Time |
Nick |
Message |
00:00 |
WindHero |
I can definitely say that it'd be nice if the devs revisited cavegen and made it nicer though... |
00:00 |
Sokomine |
probably not that easy with cavegen |
00:00 |
twoelk |
the cavegen-grieving happened with simple //move as well anyways |
00:01 |
Sokomine |
towelk: the current we format isn't particulary human-readable either. at least not without some reformatting |
00:01 |
twoelk |
yeah but you can search for certain nodes |
00:01 |
Sokomine |
twoelk: you misunderstood. use the schematics functions. //mtschemcreate and //mtschemplace. those ought to be relatively mapgen-safe |
00:02 |
Sokomine |
with schematics, you can just let the nodes be replaced automaticly when it's placed |
00:02 |
twoelk |
I do miss the old format though, I could easily split files by hand |
00:03 |
Sokomine |
btw...any ideas how the villages might determine the height of the terrain? i can determine it for *generated* terrain...but not all of that what the village will cover will be known yet |
00:03 |
Sokomine |
hm :-) what do you want to do by hand with them? |
00:03 |
twoelk |
uhm did you read how that instant mine was thought to work? |
00:03 |
Sokomine |
admittedly i did replace node names in that old format with an editor in the past |
00:04 |
Sokomine |
sounded like you have two parts? |
00:04 |
Sokomine |
you really ought to consider schematics for it. they can place air as well |
00:04 |
twoelk |
mo the splitting is from other okder experiments |
00:05 |
twoelk |
*no |
00:05 |
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00:05 |
twoelk |
hm interesting |
00:06 |
twoelk |
havent played with mts much yet, still using old tricks |
00:06 |
Sokomine |
in general, if you want to transfer buildings, and you want to be sure that they're not harmed by mapgen/cavegen, use place_schematic or the functions in worldedit that use it |
00:06 |
Sokomine |
it's not the solution to everything but pretty good and useful |
00:07 |
WindHero |
Sokomine: to determine terrain height during generation, make your mod depend on whatever other mapgen is in use (unless it's mgv6/7) |
00:07 |
WindHero |
then loop for y = y1, y0, -1 |
00:07 |
twoelk |
so I can place the schematic relative to pos1? |
00:07 |
WindHero |
and find the ground |
00:08 |
Sokomine |
twoelk: if you want them to be placed respecting your current facedir, use i.e. my apartment mod. that has such a functionality. else they'll be orientated the same way as in the world they came from |
00:09 |
twoelk |
no, my problem is the building extends underground |
00:09 |
twoelk |
I want the user to stand at ground level while placing |
00:09 |
Sokomine |
yes. it may then as well. the apartment control panel respects that. it requires an appropriate filename |
00:10 |
twoelk |
so that would have 100m of building underground and 60 above |
00:11 |
Sokomine |
perhaps a more general mod would be helpful there... |
00:12 |
Sokomine |
twoelk: yes. some of my mods do that. how far the building is burried has to be coded somehow - i.e. in the filename - and then be interpreted by the spawning routine |
00:13 |
twoelk |
eh too much hassle for that old mine ;-P |
00:13 |
twoelk |
will have a look at your code though |
00:14 |
twoelk |
just when I come up with an old trick I want to share it gets outdated |
00:15 |
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00:16 |
twoelk |
Sokomine, have you seen my pics of that hidden village in the screenshots thread? |
00:23 |
Sokomine |
twoelk: i did :-) i thanked you for them already in a /msg here :-) |
00:23 |
Sokomine |
oh, i think your trick will still be helpful to some players |
00:24 |
Sokomine |
and who knows how soon schematics will get outdated? |
00:25 |
twoelk |
ah, sorry didn't notice other window, was afk for a while |
00:29 |
Sokomine |
no problem |
00:42 |
WindHero |
https://mediacru.sh/swOPqUSXYDLl |
00:49 |
twoelk |
nice cliffs, but I spy rivers on the far left having strange opinions on how water should behave |
00:50 |
WindHero |
yup |
00:50 |
WindHero |
I gotta disable those stupid things until I get them working |
00:50 |
WindHero |
maybe I should just go the mgv7 route and make them all sealevel xD |
00:53 |
twoelk |
Krock experimented with that terrain preview app for a known seed, so it should be possible to determin what drainbassins are connected to the generated area |
00:54 |
WindHero |
hm |
00:54 |
WindHero |
that sounds rather interesting |
00:54 |
twoelk |
then the mg should simulate water flowing from all points along a ridge and construct a river along the path that gets used by most drops |
00:55 |
twoelk |
that path must be sunken in by a node so the water keeps to a river bed |
00:55 |
Sokomine |
twoelk: sounds like a logical approach, although i'm not sure how well that'll work in practice |
00:56 |
twoelk |
that could be calculated for all drainbassins touched |
00:56 |
WindHero |
actually, I've been a real idiot here |
00:56 |
twoelk |
