I've only ever gotten them to grow trees. |
04:13 |
cy1 |
*faster |
04:13 |
Warr1024 |
:-) |
04:13 |
Warr1024 |
it seems that now they do actually count time unloaded. |
04:13 |
Warr1024 |
i.e. if you leave an area or a server, so that they're unloaded, then come back, they may spring up instantly. |
04:14 |
Warr1024 |
so I guess you could use /time to fast-forward :-) |
04:15 |
VanessaE |
cy1: use creative mode and just stack the trunks up by hand :) |
04:15 |
Warr1024 |
well, if you're going to go that far, /giveme default:tree 99 |
04:15 |
VanessaE |
exactly |
04:17 |
VanessaE |
ShadowNinja: looks like all code posted on stackoverflow is cc-by-sa 3.0, just fyi |
04:18 |
ShadowNinja |
VanessaE: The necessary function already exists. |
04:18 |
VanessaE |
oh good |
04:18 |
cy1 |
VanessaE: haha noo |
04:19 |
cy1 |
I'll just wait |
04:19 |
VanessaE |
cy1: what, it's faster :) |
04:19 |
cy1 |
I covered 0,0,0 with sequoia saplings :p |
04:19 |
Warr1024 |
are you testing some bug? |
04:21 |
Warr1024 |
ah, ShadowNinja, I just saw that you tagged my minetest_game bug, thanks. |
04:23 |
ShadowNinja |
NP. |
04:23 |
Warr1024 |
man, it must be nice getting more than 4fps and maybe seeing more than 32 meters in front of your face. |
04:23 |
Warr1024 |
y'all say this used to be faster back in the day? |
04:24 |
Warr1024 |
I noticed that if the F6 profiler is to be believed, about 99+% of the time is spent on mesh generation, even when standing still. |
04:24 |
cy1 |
Warr1024: Yeah, technic chainsaw makes items drop, item drop mod makes game crash |
04:24 |
ShadowNinja |
Warr1024: Try 0.3.1. |
04:24 |
Warr1024 |
yeah, ouch. |
04:24 |
Menche |
why 0.3.1? |
04:24 |
Warr1024 |
I don't think my mods would work on 0.3.1 :-) |
04:24 |
Menche |
the latest in that branch is 0.3.3 |
04:24 |
cy1 |
I made a gutsy little mod to charge any technic device to ridiculous levels. Can chainsaw like, all the moretrees in sight at once. |
04:25 |
cy1 |
So, this should be interesting... hopefully I can reproduce the bug. |
04:26 |
VanessaE |
wow |
04:26 |
VanessaE |
I need to make some bigger trees then...... |
04:26 |
cy1 |
haha spawn is solid sequoias now |
04:26 |
cy1 |
VanessaE: It's a command for admins only! :p |
04:26 |
VanessaE |
hehe |
04:27 |
VanessaE |
Warr1024: yeah. http://irc.minetest.ru/minetest-dev/2013-11-05 |
04:27 |
cy1 |
'kk chainsawing |
04:27 |
cy1 |
...still going |
04:27 |
cy1 |
ok |
04:28 |
VanessaE |
did you at least reproduce the crash? |
04:28 |
cy1 |
went through a hundred sequoias like butter :p no crash |
04:29 |
Warr1024 |
I have this sneaking suspicion that there's some work being done in the mesh generation to optimize the tesselation of continuous surfaces, which is not itself optimized |
04:29 |
Warr1024 |
so I wonder if there's a CPU vs. GFX trade-off in effect there. |
04:29 |
Warr1024 |
I think I've got graphic power to spare on this machine, as no messing with any of the video settings affects my framerate |
04:30 |
Warr1024 |
so if I could just use a simpler, more naive mesh generation algo, I might get better overall performance. |
04:31 |
Warr1024 |
On my laptop I can pull 15fps with a viewrange of 1024 on a good day. |
04:31 |
Warr1024 |
I guess it's still a good thing that my netbook performs as well at this game as my laptop did on that OTHER mining game. |
04:37 |
Warr1024 |
so the fact that you can place nodes over your own body, and don't suffocate when your head is inside a solid node: is this a bug, or is it intentional? |
04:38 |
VanessaE |
not sure if you can call it a bug, but I don't think it's intentional, either |
04:38 |
Warr1024 |
It's sort of related to https://github.com/minetest/minetest_game/issues/213 |
04:38 |
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04:39 |
Warr1024 |
There are a couple of things wrong with that bug, at least one of which is an engine problem. |
04:39 |
Warr1024 |
i.e. the ability to shove your head a small distance into the block above your when swimming up. |
04:39 |
Menche |
what about extending drowning so you can "drown" in any non-walkable node? |
04:39 |
Warr1024 |
you mean walkable? |
04:39 |
Menche |
i guess |
04:39 |
Warr1024 |
(walkable = walk-on-able, not walk-through-able, right?) |
04:40 |
Warr1024 |
I thought about that. |
04:40 |
Menche |
i always get that mixed up |
04:40 |
Menche |
really confusing term. |
04:40 |
Warr1024 |
yeah, "solid" might have been a better name |
04:40 |
Menche |
yeah |
04:40 |
Warr1024 |
Though what constitutes a truly "solid" thing is sort of nebulous. |
04:40 |
Warr1024 |
like, how do you deal with suffocation in nodeboxes |
04:41 |
Warr1024 |
MC never got it right either. |
04:41 |
Warr1024 |
I was once working on a mod where I had to determine whether 2 areas were connected by any amount of "air" |
04:41 |
Warr1024 |
not the block of air, but any air gaps |
04:41 |
Warr1024 |
it was a nightmare of special-case coding. |
04:41 |
Menche |
nodeboxes like stairs are technically whichever value of "walkable" means "solid", so just keep it simple and make the player suffocate in them |
04:42 |
Menche |
hmm, actually that would be a bad idea |
04:42 |
Menche |
doors |
04:43 |
Menche |
suffocate in any node that is liquid, solid, and not of the nodebox drawtype |
04:44 |
Menche |
is what i would do |
04:44 |
Menche |
s/not of the nodebox drawtype/of the normal drawtype |
04:44 |
Menche |
should suffocate in torchlike/signlike/plantlike/raillike or any other either |
04:44 |
Menche |
*not |
04:44 |
Warr1024 |
I tried that |
04:44 |
Warr1024 |
nodeboxes are a bit complicated though |
04:44 |
Warr1024 |
i.e. you could have a nodebox like stairs that's "mostly" solid |
04:44 |
Warr1024 |
or one that's practically empty. |
04:45 |
Warr1024 |
I guess you could just choose an arbitrary 3-dimensional point and say the player's "nose" is there |
04:45 |
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04:45 |
Warr1024 |
as long as it's contained within the player's hitbox, you shouldn't be able to walk into a door and suffocate. |
04:45 |
Menche |
or, to keep it simple, just say that you can't suffocate in any nodeboxes. |
04:45 |
Warr1024 |
I guess |
04:46 |
Warr1024 |
I never liked the fact that in MC there was a ton of stuff that didn't suffocate you. |
04:46 |
Warr1024 |
like glass |
04:46 |
Warr1024 |
maybe the cleanest way to do it is to add a groups = { solid = 1 } or something |
04:47 |
Menche |
can't you get the node definition and check for the drawtype and walkable variable? |
04:47 |
Warr1024 |
yes, I've used that before, but it still seems hacky. |
04:47 |
Menche |
would stairs be in the "solid" group or not? part of them is solid, part isn't |
04:47 |
Menche |
so that would be no better. |
04:47 |
Warr1024 |
plus I'm not sure what'll happen if they add more drawtypes later. |
04:48 |
Menche |
i don't think it is hacky. the node definitions are made available to be checked. |
04:48 |
Warr1024 |
yeah, but I mean using drawtype in that way is hacky. |
04:49 |
Warr1024 |
