Time |
Nick |
Message |
00:07 |
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00:07 |
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00:26 |
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00:28 |
Jordach |
there, committed more stuff |
00:30 |
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00:30 |
Jordach |
,tell ecutruin https://github.com/Jordach/big_freaking_dig/commit/2881880e62aacf22e3ffb084ceffe95fefa1190b enjoy your new GUIs |
00:30 |
Jordach |
!tell ecutruin https://github.com/Jordach/big_freaking_dig/commit/2881880e62aacf22e3ffb084ceffe95fefa1190b enjoy your new GUIs |
00:30 |
MinetestBot |
Jordach: I'll pass that on when ecutruin is around |
00:30 |
Jordach |
FAIL!" |
00:30 |
Jordach |
ShadowBot ain't here :3 |
00:31 |
Jordach |
WindHero, poke :P |
00:31 |
* WindHero |
pokes back |
00:45 |
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01:05 |
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01:24 |
telek |
What's the easiest way to find out an unknown block's refname? |
01:37 |
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01:38 |
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01:55 |
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02:01 |
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02:14 |
telek |
Anybody unidle? |
02:16 |
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02:21 |
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02:22 |
JesseH |
Hi guys. Going to give minetest another try. Haven't tried it in a while. |
02:23 |
FreeFull |
Have fun JesseH |
02:23 |
JesseH |
Thanks |
02:23 |
telek |
JesseH: It's much improved, although it's lost some (admittedly minor) features along the way :) |
02:24 |
JesseH |
I like to announce these sort of things. I'm so social. |
02:25 |
JesseH |
That's good to know, telek. |
02:25 |
telek |
>.< |
02:25 |
JesseH |
Wasn't being sarcastic. :P |
02:25 |
telek |
Not that :d |
02:26 |
JesseH |
Just checking. |
02:26 |
telek |
How should I go about merging two mods both named 'plants' so the nods from both will show up. |
02:26 |
telek |
*nodes |
02:29 |
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02:29 |
thefamilygrog66 |
howdy folks |
02:29 |
telek |
What mod are the old vines in now? |
02:31 |
thefamilygrog66 |
moreblocks? |
02:32 |
telek |
Looks like bas080's vines mod |
02:33 |
telek |
So to replace the old nature mod, you need stuff that's now in flowers, plantlife_mod, and vines? |
02:33 |
telek |
Not including if you want to keep irontrees. |
02:34 |
JesseH |
Isn't there a list of servers somewhere? |
02:35 |
thefamilygrog66 |
JesseH: servers.minetest.net |
02:35 |
JesseH |
Thank you |
02:35 |
thefamilygrog66 |
yw |
02:35 |
hummeleBop |
Can we use another scripting language in minetest? |
02:35 |
thefamilygrog66 |
New version to be released tomorrow, just in time for my birthday - nice. |
02:36 |
telek |
C++ now, if somebody wrote a plugin for it, I believe you could support other languages. |
02:36 |
telek |
*Lua and C++ |
02:36 |
thefamilygrog66 |
lua is dirt simple to learn |
02:36 |
hummeleBop |
Sure, but v8 or spidermonkey will be nice too |
02:36 |
JesseH |
hummeleBop, yes |
02:37 |
JesseH |
Ill look into that in a bit for educational purposes, but I personally love Lua. :P |
02:38 |
hummeleBop |
and spidermonkey is not easy to embed |
02:38 |
telek |
And v8 is full of security holes :D |
02:38 |
telek |
Not that lua couldn't. |
02:38 |
hummeleBop |
Okay, so is there a way to make a C++ mod ? |
02:41 |
telek |
Do you know how to program in C++? |
02:42 |
hummeleBop |
Yes and you ? |
02:43 |
hummeleBop |
I am working on a C++ DirectDraw application on mswindows right now |
02:45 |
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02:45 |
VanessaE |
at the moment, no Minetest does not and will not support other scripting languages other than Lua, but extending the C++/Lua modding API is of course doable if you find that there's something you wanna do that Lua's too slow for |
02:47 |
telek |
So the C++ API isn't feature complete compared to the lua one Vanessa? |
02:47 |
VanessaE |
telek: there is no official C++ modding API at all |
02:47 |
VanessaE |
it's meant to be done in Lua |
02:48 |
VanessaE |
though there are ways to hook into C++ from a mod, see how the IRC mod does it |
02:49 |
telek |
Also: I've got a cotton_8 node. Should I just alias it to cotton_1 or cotton_2 from the farming mod? |
02:50 |
JesseH |
Can someone point me to a server with active helpful users? :P |
02:51 |
emerge |
what do you mean by helpful users? |
02:51 |
JesseH |
What? |
02:51 |
JesseH |
Okay, like. Helpful means, users are quick to assist you |
02:51 |
JesseH |
If you ask |
02:51 |
emerge |
assist in what? |
02:52 |
JesseH |
Answering questions |
02:52 |
emerge |
what questions? |
02:52 |
JesseH |
emerge, What server do you play on? |
02:53 |
emerge |
I play in singleplayer. |
02:53 |
JesseH |
Right, well I'm just trying to find a server with nice people. :P |
02:53 |
emerge |
:) |
02:54 |
emerge |
There should be some nice people on any server. Look here for a server list -- http://servers.minetest.net/ |
02:55 |
JesseH |
Right |
02:55 |
JesseH |
telek, Do you play on a server? |
02:56 |
telek |
JesseH: Not in like a year. I'm currently busy trying to find the modpacks to make all my unknown blocks go away :) |
02:57 |
JesseH |
Ah okay. :P |
02:57 |
emerge |
Imho, the better server would be with registration, rollback, small lag and a little of mods. |
02:57 |
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03:07 |
telek |
minetest.register_alias("available node","old node name")? |
03:10 |
emerge |
minetest.register_alias("mapgen_stone", "default:stone") |
03:11 |
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03:11 |
emerge |
Afaik, it wont replace node. It will make a link from name to node_name. |
03:12 |
emerge |
minetest.register_alias(name, node_name) |
03:29 |
telek |
emerge: Ahh okay |
03:31 |
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03:36 |
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03:38 |
telek |
emerge: minetest.register_alias(cotton_8,farming:cotton)? |
03:38 |
telek |
or minetest.register_alias(farming:cotton,cotton_8)? |
03:45 |
VanessaE |
I believe the available node goes second, and both node names have to be in quotes |
03:45 |
VanessaE |
and you shouldn't need to alias cotton |
03:45 |
VanessaE |
farming is part of minetest_game |
03:46 |
VanessaE |
minetest.register_alias("foo:obsolete_node", "bar:my_defined_node") |
03:48 |
telek |
VanessaE: Ahh thanks, looks like I had an old version of farming in my worldmods path |
03:48 |
telek |
Are there any tools for auditing your db/worldmods dir for incompatible mods? |
03:49 |
VanessaE |
not exactly but the log will tell you if there are name conflicts |
03:49 |
VanessaE |
the easiest way is to just look in minetest_game/mods and compare what's there to your worldmods and ~/.minetest/mods and see if anything matches. whatever matches, delete from worldmods or ~/.minetest/mods |
03:50 |
telek |
Is farming_plus still needed? |
03:50 |
VanessaE |
not "needed" but imho it is recommended. |
03:50 |
VanessaE |
bbl. bedtime |
03:50 |
telek |
My version complains about farming not being available. |
03:50 |
* telek |
waves. |
03:53 |
telek |
It's complaining on 'farming.registered_plants={}' in farming_plus from march 3 of 2014? |
03:54 |
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03:54 |
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03:57 |
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04:07 |
telek |
Hey, is there any way to fix 3d signs that didn't 'place' properly from their 2d versions without removing and replacing them? |
04:10 |
telek |
I've got a bunch of 'floating signs' that didn't stick to the solid node adjacent to them. |
04:25 |
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04:32 |
telek |
What does 'attempt to index global 'farming' (a nil value)' mean? |
04:32 |
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04:33 |
telek |
Farming is available via minetest_game, it's in farming_plus's depends.txt file, but it doesn't seem to work :l |
04:33 |
emerge |
telek, disable them |
04:34 |
telek |
emerge: disable them? |
04:34 |
emerge |
3d signs |
04:35 |
emerge |
telek, about farming, probably you had a different one. |
04:37 |
emerge |
So, I don't think it is reasonable to remove custom modes that have the same name as modes in game. |
04:38 |
telek |
emerge: I had PilzAdam's old farming mod. isn't the new one in minetest_game based on it? |
04:39 |
telek |
And the farming_plus one seems to work fine if there's a farming mod in the mods dir, but breaks if it's supposed to work on the global one. |
04:40 |
telek |
It's using some farming.registered_plants = {} array on the first line that seems to be what chokes on it, but it's not defined in either farming mod? |
04:40 |
telek |
emerge: regarding disabling the 3d signs: I assume that's in Vanessa's homedecor mod? |
04:43 |
emerge |
yep |
04:43 |
emerge |
and farmings are non fully compatible |
04:45 |
telek |
Ugh :l |
04:47 |
emerge |
this is thing about modes |
04:47 |
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04:47 |
emerge |
if you not sure that you want to update them, don't update them :) |
04:48 |
telek |
emerge: That only works when they're stable |
04:48 |
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04:48 |
telek |
A number of the mods I had installed predated 0.4 and thus got split up, added into minetest_game, etc. |
04:48 |
emerge |
hm, I consider a mod stable if it don't crash minetest |
04:49 |
telek |
The only one that pissed me off worse was removing the rats without a mod already available to add them back in :l |
04:49 |
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04:49 |
emerge |
You don't have to upgrade. |
04:53 |
telek |
emerge: Depends on the mods. |
04:53 |
emerge |
I mean the whole thing. |
04:54 |
telek |
Given the featureset from the last version of minetest I was running: yes, yes I do :) |
04:54 |
emerge |
:) |
04:55 |
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04:55 |
telek |
It's just be nice if mods were a little more compatible given that it's been like a year :D |
04:55 |
emerge |
It's life. |
04:56 |
kahrl |
telek: how can a mod predate 0.4? :3 |
04:59 |
kaeza |
magic |
04:59 |
emerge |
astral_lib |
05:01 |
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05:04 |
telek |
kahrl: Maybe early 0.4 then. Point is there was a lot've breakage both in the minetest apis and the mods between then and now, so telling people 'just use your old mods' doesn't really hold true. |
05:25 |
telek |
Okay, wtf. If I move the farming mod from minetest_game to worldmods, it works for farming_plus. Any thoughts? |
05:30 |
RealBadAngel |
telek, engine evolves, so mods too |
05:31 |
RealBadAngel |
theres no way to have mod once done and being compatible forever |
05:31 |
hmmmm |
RealBadAngel, are you really trying to make each node an irrlicht scene node? |
05:31 |
hmmmm |
do you realize how much bloat that would create??? |
05:32 |
RealBadAngel |
hmmm, im not quite sure |
05:32 |
RealBadAngel |
i read lotsa code about that |
05:32 |
hmmmm |
while it can technically be done, i doubt it'd be very efficient at all |
05:33 |
hmmmm |
any benefit would be killed by the sheer overhead |
05:33 |
RealBadAngel |
im aware of that |
05:34 |
RealBadAngel |
theres complete code out there |
05:34 |
RealBadAngel |
for irrrlicht, called MeshCombiner |
05:34 |
RealBadAngel |
seems to be a bit more advanced than our approach |
05:35 |
hmmmm |
is it any faster than the mesh maker? |
05:35 |
RealBadAngel |
examples claims that it is fast |
05:36 |
telek |
RealBadAngel: Depends on the design. If API versioning had been added for mods, it would've at least made things clearer. |
05:36 |
RealBadAngel |
telek, whole 0.4 tree is about API |
05:36 |
RealBadAngel |
and it is not complete yet |
05:38 |
telek |
RealBadAngel: Ahh. Well on the bright side the DB format has stayed compatible :) If the nodes weren't such a mess from all the mod shuffling I'd probably be a bit less grumpy :) |
05:38 |
RealBadAngel |
hmmm, they use the MeshCombiner for evertythin, including moving objects |
05:38 |
RealBadAngel |
telek, nodes? you have something mistaken then |
05:39 |
RealBadAngel |
mt is not about nodes at all, games built on top of it can define nodes at will |
05:40 |
RealBadAngel |
engine provides ways to define what you need |
05:40 |
RealBadAngel |
and actual games for the engine are responsible for the content |
05:40 |
telek |
RealBadAngel: Isn't that what blocks are called? |
05:41 |
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05:41 |
RealBadAngel |
telek, engine allows you to define a node |
05:41 |
RealBadAngel |
but doesnt define anything |
05:41 |
telek |
RealBadAngel: And I keep ending up with piles of unknowns because of mods deprecating them, or moving them around, etc. |
05:41 |
RealBadAngel |
so wheres the mess youre talkin about? |
05:42 |
RealBadAngel |
so blame modders |
05:42 |
RealBadAngel |
not the engine |
05:47 |
telek |
RealBadAngel: Are lua variables segregated depending on if they're part of the 'core' mods or part of the mods/worldmods directories? |
05:47 |
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05:48 |
RealBadAngel |
core mods you can find in /builtin directory |
05:48 |
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05:49 |
RealBadAngel |
and about the question you actually asked, variables segregated? |
05:49 |
RealBadAngel |
maybe you mean how to check, from where mod was loaded? |
05:52 |
telek |
RealBadAngel: Sorry, not. farming_plus was giving me trouble earlier about not finding the farming mod (even though it was properly populating nodes from it in the gameworld), however if I copied the farming mod directory from minetest_game/mods to worldmods, it would find it and load farming_plus properly (accessing farming.<blah> for whatever it's using it for.) |
05:52 |
telek |
not/no |
05:55 |
RealBadAngel |
theres a simple mechanism for mods, that can be used, to expose them to other mods |
05:55 |
RealBadAngel |
no matter how and where they were put |
05:55 |
RealBadAngel |
its called namespace |
05:56 |
RealBadAngel |
for example unified inventory uses name space unified_inventory. |
05:56 |
RealBadAngel |