not my idea but some waterdrop model from other terrain generators |
00:57 |
Sokomine |
perhaps another approach might be intresting: pre-build parts of a river and assemble the final river from these parts. it's astonishing how good ethereal works with a mapgen that's based on a handful of schematics placed randomly (at least the old one) |
00:57 |
WindHero |
I did manage to make highland pools much faster by generating a lookup table during generation of surface points |
00:57 |
WindHero |
I could do the same for ridges |
00:57 |
WindHero |
and try the water flow method |
00:59 |
twoelk |
the size of a drainbassin would determine the size of a given river |
01:00 |
twoelk |
I actually did this sort of calculating in real life to determine floodcanal dimensions ;-) |
01:02 |
WindHero |
hmm |
01:02 |
WindHero |
heavy calculations still... |
01:03 |
WindHero |
currently trying to make mesaa |
01:03 |
WindHero |
*mesas |
01:04 |
* twoelk |
has always been fascinated by these http://en.wikipedia.org/wiki/Tepui |
01:06 |
WindHero |
that's about what I'm aiming for |
01:13 |
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01:16 |
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01:18 |
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01:22 |
twoelk |
trying to remember the waterdrop model I think it was a drop on every node and counting the amount each node gets visited by during the flowing process . Then a minimum amount of visits by drops is set to justify a stream path, which then gets checked for some logical errors befor it is applied to the surface by eroding a stream bed. |
01:22 |
twoelk |
Stream water flow gets added at conjunctions to add erroding for rivers |
01:22 |
WindHero |
hmm |
01:23 |
WindHero |
very good way, imho |
01:23 |
WindHero |
but the processing 0_0 |
01:23 |
twoelk |
after that I think an error check was added toi stop overly water spread, oh dear that was long ago I read all that |
01:25 |
WindHero |
hrm.... |
01:25 |
WindHero |
maybe I better break from this for a while |
01:25 |
WindHero |
I'm going in circles a bit |
01:26 |
twoelk |
verry well then, chance for me to drop to bed :-D |
01:26 |
twoelk |
bye |
01:26 |
WindHero |
lol, bye |
01:28 |
WindHero |
I suppose I'll log off a while too... |
01:28 |
WindHero |
salvete! |
01:30 |
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01:34 |
MaxCohen |
having a few issues with basic_privs not working any one having the same troubles ?? |
01:52 |
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01:53 |
someguy |
hmm hello |
02:09 |
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03:09 |
VanessaE |
Sokomine: *poke* |
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08:29 |
raffahacks |
I think mt cannot run as is on android well |
08:30 |
sfan5 |
why not? |
08:30 |
LemonLake |
raffahacks: because Java. |
08:30 |
raffahacks |
I think sapier should fork it to make it also lighter |
08:31 |
LemonLake |
you know, mt itself needs a bit of optimization |
08:31 |
sfan5 |
lighter? |
08:31 |
raffahacks |
LemonLake: why java? |
08:31 |
LemonLake |
raffahacks: android is java. |
08:31 |
raffahacks |
LemonLake: i know |
08:31 |
sfan5 |
LemonLake: Minetest doesn't use Java on Android |
08:31 |
LemonLake |
sfan5: I'm aware |
08:32 |
Matsetes |
Minetest can run on android? |
08:32 |
sfan5 |
yes |
08:32 |
LemonLake |
https://github.com/minetest/minetest/releases/tag/0.4.10 |
08:32 |
raffahacks |
Mt is c++ |
08:32 |
LemonLake |
raffahacks: You didn't think I knew that already? |
08:33 |
raffahacks |
But i think the main optimisction problem is is the irrlicht port |
08:34 |
LemonLake |
Android itself is fairly slow |
08:34 |
sfan5 |
MTs performance has few to do with Android |
08:34 |
LemonLake |
though I've managed to get a pretty good speed with mine (30-40fps) |
08:34 |
sfan5 |
+being slow |
08:34 |
LemonLake |
raffahacks: have you tried changing the settings? |
08:34 |
raffahacks |
Is optimisation in minetest easy? |
08:35 |
sfan5 |
depends on what you want to optimize |
08:35 |
LemonLake |
^ |
08:35 |
LemonLake |
I know RealBadAngel has some plans |
08:35 |
raffahacks |
In some software it just means delete some string when not used |
08:35 |
LemonLake |
lol no |
08:36 |
raffahacks |
Where are settings? |
08:36 |
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08:36 |
sfan5 |
defaultsettings.cpp |
08:36 |
LemonLake |
raffahacks: in the settings tab |
08:36 |
Amaz |
minetest.conf |
08:37 |
LemonLake |
hey guys, why not cache item textures per world/server per mod? |
08:37 |
raffahacks |
Hmm, mine is a quite old concept of optimisation |
08:37 |
sfan5 |
LemonLake: probably isn't worth it |
08:38 |
LemonLake |
sfan5: fair point |
08:38 |
raffahacks |
When computers had 16kb ram and i wasn't born |
08:38 |
LemonLake |
though I still think RBA's idea of using the nodetex exporter globally is a bit extreme |
08:38 |
LemonLake |
raffahacks: 16kb ram is quite good still |
08:38 |
LemonLake |