we're assuming that the way in which the node is presented is supposed to determine how it behaves. |
04:50 |
Menche |
i guess basing it solely on "walkable" would work. the other drawtypes still have that variable. |
04:51 |
Warr1024 |
I guess when I went to implement that myself, I ran into the problem that it was hard to decide whether to have a list of drawtypes that were "solid" or a list of drawtypes that were "non-solid" |
04:54 |
Menche |
my suggestion of using the drawtype was dumb, just using walkable should work |
04:55 |
Warr1024 |
there's also climbable. |
04:55 |
Menche |
now could that be done in lua, or does the engine handle that? |
04:55 |
Warr1024 |
ladders are climbable and walkable. |
04:55 |
Warr1024 |
I had once implemented this, then suffocated on a ladder. |
04:55 |
cy1 |
The suffocation bug is gone now. |
04:55 |
Warr1024 |
for suffocation, I *think* it's done it lua. When I had written mine, it was all lua. |
04:55 |
Menche |
so, does "walkable = 1" mean you can walk *through* or walk *on* the node? |
04:55 |
Menche |
i always get confused about that |
04:55 |
Warr1024 |
cy1: which one? |
04:55 |
cy1 |
walkable = 1 means on the node. As in it's solid. |
04:56 |
cy1 |
Warr1024: Where you suffocate on ladders and beside torches. |
04:56 |
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04:56 |
Warr1024 |
that was a bug in minetest_game or something? |
04:56 |
cy1 |
idk |
04:56 |
Menche |
Warr1024, ladders are not walkable |
04:57 |
Menche |
https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua#L603 |
04:57 |
Menche |
so i think that would work |
04:57 |
Warr1024 |
huh, weird |
04:57 |
Warr1024 |
I could have sworn that they were a problem. |
04:57 |
Menche |
you wouldn't be able to go into the ladder in order to climb it if it were |
04:57 |
Warr1024 |
was that changed at all recently? |
04:58 |
Warr1024 |
walkability is handled by the engine differently based on (I guess) drawtype. |
04:58 |
Menche |
i don't think so |
04:58 |
Warr1024 |
for instance, it seems that nodeboxes for rendering also double as hitboxes. |
04:58 |
Menche |
torches also have walkable = false |
04:58 |
Warr1024 |
I don't see anywhere else where the shape of stairs or slabs is defined. |
04:58 |
Menche |
so you can go through them |
04:59 |
Menche |
https://github.com/minetest/minetest_game/blob/master/mods/stairs/init.lua#L17 |
04:59 |
Menche |
there |
04:59 |
Menche |
slabs is below it |
04:59 |
Warr1024 |
I thought it would be cool if nyancats emitted the occasional "nyan" sound at random volume so that I could find them sometimes, but now they're driving me nuts. |
05:01 |
Menche |
we'd have to make our own "nyan" sound |
05:01 |
Menche |
i think the textures were originally based on the video, but had to be changed due to licensing issues |
05:01 |
Warr1024 |
Menche: there's a "vocals only" version of the nyan song that can be cropped down, with only moderately crappy results. |
05:02 |
VanessaE |
the textures were changed over licensing concerns, yes |
05:02 |
Warr1024 |
I thought they had been changed over pixel size concerns. |
05:02 |
VanessaE |
but I don't think we'd need our own "nyan" sound, since the original "nyan cat" video got its sounds from someone else anyway |
05:03 |
Warr1024 |
I made the cats emit sound very rarely, but over a moderately wide range, so you'd hear one, then sit around for a while waiting to hear another to track it down. |
05:03 |
Warr1024 |
but the rainbows all emit sounds over short range, but much more frequently |
05:03 |
VanessaE |
source of the nyan cat music/sounds: http://www.nicovideo.jp/watch/sm13455867 |
05:03 |
Warr1024 |
so when you're digging and you start to get close... |
05:05 |
Warr1024 |
Speaking of nyancats, it seems that there should be a separate default_nyan_cat_bottom.png texture with the 4 feet showing. |
05:05 |
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05:05 |
VanessaE |
probably so, yes |
05:05 |
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05:05 |
scom |
`Hey :D |
05:05 |
Warr1024 |
nevertheless, having a pretty much ultra-rare node is pretty cool. |
05:06 |
Warr1024 |
I've only ever found 1 in the wild. |
05:06 |
MinetestBot |
GIT: kwolekr commited to minetest/minetest: Add seed entry to world creation dialog 2e89209cf1 2013-11-04T21:00:01-08:00 http://git.io/gF1O9g |
05:06 |
MinetestBot |
GIT: kwolekr commited to minetest/minetest: Accept hexadecimal and string values for seeds e46c527733 2013-11-04T20:59:26-08:00 http://git.io/prHHaA |
05:06 |
Warr1024 |
when are footsteps sounds supposed to play? |
05:07 |
Warr1024 |
I only hear them when I jump and land on a node, or cross from one type of node to another. |
05:07 |
Warr1024 |
scratch that, it was when I was stepping off a nodebox. |
05:07 |
kaeza |
hey ShiftyCake aka Aqua :P |
05:08 |
us|0gb |
Seed entry? Nice. |
05:09 |
us|0gb |
I wonder how it tells hexadecimal seeds from decimal seeds though. This warrants an investigation. |
05:09 |
ShiftyCake |
Hey kaeza :D |
05:09 |
Warr1024 |
us|0gb: I believe they settled on 0x notation. |
05:10 |
ShadowNinja |
us|0gb: 0xffff or #ffff notation. |
05:10 |
us|0gb |
Okay, ass long as it isn't checking for the precess of a-f. THat would be crazy. |
05:10 |
us|0gb |
*as |
05:11 |
Warr1024 |
that doesn't really work in practice. |
05:11 |
us|0gb |
EXACTLY> |
05:11 |
us|0gb |
. |
05:11 |
us|0gb |
1010 could be decimal or hexadecimal. Or even binary. |
05:11 |
* ShiftyCake |
has no idea what Warr1024 and us|0gb are talking about. |
05:11 |
Warr1024 |
We should accept unary input. |
05:12 |
Warr1024 |
all values are represented by infinite strings of zeros. |
05:12 |
us|0gb |
I'm not even convinced unary is a good idea, especially when dealing with computers. |
05:12 |
Warr1024 |
you mean binary? |
05:12 |
us|0gb |
ShiftyCake: We are discussing seed choosing. |
05:12 |
us|0gb |
No, unary. |
05:13 |
us|0gb |
Binary is fine. |
05:13 |
Warr1024 |
there are no such things as unary numbers. |
05:13 |
us|0gb |
THere is. |
05:13 |
Warr1024 |
oh? how would they work? |
05:13 |
us|0gb |
It's just a stupid system. |
05:13 |
ShadowNinja |
Easter egg in the latest commit. :-) |
05:13 |
us|0gb |
Counting: 1 11 111 1111 11111 ... I did not make that up, either. |
05:14 |
Warr1024 |
it'd have to be 0, actually. |
05:14 |
Warr1024 |
if trinary has 0, 1, 2 |
05:14 |
us|0gb |
ShadowNinja: Already compiling. |
05:14 |
Warr1024 |
and binary 0, 1 |
05:14 |
Warr1024 |
then unary should just be 0 |
05:14 |
us|0gb |
It should be, but isn't for some reason. |
05:14 |
Warr1024 |
sounds like it's not a true base-1 system. |
05:15 |
ShadowNinja |
us|0gb: Watch out, trees are messed up in latest git. |
05:15 |
us|0gb |
Ha ha, messed up how? I've got to see this. |
05:15 |
Warr1024 |
yeah, it looks like lua and git are gonna duke it out to see who gets to grow our trees. |
05:15 |
Warr1024 |
us|0gb: bare trunks. |
05:15 |
us|0gb |
Warr1024: That's what I thought too, but apperently it's legit. |
05:15 |
VanessaE |
Warr1024: s/git/C++/ |
05:15 |
ShadowNinja |
us|0gb: Only trunks grow from saplings. |
05:15 |
kaeza |