if you want to call some methods of it, just check this namespace |
05:57 |
telek |
by just calling it 'ie farming.blah'? |
05:57 |
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05:57 |
telek |
Because that wasn't working, and world.mt had minetest_game set as its base. |
05:57 |
RealBadAngel |
if farming mod defined its own namespace, and made methods public, yes |
05:57 |
telek |
Does it currently? |
05:57 |
RealBadAngel |
idk |
05:58 |
RealBadAngel |
if not that theres possible reason to make it do so |
05:58 |
telek |
And if it doesn't, shouldn't it not work from either worldmods OR minetest_game? |
05:58 |
RealBadAngel |
that doesnt really matter from where it was loaded |
05:59 |
telek |
I'll have to dig further, but in my case it appeared that it did. |
05:59 |
RealBadAngel |
than its badly coded |
06:00 |
sfan5 |
^ |
06:00 |
telek |
placed in worldmods farming_plus could access farming, but only using the namespace from minetest/games/minetest_game/mods/farming farming_plus couldn't access the farming namespace. |
06:00 |
RealBadAngel |
telek, you could play with dependencies |
06:00 |
telek |
So is the problem in the farming_plus mod, or in the farming mod? If it is in the latter, how did that get allowed into the core mods? |
06:01 |
RealBadAngel |
and making the requirements to be loaded before |
06:01 |
telek |
depends.txt already has default,farming,and intllib? as dependencies. |
06:02 |
RealBadAngel |
telek, who told you that a mod is 100% perfect? |
06:02 |
RealBadAngel |
i havent seen such code yet |
06:02 |
RealBadAngel |
and i do code for more than 25yrs already |
06:04 |
telek |
RealBadAngel: I wasn't saying perfect, I was asking which mod was likely the cause of the issue. Given that one is in the 'official' mods, you'd assume it would be made to conform to the scripting standards set for for the project, would you not? |
06:04 |
RealBadAngel |
if you find a piece of code not working as you would expect, you have two solutions: |
06:04 |
telek |
*set forth |
06:05 |
sfan5 |
telek: the problem is likely the farming_plus mod |
06:05 |
RealBadAngel |
open and issue describing whats wrong, as detailed as possible |
06:05 |
RealBadAngel |
for others to make something about it |
06:05 |
RealBadAngel |
or the 2nd, just fix it |
06:05 |
RealBadAngel |
and make the fix public |
06:06 |
RealBadAngel |
but still, you cant blame the engine for mod behaviour |
06:07 |
RealBadAngel |
well, not always, but usually ;) |
06:07 |
telek |
No, but you could complain about it not giving sensible output for WHY it's breaking. 'some value is nil' is a bit different from 'namespace blah is undefined' or 'you do not have access to blah namespace' |
06:08 |
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06:08 |
RealBadAngel |
thats core authors fault if mods author havent defined a namespace? |
06:08 |
RealBadAngel |
oh cmon |
06:08 |
telek |
And yeah I would 'just fix it' except I haven't the foggiest what it's doing the arrays off the farming mod for. |
06:09 |
telek |
RealBadAngel: You mean a 'seperate namespace'? |
06:09 |
telek |
Or do you mean there's a 'using namespace <blah>' equiv in lua? |
06:09 |
RealBadAngel |
hold on a sec |
06:10 |
RealBadAngel |
https://github.com/minetest-technic/technic/blob/master/technic/init.lua#L5 |
06:10 |
RealBadAngel |
thats a definition of a namespace |
06:11 |
RealBadAngel |
and thats sample function aviable in this namespace |
06:11 |
RealBadAngel |
https://github.com/minetest-technic/technic/blob/master/technic/helpers.lua#L42 |
06:11 |
RealBadAngel |
so all mods can use it |
06:12 |
RealBadAngel |
and it doesnt matter from where technic got loaded |
06:13 |
RealBadAngel |
btw, that function i show you is the way to check the namespace for function |
06:13 |
RealBadAngel |
if it exists |
06:14 |
telek |
Which one, the one in helpers.lua? |
06:14 |
RealBadAngel |
yes |
06:14 |
RealBadAngel |
it checks all the elements of namespace if theyre not nil |
06:15 |
RealBadAngel |
and last one for function |
06:16 |
RealBadAngel |
please note that functions that mods doesnt want to expose should be made local |
06:16 |
RealBadAngel |
if theyre supposed to be an API part, they have to be put in mods namespace, and be global |
06:17 |
RealBadAngel |
https://github.com/minetest-technic/technic/blob/master/technic/helpers.lua#L30 |
06:17 |
RealBadAngel |
this is local function that technic uses |
06:17 |
RealBadAngel |
this is global, part of technic API: |
06:17 |
RealBadAngel |
https://github.com/minetest-technic/technic/blob/master/technic/helpers.lua#L42 |
06:18 |
telek |
Where are function_exists and resolve_name actually called? |
06:18 |
telek |
Is that some lua-internal feature? minetest internal, other? |
06:18 |
RealBadAngel |
you can call them, in your mods |
06:19 |
RealBadAngel |
to use them you will have to add dep on technic |
06:20 |
RealBadAngel |
that would be somehow stupid to add dep on such heavy mod to use such simple function |
06:20 |
RealBadAngel |
but still, it shows how it should be done |
06:21 |
* telek |
nods. |
06:22 |
RealBadAngel |
back to the farming or whatever |
06:22 |
RealBadAngel |
if such mod would expose namespace |
06:22 |
RealBadAngel |
farming_plus for example |
06:22 |
RealBadAngel |
simple check if such table exists would inform your mod if its here |
06:23 |
RealBadAngel |
then you could check for a function defined within this namespace |
06:23 |
RealBadAngel |
if also not nil, then use it |
06:24 |
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06:24 |
RealBadAngel |
for example: farming_plus.placeSapling(pos, placer) |
06:25 |
RealBadAngel |
example out of head, not the actual code |
06:25 |
RealBadAngel |
you should check if some mod defined farming_plus table (namespace) |
06:25 |
RealBadAngel |
and if placeSapling within this namespace is a function |
06:26 |
RealBadAngel |
before you attempt to use it |
06:27 |
RealBadAngel |
but still, farming_plus mod creator should code that for you |
06:27 |
hoodedice |
Ohai people |
06:27 |
hoodedice |
Tuned in for the 0.4.10 release |
06:27 |
hoodedice |
Anything special I can do as a broadcast member? |
06:27 |
telek |
RealBadAngel: Have a good link regarding how to check if a table exists in lua? |
06:28 |
telek |
Because the opening line in farming_plus is farming.register_plants={} |
06:29 |
RealBadAngel |
it doesnt look like a proper namespace |
06:29 |
RealBadAngel |
just a table exposed |
06:30 |
RealBadAngel |
if farming AND farming.register_plants then |
06:30 |
RealBadAngel |
that will check if that table exists |
06:30 |
telek |
Ahh okay. |
06:31 |
telek |
So is that an old version of farming_plus, or something? |
06:31 |
RealBadAngel |
idk, im not an author of it |
06:32 |
hoodedice |
RBA, are we looking at a release in the next 24 hours? Or will it take more time? |
06:33 |
RealBadAngel |
hoodedice, i think that nothing has changed, stable should be released as planned |
06:34 |
hoodedice |
Highlights of new release written in wiki changelog? |
06:34 |
RealBadAngel |
i plan to merge one fix before, but nothing serious |
06:34 |
hoodedice |
If not, I will be most happy to go through the git commits and edit the wiki myself |
06:35 |
RealBadAngel |
i suggest that you wait with that till the day ends |
06:35 |
RealBadAngel |
shit may happen ;) |
06:35 |
hoodedice |
XD |
06:47 |
hoodedice |
LuaJIT is unstable? |
06:48 |
RealBadAngel |
? |
06:49 |
hoodedice |
http://wiki.minetest.net/Troubleshooting#LuaJIT_not_Threadsafe |
06:49 |
hoodedice |
Also, is it possible to cheat via server side? |
06:49 |
RealBadAngel |
i dont have any problems with luajit |
06:49 |
telek |
hoodedice: By it's definition, yes :) |
06:50 |
RealBadAngel |
installed it like half a yr ago and it just works |
06:50 |
hoodedice |
Works for me too |
06:50 |
telek |
hoodedice: If there's a server, or peer to peer clients there's always the potential for cheating. |
06:50 |
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06:50 |
hoodedice |
thanks tel, RBA |
06:51 |
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06:51 |
RealBadAngel |
hoodedice, i could imagine mods installed server side to allow cheating |
06:51 |
RealBadAngel |
all the admin mods are kind of cheats |
06:52 |
RealBadAngel |
they grant admins rights not aviable to others |
06:53 |
RealBadAngel |
now just let such mod grant some rights to user called "LittleJohn" just and you have server side cheat |
06:53 |
telek |
Regardless physical or virtual control of the server allows cheats of some form, whether an admin actually does or not is another matter entirely. |
06:54 |
RealBadAngel |
telek, but anyway, server owner has to install such mods |
06:54 |
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06:56 |
hoodedice |
Wiki does not have a {{citation needed}} template haha |
06:57 |
telek |
RealBadAngel: Or just use a text editor on the player files, depending on what level of cheating you're talking about :) |
06:57 |
telek |
Is there actually a mod for letting the legacy rats spawn/catch/release? |
06:58 |
RealBadAngel |
i saw one |
06:59 |
telek |
I can't find any mention of it. There's the legacy stuff in minetest_game but that only makes the items visible, it doesn't actually allow using the old ones. |
06:59 |
RealBadAngel |
atm, the best mobs mod out there, are the Creatures, by MirceaKitsune |
06:59 |
telek |
Already installed. |
06:59 |
telek |
But the old 2d rats had a special place on my server, since one of the players decided they could be used as currency. |
06:59 |
RealBadAngel |
its fucking fun, to hunt down a man to get his abilities to build a shack |
07:00 |
telek |
We were rather miffed when all the rats we had pooled in the gameworld despawned when they were removed from the game :( |
07:00 |
telek |
RealBadAngel: NPC? |
07:01 |
RealBadAngel |
you have to posses man, an npc player to get full abilities |
07:01 |
FreeFull |
I remember a fenced area with lots of rats on c55's server |
07:01 |
RealBadAngel |
and thats not easy |
07:02 |
hoodedice |
is Creatures based on stu's NPC mod? |
07:02 |
RealBadAngel |
dont think so |
07:02 |
telek |
FreeFull: We had one inside. Doubled as a bank and food service place :) |
07:03 |
FreeFull |
Once despawned the rats are probably gone, I suspect, unless you have a version of the map saved from before that |
07:03 |
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07:03 |
telek |
Wonder how hard it'd be to modify the new rat animals so you can a chance of catching them instead of killing them with your fist, for those times when you don't have a net :D |
07:03 |
telek |
FreeFull: They were from the map, but any you still had in your inventory stayed. |
07:04 |
FreeFull |
Yeah, rats are still an item |
07:04 |
telek |
Somebody made a mod to add them back in way back when, but I think it was a few 'core' modding apis back. |
07:05 |
telek |
But not an available mob type (animal_rat being a seperate mob, obviously) |
07:08 |
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07:11 |
hoodedice |
So I made a [citation needed] Template on the Wiki |
07:11 |
hoodedice |
Why do I feel awesome? |
07:12 |
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08:01 |
telek |
VanessaE has an mt-nostalgia gamemode that has the legacy rats :) |
08:12 |
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08:18 |
telek |
Any new vehicle mods out for minetest? |
08:23 |
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08:27 |
hoodedice |
None that I know of, but this webdesigner97's car mod has fixed camera |
08:27 |
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08:34 |
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08:41 |
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08:45 |
CraigyDavi |
Hi everyone |
08:45 |
LemonLake |
ã“ã‚“ã«ã¡ã¯ |
08:47 |
* sfan5 |
nyans at LemonLake |
08:47 |
LemonLake |
sfan5: ニャー :3 |
08:47 |
sfan5 |
:3 |
08:47 |
LemonLake |
u wot m8 |
08:47 |
LemonLake |
:3 |
08:47 |
LemonLake |
oh clever |
08:47 |
sfan5 |
meow |
08:48 |
LemonLake |
https://cdn.mediacru.sh/XMHnMajDgwf7.png |
08:49 |
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09:00 |
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09:03 |
PenguinDad |
sfan5: https://github.com/BlockMen/minetest_next/commit/ec013871c465c0bff75fd749d0835d0e868c8df6 doesn't really fix that crash |
09:03 |
sfan5 |
PenguinDad: it fixes the crash when destorying the boat, not the crash (that I didn't know of) when you just sit on it |
09:05 |
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09:05 |
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09:05 |
PenguinDad |
I still have crashes while destroying the boat |
09:05 |
sfan5 |
backtrace pls |
09:06 |
PenguinDad |
It's exactly the same backtrace http://ix.io/dha |
09:07 |
sfan5 |
this not really possible |
09:07 |
PenguinDad |
I had to this to actually fix it https://github.com/PenguinDad/freeze/commit/38a1613c5313f88867667f7c99fc01d73c260861#diff-d7d74284e2e39f6c06d199c8e2bedbd0L57 |
09:09 |
sfan5 |
seems to be a race condition |
09:09 |
sfan5 |
ok, reproduces it |
09:09 |
sfan5 |
reproduced* |
09:09 |
sfan5 |
#0 0x00007ffff37bea38 in main_arena () from /lib/x86_64-linux-gnu/libc.so.6 |
09:09 |
sfan5 |
yep |
09:09 |
sfan5 |
same thing |
09:10 |
telek |
Whooo |
09:10 |
telek |
That'll come in before 0.4.10, right? |
09:10 |
sfan5 |
what? |
09:11 |
telek |
That race fix, or is it just in the mod? |
09:11 |
sfan5 |
just the mod |
09:12 |
* telek |
nods. |
09:12 |
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09:14 |
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09:21 |
sfan5 |
PenguinDad: could you try this? http://sprunge.us/IDGN |
09:22 |
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09:29 |
PenguinDad |
sfan5: this fixes it |
09:29 |
sfan5 |
PenguinDad: apparently PilzAdam wants it fixed in the engine and not in the mod itself.. |
09:30 |
PilzAdam |
sfan5, or add it to doc and make an announcement that API behaviour changed |
09:30 |
LemonLake |
I pilz the adam |
09:30 |
PilzAdam |
and make the client crash save, of course |
09:30 |
LemonLake |
Hold on |
09:30 |
LemonLake |
What is the actual problem? |
09:31 |
PilzAdam |
LemonLake, the worst problem is that a mod crashes a client |
09:31 |
LemonLake |
ah |
09:32 |
PilzAdam |
the second worst problem is that API behaviour changed since last stable release |
09:32 |
Calinou |