you got those 16kbs for copy and paste |
08:38 |
sfan5 |
LemonLake: you can try that by writing all textures to disk in tile.cpp (name=sha1(texturename)) and loading them instead of generating them again |
08:39 |
LemonLake |
sfan5: what are the results? |
08:39 |
LemonLake |
im playing super hexagon right now >.< |
08:39 |
raffahacks |
But i still love the idea bare metal programming on stm32 or other $3 cpu |
08:39 |
sfan5 |
(that'll cause some problems if textures change, but will show you whether it will be faster) |
08:39 |
sfan5 |
I dunno |
08:39 |
sfan5 |
I didn't try that |
08:40 |
sfan5 |
raffahacks: such as ATtiny* or ATmega* |
08:40 |
sfan5 |
? |
08:40 |
raffahacks |
Yes |
08:40 |
* sfan5 |
has some of those at home |
08:41 |
raffahacks |
But something with a bigger mind complexity that arduino |
08:41 |
raffahacks |
I am still learning the basics |
08:42 |
raffahacks |
sfan5, do you also like? |
08:42 |
LemonLake |
raffahacks: https://cdn.mediacru.sh/IkhiKR-xKa7g.png |
08:42 |
LemonLake |
tweak those to your device's preference |
08:43 |
raffahacks |
Hmm, cannot open urls at the moment |
08:43 |
sfan5 |
raffahacks: also like what? |
08:44 |
raffahacks |
Bare metal |
08:44 |
sfan5 |
yes |
08:45 |
raffahacks |
Do you know stm32? |
08:46 |
sfan5 |
yes, heard of it |
08:47 |
raffahacks |
On ebay there are some really cute boards with stm32 and touchscreen for 15 euros |
08:47 |
raffahacks |
3.2 inch touchscreen |
08:49 |
raffahacks |
Isn't the idea nice? |
08:50 |
sfan5 |
yes |
08:52 |
raffahacks |
When i see these things on aliexpress or ebay i must keep calm and not click the buy now button, but they are VERY attractive :) |
08:52 |
raffahacks |
LemonLake, I've seen the picture |
08:52 |
LemonLake |
raffahacks: that's nice |
08:53 |
RealBadAngel |
sfan5, item textures shall be provided by mods only |
08:54 |
sfan5 |
RealBadAngel: I don't get what you mean |
08:54 |
RealBadAngel |
engine shouldnt be treated as a magic box doing everythin for a modder |
08:54 |
LemonLake |
RealBadAngel: that's cool |
08:54 |
raffahacks |
I think someone should re write mt in java for a "pocket edition" |
08:54 |
LemonLake |
i haven't worked on that thing in a while |
08:54 |
LemonLake |
raffahacks: don't even bother trying |
08:55 |
sfan5 |
raffahacks: java is slow |
08:55 |
LemonLake |
^. |
08:55 |
RealBadAngel |
sfan5, i mean not working, or working very slowly and faulty approaches to generate item inventory images |
08:55 |
LemonLake |
fact |
08:55 |
RealBadAngel |
and wielded items too |
08:55 |
LemonLake |
i'll go to my linux to continue work on that |
08:55 |
LemonLake |
brb |
08:56 |
raffahacks |
You're right |
08:56 |
RealBadAngel |
engine suffers from tryin to being kind to the modder |
08:57 |
RealBadAngel |
it should demand the texture and thats all |
08:57 |
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08:57 |
raffahacks |
Now we should have native c++ with android l |
08:57 |
LemonLake |
Hello again |
08:57 |
raffahacks |
Minecraft was written in java |
08:58 |
LemonLake |
Yeah and still to this day nobody has a fuckin clue how they got it to run somewhat well |
08:58 |
RealBadAngel |
btw, how this tell command for minetest bot works? |
08:58 |
sfan5 |
raffahacks: Minetest's C++ runs natively on Android |
08:58 |
raffahacks |
But on xbox it was rewritten in c++ |
08:58 |
sfan5 |
RealBadAngel: !tell <who> <what> |
08:58 |
LemonLake |
TIL you don't need a wrapper to run c++ on android, then. |
08:59 |
sfan5 |
LemonLake: there is a wrapper called NativeActivitiy |
08:59 |
LemonLake |
raffahacks: that's mainly because m$ give no fucks |
08:59 |
sfan5 |
but the NDK allows most thing without touching java |
08:59 |
LemonLake |
they're like "use our xna shit if you wanna develop for our console" |
08:59 |
sfan5 |
RealBadAngel: so the mod should provide inventory textures by themselves? |
08:59 |
raffahacks |
Ms is evil |
08:59 |
LemonLake |
s/Ms/M$ |
09:00 |
RealBadAngel |
!tell Calinou Your problem with acid liquid is not because of my code but because of the liquid_flowing drawtype. For lightsources <15 its somehow on purpose shading the light |
09:00 |
raffahacks |
I'm not using windoze since 3 years |
09:00 |
sfan5 |
LemonLake: you forgot a / |
09:00 |
MinetestBot |
RealBadAngel: yeah, sure, whatever |
09:00 |
LemonLake |
sfan5, i always do :/ |
09:00 |
RealBadAngel |
sfan5, yes, but mt should have a tool to generate such images |
09:01 |
RealBadAngel |
but a tool, not slowing down startup code |
09:01 |
LemonLake |
and I can't even open code::blocks to continue development on it |
09:02 |
sfan5 |
RealBadAngel: thats too unconvenient for modders |
09:02 |
LemonLake |
hmm |
09:02 |
sfan5 |
they need to regenerate many images if they change one texture |
09:02 |
sfan5 |
and it's more to download |
09:02 |
LemonLake |
yes that's true |
09:03 |
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09:03 |
sfan5 |
RealBadAngel: startup is not slowed down by inventory images |