le git |
05:16 |
us|0gb |
Oh, bare trunks? That's boring. |
05:16 |
us|0gb |
Saplings? I thought saplings were removed. |
05:16 |
Warr1024 |
they will be, when you grow them into tree trunks. |
05:16 |
ShadowNinja |
No, growing was moved to Lua. |
05:17 |
us|0gb |
Gone then, from my perspective. THis is just the engine. |
05:17 |
us|0gb |
I haven't had time to add Lua trees yet. |
05:17 |
us|0gb |
Or Lua saplings, rather. |
05:17 |
Warr1024 |
us|0gb: it means that if you want big multi-node things to grow from individual nodes, it's now your responsibility to code it. |
05:18 |
Warr1024 |
well, you could copy it from minetest_game, but apparently now isn't the best time :-) |
05:18 |
us|0gb |
Exactly, and I haven't had time to code that yet. |
05:18 |
VanessaE |
Warr1024: no, it just means C++ won't force saplings to grow...maybe you want to override their growth and turn them into Mese trees. |
05:18 |
us|0gb |
Minetest_game is pointless for me. It's a great place to start, but I've moved on. |
05:18 |
VanessaE |
this makes it possible to do from a routine mod :) |
05:19 |
us|0gb |
I still need to try out treegen. But I haven't even finished defining default yet. |
05:20 |
VanessaE |
hm, jungle saplings -> trees seem okay, btw. |
05:20 |
Warr1024 |
are those available in a regular minetest_game world? |
05:21 |
VanessaE |
yep |
05:21 |
us|0gb |
Oh, hey. You wanted to kill regular tree growth in moretrees. Is that possible now? |
05:21 |
Warr1024 |
I haven't found any, not sure how far I'd expect to need to explore |
05:21 |
VanessaE |
us|0gb: in theory yes |
05:21 |
us|0gb |
Warr1024: They don't generate by default. |
05:21 |
Menche |
Warr1024, grow a sapling |
05:21 |
Menche |
what does MSVC stand for? |
05:21 |
us|0gb |
You need to pecify the v6_jungles mg_flag, or smething. |
05:22 |
us|0gb |
MSVC is a proprietary compiler. |
05:22 |
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05:22 |
Menche |
why is it in the version string of the build i just made? |
05:22 |
us|0gb |
One that only runs on Windows, I think. |
05:22 |
VanessaE |
some microsoft compiler.....but why does Linux show it? |
05:22 |
VanessaE |
(I forget why) |
05:22 |
Warr1024 |
probably refers to the fact that on the Windows platform they're trying to move away from msys or something. |
05:23 |
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05:23 |
Menche |
why would a proprietary compiler's name be in the version string of my linux build? |
05:23 |
VanessaE |
dunno |
05:23 |
Warr1024 |
I guess the linux build probably shows it because the MSVC code must have gotten merged into master at some point... |
05:23 |
VanessaE |
I assume it happens with all Linux builds |
05:24 |
reactor |
Purist? |
05:25 |
kahrl |
it's because the newest tag is called 0.4.7-MSVC |
05:25 |
kahrl |
because it's 0.4.7 with fixes for MSVC |
05:25 |
Warr1024 |
ah, trickly |
05:25 |
Warr1024 |
s/l/ |
05:25 |
Warr1024 |
s/\/$/\/\// argh |
05:26 |
Menche |
still think it's weird for that to show up on builds made by other compilers |
05:27 |
Warr1024 |
it actually feels a bit weird that it's showing the most recent tag, instead of something like "pre-0.4.8" |
05:27 |
Warr1024 |
I guess it makes sense for pulling versioning automatically out of git... |
05:27 |
Menche |
what about calling it 0.4.8.dev? |
05:28 |
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05:28 |
Warr1024 |
maybe |
05:28 |
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05:28 |
Warr1024 |
the fact that it's not an official release is pretty important, though |
05:28 |
Warr1024 |
at least as far as bugfixes go. |
05:28 |
cy1 |
lua_pcall documentation lies... errfunc is called without any stack... |
05:28 |
Menche |
early pre-release 0.4 builds were called 0.4.dev-[hash] iirc |
05:29 |
Warr1024 |
yeah, but I like to stick the hash on the end of every build... |
05:29 |
Menche |
i do too |
05:29 |
Menche |
isn't that done automatically now? |
05:29 |
Warr1024 |
I dunno, I thought it was only if you built from git. |
05:30 |
Warr1024 |
if you build from a zip of the source, it just has the dev, no hash. |
05:30 |
Menche |
i add the date too |
05:30 |
Warr1024 |
mine is 0.4.7-MSVC-g06a5ece-dirty |
05:30 |
VanessaE |
I just let mine put in whatever it wants :P |
05:30 |
Warr1024 |
I guess that last bit indicates that my source doesn't exactly match git. |
05:30 |
VanessaE |
vanessarainbird:~$ minetest --version |
05:31 |
VanessaE |
Minetest 0.4.7-MSVC-357-g93f7852 |
05:31 |
Menche |
0.4.7-20131105.2e89209 |
05:31 |
Warr1024 |
oh, that's an official build. |
05:31 |
Warr1024 |
not a dev one |
05:31 |
Menche |
hey, setting VERSION_EXTRA got rid of the MSVC |
05:31 |
Menche |
? |
05:31 |
Menche |
huh? |
05:36 |
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05:37 |
fossphur |
Hi just joining to say thanks for the help the other day, I just copied the folder I had of minetest working with the areas mod and took it in to school and now that copy doesn't crash on the school server |
05:38 |
VanessaE |
good deal. |
05:43 |
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05:46 |
cy1 |
man why couldn't lua be python... |
05:47 |
cy1 |
"I'm a variable. I don't exist unless I'm getting in the way on the stack. You don't like it? Tough!" |
05:48 |
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05:54 |
reactor |
OldCoder: could you try pasting the paste on your server? |
05:54 |
OldCoder |
rHm? |
05:54 |
OldCoder |
Pasting the paste? |
05:54 |
reactor |
The scheme. |
05:54 |
OldCoder |
Explain? |
05:54 |
OldCoder |
Scheme? |
05:55 |
OldCoder |
I have not made one |
05:55 |
reactor |
worledit scheme eh |
05:55 |
OldCoder |
Scheme? |
05:55 |
reactor |
I have one. |
05:55 |
reactor |
It's 1.4GB, though, and needs times more memory to be processed. |
05:55 |
OldCoder |
Explain further; what are you requesting? Be specific as I am like that :P |
05:55 |
OldCoder |
The server has 32GB of RAM |
05:55 |
reactor |
well, that's how I port the map |
05:55 |
OldCoder |
plus swap |
05:55 |
OldCoder |
Explain further; what are you requesting? Be specific as I am like that :P |
05:55 |
reactor |
I set position and load worledit schemes made by mcedit |
05:55 |
OldCoder |
Yes |
05:55 |
OldCoder |
Go on |
05:56 |
reactor |
what is needed it pasting the big scheme at the corner of the map with minimal coordinates |
05:56 |
reactor |
that is, its south-west corner |
05:56 |
reactor |
but exactly 7 blocks below the lowest block there |
05:56 |
reactor |
(the scheme is 7 blocks tall) |
05:57 |
reactor |
that is, you go there, set //pos1 exactly there, and //load that scheme |
05:57 |
reactor |
(it need be in $worldname/schems to be loaded) |
05:58 |
OldCoder |
reactor, Ah |
05:58 |
OldCoder |
you are requesting that I worldedit |
05:58 |
OldCoder |
How about I give the world to *you* as admin |
05:58 |
OldCoder |
And you do as you please with it? |
05:58 |
OldCoder |
For as long as you wish? |
05:58 |
reactor |
I have to go in 2 minutes. |
05:58 |
OldCoder |
We will not proceed tonight |
05:59 |
reactor |
mk |
05:59 |