about boat/hover bug, I fixed it in Carbone 2 days ago by making it not diggable while it has a driver |
09:33 |
PenguinDad |
Calinou: this might work for boats, hovers and carts but not in my case |
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09:45 |
Calinou |
I found a screenshot of Minetest in April 2012: http://c55.me/wp-uploads/2012/04/minetest_desert.png |
09:46 |
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09:52 |
telek |
Calinou: I've still got a world somewhere that looks similiar to that :D |
09:52 |
* telek |
still has an original world migrated from 0.2 or 0.3 running too. |
09:52 |
Calinou |
also: http://celeron.55.lt/wp-uploads/2011/10/tscrot-2011-10-30_03-02-33.png → I should try finding these textures somewhere (they're from cisoun's old pack) |
09:52 |
Calinou |
to make a pack working with 0.4.x with these textures |
09:53 |
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09:54 |
jp |
VanessaE : http://i.imgur.com/sPk8eiw.png |
09:55 |
Calinou |
-1 for Chrome :( |
09:55 |
Calinou |
Chromium is readily available in the repositories |
09:55 |
jp |
Chrome is more often updated than Chromium. |
09:55 |
PilzAdam |
with spyware from google |
09:56 |
jp |
and I'm not free-software integrist ;) |
09:56 |
jp |
a* |
09:58 |
Calinou |
it's updated at the exact same frequency |
09:58 |
Calinou |
in fact, you can get Chromium dev builds |
09:58 |
Calinou |
<jp> and I'm not free-software integrist ;) |
09:58 |
Calinou |
the feature set is exactly the same |
09:58 |
jp |
Nope. Adobe Flash is no longer supported on Linux. Except under Chrome... just an exemple. |
09:59 |
jp |
no longer updated* since years. |
09:59 |
Calinou |
you can use Chrome's Pepper stuff under Chromium, as long as you keep Chrome installed (but no need to run it) |
09:59 |
SylvieLorxu |
Adobe Flash updates only make it worse anyway. Doesn't Chrome and Chromium have their own implementation? |
09:59 |
jp |
Adobe Flash isn't integrated in Chtomium |
09:59 |
Calinou |
it's not like Flash deserves being used in the first place anyway |
10:00 |
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10:00 |
PilzAdam |
I stopped using flash for a while now |
10:00 |
jp |
For the moment, Flash is more effective than HTML5. |
10:01 |
PilzAdam |
in fact, flash tends to overheat my CPU |
10:01 |
SylvieLorxu |
Flash always was a memory hog when I used it. HTML5 video is one of the low amount of things that actually don't freeze Firefox for me |
10:02 |
LemonLake |
The benefit of HTML5 is that it's mobile. |
10:02 |
LemonLake |
Flash no longer provides mobile versions. |
10:03 |
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10:05 |
SylvieLorxu |
The benefit of HTML5 is that it's an Open Standard that anyone can implement and improve upon, instead of being stuck with a piece of buggy junkware that doesn't get improved because Adobe is too incompetent to write software updates that fix more than they break |
10:09 |
telek |
SylvieLorxu: You mean software they purchased and no doubt have gutted the development team on in the intervening years :) |
10:10 |
SylvieLorxu |
Oh yeah, true, Flash wasn't originally Adobe stuff |
10:10 |
telek |
Macromedia :) |
10:12 |
telek |
Out of curiousity: Does minetest properly cache textures atm? |
10:12 |
telek |
Because logging out and back into a server takes FOREVER. |
10:12 |
telek |
Not as bad as the old days, but still longer than it seems like it should take. |
10:13 |
PenguinDad |
telek: It caches the textures |
10:14 |
LemonLake |
But do they still have to verify if they're correct? |
10:16 |
* telek |
has been wondering for a while if they do like an alphabetized list of textures, file size, and checksum to figure out when updates need to be performed. |
10:16 |
VanessaE |
jp: what eactly did you do to trigger that error? |
10:17 |
PilzAdam |
telek, look in $path_user/cache/ |
10:18 |
jp |
VanessaE : digging a MoreBlocks unknown nodes. |
10:20 |
VanessaE |
impossible - that code is only executed at startup |
10:21 |
jp |
Sorry, I was wrong... |
10:21 |
VanessaE |
can you get me the full error report from debug.txt ? |
10:21 |
jp |
When I put 'the brass fence', it trigger the error and crash MT. |
10:21 |
jp |
Yep. |
10:22 |
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10:23 |
jp |
Hmm... I don't found this file ? |
10:23 |
hoodedice |
back |
10:23 |
hoodedice |
So, I messed up the wiki a bit |
10:23 |
hoodedice |
I'm gonna crash now, gonna flesh it up later |
10:23 |
VanessaE |
jp: in your minetest dir e.g. ~/.minetest/debug.txt |
10:24 |
hoodedice |
I would love it if someone could do http://wiki.minetest.net/Minetest_Wiki:Community_portal properly |
10:24 |
telek |
PilzAdam: 51 megs, so it looks like it is. |
10:24 |
telek |
sha256 checksums? |
10:24 |
PilzAdam |
models are not cached, AFAIK |
10:25 |
telek |
Are they considered textures for loading purposes? |
10:25 |
telek |
If not it's the textures that are slow not the models. |
10:26 |
PilzAdam |
what? |
10:27 |
telek |
PilzAdam: Does 'Loading Textures' include models, or just the Textures? |
10:27 |
telek |
If it's only the textures then the majority of the time is definitely spent on textures. |
10:27 |
hoodedice |
http://dev.minetest.net/index.php?title=Changelog&diff=1709&oldid=1708 |
10:28 |
hoodedice |
Oh. My. GOD |
10:28 |
hoodedice |
hahahaa |
10:28 |
PilzAdam |
telek, doesn't it say "Media..."? |
10:29 |
PenguinDad |
Line 404 :D |
10:29 |
telek |
PilzAdam, yeah, before textures, but that only takes a couple seconds. Textures seem to take a minute or two (not on a bare stock game obv, but with ~28 megs of textures across all the moddirs) |
10:29 |
hoodedice |
Calinou, can you make the wiki link on reddit redirect to the minetest wiki? |
10:30 |
hoodedice |
r/minetest |
10:30 |
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10:31 |
PenguinDad |
telek: have enabled preload item visuals? |
10:31 |
* telek |
could make irreverent jokes about where the rain comes from and how line 404 might not be too far from the truth :D |
10:31 |
PilzAdam |
telek, it first says "Item definitions...", then "Node definitions..." and then "Media..." |
10:31 |
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10:31 |
PilzAdam |
there is no special "texture loading" stage |
10:31 |
telek |
PenguinDad: Yep |
10:32 |
PenguinDad |
telek: disable that and it will load much faster |
10:32 |
telek |
After media says 'Item Textures' |
10:32 |
telek |
And it sits there for a long time loading them. |
10:33 |
PenguinDad |
telek: just disable preload item visuals |
10:33 |
PilzAdam |
greping "Item Textures" has 0 results in the code |
10:34 |
telek |
PilzAdam: dunno what to tell you, I'm using 0.4.9 client and git for the server |
10:35 |
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10:35 |
telek |
PilzAdam: Did you do 'Item textures' and/or -i? |
10:35 |
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10:36 |
PilzAdam |
ah, why did you capitalize the "T"? |
10:36 |
telek |
Also: Is there any way waterlillies and other such nodes could be attached to the liquid they're above so if your client is running the swaying water effect it won't look like it's floating above the surface? |
10:36 |
hoodedice |
PilzAdam: Why did you not not capitalize it? =P |
10:36 |
telek |
PilzAdam: Habit probably. It's why I always use grep -i :) |
10:37 |
hoodedice |
telek, maybe the water shader could be attached to the water lilies, so they float WITH the water haha |
10:37 |
PilzAdam |
hoodedice, I did, thats why I didn't find it |
10:37 |
hoodedice |
Impossible without physics being added to the water, which won't happen because lag |
10:38 |
hoodedice |
have fun devving *crashes into bed* |
10:38 |
BlockMen |
hoodedice, currently water shaders are liquids only |
10:38 |
* telek |
waves! |
10:38 |
BlockMen |
*liquid drawtype only |
10:38 |
telek |
Does the water shader actually deform the geometry of the block? |
10:38 |
PenguinDad |
There's even waving lava :D |
10:38 |
hoodedice |
Block, was a joke. BTW, look at this: http://en.wikipedia.org/wiki/Wikipedia:Community_portal |
10:39 |
telek |
If so, all you'd need to do is attach the water lilly or whatever to the surface of the block prior to deform, then deform it along with it, no? |
10:39 |
BlockMen |
PenguinDad, ik :\ needs to be configurable in next version |
10:39 |
hoodedice |
Block, could you make a something like that on the MT wiki? http://wiki.minetest.net/Minetest_Wiki:Community_portal |
10:41 |
BlockMen |
you mean a TODO list? |
10:41 |
Taoki |
Hi. I have a question about something I wasn't fully sure of: Does the footstep sounds property of nodes work for liquid nodes? So footstep sounds can be played when the player swims in them, and therefore useable as swimming sounds? |
10:41 |
hoodedice |
Not necessarily, but yeah |
10:41 |
BlockMen |
Taoki, IIRC no |
10:41 |
hoodedice |
I think there are swimming sounds already (?) |
10:41 |
Taoki |
Ah :( |
10:41 |
hoodedice |
weird |
10:42 |
Taoki |
hoodedice: No. And they're difficult to do properly too |
10:42 |
hoodedice |
Also, this ambience sound mod has breathing sounds |
10:42 |
Taoki |
This would be easy to chance so yeah |
10:42 |
BlockMen |
hoodedice, only by mods that check the node you are in atm |
10:42 |
Taoki |
Ambience mod is very laggy and doesn't handle sounds properly IMO |
10:43 |
BlockMen |
hoodedice, and where do you think should that TODO list placed? |
10:44 |
hoodedice |
Block, I linked you the MT version of the Wiki community page |
10:44 |
hoodedice |
Which is pretty barebones haha |
10:44 |
hoodedice |
I think this would be a TODO+News+status page |
10:44 |
hoodedice |
Here http://wiki.minetest.net/Minetest_Wiki:Community_portal |
10:46 |
hoodedice |
kaeza thinks it should link back to Main |
10:46 |
BlockMen |
so you want "wiki.minetest.net/Main_Page:Community_portal" ? |
10:47 |
hoodedice |
...? |
10:47 |
hoodedice |
In retrospective, I think I'll work on that myself; devs are busy people haha |
10:47 |
VanessaE |
jp: I've tried every combination of adding and removing signs, brass fences, and unknown blocks (from previously-installed Moreblocks) that I can think of and I cannot reproduce the error. |
10:48 |
* hoodedice |
crashes |
10:49 |
jp |
VanessaE : It's when I put brass fence on a unknown nodes that MT crashes. And it's not written in debug.txt |
10:49 |
hoodedice |
jp mt version? |
10:49 |
jp |
049-dev from yesterday. |
10:50 |
jp |
No matter, it's a particular action anyway. |
10:51 |
VanessaE |
it still has to be checked. |
10:51 |
VanessaE |
AH hah |
10:51 |
VanessaE |
I can reproduce that. |
10:52 |
jp |
I don't think that there are much players who put homdecor nodes on unknown nodes, so matter to fix it. |
10:52 |
VanessaE |
the full error btw, is http://pastebin.com/DYrkjpNG |
10:54 |
VanessaE |
lemme see if this helped... sec. |
10:56 |
VanessaE |
fixed -- bcdd04b |
10:57 |
jp |
Good. |
10:57 |
VanessaE |
(the extra check in line 741 is a sanity check in case something weird happens) |
11:11 |
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11:20 |
MinetestBot |
GIT: sfan5 commited to minetest/minetest: Fix warnings reported by clang 37b7f09 2014-07-06T13:19:21+02:00 http://git.io/Qmd_HQ |
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11:52 |
jp |
VanessaE : it's normal that the new release of Plantlife places flowers on all default:leaves ? |
11:53 |
jp |
flower petals* |
11:53 |
VanessaE |
jp: yes, if the trees are near water. If you don't like this, remove the nature_classic mod and use worldedit (or an alias) to translate them back to leaves. |
11:54 |
VanessaE |
make sure your copy is fully up-to-date. trees within 20m of water will grow apple blossoms and then eventually apples. the blossoms come and go over time. |
11:54 |
jp |
Flowers + water generation = CPU usage+++ |
11:54 |
VanessaE |
nope.avi |
11:55 |
VanessaE |
it just does a find_node_near() call every so often to look for water when it's ready to try to grow some blossoms |
11:55 |
jp |
Yes, when water isn't generated = heavy loading. |
11:56 |
VanessaE |
have you evaluated the engine code to see if it it in fact uses a lot of CPU to execute that call? |
11:57 |
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11:58 |
jp |
No, just experienced in game. |
11:59 |
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11:59 |
nman3600 |
Hi |
11:59 |
PenguinDad |
hey nman3600 |
12:00 |
nman3600 |
Can someone give me a link to a tutorial on how to set a command block in the mesecons mod? |
12:00 |
VanessaE |
jp: it's unlikely to be that call, it's only executed once a minute. |
12:00 |
VanessaE |
well the ABM triggers once a minute anyway |
12:00 |
VanessaE |
no, that's not right |
12:01 |
VanessaE |
once an HOUR |
12:01 |
VanessaE |
interval of 3600, chance 15 |
12:02 |
VanessaE |
so you can't be feeling a slowdown from that :) |
12:02 |
VanessaE |
nman3600: sorry, never used it |
12:03 |
nman3600 |
VanessaE, Ahh that's a bummer, I really need to know how they really work. |
12:03 |
CWz |
command blocks don't seem to work with 0.4.9-dev builds |
12:03 |
crazyR |
hey guys in a media server is it possible to keep all the media in seprate folders? |
12:04 |
CWz |
yes, using Symbolic links |
12:04 |
telek |
Hey can minetestserver benefit from smp now, or no? |
12:04 |
CWz |
well, mamybe that doesn't count |
12:04 |
CWz |
*maybe |
12:05 |
nman3600 |
Also I've been struggling to come up with a design of a "piston door". Any ideas/tutorials that are good and actually work? |
12:05 |
crazyR |
nman3600 constructors makethe best doors of that style |
12:06 |
* PenguinDad |
prefers ghoststone doors |
12:06 |
jp |
VanessaE : I think it's not a good idea to modify the default nodes with a mod anyway. |
12:06 |
nman3600 |
Ghoststone is a good idea but i want to make a piston one |
12:08 |
nore |
nman3600, come on VanessaE's survival server |
12:08 |
nore |
I have made one there |
12:08 |
nman3600 |
nore, Okay coming now |
12:12 |
telek |
141 pages at 24 items per page. |
12:12 |
telek |
Of crafting items. Is that excessive? |
12:12 |
|
Jordach joined #minetest |
12:13 |
nore |
telek, that's twice the number of items on VE's servers |
12:14 |
nore |
but VE's servers use colormachine and circular saw/cnc to avoid having tons of items... |
12:14 |
telek |
How does colormachine work anyways? |
12:17 |
* Jordach |
pokes a BlockMen |
12:18 |