09:03 |
RealBadAngel |
sfan5, modders can spend a while to make a image |
09:03 |
RealBadAngel |
yes it is, when image is not supported |
09:03 |
RealBadAngel |
preload_item_visuals |
09:04 |
sfan5 |
no |
09:04 |
sfan5 |
inventory images are only generated when that setting is enabled |
09:04 |
sfan5 |
it was disabled by default recently |
09:04 |
RealBadAngel |
!tell Calinou https://github.com/minetest/minetest/blob/master/src/content_mapblock.cpp#L381 this is the code responsible for how your acid looks like |
09:04 |
MinetestBot |
RealBadAngel: I'll pass that on when Calinou is around |
09:05 |
RealBadAngel |
sfan5, if it is disabled its done when you play |
09:05 |
RealBadAngel |
on-demand |
09:05 |
RealBadAngel |
thats why inventories are lagging and blinkin |
09:05 |
sfan5 |
yeah |
09:05 |
sfan5 |
that only takes time when needed |
09:06 |
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09:06 |
MinetestBot |
Calinou: 08-12 14:00 UTC <RealBadAngel> Your problem with acid liquid is not because of my code but because of the liquid_flowing drawtype. For lightsources <15 its somehow on purpose shading the light |
09:06 |
sfan5 |
just enable preload_item_visuals if that annoys you |
09:06 |
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09:06 |
RealBadAngel |
and waaaait |
09:07 |
RealBadAngel |
game is supposed to be fast |
09:07 |
Calinou |
then it should be darker for darker light sources |
09:07 |
MinetestBot |
Calinou: 08-12 14:04 UTC <RealBadAngel> https://github.com/minetest/minetest/blob/master/src/content_mapblock.cpp#L381 this is the code responsible for how your acid looks like |
09:07 |
RealBadAngel |
not a gfx studio for lazy modders |
09:07 |
sfan5 |
lolwat |
09:07 |
sfan5 |
then just add cache for inventory cubes |
09:07 |
Calinou |
item visuals could be cached indeed? |
09:07 |
Calinou |
in cache/visuals |
09:07 |
RealBadAngel |
Calinou, sources doesnt have that code, just flowing |
09:08 |
Calinou |
that code is nice because it makes lava look OK |
09:08 |
LemonLake |
I'm with sfan5 on this one |
09:08 |
sfan5 |
I don't think modders want to regenerate 1000 inventory cubes because they changed the mesecons texture |
09:08 |
sfan5 |
and what about texture packs? |
09:08 |
Calinou |
but the acid should be darker |
09:08 |
LemonLake |
However the tool will still be made for external uses ;) |
09:08 |
RealBadAngel |
no, u dont understand |
09:08 |
sfan5 |
are they supposed to include those 1000 inventory textures too? |
09:08 |
RealBadAngel |
try make lava darker |
09:08 |
Calinou |
sfan5, there could be a way to prevent all inventory cube generation |
09:08 |
RealBadAngel |
its fucked up |
09:08 |
sfan5 |
LemonLake: the tool is just saving the texture in tile.cpp |
09:08 |
Calinou |
RealBadAngel, it should depend on the node's light_source |
09:08 |
sfan5 |
s/is/would be/ |
09:09 |
Calinou |
brighter = brighter texture. |
09:09 |
Calinou |
darker = darker texture. |
09:09 |
Calinou |
0 = not affected |
09:09 |
LemonLake |
sfan5: sorry? |
09:09 |
Calinou |
my light_source is 5 or so for acid |
09:09 |
RealBadAngel |
you need a screenie to understand... |
09:09 |
Calinou |
yes I do |
09:09 |
LemonLake |
sfan5: im not making this for minetest... |
09:09 |
Calinou |
don't assume people are stupid |
09:09 |
sfan5 |
LemonLake: i know, I just said that this is how it would work |
09:10 |
LemonLake |
sfan5: https://cdn.mediacru.sh/dwdC4rtw-WpF.png |
09:10 |
* sfan5 |
wgets |
09:10 |
LemonLake |
wgets? |
09:10 |
Amaz |
LemonLake, what is that for? |
09:10 |
RealBadAngel |
Calinou, http://i.imgur.com/eliWGmS.png |
09:11 |
RealBadAngel |
this is lava lightsource = 5 |
09:11 |
LemonLake |
Amaz: well, mainly to save website makers not having to screenshot, crop, chroma key out of the gmae |
09:11 |
LemonLake |
game* |
09:11 |
Amaz |
Nice. |
09:11 |
RealBadAngel |
WHO THE FUCK thought that shading a LIGHT SOURCE is logical? |
09:11 |
RealBadAngel |
light source emits light |
09:12 |
sfan5 |
LemonLake: wgets downloads files |
09:12 |
LemonLake |
it's not up for download yet :p |
09:12 |
Calinou |
RealBadAngel, it should be brighter if the area around it is darker. |
09:13 |
Calinou |
and use the nearby light level if it's brighter around |
09:13 |
Calinou |
TL;DR pick the highest value between the node light level and 5 (15 for lava) |
09:13 |
RealBadAngel |
Calinou, anyway you can see the effects |
09:13 |
RealBadAngel |
blame c55 not me |
09:14 |
RealBadAngel |
hes responsible for audio visuals |
09:15 |
RealBadAngel |
and btw could check which commit is responisble for that acid look instead of saying it was me who broke it |
09:15 |
RealBadAngel |
and forcing me to spend two days to look for a reason |
09:15 |
RealBadAngel |
in the first place it was never working right before |
09:16 |
RealBadAngel |
in the second im not responsible for the reason |
09:16 |
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09:17 |
RealBadAngel |