OldCoder |
I have not even prepared the textures mod |
05:59 |
OldCoder |
But the world is obviously yours |
05:59 |
OldCoder |
If you wish it |
05:59 |
OldCoder |
|
05:59 |
reactor |
Well, I also will be late in the evening, so I'll proceed right to bed |
05:59 |
reactor |
mk |
05:59 |
OldCoder |
Let's get it up and going then talk |
05:59 |
OldCoder |
Good night! |
05:59 |
OldCoder |
c u |
05:59 |
OldCoder |
I can upload schemes as you wish |
05:59 |
OldCoder |
Or give you FTP or some similar access |
05:59 |
OldCoder |
|
06:01 |
reactor |
it'lls be in pub/Pripyat/gnd |
06:01 |
reactor |
s/lls/ll/ |
06:01 |
reactor |
Do you remember the server address, port? |
06:06 |
reactor |
Just in case, I'll pm. |
06:26 |
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06:29 |
us|0gb |
I'm torn. I want to build a game for Minetest from scratch, but at the same time, people expect certain things to be there. Things from minetest_game. Would it be better to build from scratch, and get something unique, or build from minetest_game, and get something more people will want to play? |
06:29 |
cy1 |
ok I think I found all the pcalls and added an errfunc to them. |
06:29 |
cy1 |
and it compiles. |
06:29 |
cy1 |
us|0gb: Art has no boundaries. |
06:30 |
us|0gb |
Art ... Hmm .... |
06:30 |
cy1 |
Either way works. |
06:33 |
cy1 |
and... now minetest won't load any mods b/c of my changes. feckin stack... |
06:34 |
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06:34 |
cy1 |
ugh, off by one |
06:35 |
us|0gb |
WHat are you doing with the stack? |
06:36 |
cy1 |
us|0gb: None of the pcalls has an error handler, which is the only place you can get at the lua backtrace before it's trashed. |
06:37 |
us|0gb |
Ah, so you're trying to find an error. That is frustrating. |
06:37 |
cy1 |
No I'm trying to enable errors to be found. |
06:38 |
VanessaE |
cy1: I think ShadowNinja was working on that too....... |
06:38 |
us|0gb |
Enabling errors to be found .... Many will thank you for that. |
06:39 |
cy1 |
Figured out what needs to be done, it's just hard to stick an error handler into the stack without messing up arguments, return values, etc |
06:39 |
cy1 |
Be nicer if we could have a separate stack, or dare I say "references" |
06:40 |
cy1 |
alas |
06:40 |
* us|0gb |
heads off to the APA citation generator |
06:48 |
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06:54 |
cy1 |
Meh I give up. I can't figure out why it's crashing. |
07:01 |
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07:11 |
cy1 |
wow... I can't even push the changes. I just committed like normal to a side branch, and now even gitg segfaults trying to view it. |
07:12 |
cy1 |
There it goes. |
07:12 |
cy1 |
https://github.com/cyisfor/minetest/tree/traceback |
07:12 |
us|0gb |
THis does not sound good. |
07:33 |
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07:36 |
cy1 |
yeah I suck at git... I dunno I kind of lost interest halfway through. Working on other things. |
07:46 |
VanessaE |
I suck at it just as bad. took me probably half a dozen tries before I got #959 rebased properly. |
07:47 |
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07:58 |
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08:06 |
thexyz |
hey we should just use guids for uniqueness |
08:06 |
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08:07 |
VanessaE |
eh? |
08:07 |
ae2a5b10-7265-4c |
oh shit 16 chars limit |
08:08 |
ae2a5b10-7265-4c |
http://irc.minetest.ru/minetest/2013-11-05#i_3414800 |
08:09 |
VanessaE |
eh? |
08:10 |
us|0gb |
ae2a5b10-7265-4c: Great idea! I'll stick with my more readable FQDN though. Just as unique, but shorter. |
08:12 |
VanessaE |
niht all |
08:12 |
VanessaE |
brain failure |
08:12 |
VanessaE |
night* :) |
08:13 |
ae2a5b10-7265-4c |
okay :( |
08:14 |
us|0gb |
Good night! |
08:17 |
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08:17 |
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08:17 |
Mf9LRkCI0At0TUO1 |
Okay ae2a5b10-7265-4c, you win. |
08:18 |
cy1 |
ae2a5b10-7265-4c: cjdns, enough said |
08:25 |
Mf9LRkCI0At0TUO1 |
msg NickServ identify us_0gb |kLRFHcO:S#MC5kuW5iqsyuGg |
08:25 |
Mf9LRkCI0At0TUO1 |
Drats. That was my password. Now I have to change it. |
08:27 |
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08:28 |
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08:32 |
kaeza |
off to bed |
08:32 |
kaeza |
night all |
08:32 |
Mf9LRkCI0At0TUO1 |
Good night. |
08:35 |
cy1 |
Man, I went and exercised and now I'm all depressed again. I just don't get it. |
08:54 |
cy1 |
And watching cartoons makes me feel again. Weird. |
09:12 |
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10:03 |
cy1 |
oops wrong channel |
10:12 |
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11:13 |
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11:21 |
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11:29 |
JamesTait |
Good morning all; happy Guy Fawkes Day! :-D |
11:33 |
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11:48 |
EvergreenTree |
https://forum.minetest.net/viewtopic.php?pid=117085#p117085 |
12:18 |
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12:30 |
megaf |
EvergreenTree: that post doest exists anymore |
12:35 |
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12:37 |
EvergreenTree |
Megaf, Yes it does: https://forum.minetest.net/viewtopic.php?id=7010&p=2 |
12:41 |
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12:54 |
dafull97 |
hey guys |
12:55 |
Megaf |
Hi dafull |
12:55 |
dafull97 |
sorry Megaf i have bad news |
12:55 |
Megaf |
cool |
12:55 |
Megaf |
shoot =) |
13:08 |
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13:18 |
EvergreenTree |
sfan5, complete your worK, minetest/builtin/mainmenu.lua told me so. :P |
13:18 |
OldCoder |
Good morning |
13:19 |
OldCoder |
I fell asleep but will do something now. What mod would people recommend as the basis for a simple textures only mod? |
13:21 |
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13:23 |
sfan5 |
EvergreenTree: no |
13:24 |
sfan5 |
hi everyone |
13:24 |
EvergreenTree |
Welcome back sfan. :P |
13:25 |
OldCoder |
sfan5, hello. See question above. |
13:31 |
sfan5 |
OldCoder: above? |
13:32 |
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13:33 |
OldCoder |
OldCoder> I fell asleep but will do something now. What mod would people recommend as the basis for a simple textures only mod? |
13:33 |
OldCoder |
sfan5, ^ |
13:43 |
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13:59 |
sfan5 |
OldCoder: textures only? |
13:59 |
sfan5 |
what do you mean? |
13:59 |
sfan5 |
a texture pack? |
14:00 |
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14:08 |
OldCoder |
sfan5, reactor has made a large new world |
14:09 |
OldCoder |
I need to add his textures to it. Is a texture pack the same thing as a textures-only mod? |
14:09 |
sfan5[iPod] |
yes |
14:09 |
sfan5[iPod] |
but you can't do texturepacks server-side so.. |
14:10 |
sfan5[iPod] |
create a folder and put an empty init.lua in there |
14:10 |
sfan5[iPod] |