BlockMen |
hm? |
12:19 |
Jordach |
where's the release |
12:20 |
Jordach |
you said 20140706 :P |
12:21 |
nore |
telek: you put in dye and thing to color, and you get colored thing |
12:21 |
nore |
(useful for reducing creative inv size) |
12:23 |
BlockMen |
i didnt say. the channel topic says |
12:23 |
VanessaE |
jp: noting wrong with redefining default nodes if you can't do it any other way |
12:23 |
BlockMen |
and this days is just ~50% gone |
12:24 |
Jordach |
i was up ~8 hours ago |
12:24 |
Jordach |
(before i went to sleep)( |
12:24 |
* PenguinDad |
is going to rewrite an already rewritten mod |
12:25 |
Jordach |
PenguinDad, i fixed the minetest.env: issue :3 |
12:26 |
kaeza |
rewriteception! |
12:26 |
kaeza |
mornings |
12:26 |
PenguinDad |
Jordach: already saw that |
12:26 |
VanessaE |
greetz, kaeza |
12:27 |
PenguinDad |
hello kaeza |
12:31 |
* sfan5 |
meows at kaeza |
12:31 |
* Jordach |
has an experiment to try out |
12:31 |
* kaeza |
meows back at sfan5 |
12:32 |
Jordach |
hybrid chest node / entity |
12:32 |
* sfan5 |
purrs |
12:33 |
Jordach |
!c 1.0/16.0 |
12:33 |
MinetestBot |
0.0625 |
12:35 |
|
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12:37 |
|
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12:49 |
Jordach |
ecutruin, hello! |
12:49 |
ecutruin |
Heyo. |
12:49 |
Jordach |
!reload tell] |
12:49 |
VanessaE |
bbl |
12:50 |
sfan5 |
Jordach: "MinetestBot: reload tell" |
12:50 |
Jordach |
MinetestBot: reload tell |
12:50 |
MinetestBot |
Jordach: <module 'tell' from '/home/user/mtbot/modules/tell.pyc'> (version: 2014-06-28 14:30:46) |
12:50 |
Jordach |
good girk |
12:51 |
sfan5 |
<3 MinetestBot |
12:51 |
MinetestBot |
<3 sfan5 |
12:51 |
Jordach |
i ran !tell last night and it appears to not have processed |
12:51 |
sfan5 |
it's very broken |
12:52 |
BlockMen |
!tell MinetestBot you are broken |
12:52 |
MinetestBot |
I'm not dumb, you know? |
12:53 |
|
TenPlus1 joined #minetest |
12:53 |
TenPlus1 |
Hi folks... |
12:53 |
TenPlus1 |
anyone around that could help me with a v7 biome question ??? |
12:54 |
sfan5 |
just ask |
12:54 |
Jordach |
TenPlus1, HMMMMMMMMMM! |
12:54 |
Jordach |
you struck my chord |
12:54 |
TenPlus1 |
:) am generating biomes using minetest.register_biome and am wondering if their is a way to set persistance in it ? |
12:54 |
sfan5 |
Jordach: ^ |
12:54 |
TenPlus1 |
am finding online documentation quite limited |
12:55 |
Jordach |
persistence? |
12:55 |
PilzAdam |
TenPlus1, the biome API is neither finished nor stable |
12:55 |
Jordach |
once registered, it stays that biome until changed via minetest.register_biome() |
12:56 |
TenPlus1 |
so there's no way to make the biome less aggressive and more smooth ? |
12:56 |
Jordach |
no |
12:56 |
Jordach |
you're stuck with the hard lines sadly |
12:56 |
TenPlus1 |
thanks for your help... |
12:57 |
TenPlus1 |
I dont suppose there's a way to disable ridges as yet ? |
12:57 |
TenPlus1 |
in the latest dev... |
13:03 |
|
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13:04 |
Jordach |
TenPlus1, you can't disable rivers either |
13:05 |
TenPlus1 |
rivers are handy, although it would be nice to have the option to disable certain map features for custom maps |
13:09 |
TenPlus1 |
and for those options to be available in the GUI itself |
13:12 |
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m5 joined #minetest |
13:22 |
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JackGruff joined #minetest |
13:23 |
JackGruff |
Linux question. Has noone made a TUI download manager? |
13:24 |
TenPlus1 |
TUI ? |
13:28 |
TenPlus1 |
you could try multiget or steadyflow, those are in the debian/ubuntu repo's |
13:29 |
|
CWz left #minetest |
13:29 |
Jordach |
this is NOT a nodebox |
13:29 |
Jordach |
https://cdn.mediacru.sh/J1HNohiTRkIf.png |
13:30 |
TenPlus1 |
? |
13:30 |
Jordach |
it looks like a nodebox chest right, well, you'd be wrong for thinking that |
13:30 |
Jordach |
that's a living entity |
13:30 |
TenPlus1 |
a hidden mod ? |
13:30 |
TenPlus1 |
*mob ? |
13:31 |
Jordach |
https://cdn.mediacru.sh/xsH0gHvzYILW.png |
13:32 |
TenPlus1 |
handy if it could follow you like the Luggage from the Discworld series :P |
13:33 |
JackGruff |
TenPlus1, thnx |
13:34 |
JackGruff |
i've been trying to find one i can run on headless server |
13:34 |
Jordach |
is there a way with formspecs to check if the player exits them? |
13:36 |
TenPlus1 |
Wouldn't you put an exit/back button and check for that ? |
13:40 |
Jordach |
i'm trying to get the name of an entity at a certain position |
13:40 |
BlockMen |
Jordach, check for field["quit"] = true |
13:41 |
Jordach |
BlockMen, any chest based examples? |
13:41 |
BlockMen |
my crafting mod |
13:41 |
Jordach |
i've not heard that in the API text |
13:42 |
TenPlus1 |
Jordach: wont the Item Drop mod help you out there, it looks for entities around it in items |
13:42 |
PenguinDad |
Here's the double rewritten mod https://github.com/PenguinDad/jmod-rewrites/blob/master/sethome/init.lua |
13:42 |
MinetestBot |
GIT: PilzAdam commited to minetest/minetest: Fix memory leak in EmergeManager 6bd1524 2014-07-06T15:41:59+02:00 http://git.io/pbdVuw |
13:45 |
JackGruff |
https://github.com/ziahamza/webui-aria2 |
13:45 |
JackGruff |
tada |
13:45 |
PenguinDad |
^ Jordach |
13:46 |
TenPlus1 |
found your solution Jack :) |
13:51 |
|
Krock joined #minetest |
13:51 |
Krock |
moin moin |
13:52 |
TenPlus1 |
hi Krock |
13:52 |
|
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13:52 |
Krock |
0.4.10 to be released ~July 6th | Please be |
13:52 |
Krock |
happened yet? |
13:52 |
TenPlus1 |
lol |
13:53 |
Jordach |
beh |
13:54 |
* Krock |
clicks on "Mark forums read" and completes the task with that |
13:54 |
PenguinDad |
Jordach: don't like my rewrite? |
13:54 |
* sfan5 |
meows at Krock |
13:54 |
* Krock |
meows at sfan5 |
13:55 |
* PenguinDad |
squawks at Krock |
13:56 |
* Krock |
picks up PenguinDad and eats him |
14:04 |
|
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14:06 |
Krock |
ok. seems like 0.4.10 needs some days more to wait |
14:06 |
* Krock |
reboots |
14:09 |
|
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14:11 |
|
Krock joined #minetest |
14:16 |
TenPlus1 |
cya folks... |
14:16 |
TenPlus1 |
./quit |
14:16 |
|
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14:16 |
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14:19 |
telek |
Hey, is there a way to get the old fps counter back? |
14:21 |
sfan5 |
press F5 |
14:22 |
telek |
Sweet, thanks sfan5 |
14:25 |
Krock |
huh? old? newest is on top left included |
14:25 |
PenguinDad |
Krock: not anymore |
14:25 |
Krock |
ok /me isn't up-to-date with thie build |
14:26 |
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14:27 |
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Tuxedo[Qyou] joined #minetest |
14:30 |
telek |
Anybody know what would cause a mod to crash with an assertion about an unloaded item id or something? |
14:31 |
|
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14:32 |
Krock |
telek, error log or screenshot plz |
14:33 |
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14:33 |
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14:33 |
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14:35 |
PenguinDad |
No sethome mod on Krock's server :( |
14:35 |
MinetestBot |
GIT: sfan5 commited to minetest/minetest: Fix errors/warnings reported by valgrind eadde1e 2014-07-06T16:33:02+02:00 http://git.io/Lk05vQ |
14:35 |
* Krock |
gives PenguinDad unified inventory buttons |
14:35 |
|
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14:36 |
* PenguinDad |
forgot about undefined inventory |
14:39 |
rubenwardy |
So much activity in #minetest-dev. It is like their hive being attacked. |
14:39 |
rubenwardy |
and, hi all! |
14:39 |
* sfan5 |
meows at rubenwardy |
14:40 |
rubenwardy |
0.4.10, I know :P |
14:40 |
* Krock |
throws "wait a time" at rubenwardy(and a "Hi" after) |
14:40 |
* kaeza |
changed forum signature |
14:40 |
PilzAdam |
lets make everyone angry |
14:40 |
PilzAdam |
!op |
14:40 |
* kaeza |
slaps Krock for not using sethome |
14:41 |
|
Topic for #minetest is now Latest stable version is 0.4.9, 0.4.10 to be released ~July 13th | Please be patient, responses may take a while | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | Logs: http://irc.minetest.ru/minetest/ | Channel stats: http://sfan5.duckdns.org/ircstats/minetest.html | No unauthorized bots. |
14:41 |
PilzAdam |
!deop |
14:41 |
* Krock |
slaps kaeza with overuse of chatcommands |
14:41 |
VanessaE |
July 13. terrible date to release. |
14:42 |
VanessaE |
At least make it the 12th or 14th. :P |
14:42 |
|
Taxi joined #minetest |
14:42 |
* PenguinDad |
slaps Krock with https://github.com/PenguinDad/jmod-rewrites/blob/master/sethome/init.lua |
14:42 |
* Krock |
gives PenguinDad a cookie |
14:44 |
* PenguinDad |
noms the cookie |
14:45 |
rubenwardy |
Descension of Doom :P |
14:45 |
rubenwardy |
* :O |
14:45 |
Calinou |
today is my 3rd Minetest birthday |
14:45 |
Calinou |
lol, version postpone |
14:46 |
rubenwardy |
Yeah |
14:46 |
Calinou |
mostly just because mod developers are too lazy to fix their mods :D |
14:46 |
VanessaE |
rubenwardy: how goes nodebox editor development? :) |
14:46 |
Calinou |
<VanessaE> July 13. terrible date to release. |
14:46 |
Calinou |
why? it's not Friday the 13 |
14:46 |
rubenwardy |
It is good though, the post pone, it makes you think they will put more time into bug fixing. |
14:46 |
VanessaE |
Calinou: 13 is considered generally unlucky, whether it's friday or not :) |
14:47 |
rubenwardy |
VanessaE: 0.6.5 is almost ready. It features automatic working directory searching, and make install support. As well as bug fixes. |
14:47 |
VanessaE |
Calinou: some buildings, for example, don't have a 13th floor after 12, they skip to 14. |
14:47 |
Calinou |
postpone is mostly problem moving |
14:47 |
* m5 |
slaps Calinou with a netsplit |
14:48 |
rubenwardy |
Just have to fix issues with finding the home / my documents directory. |
14:48 |
Calinou |
Ubuntu releases happen to be mostly bug-less to me when I upgrade to them (sometimes on D+1); same goes for Fedora releases, so where's the benefit? |
14:48 |
|
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14:48 |
VanessaE |
Calinou: postponed to give time to work out this weird map regen issue I thought? |
14:48 |
|
dhbiker joined #minetest |
14:48 |
Calinou |
I've never had that issue, but I don't run a large server |
14:49 |
BlockMen |
it also happens on slow devices |
14:49 |
rubenwardy |
postpone is mostly poor time management, but it also means more work is spent, rather then them releasing with bugs. |
14:49 |
celeron55 |
VanessaE: https://github.com/minetest/minetest/issues?milestone=3&state=open |
14:49 |
celeron55 |
because of all of those |
14:50 |
VanessaE |
Calinou: I haven't had it happen on my own machines, but Zeno has had a similar bug on his server, which I was not able, for the life of me, to either reproduce myself -- with HIS MAP -- nor to prevent happening on his server, either. |
14:51 |
VanessaE |
celeron55: well I assumed the rest of the milestones as well, but the mapgen issue does seem to be taking center stage at the moment. |
14:51 |
celeron55 |
rubenwardy: i don't see how suddenly finding new bugs and setting out to fix them before releasing is bad time management |
14:51 |
Jordach |
https://cdn.mediacru.sh/proUrfU8oeaa.png |
14:51 |
VanessaE |
Jordach: nice! entities or just nodes? |
14:51 |
Jordach |
VanessaE, Hybrid |
14:51 |
Jordach |
HYBRID! |
14:51 |
rubenwardy |
Bad time management as in not allowing enough time to find bugs and then fix them. It doesn't matter though, you & the team are doing a great job. |
14:52 |
VanessaE |
Jordach: video please? :) |
14:52 |
Calinou |
“concatenating†is a word :o |
14:53 |
Jordach |
VanessaE, still unfinished, but i learned a shitload about mobs |
14:53 |
Jordach |
and entities |
14:53 |
Jordach |
VanessaE, https://cdn.mediacru.sh/4LH1P0UmspM9.png |
14:53 |
Jordach |
clearobject won't kill it :3 |
14:54 |
Jordach |
there, avoided another bug if the lid was missing to avoid indexing nil |
14:54 |
VanessaE |
nice |
14:57 |
|
diemartin joined #minetest |
14:57 |
|
nman3600 joined #minetest |
14:57 |
nman3600 |
Krock! Where have you been! |
14:58 |
Krock |
#internet_free_time |
14:58 |
* m5 |
joins |
14:58 |
nman3600 |
? |
14:59 |
Jordach |
btw, in time, i could modify the entity so the nodebox is hidden and it's a full on entity |
14:59 |
Krock |
Calinou, why is a rhino a monster? they're nice |
14:59 |
Calinou |
https://forum.minetest.net/viewtopic.php?f=5&t=6552 → is this basically TCP, Taoki? |
14:59 |
Calinou |
there was a TCP branch made by celeron55 back in 2012 |
14:59 |
Calinou |
Krock, because they happen to shoot bullets |
15:00 |
Jordach |
pfffffffff |
15:00 |
Krock |
Calinou, interesting... |
15:00 |
diemartin |
Jordach, with that code, dropping an item on top of the chest would probably prevent the chest from adding its lid again |
15:00 |
Calinou |
they spawn below -60, at a similar frequency to dungeon masters |
15:00 |
Jordach |
diemartin, collsion is disabled |
15:00 |
Calinou |
they drop 12 silver coins (the most coins) |
15:00 |
Jordach |
however invisible nodebox to act as a platform for the player can work |
15:01 |
Calinou |
good idea about the clearobjects-proofness |
15:01 |
Calinou |
could be added to item frames mod |
15:01 |
Calinou |
Jordach, your comments hurt my eyes :( |
15:01 |
VanessaE |
Calinou: +1000000000 |
15:01 |
Calinou |
(same for your editor's background colour :P) |
15:01 |
Jordach |
Calinou, i haven't done english for ages |
15:01 |
Calinou |
VanessaE, I added fix for screwdriver crashes with item frames and made it use 16 × 16 textures |
15:01 |
VanessaE |
(I'd fix item_frames but I'm too lazy) |
15:02 |
Calinou |
Jordach, comments are sentences, begin with a capital, end with a . or : usually, add a space after the -- |
15:02 |
Calinou |
look at how it's done in Carbone |
15:02 |
Calinou |
also don't make useless multi-line comments |
15:02 |
Jordach |
Calinou, i don't comform to a style |
15:02 |
VanessaE |
Calinou: oh, you got a fork of that that works right? |
15:02 |
Jordach |
i don't particularily care |
15:02 |
Calinou |
VanessaE, yes, it's in mod releases forum |
15:02 |
Calinou |
consistent code is important to look serious :P |
15:03 |
Calinou |