Calinou, that wasnt you who told that, but you were around that time too |
09:26 |
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09:28 |
RealBadAngel |
Calino, http://i.imgur.com/tbEfTJG.png lava light=5, acid = 10 |
09:29 |
RealBadAngel |
Calinou, ^^ does it look ok now? |
09:31 |
jp__ |
what happen when lava & acid meet ? |
09:32 |
Calinou |
nothing |
09:32 |
Calinou |
:p |
09:32 |
Calinou |
RealBadAngel, seems OK |
09:32 |
Calinou |
but be sure to put lava back to 15 |
09:32 |
Calinou |
acid is 6 |
09:33 |
LemonLake |
man irrlicht is weird |
09:34 |
Calinou |
better code mlpgame, LemonLake ;) |
09:34 |
LemonLake |
calinou stop mockign me |
09:34 |
Calinou |
not mocking |
09:35 |
LemonLake |
rude |
09:35 |
LemonLake |
though i shiuod really remake that game |
09:35 |
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09:35 |
LemonLake |
byt i never have the motivation to actually complete a ganr |
09:36 |
Calinou |
you removed the old one |
09:36 |
Calinou |
ganr? |
09:36 |
LemonLake |
game |
09:36 |
RealBadAngel |
Calinou, i did that by trashing the code i gave you a link to |
09:36 |
LemonLake |
cant type well on this teamviewer keyboardd |
09:37 |
RealBadAngel |
and letting a liquid be treated like any other lightsource |
09:38 |
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09:42 |
Calinou |
but make sure lava looks right |
09:43 |
LemonLake |
anyone know why i cant type symbols in the teamviewer android app |
09:44 |
* Calinou |
TeamViewer shrug |
09:44 |
Calinou |
pay for it |
09:44 |
Amaz |
!up minetest.org 30018 |
09:44 |
Calinou |
(sarcasm) |
09:44 |
MinetestBot |
minetest.org:30018 seems to be down |
09:49 |
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09:54 |
kaeza |
mornings |
09:54 |
LemonLake |
sussed it out |
09:54 |
LemonLake |
gotta hold shift |
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12:48 |
LemonLake |
https://cdn.mediacru.sh/S-Gz_blIwO61.png |
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13:35 |
Jordach |
pfffffffffffffffffffff |
13:35 |
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13:35 |
Jordach |
>Fibre rollout >est. date Autumn 2015 |
13:37 |
PenguinDad |
>Fibre rollout >est. date Summer math.huge :P |
13:37 |
gaydongs |
Exio: |
13:39 |
Jordach |
errr might have downloaded the entire fucking internet |
13:39 |
Jordach |
https://cdn.mediacru.sh/kJOJbldj6wa9.png |
13:39 |
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13:39 |
zash |
Nah, that'd be more |
13:46 |
NakedFury |
emulator fun? |
13:51 |
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14:06 |
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14:07 |
rubenwardy |
Hi all! |
14:07 |
PenguinDad |
Hej rubenwardy |
14:14 |
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14:28 |
nman3600 |
Hi! |
14:28 |
Exio |
\o |
14:29 |
nman3600 |
My flags mod and my multitest mods were supposed to have an update 1-2 days ago. The reason it's not up is because I've not had time to add finishing touches to them. |
14:41 |
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14:44 |
Jordach |
NakedFury, ya |
14:44 |
Jordach |
TIL Metorid Prime 1/2 run at 60fps |
14:47 |
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14:51 |
NakedFury |
a few days ago I got zelda twilight princess to play it |
14:51 |
* sfan5 |
meows at NakedFury |
14:57 |
Jordach |
NakedFury, i have a copy of it on Cube |
14:57 |
NakedFury |
I lost mine but still have the guide in super mint condition |
14:59 |
Jordach |
i'm more surprised Nintendo prefers 60fps |
14:59 |
Jordach |
that's more next gen than XB1/PS4 |
15:01 |
Jordach |
from 2001 |
15:04 |
Rooey |
a australian game review show, just did a top 100 games. number 74 is The Legend of Zelda: Twilight Princess |
15:05 |
NakedFury |
well cant say anything about it yet since I barely started |
15:05 |
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15:05 |
Rooey |
53 is The Legend of Zelda: Majora's Mask. coming in at number 3. The Legend of Zelda: Ocarina of Time |
15:06 |
Rooey |
( http://www.abc.net.au/tv/goodgame/ ) |
15:06 |
NakedFury |
OCarina of time my favorite of them all, followed by the super nintendo version. majoras mask would be after wind waker |
15:06 |
NakedFury |
it just was weird for me |
15:07 |
Rooey |
finally 83. The Legend of Zelda: A Link to the Past |
15:08 |
NakedFury |
wow |
15:10 |
Rooey |
my bad, 86. The Legend of Zelda: Wind Waker |
15:12 |
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15:26 |
Jordach |
oh fuck sakes |
15:27 |
Jordach |
render and winrar finished and started at the same time |
15:27 |
sfan5 |
meow |
15:28 |
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15:33 |
eugd |
ah good |
15:44 |
* CrathvaQnq |
zrbjf ng fsna5 |
15:53 |
Jordach |
ho shit my PC doesn't 100% perfect speeds with NGC emu |
15:53 |
Jordach |
~88% for me :P |
15:55 |
Jordach |
and turns out xbox controlls are good for smash bros |
15:56 |
* Jordach |
noticed PenguinDad used ROT13 on his nick and /me |
15:58 |
Sokomine |