then you can just throw the textures in |
14:11 |
sfan5[iPod] |
(in a 'textures' directory ofc) |
14:18 |
OldCoder |
sfan5[iPod], but mods can be added server side |
14:18 |
OldCoder |
I need only make a conventional mod limited to textures; is this true or false? |
14:18 |
OldCoder |
I do not wish to create a _game solely due to textures |
14:19 |
OldCoder |
Seems that a textures-only mod might work |
14:41 |
sfan5 |
OldCoder: yes, that'll work |
14:42 |
OldCoder |
sfan5, I figured and thanks... just looking for a simple example to clone. But I will nap briefly now. |
14:42 |
OldCoder |
Is there a simple mod you would suggest that I adapt? I'd basically just replace the textures folder. |
14:45 |
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14:54 |
sfan5 |
OldCoder: there is nothing to adapt |
14:54 |
OldCoder |
Then any mod you can suggest will do |
14:54 |
OldCoder |
But I am a bit under the weather and must nap an hour before going to work. |
14:55 |
OldCoder |
Indicate a mod to start with if possible. The new world is very large and looks interesting. |
14:55 |
OldCoder |
Zzz |
14:58 |
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15:36 |
reactor |
I got home earlier. |
15:36 |
reactor |
How's the science? |
15:37 |
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15:38 |
rubenwardy |
Hi all |
15:41 |
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15:49 |
VanessaE |
good morning all |
15:49 |
rubenwardy |
Hi! |
16:01 |
Mf9LRkCI0At0TUO1 |
Good morning! |
16:01 |
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16:02 |
VanessaE |
hey AM, long time no see |
16:02 |
thexyz |
any fun and reliable game I could use for a server? |
16:02 |
AspireMint |
Hello |
16:02 |
Mf9LRkCI0At0TUO1 |
Fun AND reliable? THat's a tough one. |
16:02 |
reactor |
/dev/zero |
16:03 |
thexyz |
alright, it shouldn't be very fun, just something different from minetest_game? |
16:03 |
Mf9LRkCI0At0TUO1 |
Oh, that kind of game. I thought you meant an alternative to Minetest. |
16:04 |
thexyz |
yeah, talking Minetest |
16:04 |
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16:05 |
us|0gb |
Sorry, I've been out of the loop a while. |
16:05 |
us|0gb |
Is VanessaE_game reliable? I hear it's fun. |
16:06 |
thexyz |
eek |
16:06 |
thexyz |
tried to google it |
16:06 |
thexyz |
don't do this |
16:06 |
thexyz |
anyway, where can I download it? |
16:07 |
thexyz |
hm.. I think I should try Eden |
16:07 |
us|0gb |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/VanessaE_Game.tar.bz2 |
16:08 |
thexyz |
us|0gb: thanks |
16:08 |
VanessaE |
oh MY |
16:08 |
us|0gb |
No problem. You just need to know where to look for it, it's a little hidden. |
16:08 |
thexyz |
yeah indeed |
16:09 |
VanessaE |
next time use quotes :D |
16:09 |
VanessaE |
of course, I also don't really advertise it as a separate game |
16:09 |
us|0gb |
Quotes? For what? |
16:09 |
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16:10 |
VanessaE |
us|0gb: to force google to group the two words together, then at least the results are all minetest-related :) |
16:10 |
us|0gb |
Oh, I thought you meant here on IRC. |
16:11 |
thexyz |
I'll start with Eden |
16:11 |
VanessaE |
I *still* need a good name for it |
16:11 |
reactor |
OldCoder: ping |
16:11 |
thexyz |
let's see how well will it fry my cpu |
16:11 |
VanessaE |
eden is good, but it focuses mostly on the landscape, not on gameplay |
16:12 |
VanessaE |
(so it'll cook your CPU quite nicely :D ) |
16:12 |
* VanessaE |
hands thexyz a side of thermal paste with that fried CPU |
16:12 |
reactor |
What is Eden? |
16:13 |
VanessaE |
reactor: Mossmanikin/Neuromancer/Evergreen's game based around drygrasses, undergrowth modpack, plantlife, etc. |
16:13 |
thexyz |
reactor: https://forum.minetest.net/viewtopic.php?id=7027 |
16:13 |
VanessaE |
basically an attempt to create a completely natural-looking landscaoe |
16:13 |
VanessaE |
landscape* |
16:13 |
thexyz |
yeah, I think I don't need mobs |
16:14 |
reactor |
Oh. I see. |
16:14 |
reactor |
Eden would probably be good for Pripyat. |
16:15 |
us|0gb |
I like the screenshots on that one. |
16:15 |
thexyz |
it indeed looks awesome |
16:15 |
thexyz |
not only on screenshots |
16:16 |
VanessaE |
oh yes. |
16:17 |
us|0gb |
It just serves to remind me that I'm not an artist, and I'll never pull off creating a good game on my own .... |
16:19 |
thexyz |
> init.lua.pilz.lua |
16:19 |
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16:28 |
dumdidum |
is there something like a sleep function for the luacontroller? i need a little time to wait between two port changes |
16:29 |
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16:31 |
PilzAdam |
Hello everyone! |
16:32 |
pitriss |
dumdidum: use interrupt.. |
16:34 |
dumdidum |
pitriss: i just need it once, not every few seconds |
16:37 |
pitriss |
just call it when you need it.. interrupt is not repeated by default |
16:38 |
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16:41 |
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16:43 |
thexyz |
uh? what's this? why's water not flowing? |
16:47 |
thexyz |
guys? |
16:47 |
thexyz |
halp? |
16:48 |
dumdidum |
pitriss: have it. thank you :) |
16:49 |
pitriss |
dumdidum: yw |
16:49 |
VanessaE |
thexyz: /set liquid_loop_max 10000 |
16:49 |
VanessaE |
that'll put it back to what it was in 0.4.7 |
16:49 |
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16:49 |
VanessaE |
but expect CPU spikes with lots of flowing water |
16:49 |
thexyz |
lots? |
16:50 |
VanessaE |
lots, say a sky fountain around 10m in diameter |
16:50 |
Zeg9 |
hi |
16:50 |
VanessaE |
hey zeg9 |
16:52 |
proller |
thexyz, fixed here https://github.com/minetest/minetest/pull/895 |
16:52 |
proller |
no spikes |
16:52 |
proller |
no lag |
16:54 |
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16:55 |
thexyz |
http://i.imgur.com/OR6wVYT.png |
16:55 |
thexyz |
I'm surprised; it didn't break |
17:02 |
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17:19 |
MinetestBot |
GIT: prolergithub.com commited to minetest/minetest: Masterserver uptime fix 6f44492238 2013-11-05T09:18:37-08:00 http://git.io/evfY1w |
17:22 |
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17:23 |
thexyz |
what's this shit |
17:23 |
VanessaE |
? |
17:23 |
thexyz |
http://a.pomf.se/ede8r.mkv |
17:25 |
VanessaE |
thexyz: long-standing bug,. |
17:25 |
VanessaE |
I've seen that many times. |
17:26 |
thexyz |
oh |
17:26 |
thexyz |
it's okay then |
17:26 |
thexyz |
I guess |
17:26 |
thexyz |
I mean, it's better than that bug with player turning into a mouse |
17:26 |
thexyz |
or hand detaching |
17:26 |
VanessaE |
heh |
17:27 |
VanessaE |
I've seen the floating hands, but not the mouse one :D |
17:27 |
VanessaE |
(s/mouse/rat/ ?) |
17:27 |
thexyz |
yeah, rat |
17:27 |
thexyz |
0.3.x, good ol' days |
17:29 |
proller |
thexyz, lost respawn packet ? |
17:30 |
thexyz |
dunno |
17:30 |
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17:30 |
PilzAdam |
proller, if that is the case then why does Minetest allow dead players to move? |
17:31 |