eg: http://paste.ubuntu.com/7755977/ |
15:03 |
kaeza |
Jordach, https://gist.github.com/kaeza/a2fb06bf959bfd53f3f5 |
15:03 |
Jordach |
kaeza, they're all named the same |
15:04 |
Calinou |
also possible, for better recipe readability: http://paste.ubuntu.com/7755979/ |
15:04 |
Jordach |
mesh_chest_locked |
15:04 |
Calinou |
(you can put the spaces between the quotes too, the recipe will still work but it's less optimal) |
15:05 |
Jordach |
btw, opening it if the lid is missing will just restore it :3 |
15:05 |
Jordach |
instead of attempt to index nil :P |
15:05 |
rubenwardy |
In development: https://github.com/rubenwardy/minetest_rts/compare/2625323...eb7f5e8 |
15:05 |
Jordach |
(i'm more surprised that hybrid node entities are even possible) |
15:05 |
rubenwardy |
Adds an RTS camera to Minetest. WIP |
15:05 |
|
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15:06 |
Jordach |
>BFD RTS |
15:06 |
* Jordach |
drools |
15:06 |
Calinou |
I'd like minetest.conf setting for third person distance |
15:06 |
Calinou |
same for damage flash and tilt |
15:06 |
VanessaE |
Calinou: this one, from carbone? https://gitorious.org/calinou/carbone/source/b52d2fe031aa3d5bc72955da7439064237c7ae5d:mods/itemframes |
15:07 |
Calinou |
I have to edit the source to change these to my linking |
15:07 |
Calinou |
VanessaE, yes, the same |
15:07 |
VanessaE |
ok |
15:07 |
Calinou |
the fix is in the screwdriver mod |
15:07 |
Calinou |
so replace the screwdriver mod with Carbone's |
15:08 |
kaeza |
also, random: https://gist.github.com/kaeza/5baa66a4dafcfd5debfc |
15:08 |
Calinou |
the item frames mod from Carbone changes textures and makes items rotate slower on pedestals, that's all |
15:08 |
Calinou |
(makes the pedestals smaller too) |
15:08 |
VanessaE |
OH derp |
15:13 |
VanessaE |
Calinou: frankly *pokes RealBadAngel* I hate how the screwdriver works at all |
15:14 |
RealBadAngel |
what about it? |
15:14 |
Jordach |
RealBadAngel, meshnodes are irrelevant |
15:14 |
VanessaE |
cheapie suggested it should be rewritten to just rotate the damn node around X, Y or Z axes (depending on the mode it's in). Imho it should have exactly those modes plus a "6d" mode that behaves exactly like mode 3 does now. |
15:14 |
|
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15:14 |
Jordach |
VanessaE, 5 minutes on upload |
15:15 |
Taoki |
Calinou: TCP? |
15:15 |
VanessaE |
RealBadAngel: because in practice, the screwdriver's behavior in anything but modes 1 and 3 is just plain G*d damned confusing. |
15:15 |
Taoki |
Not familiar with it |
15:15 |
Calinou |
TCP is data stream, UDP is packets. |
15:15 |
Jordach |
Taoki, what http:// underside uses - as well as IRC |
15:15 |
Calinou |
TCP is lossless by nature. |
15:15 |
Calinou |
so you asked for TCP, pretty much |
15:15 |
Calinou |
which means more lag in general |
15:15 |
Taoki |
Oh |
15:15 |
Taoki |
Movement uses TCP already? |
15:15 |
Jordach |
Taoki, the entirety of MT uses UDP |
15:16 |
Calinou |
no |
15:16 |
Calinou |
UDP is probably fine as we use it currently, lag is good enough |
15:16 |
Taoki |
Jordach: Ok. Then yeah, I mean TCP for movement |
15:16 |
Calinou |
UDP + TCP introduces problems |
15:16 |
Calinou |
people must forward in both modes, etc… |
15:16 |
Calinou |
harder to implement too |
15:18 |
RealBadAngel |
Calinou, you have changed screwdriver in carbone? |
15:19 |
Calinou |
yes |
15:19 |
|
hmmmm joined #minetest |
15:20 |
Jordach |
VanessaE, https://www.youtube.com/watch?v=wkx3is1Ua04 |
15:21 |
Krock |
Jordach, is your tank mod already released somewhere? |
15:21 |
|
m5 joined #minetest |
15:21 |
Jordach |
Krock, it works with the MTG buckets |
15:21 |
Krock |
...mtg? |
15:21 |
Jordach |
(they use the same item names between BFD and MTG, so you can copy and paste it) |
15:21 |
Jordach |
Minetest Game |
15:21 |
Krock |
ah okay |
15:21 |
* sfan5 |
meows at Jordach |
15:22 |
* Jordach |
meows at sfan5 |
15:22 |
Jordach |
sfan5, i'm tired of people saying things are impossible with the API |
15:23 |
Jordach |
i'm proving people wrong :3 |
15:23 |
sfan5 |
:3 |
15:23 |
VanessaE |
Jordach: so far, so good - but can you stop it from looping the animation? |
15:24 |
Guest14878 |
I really cba to change my nick back |
15:24 |
VanessaE |
Jordach: also nice background on the formspec ;) |
15:24 |
Jordach |
VanessaE, prototype |
15:24 |
Jordach |
VanessaE, got bored of looking at grey, you can thank ecutruin for prodding me |
15:25 |
MinetestBot |
GIT: BlockMen commited to minetest/minetest_game: Fix boats again 5e0c493 2014-07-06T12:12:05+02:00 http://git.io/sDFMaQ |
15:25 |
MinetestBot |
GIT: BlockMen commited to minetest/minetest_game: Rename functions, update API 584718a 2014-07-06T10:54:47+02:00 http://git.io/JG7PtA |
15:26 |
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15:26 |
VanessaE |
whoa, fuck me |
15:26 |
VanessaE |
_next got merged to mainline?! |
15:26 |
BlockMen |
yes |
15:26 |
|
MinetestBot joined #minetest |
15:26 |
VanessaE |
great, now I gotta rebase dreambuilder :P |
15:26 |
Jordach |
VanessaE, nobody here will fuck you |
15:27 |
* Jordach |
shrugs |
15:27 |
VanessaE |
(actually I think it's fine the way it is) |
15:28 |
Jordach |
tl;dr - i know how to make it rain decently |
15:28 |
Jordach |
with only 1 entity |
15:29 |
Jordach |
and when i close the chest it should shut itself |
15:30 |
PilzAdam |
BlockMen, create a news topic |
15:30 |
|
m5 joined #minetest |
15:30 |
BlockMen |
PilzAdam, will do |
15:31 |
BlockMen |
umm..i cant?! |
15:31 |
Jordach |
fucking permissions |
15:32 |
Jordach |
BlockMen, write it in general and i'll move it |
15:32 |
* m5 |
compiles node.js |
15:32 |
BlockMen |
Jordach, k |
15:32 |
sfan5 |
m5: nobody cares |
15:32 |
* m5 |
compiles sfan5 |
15:32 |
sfan5 |
m5: nobody cares |
15:32 |
PilzAdam |
ShadowNinja, can you fix that? devs should be able to create topics in "News" |
15:33 |
* VanessaE |
deletes m5 |
15:33 |
* m5 |
compiles Fuck_sfan5v2.8.1 |
15:33 |
m5 |
s/F/f |
15:33 |
sfan5 |
!kick m5 |
15:33 |
|
m5 was kicked by MinetestBot: m5 |
15:33 |
|
m5 joined #minetest |
15:36 |
Jordach |
PilzAdam, how do nodetimers work again |
15:36 |
sfan5 |
Jordach: the work like this: lua_api.txt |
15:36 |
sfan5 |
they* |
15:36 |
Jordach |
sfan5, not enough detail |
15:36 |
PilzAdam |
!api Jordach |
15:36 |
PilzAdam |
!doc Jordach |
15:36 |
PenguinDad |
Jordach: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt |
15:36 |
Jordach |
lelelelelelelel |
15:36 |
PilzAdam |
what was it again? |
15:36 |
PenguinDad |
!dev Jordach |
15:36 |
MinetestBot |
"There is currently no text in this page." - http://dev.minetest.net/Jordach |
15:36 |
PilzAdam |
!rtfm Jordach |
15:36 |
MinetestBot |
Jordach, Someone thinks you should read the manual. The development wiki is at http://dev.minetest.net, the regular wiki is at http://wiki.minetest.net. |
15:36 |
Jordach |
dat green text |
15:37 |
Jordach |
!c 39.0/30.0 |
15:37 |
MinetestBot |
1.3 |
15:37 |
Jordach |
1.3 seconds |
15:38 |
Calinou |
my .minetest is 1.9 GB |
15:38 |
Calinou |
1.8 GB without cache |
15:38 |
sfan5 |
1,2Gminetest |
15:38 |
Calinou |
238 MB without cache and texture packs |
15:38 |
sfan5 |
I wonder what is taking up all that space |
15:39 |
VanessaE |
15 here without cache, and no texture packs are stored there either :) |
15:39 |
sfan5 |
510Mminetest/worlds |
15:39 |
VanessaE |
big map files |
15:39 |
sfan5 |
133Mminetest/cache |
15:39 |
VanessaE |
15 GB that is. |
15:39 |
Calinou |
carbone, cubique, explorer, faithful, gmc, hdx-{16-256}, mce, misa, oldpack, soartex |
15:39 |
Calinou |
all HDX packs are 1.5 GB |
15:40 |
Calinou |
HDX packs except 256 is “only†540 MB :P |
15:40 |
Jordach |
how do i start a nodetimer, the example isn't that great |
15:40 |
VanessaE |
"only" :) |
15:40 |
Calinou |
33 % of my SSD Is used in total (75 GB of 243 GB) |
15:40 |
sfan5 |
Calinou: how can your minetest be 1.9 GB if you have at least 2 HDX packs a 1.5 GB? |
15:40 |
rubenwardy |
VanessaE: All changes for 0.6.5, I now need to check for bugs and start the release process. |
15:41 |
Calinou |
sfan5, no, all HDX packs are 1.5 GB, all except 256 are 540 MB |
15:41 |
VanessaE |
rubenwardy: sweet. |
15:41 |
rubenwardy |
s/All changes for 0.6.5/All changes for 0.6.5 done |
15:42 |
sfan5 |
!c (540+540+540+540+(1.5*1024))/1024.0 |
15:42 |
* m5 |
used 100GB |
15:42 |
m5 |
sfan5, * MinetestBot has quit (Read error: Connection reset by peer) |
15:42 |
m5 |
about 4 min ago |
15:42 |
sfan5 |
Calinou: your texture packs should be about 3.6 GB then |
15:43 |
Calinou |
mce is only 45 MB and it's a 256² pack :P but less mod support |
15:43 |
Calinou |
and no .git |
15:43 |
sfan5 |
m5: not funny |
15:43 |
sfan5 |
m5: also changing your nick does not help |
15:43 |
m5 |
what? |
15:44 |
m5 |
I take it someone crached the bot |
15:44 |
Calinou |
<Jordach> sfan5, i'm tired of people saying things are impossible with the API → this always happens, people will always whine at limitations while other people will actually use them |
15:44 |
sfan5 |
[LOG]: Mushroom988 calculated '8**8**8**8' |
15:44 |
sfan5 |
do a /whowas Mushroom988 |
15:45 |
sfan5 |
Calinou: I'm not sure how you use limitations? |
15:45 |
Calinou |
I confirm, that guy was a mushroom. |
15:45 |
sfan5 |
s/?// |
15:45 |
Calinou |
sfan5, “use†means “exploit to their full potential†|
15:45 |
m5 |
bshellz |
15:45 |
sfan5 |
m5: very randomly "mark" occurs two times... |
15:45 |
m5 |
That's a massive host, I'm sure the user 'mark' would be taken |
15:46 |
sfan5 |
and that person randomly knows that MinetestBot exists? and that person randomly knows how to crash it? |
15:47 |
m5 |
Someone may have told that person |
15:47 |
sfan5 |
suuureee.. |
15:47 |
sfan5 |
you're very stupid, do you know that? |
15:47 |
Jordach |
it's you and we fucking know it |
15:47 |
Jordach |
no need to even cut the bullshiut |
15:47 |
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15:47 |
sfan5 |
!ban *@unaffiliated/marktwain |
15:47 |
sfan5 |
ah right |
15:48 |
|
m5 was kicked by sfan5: m5 |
15:48 |
Jordach |
TIL My hybrid chest lid is perfect https://cdn.mediacru.sh/T9JKPxlgSlxc.png |
15:48 |
ShadowNinja |
PilzAdam: Fixed. |
15:48 |
VanessaE |
Jordach: now make it work with HDX and not loop the animation ;) |
15:48 |
Jordach |
it is per vert right on the spot :3 |
15:48 |
Jordach |
VanessaE, nodetimers will save me |
15:48 |
PilzAdam |
ShadowNinja, thx |
15:48 |
Calinou |
I don't think a ban was deserved, sfan5 |
15:48 |
sfan5 |
Calinou: why not? |
15:48 |
Calinou |
it's not like they're going to spam the channel or insult everyone inside |
15:49 |
sfan5 |
the only thing markveidemanis does it annoy people and deliberately crash things |
15:49 |
sfan5 |
is* |
15:50 |
VanessaE |
Jordach: well you could also set the last frame of the animation to last for like, 12 hours or some ridiculous amount, and auto-close when the player signs off as well :) |
15:50 |
Jordach |
VanessaE, solved by nodetimers |
15:50 |
VanessaE |
Jordach: node timers might not actually synch up perfectly :P |
15:50 |
Jordach |
>high-resolution timers |
15:50 |
Jordach |
yeah right |
15:51 |
Calinou |
node timers are slightly strange |
15:51 |
VanessaE |
Jordach: besides, how are you gonna change the node while the formspec is open? |
15:51 |
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15:51 |
Calinou |
bones sometimes take more than 20 minutes to time out in the default game, or at least it seems so |
15:51 |
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15:51 |
Jordach |
VanessaE, it uses 1 node |
15:51 |
VanessaE |
(or are those async? I can't remember) |
15:52 |
Jordach |
wait |
15:52 |
Jordach |
big question, are nodetimers local to the world by default or are global |
15:52 |
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15:52 |
Mushroom988 |
Hello |
15:52 |
Mushroom988 |
I don't even care |
15:52 |
sfan5 |
that is good |
15:52 |
Mushroom988 |
<sfan5> you're very stupid, do you know that? |
15:52 |
sfan5 |
then you can leave |
15:52 |
|
Mushroom988 was kicked by sfan5: Mushroom988 |
15:53 |
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15:53 |
Mushroom988 |
<sfan5> !ban *@unaffiliated/marktwain |
15:53 |
Mushroom988 |
<sfan5> ah right |
15:53 |
Mushroom988 |
Link? |
15:53 |
Jordach |
PilzAdam, stuck on nodetimers |
15:53 |
sfan5 |
link to what? |
15:53 |
Jordach |
i've not seen a example to work from |
15:53 |
PilzAdam |
Jordach, see bones mod |
15:53 |
Mushroom988 |
a link |
15:53 |
Mushroom988 |
a --> b stupid one |
15:54 |
sfan5 |
???? |
15:54 |
Jordach |
PilzAdam, timer is in seconds or minutes |
15:54 |
PilzAdam |
are fucking kidding me? |
15:55 |
PilzAdam |
your question for an example implied that you have read the docs |
15:56 |
Jordach |
WOOOO |
15:56 |
Jordach |
got the timer to lock down |
15:56 |
Jordach |
it stays open now! |
15:56 |
Jordach |
infinitely :3 |
15:56 |
Calinou |
minetest.after() is another possible choice |
15:56 |
* sfan5 |
meows at Jordach |
15:56 |
Jordach |
trying to get it to open smoothly |
15:58 |
sfan5 |
!deop |
15:58 |
Calinou |
not worth it; also I hope you don't make it play an annoying sound each time it's opened |
15:58 |
Calinou |
(a subtle one is fine, lets other players know if someone opened a chest without having them look at it) |
15:59 |
BlockMen |
someone move to news plz https://forum.minetest.net/viewtopic.php?f=3&t=9683 |
15:59 |
Jordach |
on it |
15:59 |
sfan5 |
BlockMen: done |
16:00 |
Jordach |
what is elapsed |
16:00 |
Jordach |
compared to timeout |
16:01 |
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16:02 |
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16:04 |
Jordach |
for some reason the chests feel more like dtime more than seconds |
16:05 |
Jordach |
s/chests/nodetimers |
16:06 |
Jordach |
timeout - elapsed seconds |
16:09 |
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16:11 |
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o4 joined #minetest |
16:11 |
o4 |
You should really fix the bot |
16:11 |
o4 |
You can't ignore 10 free shell hosts |
16:12 |
Calinou |
ehm, up for ban evasion again |
16:12 |
o4 |
up? |
16:13 |
LemonLake |
down |
16:13 |
Jordach |
[17:13:05] <MinetestBot> Jordach: '*!*@unaffiliated/marktwain/*' added to ignore list. |
16:13 |
Jordach |
try again |
16:13 |
o4 |
What? |
16:13 |
|
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16:13 |
o4 |
Oh yea, marktwain and markveidemanis are different people |