hi |
15:58 |
Sokomine |
regarding the wiki: i'd like to register there. but i can't. it asks me to mark cat photos - but i can't see a single photo there |
15:58 |
* Sokomine |
clicks on sfan5 and writes "cat" below |
15:58 |
Sokomine |
there. hope the wiki's satisified now :) |
15:59 |
* PenguinDad |
meows at Jordach |
16:03 |
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16:06 |
Jordach |
!tell WindHero even when emulated with a 360 controller, i'll still kick yer ass https://cdn.mediacru.sh/knSeHuFIoZlJ.png |
16:06 |
MinetestBot |
Jordach: I'll pass that on when WindHero is around |
16:06 |
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16:13 |
* Jordach |
meows at PenguinDad |
16:15 |
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16:18 |
sfan5 |
Sokomine: :D |
16:23 |
Sokomine |
registering at the wiki worked now. had to allow javascript :-( |
16:24 |
* twoelk |
is astonished to see Sokomine jump over her shadow |
16:33 |
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16:39 |
Sokomine |
twoelk: i disallowed it immediately afterwards |
16:39 |
twoelk |
:-) |
16:44 |
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16:44 |
twoelk |
Sokomine, do you plan to describe your mods on the wiki? |
16:45 |
twoelk |
the wiki could use some well structured mod articles as examples |
16:47 |
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16:47 |
twoelk |
not much here yet http://wiki.minetest.net/Category:Mods |
16:49 |
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17:48 |
luizrpgluiz |
hi |
17:52 |
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17:55 |
Krock |
hi |
17:56 |
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17:59 |
Sokomine |
twoelk: hmm, perhaps. but for now, my intention is to get an overview of all the mods we have into the wiki. right now, new players do not stand a chance to find the mods they may be intrested in |
18:00 |
Sokomine |
twoelk: i've edited http://wiki.minetest.net/Mod_list and added categories. the plan is to add pages for each category (with subcategories where it fits) and to *link* all forum threads where mods which fit into that category where posted |
18:01 |
twoelk |
sounds great, but seems a lot of work |
18:01 |
Sokomine |
so, at first, it'll be a bookmark collection. which is way more than we have now. i want most details to be skipped - dependencies is something people may check in the thread on the forum. what ought to remain are author, short name of the mod, a very short description of what it's good for (especially compared to other, similar mods) - and a link to the forum where all the details are listed |
18:01 |
jp___ |
This page needs an update too : http://www.minetest.net/mods |
18:02 |
Sokomine |
yes, i'm afraid so. but there's not much point in having a local bookmark collection only... |
18:02 |
twoelk |
it took me ages to sort out mistakes in my game list and I still am not sure how to present the information best |
18:02 |
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18:02 |
Sokomine |
jp: yes, certainly. i hope it will be made to link/show to the page i've just edited |
18:02 |
Sokomine |
once that's more useful, that is |
18:03 |
jp___ |
it does several months that I've reported the dead links on the main page and no one have fixed it... |
18:03 |
Sokomine |
that is why i plan to do a link-list mostly. who created the mod won't change so often. if there are forks, we may list them seperately |
18:03 |
PenguinDad |
TIL about IdleRPG |
18:03 |
Sokomine |
perhaps because there's no real alternative yet |
18:04 |
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18:05 |
twoelk |
eh? seems like I built that original list on the wiki, I totally forgot that :-D |
18:05 |
Sokomine |
twoelk: yes, you did :-) |
18:06 |
Sokomine |
what we do need is categories. just a long list doesn't help. it has to be easy to find things |
18:06 |
jp___ |
+1 |
18:06 |
Sokomine |
all (or at least most) mods would also be pretty...much..for a single table on a page |
18:07 |
jp___ |
people need to find quickly, not search for hours in a cluster of names/links |
18:08 |
Sokomine |
part of why i'm suggesting this (and will start work at the real lists soon) is that i get fed up with having to bookmark each single mod that shows up on the forum. else there's no chance even for me to ever find it back (and i read the forum at least once a day) |
18:08 |
Sokomine |
well, people may also prefer pictures a lot. i'm not good at these |
18:08 |
twoelk |
Sokomine, you can view some of the category structure here: http://wiki.minetest.net/Twoelk/sandbox1 at the bottom of the page. Pretty outdated by now though |
18:09 |
Sokomine |
we've got 19 pages on mod releases. plus mods in modding general... |
18:09 |
Calinou |
ability to set labels on forum threads would be great |
18:09 |
Calinou |
maybe phpBB extension can do this? |
18:10 |
Calinou |
eg. “decorationâ€, “toolsâ€, “oresâ€â€¦ |
18:10 |
jp___ |