thexyz |
no one is playing |
17:31 |
proller |
its ok, when you falling, hit block. and contunue falling dead |
17:31 |
proller |
very frequent on sky server |
17:32 |
proller |
server must ignore user input while not respawned |
17:32 |
PilzAdam |
the server doesnt know if the pos changing is from falling or user input, though |
17:35 |
EvergreenTree |
Hey people |
17:36 |
PilzAdam |
hello Mr. Tree |
17:36 |
proller |
maybe make death packet reliable ?if not already |
17:37 |
VanessaE |
it's all EvergreenTree's fault anyway |
17:41 |
ruskie |
http://aseigo.blogspot.com/2013/11/on-introducing-new-ideas-to-free.html |
17:41 |
Calinou |
"Martin Gräßlin said..." seems legit :P |
17:46 |
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17:47 |
dafull97 |
VanessaE, you here?? |
17:47 |
VanessaE |
yes |
17:48 |
dafull97 |
that olimexo board, can i put ubuntu server on it?? |
17:49 |
dafull97 |
refering to this on... https://www.olimex.com/Products/OLinuXino/A20/A20-OLinuXino-MICRO/open-source-hardware |
17:49 |
VanessaE |
I would assume so, with a name like oLINUXino |
17:49 |
VanessaE |
probably need the netbook remix |
17:49 |
VanessaE |
as that's ARM-based also I think |
17:50 |
dafull97 |
so prob? |
17:56 |
OldCoder |
reactor pong but you have moved along |
17:59 |
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18:01 |
EvergreenTree |
VanessaE, what did I do now? :P |
18:04 |
* ShadowNinja |
has gotten so used to <esc>:wq that he tries to use that in other texteditors and in other apps like alsamixer. |
18:12 |
VanessaE |
EvergreenTree: just kidding :) |
18:13 |
dafull97 |
so it prob work VanessaE? |
18:13 |
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18:16 |
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18:17 |
EvergreenTree |
I figured as much |
18:18 |
VanessaE |
dafull97: maybe. It's a crapshoot - try it and see :) |
18:18 |
EvergreenTree |
Oh, and hi there Mr. Adam |
18:18 |
VanessaE |
if it don't work, start hacking until it does :D |
18:18 |
dafull97 |
okk, :) |
18:19 |
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18:19 |
* Jordach |
notices kaeza forked LuaTerminal |
18:20 |
Jordach |
!op |
18:20 |
|
Topic for #minetest is now Website: http://minetest.net | 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/ |
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18:29 |
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18:35 |
Jordach |
http://i.imgur.com/bhksaS4.png |
18:35 |
Jordach |
this also happens to be the most face and triangle heavy :P |
18:38 |
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18:39 |
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18:39 |
Jordach |
dafuq97 |
18:39 |
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18:39 |
dafull97 |
hey all im back |
18:44 |
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18:44 |
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19:11 |
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19:11 |
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19:16 |
EvergreenTree |
Jordach, that looks pretty cool |
19:17 |
EvergreenTree |
sfan5, Run your wrongly formatted mod topic bot again |
19:17 |
EvergreenTree |
The list really needs an update |
19:31 |
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19:36 |
dumdidum |
PilzAdam: your tnt mod is great. especially with the item_drop mod :D |
19:43 |
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19:47 |
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19:47 |
OldCoder |
Is anybody able to suggest a mod that I can base a textures only mod on? |
19:48 |
OldCoder |
This is for reactor's new and large world |
19:54 |
ShadowNinja |
OldCoder: Base on? Can't you just mkdir -p mods/texturemod/textures? |
19:55 |
OldCoder |
ShadowNinja, are you referring to server-wide? This is world specific |
19:55 |
OldCoder |
I have been through this with others... Minor issue but an issue regardless... |
19:55 |
OldCoder |
Need to have a way to load textures server-side on a per world basis |
19:55 |
OldCoder |
The only way to do this seems to be a textures mod |
19:55 |
ShadowNinja |
OldCoder: Then make it in worldmods. You might also have to make a empty init.lua file. |
19:55 |
OldCoder |
Correct? |
19:56 |
OldCoder |
That is what I am asking for... a mod to base this on |
19:56 |
OldCoder |
Is there a simple textures only mod? |
19:56 |
OldCoder |
One that is known to work |
19:56 |
OldCoder |
To save me debug time |
19:56 |
ShadowNinja |
No, but you will re replacing everything in the mod but the directory structure... |
19:56 |
OldCoder |
That is fine |
19:56 |
ShadowNinja |
be* |
19:56 |
OldCoder |
And the init.lua file; correct? |
19:57 |
OldCoder |
I do not possess the time to do this from scratch |
19:57 |
OldCoder |
If there is a textures only mod I wish to look at it |
19:57 |
ShadowNinja |
Yes, you just need a "textures" folder and a empty "init.lua" file in the mod folder. |
19:57 |
OldCoder |
Plus a depends file which will presumably say default |
19:57 |
sfan5 |
no |
19:57 |
sfan5 |
you don't need one |
19:58 |
ShadowNinja |
Time? It takes a milisecond to run mkdir textures && touch init.lua |
19:58 |
OldCoder |
Is there an example that I may start with? I am most limited with time |
19:58 |
OldCoder |
That is not the issue |
19:58 |
OldCoder |
I lack the time to debug and wish to start with an existing mod. Patience is requested. The question has been asked and will not be repeated. |
19:58 |
sfan5 |
???? |
19:58 |
OldCoder |
I am at work and there is much to do |
19:58 |
sfan5 |
what are you trying to achieve? |
19:58 |
sfan5 |
exactly |
19:58 |
OldCoder |
A textures only mod |
19:58 |
sfan5 |
ok |
19:59 |
OldCoder |
That I may give you a large new world |
19:59 |
OldCoder |
Right now |
19:59 |
sfan5 |
mkdir -p <world>/worldmods/tex/textures && touch <world>/worldmods/tex/init.lua |
19:59 |
ShadowNinja |
All you need to do is run "mkdir mymod && cd mymod && mkdir textures && touch init.lua" and then put your textures in the textures folder. |
19:59 |
sfan5 |
then copy them into <world>/worldmods/tex/textures |
19:59 |
sfan5 |
there is nothung |
19:59 |
* OldCoder |
sighs :-) |
19:59 |
sfan5 |
..nothing that can go wrong |
19:59 |
OldCoder |
Heh |
19:59 |
* OldCoder |
chuckles IRL |
20:00 |
sfan5 |
and there is nothing you can base on |
20:00 |
OldCoder |
Uh... don't tempt the gods they love it |
20:00 |
OldCoder |
<sfan5> ..nothing that can go wrong |
20:00 |
OldCoder |
I will look through the existing mods myself, then |
20:00 |
* sfan5 |
is confused |
20:00 |
OldCoder |
|
20:00 |
sfan5 |
2 people just told you how it can be done... |
20:01 |
OldCoder |
sfan5, I have been doing this since before you were born... if my time is limited there is a procedure I follow when uncertain. I mean no disrespect when I say this... something can *always* go wrong. |
20:01 |
OldCoder |
:-) |
20:01 |
OldCoder |
And believe me... ATM my time is limited |
20:01 |
sfan5 |
yeah, but why would you want to look at existing mods? |
20:02 |
OldCoder |