16:13 |
Jordach |
i doubled up that regex |
16:14 |
o4 |
Surely freenode won't make that mistake |
16:14 |
Calinou |
meh, I doubt it. |
16:14 |
o4 |
Also you don't need a wildcard at the end |
16:14 |
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16:14 |
|
o4 joined #minetest |
16:15 |
o4 |
Okay i guess you do |
16:16 |
Jordach |
i ain't an idiot |
16:18 |
|
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16:18 |
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markv left #minetest |
16:21 |
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16:23 |
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16:26 |
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16:27 |
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16:31 |
EvergreenTree |
BlockMen: I might be interested in contributing to minetest next |
16:32 |
BlockMen |
s/next/game |
16:32 |
EvergreenTree |
It looks much nicer then minetest_game |
16:32 |
EvergreenTree |
Less stiff about features being added |
16:33 |
Calinou |
still has stiff :P |
16:33 |
Calinou |
and bad textures/sounds |
16:34 |
Calinou |
ugly formspecs, bad physics, bad balance, too slow… |
16:34 |
Calinou |
no mobs by default :-D |
16:35 |
EvergreenTree |
Calinou: Sounds exactly like minetest_game |
16:35 |
EvergreenTree |
:P |
16:40 |
rubenwardy |
NBE can now be installed as an application in the start menu, on Linux systems :D |
16:44 |
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16:46 |
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Taxi joined #minetest |
16:47 |
Calinou |
EvergreenTree, and _next… |
16:47 |
EvergreenTree |
yep |
16:48 |
|
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16:48 |
PenguinDad |
Since _next is _game now this totally makes sense |
16:50 |
celeron55 |
i wanted to keep _next separate, but when i asked everything about it, i realized it's actually minetest_game in almost every aspect in it's current state and future plans |
16:50 |
celeron55 |
so that is why it's going into _game again and staying there |
16:50 |
celeron55 |
don't expect anything special from it because it's _game with _game's responsibilities 8) |
16:54 |
VanessaE |
BlockMen, celeron55 one thing it needs is some kind of metal primitives added. wire, rebar, sheets, etc. Something like the Steel mod but in a more minimal sense I think. |
16:54 |
Taoki |
Just to be on the safe side; Can multi-pack mods be included in games? Or do they only work in the Mods folder |
16:54 |
Calinou |
tin and silver? :p |
16:55 |
Calinou |
Taoki, I use the Mesecons modpack in Carbone just fine |
16:55 |
Calinou |
to disable mods, make their name begin with a . |
16:55 |
VanessaE |
Calinou: perhaps, but I was thinking only of steel/iron at the moment,. |
16:55 |
Taoki |
Calinou: Then it's all good |
16:55 |
Calinou |
that's what I did for Mesecons, disabled heavy parts |
16:55 |
Calinou |
for a true bronze recipe, VanessaE |
16:56 |
Calinou |
(which is in Carbone, like silver) |
16:56 |
VanessaE |
Calinou: oh, yes absolutely! |
16:56 |
|
DMackey joined #minetest |
16:56 |
VanessaE |
steel + copper != bronze. |
16:56 |
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zat joined #minetest |
16:56 |
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DMackey joined #minetest |
16:56 |
* sfan5 |
meows at VanessaE |
16:57 |
VanessaE |
hi |
16:57 |
|
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16:57 |
zat |
Super gay! |
16:58 |
zat |
eh wait what |
16:58 |
* celeron55 |
meow |
16:58 |
* sfan5 |
purr |
16:58 |
* Jordach |
mews |
16:59 |
Jordach |
back to making that chest shut up |
16:59 |
Jordach |
(literally( |
16:59 |
* EvergreenTree |
shuts the chest up |
16:59 |
sfan5 |
Jordach: no 3rd person singluar 's' :( |
16:59 |
sfan5 |
s/no/don't add a/ |
16:59 |
PenguinDad |
let's produce a sandwich-structured composite when combining steel and copper :D |
17:00 |
VanessaE |
BlockMen, celeron55: the reason I suggest that metal-primitives idea is that RBA and I and others have discussed it, and since nothing reliable is likely to happen any time soon, I'm gonna have to add steel mod to Homedecor modpack and add items such as listed above, just to get some materials homedecor needs for more "proper" recipes. I'd rather not have to resort to that. :P |
17:00 |
celeron55 |
VanessaE: why do you hilight me |
17:01 |
celeron55 |
all responsibility of _game is now on the _next guys and i am not one of them |
17:01 |
|
jp joined #minetest |
17:01 |
zat |
Guys, I have an idea... why not instead of having to add mods for every kind of metal don't you instead just add all the know metals and its properties together with data that can be used to determine when and how to spawn them? |
17:01 |
Calinou |
VanessaE, steel + copper is brass, right? |
17:01 |
LemonLake |
sfan5:ã€€ãƒ‹ãƒ£ãƒ¼ï¼ |
17:02 |
VanessaE |
Calinou: in homedecor, I used silver + copper I think. closest recipe I could come up with. |
17:02 |
sfan5 |
LemonLake: ニャー |
17:02 |
zat |
all the known* |
17:02 |
|
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17:03 |
* VanessaE |
checks the documentation... |
17:03 |
VanessaE |
yep, 1 silver + 1 copper = 2 brass. |
17:08 |
VanessaE |
celeron55: merely as a courtesy. |
17:08 |
celeron55 |
i ask you to not do that, because it isn't and wont be my focus at all |
17:09 |
VanessaE |
as you wish. |
17:10 |
VanessaE |
Calinou: why, what are you thinking? |
17:10 |
* VanessaE |
is curious now :) |
17:11 |
sfan5 |
@NEWS@ [0.4.10] Release Canidate builds - https://forum.minetest.net/viewtopic.php?f=18&t=9685 |
17:12 |
|
Calinou joined #minetest |
17:14 |
* Krock |
compiled his MT 2 hours ago and doesn't need 0.4.10 RC now :) |
17:15 |
BlockMen |
0.4.10 RC > 0.4.9 dev :P |
17:16 |
BlockMen |
well, in prestige |
17:18 |
jp |
VanessaE : for disable 'nature_pack', I have just to remove his folder ? |
17:18 |
VanessaE |
jp: yes. |
17:18 |
jp |
Thx. |
17:18 |
VanessaE |
jp: make sure you alias nature:blossom back to default:leaves |
17:18 |
jp |
No 'unknown nodes' then ? |
17:18 |
VanessaE |
if you alias as above ^^^^ yeah. |
17:19 |
jp |
Alias... |
17:19 |
VanessaE |
minetest.register_alias("nature:blossom", "default:leaves") |
17:19 |
Krock |
minetest.register_alias("nature:blossom", "default:leaves") |
17:19 |
Krock |
damn |
17:19 |
VanessaE |
ninja'd |
17:19 |
Krock |
ninja'd |
17:19 |
Krock |
>ninja'd |
17:19 |
VanessaE |
double-nbinja'd :) |
17:19 |
Krock |
again |
17:19 |
VanessaE |
HAHA! |
17:19 |
VanessaE |
triple-ninja'd |
17:19 |
Krock |
xD |
17:20 |
Jordach |
didn;t someone make a node use a different nodebox |
17:20 |
jp |
minetest.register_alias("nature:blossom", "default:leaves") <-- Where should set that ?! |
17:20 |
Jordach |
to appear in the inventory - rather than the world |
17:21 |
jp |
should I* |
17:21 |
VanessaE |
jp: anywhere. maybe in some "legacy" mod that you maintain. stick it down at the end of plants_lib or something. |
17:21 |
VanessaE |
doesn't matter where as long as it gets executed after default is loaded. |
17:21 |
jp |
Ah. |
17:22 |
Jordach |
ShadowNinja, i remember someone using a nodebox for an inventory image |
17:23 |
VanessaE |
Jordach: wielditem drawtype |
17:23 |
Jordach |
VanessaE, but i want to keep my current drawtype the same |
17:24 |
jp |
VanessaE : unknown nodes without to do the register bla bla... |
17:24 |
VanessaE |
jp: what? |
17:24 |
jp |
"doesn't matter where as long as it gets executed after default is loaded." <- doesn't work. |
17:24 |
jp |
Unknown nodes on trees >:( |
17:25 |
VanessaE |
jp: then you did it wrong :) |
17:25 |
jp |
I just removed the 'nature_pack' folder. |
17:25 |
Megaf |
VanessaE; it seems like luacontroller doesnt follows the active_block_range thing |
17:25 |
VanessaE |
jp: you didn't add the alias. |
17:25 |
Megaf |
luacontroler was activating the pipeworks thing |
17:25 |
jp |
Fiuuuu... |
17:25 |
VanessaE |
Megaf: active block range I think is 3...mapblocks. so 48 nodes radius |
17:25 |
Megaf |
its a machien a player made |
17:26 |
Megaf |
VanessaE; I set it to 2 |
17:26 |
Megaf |
and it will activate itself as soon as the server starts, without no one online |
17:26 |
jp |
This nature_pack is prettily annoying! |
17:26 |
VanessaE |
jp: remove the folder, add that alias to somewhere, say at the bottom of plants_lib if you want (or find some better place) |
17:26 |
VanessaE |
jp: and in the future, don't just blindly update :P |
17:27 |
jp |
Yeah... |
17:27 |
VanessaE |
Megaf: something is force-loading a mapblock using a voxel manipulator. |
17:27 |
VanessaE |
Megaf: force-loaded blocks are also active, I *think* |
17:27 |
Megaf |
I disabled it |
17:28 |
VanessaE |
Megaf: disabled what? |
17:28 |
Megaf |
max_forceloaded_blocks = 0 |
17:28 |
VanessaE |
did it help? |
17:28 |
Megaf |
nope |
17:29 |
Megaf |
luacontroller will enable itself on its own and run the pipeworks thing (its a machien a player built) |
17:29 |
celeron55 |
VM forceloading is impossible to disable |
17:29 |
VanessaE |
then that setting is being ignored, or it doesn't apply to mapblocks being loaded by a vmanip in the normal course of map operations (e.g. not a deliberate force-load operation) |
17:29 |
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17:29 |
celeron55 |
so if some mod is doing that, you're out of luck |
17:29 |
Megaf |
well, that's a new behavour, it wasnt like that |
17:30 |
Jordach |
hmm |
17:30 |
VanessaE |
celeron55: some glitch in pipeworks, have to wait for nore or ShadowNinja to look into it. |
17:30 |
Jordach |
how do i get facedir |
17:30 |
VanessaE |
Jordach: minetest.get_node(pos).param2 |
17:30 |
Jordach |
VanessaE, with classic mode enabled |
17:30 |
VanessaE |
classic mode? O_o |
17:31 |
jp |
Sorry VanessaE, I don't understand where *exactly* I have to change the alias... |
17:32 |
VanessaE |
jp: delete nature_classic folder and put that one line of code at the bottom of plants_lib's init.lua or any other mod, doesn't matter what mod or where as long as it gets executed *after* default is loaded. |
17:32 |
jp |
Ah, thanks, it's more clear now... |
17:32 |
VanessaE |
jp: or you can just use worldedit to transform those blossoms back into leaves |
17:33 |
jp |
Impossible at NYC. |
17:33 |
jp |
Too much to convert. |
17:33 |
VanessaE |
in that case just add that alias and you should be good. |
17:34 |
Megaf |
I'm just leaving luacotrollers disabled |
17:34 |
jp |
And please, do not replacing the default nodes automatically in the future with your mods... |
17:34 |
VanessaE |
Megaf: are you sure it's the luacontrollers that are causing the blocks to be force-loaded? |
17:34 |
Jordach |
legacy_facedir_simple = false, -- Support maps made in and before January 2012 |
17:34 |
Jordach |
^ can |
17:34 |
Jordach |
VanessaE, * |
17:35 |
Megaf |
VanessaE; well, that wont happen if I use load_mod_mesecons_luacontroller = false in world.mt |
17:35 |
Megaf |
so, yes |
17:35 |
VanessaE |
jp: that's an OLLLLLLLD mod that used to be quite popular. fell out of favor when the original nature pack stopped working. I brought it back from the dead. It's up to you not to install mods you don't want :P |
17:35 |
VanessaE |
Megaf: interesting. I thought that was a bug in pipeworks. |
17:36 |
VanessaE |
Megaf: please file an issue against mesecons about this. |
17:36 |
Calinou |
<jp> Too much to convert. |
17:36 |
Calinou |
use aliases? |
17:36 |
VanessaE |
Calinou: you're a day late :P |
17:36 |
Megaf |
VanessaE; also, max lag drop from 8 to 4 when I disable lua controllers |
17:36 |
jp |
VanessaE : all players are not familiar with the code, files interdependances, etc. That's the problem. |
17:36 |
VanessaE |
Megaf: I had noticed that there were blocks being force-loaded on one of my worlds as well. I thought it was pipeworks doing it. Please file a bug report :) |
17:37 |
VanessaE |
jp: most minetest users are familiar with the nature mod. |
17:37 |
jp |
most registred users* |
17:38 |
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17:38 |
celeron55 |
any mod that changes or adds something in map generation isn't really intended to be ever removed from the world |
17:38 |
VanessaE |
jp: like I said, it's not my responsibility to hand-hold users or server admins to not cause them to install mods they don't want. Check the modpack and watch the updates that I post on the relevant threads. |
17:40 |
VanessaE |
Megaf: as for max lag, well don't pay any attention to that right after a remove-mod-restart-server sequence. it'll always drop no matter what you do. |
17:44 |
jp |
Well, I decided to boycott the VanessaE intrusive mods from now :p |
17:44 |
VanessaE |
:P |
17:46 |
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17:46 |
rubenwardy |
Node Box Editor version 0.6.5 released! https://forum.minetest.net/viewtopic.php?p=147390#p147390 |
17:47 |
Megaf |
VanessaE; https://github.com/Jeija/minetest-mod-mesecons/issues/169 |
17:48 |
VanessaE |
Megaf: seems reasonable to me. |
17:49 |
VanessaE |
rubenwardy: time to add tons of requested features now ;) |
17:49 |
rubenwardy |
Yeah |
17:49 |
rubenwardy |
0.6.5 was a bug fixing version |
17:49 |
Calinou |
better default textures? a way to change textures easily? |
17:49 |
Calinou |
(without overwriting files) |
17:50 |
VanessaE |
Calinou: already mentioned among his TODOs. |
17:50 |
rubenwardy |
Is he talking to me? |
17:51 |
Calinou |
yes |
17:51 |
rubenwardy |
ok |
17:52 |
VanessaE |
rubenwardy: one thing that seriously needs fixed is the "grass"/grid texture is not well and evenly scaled. it can sometimes be hard to pick out whether I've sized something right if I'm counting "pixels". |
17:52 |
VanessaE |
(did that make any sense?) |
17:53 |
rubenwardy |
I am guessing you mean the pixels for the texture of the ground change size? |
17:53 |
VanessaE |
yesh |
17:53 |
VanessaE |
yes* |
17:53 |
VanessaE |
some pixels are larger than others |
17:54 |
VanessaE |
like the texture was scaled with nearest neighbor to some factor not exactly 2x, 3x, 4x... |
17:59 |
Jordach |
achivement get |
17:59 |
Jordach |
https://cdn.mediacru.sh/w-RPQhKRTOne.png |
17:59 |
VanessaE |
heh |
18:00 |
Jordach |
they now rotate properly and don't like 6d |
18:01 |
VanessaE |
bbl |
18:07 |
* Krock |
points at the new gsmapper release |
18:07 |
hoodedice |
WHY DID YOU EXTEND THE RELEASE DATE?! |
18:07 |
hoodedice |
!tw @MinetestCommune |
18:07 |
MinetestBot |