the prefix |
18:10 |
jp___ |
[decoration] [tools] |
18:10 |
Sokomine |
perhaps. still requires searching, and that's not so easy with the forum |
18:11 |
Sokomine |
but you're right..."ores" ought to be added as well |
18:11 |
Sokomine |
twoelk: your category list would be extremly useful once all the things the mods add would be included in the wiki |
18:11 |
twoelk |
actually can't one of sfan5's bot scan the forum and instead of listing missing licenses rather autocreate a wiki starter page for every mod in the forum? |
18:12 |
twoelk |
the results could be reviewd before going live |
18:12 |
Calinou |
prefixes would make it too long |
18:12 |
Sokomine |
i don't see a way to do that manually. would be a hell of a lot of work. can't we take dreambuilder, add all other mods, let a tool automaticly gain the information of each block, and put that in the wiki? |
18:12 |
sfan5 |
that would be a good use for that |
18:12 |
jp___ |
Calinou : prefixes ease the forum research |
18:12 |
Sokomine |
twoelk: that would be great! i suggested that earlier already (to let the bot create a list of mods) |
18:13 |
PenguinDad |
jp___: prefixes just clutter the topic title |
18:13 |
Calinou |
by the way sfan5, could you run a bot scan? |
18:13 |
Calinou |
to update it |
18:13 |
sfan5 |
no |
18:13 |
Sokomine |
prefixes are not enough for new players. they may help those who know already about a mod to locate it |
18:14 |
sfan5 |
the script is not updated for phpbb yet |
18:14 |
Calinou |
:( |
18:21 |
twoelk |
hm, I think I will indeed take depends out of the sortable list on the wiki. |
18:22 |
Calinou |
only put useful things in a table |
18:22 |
Calinou |
depends are a technical thing |
18:22 |
Calinou |
mods shouldn't be judged based on their dependencies |
18:23 |
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18:25 |
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18:27 |
twoelk |
better now? |
18:28 |
twoelk |
old version is in my namespace |
18:31 |
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18:31 |
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18:37 |
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18:37 |
twoelk |
Sokomine we do allready have for example the category "Mobs", seeing what is happening with the category "Lord of the Test" as subcategory of "games" I would rather like to see a more usefull listing |
18:38 |
Krock |
We need a mod index. |
18:39 |
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18:42 |
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18:42 |
Sokomine |
twoelk: hmm. mobs is severely deprecated. wish it would be updated. but for now, i did introduce Mods:Mobs on purpose |
18:42 |
Sokomine |
krock: that is more or less what i'm doing |
18:43 |
Krock |
Sokomine, automatic or just... mod by mod? |
18:44 |
Sokomine |
for now, it's mod by mod. you may also try to convince sfan5 to update his script |
18:44 |
Krock |
hmm |
18:44 |
Sokomine |
still, that'd require manual intervention anyway. there's no way to automaticly detect category. and category is the main feature i want to provide |
18:45 |
twoelk |
whatever the system we choose, was just mentioning one of my old feeble efforts |
18:45 |
Krock |
I was thinking about a searching machine-like database, where everybody can add their own mod with forum topic, dependencies and download link |
18:45 |
Sokomine |
a very few mods have been added. i've started with page 19. quite a lot of mods there are deprecated |
18:45 |
Sokomine |
so it's not much yet. but you can see already what i have in mind. i also considered copying the first 2-3 lines of a mod's description; but that might be problematic |
18:46 |
Krock |
ugh. that's too much work |
18:46 |
twoelk |
Krock we had different starts on different systems, it all ends with the amount of work needed |
18:46 |
Sokomine |
krock: it is. taking into account the time required for searching mods (in vain!) on the forum, the time may be well invested |
18:48 |
Krock |
MESE at -1262m :D |
18:49 |
Krock |
Sokomine, well then. then we also have old mods which are still working :) |
18:49 |
Krock |
twoelk, it would be better if every user adds his/her own mods |
18:50 |
twoelk |
Ah, Krock volanteers to do all the testing ;-) |
18:50 |
Krock |
*volunteers |
18:50 |
Krock |
:P |
18:50 |
twoelk |
Of course it would be way better and of course only few will do it |
18:51 |
* twoelk |
had no time or was to lazy to look up some spelling |
18:52 |
twoelk |
the problem with the list I started is it is way too complicated to add entrys to |
18:53 |
twoelk |
I wonder if we could have a simple template for mods that lets it's content be added to the list automaticly |
18:54 |
Krock |
MySQL access would be best for that |
18:56 |
PenguinDad |
Krock: I prefer MariaDB :P |
18:56 |
Krock |
I prefer sqlite |
18:58 |
twoelk |
Sokomine, maybe this list from JPRuehmann comes in handy: https://forum.minetest.net/viewtopic.php?pid=137572#p137572 |
18:59 |