To get this right... I have taken enough of your time; thanks |
20:02 |
sfan5 |
I have enough time |
20:02 |
OldCoder |
That is a blessing |
20:02 |
OldCoder |
Appreciate time |
20:05 |
PilzAdam |
bye |
20:18 |
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20:18 |
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20:21 |
Jordach |
OldCoder, make an empty init.lua and then a single line comment |
20:21 |
Jordach |
eg, --textures for minetest (this is here so minetest doesn't literally shit itself) |
20:21 |
OldCoder |
Fine |
20:21 |
OldCoder |
Literally may be exaggerated in this context |
20:21 |
Jordach |
i've used that in my own gamemode |
20:21 |
OldCoder |
But the point is clear |
20:22 |
OldCoder |
this goes in a folder named bacon that goes in a folder named worldmods that goes in the same folder as world.mt. Correct? |
20:22 |
sfan5 |
yes |
20:23 |
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20:24 |
dinner |
is this fixable, or is my sp game screwed? It doesn't seem to save my progress. I'll build, then exit the game and load it. everything i built is gone, but i think the blocks i used are still missing. |
20:25 |
VanessaE |
are you running it from within the zip? |
20:25 |
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20:25 |
dinner |
no, im on ubuntu |
20:25 |
VanessaE |
check the permissions of your minetest folder, make sure you have write access |
20:26 |
BlockMen |
hi everyone |
20:26 |
dinner |
okay, thank you |
20:26 |
VanessaE |
I've run into this once before. Another idea, and this may seem really weird: /clearobjects |
20:26 |
dinner |
what does that do? |
20:26 |
VanessaE |
I've had a map fail to save until I ran that command, which re-processes the whole map |
20:26 |
VanessaE |
normally it just deletes all entities |
20:26 |
VanessaE |
brb |
20:26 |
dinner |
i see |
20:28 |
OldCoder |
VanessaE, Does mesecons command block still cause problems? Pripyat World apparently needs it |
20:28 |
Jordach |
dinner, it could be low disk space, try making sure that there might be enough room for future writes |
20:29 |
ShadowNinja |
OldCoder: The command block can be abused(eg, chat flooding). You can remove the load_mod_mesecons_commandblock = true line from world.mt if it causes issues. |
20:30 |
ShadowNinja |
OldCoder: But it is only available in creative. |
20:31 |
OldCoder |
ShadowNinja, so it is probably not essential for his world. OK, thanks. BTW do you have current links for firearms and nether? He uses those. |
20:32 |
OldCoder |
Ah, and obsidian. Googling now. |
20:32 |
ShadowNinja |
OldCoder: https://github.com/kaeza/minetest-firearms there are multiple nether mods, and I wouldn't recommend any of them in their current state. |
20:33 |
ShadowNinja |
PilzAdam's LVM version needs real mapgen, and the old one is extremely slow. |
20:33 |
OldCoder |
So he may need to do without. And obsidian looks broken. |
20:34 |
OldCoder |
Hmm... but his world may use it. Did anybody produce a version of obsidian with the patch from that thread included? |
20:34 |
OldCoder |
https://forum.minetest.net/viewtopic.php?id=1077 |
20:34 |
Jordach |
OldCoder, obsidian is in default minetest game |
20:34 |
OldCoder |
Ah |
20:35 |
OldCoder |
So can be omitted thank you |
20:35 |
OldCoder |
Down to just firearms then if nether is deprecated |
20:35 |
OldCoder |
Working on it briefly |
20:41 |
OldCoder |
I am going to replace craft guide in Zeg9's world Zegaton with his craft guide. He indicates it is superior but may produce unknown blocks elsewhere. Are there opinions on using his craft guide elsewhere? |
20:42 |
Zeg9 |
unknown blocks are only due to the removal of the other craft guide mod |
20:43 |
Zeg9 |
you can still keep it, they aren't conflicting |
20:44 |
Zeg9 |
OldCoder,^ |
20:45 |
OldCoder |
Zeg9, so both are useful together? |
20:45 |
OldCoder |
Good |
20:45 |
Zeg9 |
Not really, but the other can be kept to not break the worlds |
20:45 |
Zeg9 |
or you could alias its nodes to those from computers mod |
20:45 |
dinner |
can't be disc space, thanks though |
20:50 |
OldCoder |
Should I cache via curl any file types but ogg and png? I see no jpg and I heard that .x is not cacheable |
20:50 |
OldCoder |
s/cache/transmit/ |
20:52 |
MinetestBot |
GIT: prolergithub.com commited to minetest/minetest: Correct useragent in http queries 8903c68460 2013-11-05T12:50:32-08:00 http://git.io/PZ9TVQ |
20:52 |
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20:58 |
OldCoder |
To speed up startup should I curl anything besides ogg and png? |
21:00 |
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21:00 |
proller |
find -L /minetest/games/sky/mods \( -name "*.png" -or -name "*.ogg" -or -name "*.b3d" -or -name "*.x" \) -exec ln -s {} /html/data/ \; |
21:00 |
OldCoder |
proller, So add b3d and x files? Thank you |
21:01 |
OldCoder |
Appreciated |
21:01 |
sfan5 |
OldCoder: what about this? https://gist.github.com/sfan5/6351560 |
21:01 |
OldCoder |
R |
21:01 |
sfan5 |
also creates an .mts index file which i |
21:01 |
sfan5 |
.. |
21:01 |
sfan5 |
actually |
21:01 |
sfan5 |
that may not be useful for you at all |
21:01 |
sfan5 |
forget it |
21:01 |
OldCoder |
Looks good |
21:01 |
OldCoder |
For other purposes |
21:01 |
OldCoder |
I am nearly all set |
21:02 |
OldCoder |
Need to work but Pripyat world should be in LevelDB format before reactor wakes up |
21:02 |
OldCoder |
(he is in Russia) |
21:02 |
OldCoder |
I hope it works, he put effort into it and it seems large |
21:04 |
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21:06 |
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21:09 |
dafull97 |
ok is "advertizing" allowed in here? it is my irc channel |
21:09 |
dafull97 |
it is all about technolegy... |
21:10 |
proller |
no. |
21:10 |
dafull97 |
anyway VanessaE, you know? |
21:10 |
dafull97 |
ohh, ok... |
21:13 |
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21:13 |
OldCoder |
Hmm. Looks like I was using zcg before renamed to craft_guide. I will use both his and the standard. Does anybody have the correct link to the standard one? |
21:14 |
OldCoder |
Menche, is Desert Uses current? Should I use it and/or update it? |
21:14 |
Menche |
it was recently updated to use the new stone brick |
21:14 |
OldCoder |
Menche, Link for current and correct version? |
21:14 |
Menche |
i'll have a closer look at it |
21:14 |
OldCoder |
k |
21:15 |
Menche |
http://gitorious.org/minetest_mods_menche/desert_uses |
21:15 |
OldCoder |
Thank you. Do you happen to know where the old official craft guide is? |
21:15 |
Menche |
huh, i thought i merged that pull request |
21:16 |
Menche |
official craft guide? i don't know what that is. |
21:16 |
OldCoder |
nvm and t y |
21:16 |
OldCoder |
shall I wait to download Desert Uses? |
21:16 |
Menche |
cgmr? |
21:16 |
OldCoder |
cgmr? |
21:16 |
Menche |
craft guide mod revived or something similar to that |
21:17 |
Menche |
renewed |
21:17 |
Menche |
this one? https://forum.minetest.net/viewtopic.php?id=5076 |
21:17 |
OldCoder |
R |
21:18 |
OldCoder |
Did not know about that one; thanks. Zeg9 will cgmr work with zcg? |