Sorry, couldn't get a tweet from https://twitter.com/MinetestCommune?1404670076.08 (@MinetestCommune) |
18:07 |
Krock |
CUZ ISSUES ROPEN |
18:08 |
hoodedice |
Look at the last tweet! |
18:08 |
Krock |
s/ROPEN/R OPEN |
18:08 |
hoodedice |
https://twitter.com/MinetestCommune/status/485683312909115392 |
18:08 |
hoodedice |
fml |
18:09 |
celeron55 |
https://forum.minetest.net/viewtopic.php?f=18&t=9685 |
18:09 |
celeron55 |
link that there |
18:09 |
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18:10 |
Krock |
GUIFormSpecMenu::~GUIFormSpecMenu: Assertion '*m_ext_ptr == this' failed. |
18:10 |
Krock |
error already exists? |
18:10 |
celeron55 |
it's looking like the main issue might get solved soon though, so maybe it can be released in a day or two |
18:10 |
Krock |
*issue |
18:11 |
* GhostDoge |
pokes PenguinDad |
18:21 |
sfan5 |
Jordach: you on windows right now? |
18:21 |
Jordach |
yah |
18:21 |
Jordach |
sfan5, how would i get a position from minetest.register_on_player_receive_fields |
18:21 |
sfan5 |
w8 |
18:22 |
sfan5 |
Jordach: download https://dl.dropboxusercontent.com/u/30267315/Minetest/minetest-0.4.10-rc1-win64.7z and compare the fps of opengl video driver vs. fps of direct3d9 |
18:22 |
Jordach |
no |
18:22 |
Jordach |
that'd be a bad idea |
18:22 |
Jordach |
i'd get 60 either way |
18:23 |
sfan5 |
I want values to compare |
18:23 |
sfan5 |
just set max_fps and wanted_fps |
18:23 |
Jordach |
it'd make a shits worth of difference |
18:24 |
sfan5 |
Jordach: this is the diff it makes on some laptop: https://cdn.mediacru.sh/8DMSNPEfo-rf.png |
18:24 |
sfan5 |
bigger view range and even more fps |
18:25 |
sfan5 |
Jordach: https://github.com/sfan5/minetest-teaching/blob/master/init.lua#L145-153 and https://github.com/sfan5/minetest-teaching/blob/master/init.lua#L112-115 |
18:25 |
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18:25 |
rubenwardy |
wow |
18:25 |
hoodedice |
wut? |
18:26 |
hoodedice |
thanks celeron55 |
18:26 |
sfan5 |
<sfan5>30 Jordach: https://github.com/sfan5/minetest-teaching/blob/master/init.lua#L145-153 and https://github.com/sfan5/minetest-teaching/blob/master/init.lua#L112-115 |
18:26 |
sfan5 |
^ Jordach_ |
18:26 |
Jordach_ |
confused |
18:27 |
hoodedice |
sfan, I'll do it, just give me a sec |
18:27 |
sfan5 |
hoodedice: thx |
18:27 |
sfan5 |
Jordach_: you need to include the position in the name of the formspec |
18:27 |
crazyR |
jordach anychance i can get you to design a 3d(ish) node for the technic drills? |
18:27 |
crazyR |
lol |
18:28 |
Jordach_ |
sfan5, how do i do that |
18:28 |
sfan5 |
Jordach_: https://github.com/sfan5/minetest-teaching/blob/master/init.lua#L152 |
18:29 |
sfan5 |
Jordach_: https://github.com/sfan5/minetest-teaching/blob/master/init.lua#L148-151 is important if you have ${foobar} things in your formspec |
18:35 |
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OldCoder joined #minetest |
18:36 |
sfan5 |
o/ OldCoder |
18:36 |
OldCoder |
sfan5, hi! |
18:37 |
sfan5 |
OldCoder: maybe you care about this: https://forum.minetest.net/viewtopic.php?f=18&t=9685 |
18:37 |
OldCoder |
sfan5, I am reviewing |
18:38 |
rubenwardy |
sfan5: https://photos-3.dropbox.com/t/0/AAAnjtWMQi0gK6ALnIugmpCasXjZz9B4Y34LAAl9KQLzSg/12/285174607/png/2048x1536/3/1404676800/0/2/compare_dx9_opngl.png/lr3El2YfWZpjL6rCC6-OliRa8Iw_alCuNyMCCZZPUlM |
18:38 |
OldCoder |
0.4.10 O.K. |
18:39 |
rubenwardy |
oops |
18:39 |
rubenwardy |
ignore the labels |
18:39 |
hoodedice |
Hey, sub games not gonna be bundled with this release? |
18:39 |
Calinou |
no, hoodedice |
18:39 |
Calinou |
it'll be minetest_next, renamed to minetest_game |
18:39 |
Calinou |
Carbone was quite considered, but is postponed probably |
18:40 |
Calinou |
http://irc.minetest.ru/minetest-dev/2014-07-05#i_3794979 |
18:40 |
Calinou |
http://irc.minetest.ru/minetest-dev/2014-07-05#i_3795073 |
18:40 |
Calinou |
:p |
18:40 |
hoodedice |
I wanted something along the lines of Brandon's AdventureTest game |
18:40 |
Calinou |
http://irc.minetest.ru/minetest-dev/2014-07-05#i_3795200 |
18:40 |
Calinou |
about AdventureTest ^ |
18:41 |
hoodedice |
"literally the only thing wasteland does well is the menu screen" |
18:41 |
hoodedice |
oh my God. |
18:43 |
hoodedice |
Ok, Minetest rc1 just crashed on my system. |
18:43 |
hoodedice |
Getting the logs |
18:43 |
hoodedice |
Nothing |
18:43 |
|
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18:43 |
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Piggybear87 left #minetest |
18:43 |
hoodedice |
I clicked "New" and it shut down |
18:44 |
PenguinDad |
hoodedice: minetest is quite segfaulty right now |
18:47 |
hoodedice |
I see some areas with that black thingy bug |
18:48 |
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18:48 |
* Krock |
noticed a 6 FPS difference between OpenGL 1.4.0 and Direct3D9 |
18:48 |
BlockMen |
hoodedice, which build? msvc or mingw? |
18:49 |
hoodedice |
MinGW |
18:49 |
sfan5 |
hoodedice: 64bit? |
18:49 |
hoodedice |
Yes |
18:49 |
sfan5 |
Krock: which on is faster? |
18:49 |
BlockMen |
try msvc |
18:49 |
sfan5 |
hoodedice: damnit.. |
18:49 |
sfan5 |
do what BlockMen said |
18:49 |
hoodedice |
alright |
18:49 |
Krock |
sfan5, direct3d9 with 42 fps |
18:49 |
PenguinDad |
42 \o/ |
18:49 |
Krock |
oh sorry, I meant 46 fps |
18:50 |
Krock |
:3 |
18:50 |
BlockMen |
Krock, 6fps faster or slower? |
18:50 |
Krock |
(no limits) |
18:50 |
SylvieLorxu |
>OpenGL 1.4 |
18:50 |
SylvieLorxu |
>Direct3D9 |
18:50 |
SylvieLorxu |
Sure, let's compare utterly outdated technology with each other :P |
18:50 |
Krock |
BlockMen, [OpenGL 1.4.0] 42 fps, Direct3D9 64 fps |
18:50 |
Krock |
*46 |
18:51 |
Krock |
agh those typs |
18:51 |
PenguinDad |
*types :P |
18:51 |
Krock |
tyops |
18:51 |
BlockMen |
it seems that directx is really a plus on low graphics |
18:51 |
Krock |
^false |
18:51 |
Krock |
it crashes when too much is loaded |
18:51 |
hoodedice |
Wait. I left the foldinghome on |
18:51 |
Krock |
(throws Access Violation) |
18:52 |
BlockMen |
well, with opengl and dedicated gg opengl is faster |
18:52 |
BlockMen |
with onbord graphic its much slower |
18:52 |
Krock |
onboard graphics are crap |
18:52 |
hoodedice |
Would that have affected the crash? |
18:54 |
Calinou |
<BlockMen> it seems that directx is really a plus on low graphics |
18:54 |
Calinou |
confirmed on some netbook here, back when it ran WIndows |
18:54 |
Calinou |
I don't play Minetest on it anymore |
18:54 |
hoodedice |
BlockMen, is it possible to zoom in or out in the third person view? |
18:55 |
Krock |
^nope.avi |
18:55 |
Calinou |
change game.cpp, hoodedice |
18:55 |
Krock |
..or change fov |
18:55 |
hoodedice |
Cal, Will take too much time haha |
18:55 |
PenguinDad |
Calinou: works perfectly on windows |
18:56 |
sfan5 |
BlockMen: this is why I want direct3d9 to be default on win(32|64) |
18:57 |
Calinou |
oh, it's camera.cpp maybe |
18:57 |
BlockMen |
sfan5, no |
18:57 |
Calinou |
limited feature set: no shaders |
18:57 |
* Krock |
haz directx 10 on windoze xp |
18:57 |
Calinou |
more bugs (it's a by-product) |
18:57 |
sfan5 |
Krock: irrlicht can't even use that |
18:57 |
Calinou |
line 385 of camera.cpp |
18:57 |
BlockMen |
why do you suggest ppl to have low graphics pcs? |
18:57 |
Krock |
sfan5, yeah. :( |
18:58 |
Krock |
too bad |
18:58 |
sfan5 |
BlockMen: maybe not for everyone.. but d3d really improves the speed for me |
18:58 |
BlockMen |
it should be an option under settings |
18:58 |
BlockMen |
but not default |
18:58 |
BlockMen |
directx sucks with dedicated/faster graphics |
18:58 |
sfan5 |
if you think so |
18:58 |
BlockMen |
plus: we have no shaders dor directx currently |
18:58 |
BlockMen |
*for |
18:59 |
PenguinDad |
!c "directx" > "opengl" |
18:59 |
MinetestBot |
False |
18:59 |
hoodedice |
Okay, another bug: screenshots are weird |
18:59 |
Calinou |
3.2 third person distance looks good |
18:59 |
* Calinou |
also disabled damage tilt and timer :D I have damage sound in Carbone anyway |
19:00 |
hoodedice |
http://imgur.com/vkM5oa1,0NwkWAm,1Flp8vm#0 |
19:01 |
hoodedice |
^Click on the images to expand them, they look OK otherwise |
19:01 |
sfan5 |
hoodedice: http://i.imgur.com/vkM5oa1.png everything white |
19:01 |
MinetestBot |
GIT: celeron55 commited to minetest/minetest: Fix non-smooth non-shader node shading (Fixes #1436, regression by commit a0f78659f31abd) 9b44bbd 2014-07-06T22:01:03+03:00 http://git.io/V5gJRQ |
19:02 |
hoodedice |
yes, sfan |
19:02 |
hoodedice |
excpet the tree trunk I'm standing next to |
19:03 |
hoodedice |
WOuld that commit just now fix this issue? If so, can I get a new build? |
19:09 |
sfan5 |
hoodedice: no |
19:10 |
sfan5 |
hoodedice: these weird screenshots were made with an MSVC build, right? |
19:11 |
hoodedice |
MinGW |
19:11 |
sfan5 |
32? |
19:11 |
sfan5 |
the 64 one didn't work, did it? |
19:15 |
Krock |
hmm? all servers are marked with all flags |
19:15 |
Krock |
*CDP |
19:15 |
sfan5 |
no they are not |
19:15 |
sfan5 |
http://servers.minetest.net/ |
19:15 |
Krock |
in my build, they are |
19:15 |
sfan5 |
fix your build then |
19:15 |
Krock |
hmm |
19:15 |
Krock |
interesting |
19:16 |
Krock |
it should get the list file from the same source |
19:16 |
hoodedice |
64 |
19:16 |
sfan5 |
hoodedice: it thought it was not working? |
19:16 |
hoodedice |
I have tried both the MSVC and MinGW 64 bit |
19:16 |
sfan5 |
s/it/I/ |
19:16 |
hoodedice |
Both work |
19:16 |
hoodedice |
but MinGW crashed with no logs on clicking "New" |
19:16 |
hoodedice |
Both have weird water in screenshot |
19:16 |
sfan5 |
:O |
19:17 |
hoodedice |
But I see no white coloration in MSVC, let me try changing the time |
19:17 |
* Krock |
gets an epic white paper when hitting F12 :) |
19:18 |
sfan5 |
hoodedice: you can restore the screenshot to normal if you put a black layer behind it in gimp |
19:19 |
hoodedice |
That's... a surprise |
19:20 |
BlockMen |
sfan5, dark grey fits better |
19:21 |
BlockMen |
eg #323232 |
19:21 |
sfan5 |
BlockMen: nope, #00000 |
19:21 |
BlockMen |
sfan5, look at font shadow. its to dark with #000 |
19:22 |
hoodedice |
Block, if you are messing with my screenie, remember that the text was half disappearing |
19:23 |
sfan5 |
BlockMen: I don't care about the font, the textures look right with #000 |
19:23 |
BlockMen |
they do aswell with #323232. and the font shadow is a perfect indicator to see, that #000 is too dark |
19:24 |
BlockMen |
but i dont want hinder you to use #000 |
19:24 |
BlockMen |
if you like to strong contrast ;) |
19:24 |
hoodedice |
block, #404040 ? |
19:24 |
hoodedice |
#0000 looks just like in game |
19:24 |
Fusl |
umm.... why in the actual f$%k am i reattached here?! O_o |
19:24 |
sfan5 |
hello Fusl |
19:25 |
hoodedice |
eh? |
19:25 |
Fusl |
hi sfan5 |
19:25 |
Fusl |
autoreattach, wtf?! https://www.dropbox.com/s/y4nx7rti7udi4td/Screenshot%202014-07-06%2021.25.14.png |
19:25 |
BlockMen |
done with #000 http://i.imgur.com/FMyATwL.png |
19:25 |
BlockMen |
notice the font shadow top left corner |
19:25 |
Fusl |
aaaah, krøck... ^f... meh |
19:26 |
Krock |
^ name detected |
19:26 |
BlockMen |
using dark grey makes it look right while textures/sky/etc still look right |
19:26 |
sfan5 |
BlockMen: can you put #323232 and #000 side by side? |
19:26 |
BlockMen |
sfan5, i dont have the "clean" screenshot anymore |
19:27 |
sfan5 |
:( |
19:27 |
* Krock |
throws GUI at Fusl |
19:27 |
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19:27 |
hoodedice |
wait, I'll do it |
19:28 |
Fusl |
Krock: eww GUI |
19:28 |
PenguinDad |
Fusl: weechat or irssi? |
19:28 |
Fusl |
weechat |
19:28 |
Fusl |
irssi is too minimal for me |
19:28 |
hoodedice |
Hmm, in an older MT version, there was no drop shadow on the text |
19:29 |
hoodedice |
http://i.imgur.com/eOUeVE4.png |
19:29 |
Fusl |
i already kind of killed supermat for suggesting weechat |
19:29 |
BlockMen |
it has been added ~ december 13 (font shadow) |
19:29 |
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19:29 |
BlockMen |
*s/13/2013 |
19:30 |
reactor |
We'll be dead by the time four-digit dates become relevant again. |
19:30 |
hoodedice |
I see it now (zoom = 500%) |
19:32 |
Calinou |
hoodedice, about swearing… I give you a smartwatch. |
19:32 |
hoodedice |
? |
19:33 |
Calinou |
smar-twat-ch → it frequently gets blocked by swear filters |
19:33 |
Jordach_ |
hah |
19:33 |
Jordach |
fail |
19:34 |
Krock |
xD |
19:36 |
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19:44 |
hoodedice |
Jordach: https://github.com/minetest/minetest_game/pull/251 |
19:44 |
hoodedice |
Think you can fix the legs in 5 days? |
19:44 |
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19:45 |
Jordach |
hoodedice, there's a fixed model in the BFD repo |
19:45 |
hoodedice |
Well, can you edit the git page so that it points to the fixed model? Also, BlockMen |
19:46 |
BlockMen |
huh? |
19:47 |
Jordach |
and is b3d, so it's like 1000000x smaller |
19:47 |
* sfan5 |
meows at Jordach |
19:47 |
Jordach |
and b3d is super simple to export to |
19:47 |
hoodedice |
Block, Jordac says that he fixed his player model in BFD |
19:48 |
hoodedice |
Do you think you can merge it to main? |
19:48 |
jp |
VanessaE ? |
19:48 |
BlockMen |
if he updates his pull |
19:48 |
* Jordach |
sighs |
19:48 |
Jordach |
copy paste locally |
19:49 |
Jordach |
world |
19:49 |
Jordach |
world's simplest operation |
19:49 |
hoodedice |
Jordach. Now. |
19:50 |
hoodedice |
Don't be lazy |
19:50 |
hoodedice |
We devs have loads of stuff to do |
19:50 |
hoodedice |
And only 5 devs |
19:50 |
hoodedice |
Be a good brit |
19:50 |
hoodedice |
(And dump your tes in the Thames) |
19:50 |
hoodedice |
*tea |
19:50 |
Jordach |
hoodedice, really? instead of asking someone else, i'd go do it, except in certain cases where it might not be interoperable |
19:50 |
Jordach |
tl;dr i don't understand nodemeta |
19:52 |
hoodedice |
... |
19:57 |
Jordach |
hoodedice, you can not take my tea |
20:11 |
LemonLake |
Would you consider it odd for a brit to dislike tea? |
20:12 |
PenguinDad |
LemonLake: It's not odd but it's not manestream |
20:12 |
LemonLake |
Fuck you and your pony puns |
20:12 |
* sfan5 |
meows at LemonLake |
20:13 |
PenguinDad |
*Mainstream |
20:13 |
* LemonLake |
meows back |
20:13 |
|
us`0gb joined #minetest |
20:13 |
reactor |
Yeah! Take the lemons |
20:13 |
Lake |
you evil bastard |
20:14 |
Lake |
return them before I get nickserv'd to hell |
20:14 |
* PenguinDad |
rofls |
20:15 |
Lake |
this is just harsh |
20:16 |
MinetestBot |
GIT: Sapier at GMX dot net commited to minetest/minetest: Fix client crash on deletion of an object the clients localplayer is attached to 2e19af9 2014-07-06T22:11:21+02:00 http://git.io/eCzU3w |
20:16 |
LemonLake |
oh |
20:16 |
LemonLake |
I got the lemons |
20:16 |
Lake |
u wot mate |
20:16 |
Lake |
u wot |
20:17 |
LemonLake |
"Received CTCP-VERSION request by Krock" Krock? |
20:17 |
Jordach |
LemonLake, seen my new type of nodemesxh |
20:17 |
Lake |
that confused me |
20:17 |
Jordach |
Lake* |
20:17 |
Lake |
oh this hurts |
20:17 |
LemonLake |
IT'S ALL REACTOR'S FAULT |
20:17 |
Lake |
No, I have not |
20:17 |
LemonLake |
Which Lemon, Jordach? |
20:18 |
Lake |
MAUHAHAHA |
20:18 |
Lake |
BITCH |
20:18 |
LemonLake |
I'm sure that's not the real use of the command but it worked |
20:19 |
|
hoodedice joined #minetest |
20:19 |
LemonLake |
Take that. |
20:19 |
hoodedice |
*ahem* |
20:19 |
LemonLake |
Hm? |
20:19 |
PenguinDad |
LemonLake: regain is even better |
20:19 |
LemonLake |
I just ghosted. What does regain do? |
20:19 |
hoodedice |
Kicking me out of #minetest is okay |
20:20 |
hoodedice |
But getting the services to disconnect me is just... harsh. |
20:20 |
LemonLake |
Hmph |
20:20 |
LemonLake |
But I still wouldn't be able to regain my nick :P |
20:23 |
reactor |
It's not my SEGMENTATION FAULT |
20:23 |
hoodedice |
!kick reactor *stealing lemons* |
20:24 |
* PenguinDad |
throws a Floating Point Exception at reactor |
20:24 |
LemonLake |
poor asie |
20:24 |
LemonLake |
couldn't handle it |
20:24 |
* reactor |
emulates FPU instead |
20:24 |
Jordach |
LemonLake, tl;dr made a fully operational MC chest |
20:24 |
LemonLake |
oh yeah i saw that |
20:25 |
Jordach |
wat |
20:26 |
PenguinDad |
Jordach: you mod for mc now!? |
20:26 |
LemonLake |
no |
20:26 |
Jordach |
PenguinDad, http://youtu.be/wHxo1yDSgeI |
20:26 |
LemonLake |
he made a chest in mt that acts like mc chests |
20:26 |
reactor |
God damn it, my server is full of fucking imbeciles. |
20:28 |
LemonLake |
im addicted to clannad music |
20:29 |
LemonLake |
i've listened to the same playlist non-stop since thursday, i think its becoming a real problem |
20:29 |
PilzAdam |
!op |
20:29 |
sfan5 |
LemonLake: FLAC or gtfo |
20:29 |
LemonLake |
flac? |
20:29 |
sfan5 |
!g flc |
20:29 |
MinetestBot |
sfan5: http://www.flc.losrios.edu/ |
20:29 |
|
Topic for #minetest is now Latest stable version is 0.4.9, 0.4.10 to be released NOW! | Please be patient, responses may take a while | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | Logs: http://irc.minetest.ru/minetest/ | Channel stats: http://sfan5.duckdns.org/ircstats/minetest.html | No unauthorized bots. |
20:29 |
sfan5 |
!flac |
20:29 |
sfan5 |
!g flac |
20:29 |
MinetestBot |
sfan5: https://xiph.org/flac/ |
20:29 |
sfan5 |
!op |
20:29 |
|
Topic for #minetest is now Latest stable version is 0.4.9, 0.4.10 to be released RIGHT NOW! | Please be patient, responses may take a while | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | Logs: http://irc.minetest.ru/minetest/ | Channel stats: http://sfan5.duckdns.org/ircstats/minetest.html | No unauthorized bots. |
20:29 |
LemonLake |
wtf is going on |
20:29 |
reactor |
PilzAdam: that doesn't compute. |
20:29 |
LemonLake |
what is going on |
20:29 |
LemonLake |
shit is going down |
20:29 |
sfan5 |
LemonLake: basically <celeron55> no, we'll release now |
20:30 |
LemonLake |
and uh |
20:30 |
LemonLake |
do you want an flac of the songs or something? |
20:30 |
sfan5 |
no |
20:30 |
sfan5 |
but flac is superior |
20:30 |
hoodedice |
celeron, I don't think client is ready for release |
20:31 |
sfan5 |
I want you to use flac |
20:31 |
sfan5 |
hoodedice: why not? |
20:31 |
LemonLake |
i literally ripped them from a disc |
20:31 |
SylvieLorxu |
FLAC <3 |
20:31 |
hoodedice |
Because screenshot, a random crash |
20:31 |
hoodedice |
And.... I think we haven't tested the rc enough |
20:31 |
PenguinDad |
<3 Opus and FLAC |
20:32 |
sfan5 |
PenguinDad: especially opus |
20:33 |
hoodedice |
So... |
20:34 |
hoodedice |
Should I tweet it? |
20:34 |
Jordach |
i've probably found a really interesting bug |
20:34 |
Jordach |
apparently variable_name = minetest.get_nodemeta(pos) |
20:34 |
Jordach |
variable_name:set_string(x, "string") |
20:35 |
Jordach |
even though those forms already exist |
20:35 |
PilzAdam |
isnt it get_meta()? |
20:35 |
sfan5 |
hoodedice: wait for the actual release |
20:35 |
PilzAdam |
releasing can take a while |
20:36 |
Jordach |
there, bad_arg to #1 |
20:36 |
Jordach |
on set_string |
20:37 |
Jordach |
there, problem solved |
20:37 |
Jordach |
(?) |
20:38 |
Jordach |
minetest.get_meta(pos):get_string("lid_state") <- that should work# |
20:38 |
Jordach |
sfan5! |
20:39 |
Jordach |
your bug catching thing actually gave me the indexing nil |
20:39 |
Jordach |
it didn't prevent it, it made it! |
20:39 |
Jordach |
there, now it shouldn't shit itself :P |
20:40 |
Jordach |
it works! |
20:42 |
|
Pest joined #minetest |
20:43 |
Jordach |
ish |
20:44 |
Jordach |
(we need bone position interpolation) |
20:45 |
Jordach |
https://www.youtube.com/watch?v=pJlDe9fNyvI |
20:45 |
Jordach |
IT WORKS! |
20:46 |
Calinou |
animation interpolation is still broken, it's said to be a bug in Irrlicht. I tested with 1.8.1, as soon as the value is not zero, all vertices spazz out |
20:49 |
MinetestBot |
GIT: Sapier at GMX dot net commited to minetest/minetest: Update version numbers for 0.4.10 96f285f 2014-07-06T22:39:47+02:00 http://git.io/kmg07g |
20:50 |
Krock |
^- ?! everything fixed? |
20:50 |
|
EvergreenTree joined #minetest |
21:01 |
hoodedice |
No. |
21:01 |
PilzAdam |
Krock, of course not! |
21:02 |
hoodedice |
If it was |
21:02 |
PilzAdam |
Minetest wouldn't be Minetest without major bugs at each release :-p |
21:02 |
hoodedice |
We would then add another feature into it, creating more bugs |
21:02 |
Krock |
... |
21:03 |
hoodedice |
https://github.com/minetest/minetest/issues?milestone=4&state=open |
21:03 |
hoodedice |
27 open issues. |
21:03 |
Krock |
just removed all 0.4.10 labels and pushed the version |
21:03 |
hoodedice |
All pointed at 0.4.11 |
21:04 |
hoodedice |
In any case, I don't think 0.4.10 is a bad release; it doesn't seem as bad as 0.4.9 |
21:05 |
PilzAdam |
everything is better than 0.4.9 |
21:05 |
hoodedice |
^ |
21:05 |
Krock |
0.4.8 had a short life and 0.4.9 was already there too long... |
21:05 |
PilzAdam |
more than half of the devs didn't even know that it was to be released and there was no feature freeze |
21:05 |
Krock |
whatever, once, this is required |
21:09 |
Krock |
and it's again me with the last word... long silence expected |
21:10 |
Jordach |
lol |
21:12 |
|
cheapie joined #minetest |
21:19 |
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alexxss joined #minetest |
21:24 |
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cmhobbs joined #minetest |
21:29 |
PilzAdam |
can a windows user please test the new release? you get a free version! https://github.com/minetest/minetest/releases/download/untagged-b8f1527f2bb24e88345b/minetest-0.4.10-win32-msvc.zip |
21:29 |
LemonLake |
http://i.imgur.com/NAjPBsa.jpg |
21:29 |
Jordach |
>404 |
21:29 |
LemonLake |
timelapse of hundreds of sunsets |
21:30 |
Jordach |
PilzAdam, tis a massive 404 |
21:30 |
PilzAdam |
Jordach, oh damn, then only devs can access that link |
21:30 |
Jordach |
you suck |
21:30 |
PilzAdam |
BlockMen, can you upload somewhere else too? |
21:31 |
OldCoder |
Meowtest 0.4.10 "SEGFAULTY!" is now open for business at sfan5 request. Server minetest.org Port 30018 and direct questions to sfan5. Have fun. |
21:31 |
OldCoder |
^ 0.4.10 test world |
21:31 |
reactor |
OldCoder: evening! |
21:31 |
OldCoder |
reactor, pleased to see you! |
21:31 |
sfan5 |
PilzAdam: the rc1 builds are practically identical: https://forum.minetest.net/viewtopic.php?f=18&t=9685 |
21:31 |
Jordach |
OldCoder, you know how nodes the react to events like chests opening can't be animated? |
21:31 |
PilzAdam |
Jordach, ^ (sfan5's link) |
21:31 |
OldCoder |
We are to discuss Pripyat reactor soon. You do not need to work on it. I simply need to gather info. |
21:31 |
OldCoder |
Jordach, reviewing |
21:32 |
OldCoder |
Jordach, I do, now :-) Go on |
21:32 |
reactor |
OldCoder: info? |
21:32 |
Jordach |
OldCoder, https://www.youtube.com/watch?v=pJlDe9fNyvI |
21:32 |
OldCoder |
Jordach, no time for videos |
21:32 |
Jordach |
OldCoder, 15 seconds :3 |
21:32 |
Jordach |
or, if you're in the mood for reading, https://github.com/Jordach/big_freaking_dig/blob/master/mods/deco/init.lua#L1047-1247 |
21:32 |
OldCoder |
Jordach, proceeding |
21:32 |
OldCoder |
reactor, brb |
21:33 |
OldCoder |
Jordach, kk. Are you requesting that I make a change? Or will this be integrated? |
21:33 |
Jordach |
OldCoder, i built my own game with experimental stuff |
21:33 |
Jordach |
that thing doesn't even work with Minetest Game :3 |
21:33 |
OldCoder |
reactor, I just want to go through the files you gave me and make sure I've got everything |
21:33 |
OldCoder |
Jordach, which thing? |
21:34 |
Jordach |
the mesh chest |
21:34 |
OldCoder |
Jordach, is there a request for me? |
21:34 |
OldCoder |
reactor, PM if you have a minute |
21:34 |
reactor |
OldCoder: I'm sure you already have all the files. |
21:34 |
Jordach |
no, but there are things that look impossible but are possible :3 |
21:34 |
|
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21:34 |
reactor |
The map has been updated again. |
21:36 |
Jordach |
BlockMen, https://cdn.mediacru.sh/P-R1md6cMBog.png |
21:37 |
LemonLake |
gotta love winfuck |
21:37 |
OldCoder |
reactor, see PM |
21:38 |
reactor |
yeah, I'm there. |
21:38 |
BlockMen |
Jordach, MS sucks |
21:38 |
LemonLake |
^ |
21:38 |
celeron55 |
"this publisher didn't pay microsoft money for their worthless app store" |
21:39 |
PilzAdam |
at least windows is smart enough to know that you cant run software on it without major security risks |
21:39 |
celeron55 |
5/5 |
21:39 |
Jordach |
lol |
21:39 |
Jordach |
i deal with that every now and then :P |
21:39 |
Jordach |
is like Vista with UAC all over again |
21:41 |
Jordach |
sfan5, it works |
21:41 |
sfan5 |
that is good |
21:42 |
Jordach |
the MSVC build anyways |
21:43 |
sfan5 |
Jordach: could you try the mingw one too? |
21:45 |
Jordach |
no |
21:46 |
Jordach |
not having to wait three minutes because of peak hour |
21:51 |
hoodedice |
Jordach: WHY ARE YOU STILL ON 8?! |
21:52 |
Jordach |
hoodedice, i disabled the start button as i hated using it |
21:52 |
* hoodedice |
uses the desktop as a working folder |
21:52 |
hoodedice |
*and the Start screen as a desktop |
22:04 |
|
Hirato joined #minetest |
22:08 |
hoodedice |
ping me when 0.4.10 is out |
22:08 |
MinetestBot |
GIT: Sapier at GMX dot net commited to minetest/minetest: Fix regression in leveldb backend e14c4cd 2014-07-07T00:06:06+02:00 http://git.io/66kjMQ |
22:19 |
OldCoder |
Jordach, did you wish for me to host the _game? I am not clear on the request |
22:19 |
Jordach |
OldCoder, no, it's still unstable in places |
22:24 |
LemonLake |
gonna sleep now |
22:24 |
LemonLake |
gnight fellas |
22:26 |
OldCoder |
Jordach, kk |
22:56 |
|
Topic for #minetest is now Latest stable version is 0.4.10 | Please be patient, responses may take a while | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | Logs: http://irc.minetest.ru/minetest/ | Channel stats: http://sfan5.duckdns.org/ircstats/minetest.html | No unauthorized bots. |
22:56 |
sfan5 |
!deop sfan5 |
22:56 |
* sfan5 |
finally goes to sleep |
22:57 |
|
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23:02 |
MinetestBot |
GIT: ShadowNinja commited to minetest/master-server: Fix some startup options being reset 546a2be 2014-07-06T19:00:33-04:00 http://git.io/8D8rNw |
23:04 |
|
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23:08 |
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ThatGraemeGuy joined #minetest |
23:09 |
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23:10 |
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roboman2444 joined #minetest |
23:13 |
MinetestBot |
GIT: Uberi commited to Uberi/MineTest-WorldEdit: Merge pull request #47 from cyisfor/master https:/ 2014-07-06T19:11:23-04:00 http://git.io/hr7LEQ |
23:13 |
MinetestBot |
GIT: whatever commited to Uberi/MineTest-WorldEdit: Improved stacking https:/ 2014-06-30T16:14:14-07:00 http://git.io/SoWrmw |
23:13 |
MinetestBot |
GIT: whatever commited to Uberi/MineTest-WorldEdit: Randomized set https:/ 2014-06-30T16:13:44-07:00 http://git.io/wRkMQw |
23:15 |
hoodedice |
no one pinged? HOW BAD |
23:22 |
ecutruin |
Looking at https://www.youtube.com/watch?v=pJlDe9fNyvI , I wish there was a means to animate that a bit better, so there is no glitchiness, anyone got any ideas? |
23:22 |
hoodedice |
!tell BlockMen Need to edit Wiki main page to reflect latest Minetest Version |
23:22 |
MinetestBot |
hoodedice: I'll pass that on when BlockMen is around |
23:22 |
BlockMen |
im still there |
23:27 |
hoodedice |
thanks |
23:33 |
hoodedice |
bbl |
23:33 |
|
hoodedice left #minetest |
23:39 |
Jordach |
i have not been hacking the source |
23:39 |
Jordach |
https://cdn.mediacru.sh/-GVRm-2__-LS.png |
23:40 |
BlockMen |
#minetest+^ :P |
23:40 |
ecutruin |
I could think of so much we could do with the hybrid node concept, Jordach, if we could just get animations sorted out. |
23:41 |
BlockMen |
Jordach, but i prefer this sort fields too |
23:41 |
BlockMen |
and good n8t everyone |
23:42 |
MinetestBot |
GIT: Uberi commited to Uberi/MineTest-WorldEdit: Documentation for `//stack2`, code style fixes, add author section to README. https:/ 2014-07-06T19:42:02-04:00 http://git.io/NltM7Q |
23:44 |
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23:50 |
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stormchaser3000 joined #minetest |
23:55 |
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stormchaser3000_ joined #minetest |
23:58 |
VanessaE |
Well, 0.4.10 is out. yay. |
23:59 |
Taoki |
Yep... just noticed. Was sad about it taking another week, glad it could be today |
23:59 |
ecutruin |
VanessaE, got any ideas to fix the glitchiness in Jordach's video? |
23:59 |
Taoki |
Lots of awesome changes since 4.9... so this should make a lot of people happy |
23:59 |
VanessaE |
ecutruin: he sid he could do it with node timers. idk. |
23:59 |
VanessaE |
Taoki: and lots of awesome bugs too :-/ |