21:18 |
Menche |
oops, it was the desert_uses on github that got the pull request |
21:18 |
ShadowNinja |
There is no official craft guide, and the best one I know of is the UI one. |
21:19 |
* Menche |
should stop juggling multiple git hosts |
21:19 |
ShadowNinja |
Use GitHub. :-) |
21:19 |
OldCoder |
ShadowNinja, Thank you. Menche which Desert Uses should I Use? |
21:20 |
Menche |
the one on Github has stone brick |
21:20 |
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21:20 |
Menche |
i'll probably push those to gitorious too later |
21:20 |
OldCoder |
Menche, link? |
21:20 |
Menche |
https://github.com/Menche/desert_uses |
21:21 |
OldCoder |
ty |
21:21 |
EvergreenTree |
Just popping in really quickly to see what's going on |
21:21 |
EvergreenTree |
I have really been short on time lately |
21:23 |
* Zeg9 |
gotta go |
21:23 |
Zeg9 |
Bye! |
21:23 |
Calinou |
bye Zeg9 |
21:24 |
Menche |
i should probably change the desert sandstone texture. desert sand isn't carrot orange anymore. |
21:26 |
Menche |
oh, and the desert cobble too |
21:27 |
OldCoder |
Is money2 compatible with money and safe to use? |
21:28 |
EvergreenTree |
This guy: https://forum.minetest.net/viewtopic.php?pid=117153#p117153 |
21:28 |
OldCoder |
R |
21:29 |
OldCoder |
Does anybody know about money2? |
21:32 |
OldCoder |
bbiab |
21:42 |
EvergreenTree |
gotta go |
21:45 |
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21:49 |
OldCoder |
It was advised that I turn off mobf but many animals need it; so back on |
22:01 |
Menche |
OldCoder, actually I just reverted that pull on github. it redefines something that didn't have to be. |
22:01 |
Menche |
i'm just going to update the textures. |
22:02 |
OldCoder |
Menche, Indicate when I should download again |
22:02 |
Menche |
i'll probably be using the gitorious repo as the main one |
22:03 |
Menche |
http://gitorious.org/minetest_mods_menche/desert_uses |
22:03 |
OldCoder |
Should I download that now? |
22:03 |
Menche |
not yet |
22:03 |
Menche |
the sandstone textures are still tinted like the older desert sand |
22:04 |
Menche |
and the cobble texture is also old |
22:05 |
dafull97 |
Megaf, you here? |
22:12 |
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22:13 |
dinner |
Hi, I found out i need to delete or use an older "map_meta.txt" but I can't find out where that file is saved on ubuntu |
22:13 |
OldCoder |
Making final decisions before starting new world. Does anybody know about money2, vendor, or modf? |
22:13 |
OldCoder |
dinner, Is it a run in place copy of MT or not? |
22:14 |
dinner |
uh, I don't know. I installed it with the terminal command |
22:14 |
Menche |
from the repo? |
22:14 |
Menche |
or compiled |
22:14 |
OldCoder |
sounds like repo |
22:14 |
Menche |
what command |
22:14 |
dinner |
shoot, i dont know |
22:14 |
dinner |
im a noob at ubunut |
22:14 |
dinner |
ubuntu |
22:15 |
Menche |
how do you run minetest? |
22:16 |
dinner |
i can just run it from the terminal or the dash |
22:16 |
Menche |
probably from the repo then |
22:16 |
Menche |
that file should be in ~/.minetest/worlds/(the world name)/ |
22:19 |
OldCoder |
dinner, do this: |
22:19 |
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22:19 |
OldCoder |
cd && ls .minetest/worlds/ |
22:19 |
OldCoder |
What does that line do? |
22:20 |
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22:21 |
dinner |
yes that shows the worlds i have saved |
22:24 |
OldCoder |
dinner, cd into the appropriate folder |
22:25 |
OldCoder |
which world are you attempting to fix? |
22:25 |
OldCoder |
|
22:25 |
OldCoder |
and other people: |
22:25 |
OldCoder |
error:...opt/minetest047/share/minetest/builtin/serialize.lua:168: |
22:25 |
OldCoder |
attempt to index local 'sdata' (a nil value) |
22:25 |
OldCoder |
Any suggestions about that? ^ |
22:26 |
OldCoder |
Might be mob related |
22:26 |
OldCoder |
Comment on above and a new world may be born ^ |
22:26 |
OldCoder |
bbiab |
22:27 |
OldCoder |
mobf problem? But if I disable mobf will I lose most animals? |
22:27 |
OldCoder |
|
22:28 |
dinner |
the world is called "starting all over" stupid name i made when i started over |
22:31 |
OldCoder |
dinner, do this |
22:31 |
OldCoder |
cd && cd .minetest/worlds/starting* && pwd |
22:31 |
Menche |
btw, i just pushed those texture updates to both of my git repos |
22:31 |
OldCoder |
What is printed? |
22:31 |
OldCoder |
Menche, so I should update? Thank you |
22:31 |
Menche |
yeah |
22:31 |
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22:31 |
OldCoder |
Will do immediately |
22:32 |
OldCoder |
Does anybody here know about the mobf or serialize issue I described above? |
22:35 |
dinner |
okay, i found it. Thanks for the help |
22:38 |
OldCoder |
k good luck |
22:52 |
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22:54 |
* OldCoder |
hopes to speak to somebody about mobf and serialize |
22:55 |
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22:56 |
OldCoder |
mrtux, Hello |
23:01 |
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23:08 |
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23:15 |
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23:21 |
dafull97-afk |
goin afk |
23:36 |
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23:47 |
Megaf |
VanessaE: 14:57:30: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: .../bin/../games/minetest_game/mods/homedecor/signs_lib.lua:215: attempt to index local 'text' (a nil value) |
23:47 |
paramat |
hi :) ive searched github, the forum and the documents for an answer to this but with no luck: once i have 0.4.8 stable how would i make "air" nodes drownable, for my space mods, is it even possible? if not it perhaps it should be, otherwise i will have to fill everything with a custom drowning 'vacuum' node |
23:47 |
* VanessaE |
looks.. |
23:47 |
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23:48 |
Megaf |
not uncommon to get crashed from homedecor |
23:49 |
paramat |
(correction: ... if not perhaps it should be ... |
23:49 |
Megaf |
i hate my life |
23:49 |
VanessaE |
Megaf: I've never had that crash before. did you do anything special to cause it? |
23:50 |
Megaf |
http://paste.debian.net/64209/ |
23:50 |
VanessaE |
ah |
23:51 |
VanessaE |
kaeza: you missed one :) |
23:52 |
Megaf |
VanessaE: perhaps it crashes when people use things like ç ã or pe |
23:52 |
Megaf |
é |
23:52 |
Megaf |
like "maçã" |
23:52 |
Megaf |
that mean apple |
23:52 |
VanessaE |
that may be |
23:52 |
Megaf |
means* |
23:53 |
VanessaE |
megaf, try pulling now |
23:53 |
VanessaE |
see if that fixes it |
23:54 |
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23:54 |
stormchaser3000 |
hi |
23:54 |
VanessaE |
hi storm |
23:58 |
kaeza |
oh |
23:58 |
kaeza |
it does not let me write 'ç' |
23:58 |
OldCoder |
error:...opt/minetest047/share/minetest/builtin/serialize.lua:168: |
23:58 |
OldCoder |
attempt to index local 'sdata' (a nil value) |
23:58 |
OldCoder |
Almost done with Pripyat world |
23:58 |
OldCoder |
But mobf is doing that. Is it important? |