Sokomine |
twoelk: hm :-) might be useful for obtaining a list of all blocks |
18:59 |
Krock |
agh he does not have mining_plus :( |
18:59 |
Sokomine |
right now, with all the mods from the beginning of modding history in minetest, most are either deprecated or no longer available |
19:00 |
Sokomine |
krock: mail him :-) |
19:00 |
Krock |
Sokomine, nah. that's self-advertisening |
19:00 |
Jordach |
https://cdn.mediacru.sh/tur3YiLy2Uqj.png |
19:00 |
Sokomine |
krock: i see no reason against that :-) |
19:00 |
Jordach |
might be making a MTG based secondary server ;3 |
19:00 |
Krock |
go using base_game :P |
19:01 |
Krock |
just used > self-advertisening |
19:01 |
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19:01 |
MinetestBot |
Halo: 08-10 01:43 UTC <Krock> What caused that problem? |
19:02 |
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19:03 |
twoelk |
here's a name only version of the list: http://pastebin.com/hYsEPSZq |
19:03 |
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19:05 |
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19:07 |
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19:07 |
Krock |
HomelessHedgehog, wat now? leave ot join? |
19:07 |
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19:07 |
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19:08 |
Mallot1 |
whos in charge of the justtest server? |
19:08 |
luizrpgluiz |
its for me? |
19:08 |
HomelessHedgehog |
sry, getting new to this |
19:10 |
PenguinDad |
Quits are less expensive that parts :P |
19:10 |
PenguinDad |
*than |
19:10 |
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19:10 |
Krock |
well then, welcome HomelessHedgehog |
19:10 |
Mallot1 |
The spawn is stoned over so if you could give me a pickaxe or remove the stone yourself it would be nice |
19:10 |
Mallot1 |
thanks! |
19:12 |
HomelessHedgehog |
YAY |
19:12 |
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19:13 |
LelixSuper |
hi, I need help |
19:13 |
HomelessHedgehog |
now I just have to figure out everything......... |
19:13 |
Krock |
hi. define please |
19:13 |
PenguinDad |
LelixSuper: what's your problem? |
19:13 |
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19:14 |
Mallot1 |
LelixSuper:what do you need |
19:14 |
LelixSuper |
I enrolled on the forum about two years ago, today I wanted to reconnect but I do not recognize the nickname, and when I try to register again says that the email was already used |
19:15 |
HomelessHedgehog |
WARNING: I am not good at helping because I joined less than ten minutes ago |
19:15 |
LelixSuper |
I have all the credentials, including passwords. |
19:16 |
Mallot1 |
HomelessHedgehog: xD Welcome! |
19:17 |
LelixSuper |
So what? I can no longer access the forum to life? |
19:17 |
HomelessHedgehog |
So what can i do you for :) |
19:18 |
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19:20 |
HomelessHedgehog |
I went through all of this to get on irc on tabet and all i had to do was go on kiwiirc and click join now. Wow..... |
19:21 |
Jordach |
!server Jordach# |
19:21 |
MinetestBot |
Jordach: No results |
19:21 |
Jordach |
!server Jordach |
19:21 |
MinetestBot |
Jordach: Jordach's Server | jordach.minetest.net | Clients: 0/15, 0/0 | Version: 0.4.10-dev / dreambuilder_game | Ping: 640ms |
19:21 |
sfan5 |
!up jordach.minetest.net |
19:21 |
MinetestBot |
jordach.minetest.net:30000 is up (672ms) |
19:21 |
PenguinDad |
Dreambuilder O_o |
19:21 |
LelixSuper |
emh, I was looking for help but apparently abandoned me xD |
19:21 |
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19:23 |
sfan5 |
LelixSuper: what was your problem? |
19:23 |
LelixSuper |
I enrolled on the forum about two years ago, today I wanted to reconnect but I do not recognize the nickname, and when I try to register again says that the email was already used |
19:26 |
sfan5 |
hm |
19:27 |
LelixSuper |
so? |
19:28 |
sfan5 |
I might be able to help |
19:28 |
sfan5 |
if the page would load |
19:29 |
LelixSuper |
ok, thank you! Do you need my email? |
19:30 |
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19:31 |
sfan5 |
LelixSuper: please tell me your email in query like this: /msg sfan5 <your email> |
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19:44 |
* PenguinDad |
looks at Amaz |
19:45 |
* Amaz |
stares at PenguinDad |
19:45 |
* sfan5 |
meows at Amaz |
19:46 |
* Amaz |
meows at sfan5 and gives him a saucer of milk |
19:46 |
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19:46 |
sfan5 |
Amaz: cloaks do not work with webchat |
19:46 |
sfan5 |
* Amaz (5c28f911unaffiliated/amaz) has joined |
19:46 |
sfan5 |
* Amaz has quit (Changing host) |
19:46 |
sfan5 |
* Amaz (5c28f911gateway/web/freenode/ip.92.40.249.17) has joined |
19:47 |
Amaz |
Yep, I know. |
19:47 |
Amaz |
How do I disable it when I use we chat? |
19:47 |
Exio |
you can't |
19:48 |
Amaz |
s/we chat/webchat |
19:48 |
Amaz |
Okay. |
19:48 |
Exio |
you'll do the "Changing host" twice always |
19:48 |
PenguinDad |
Amaz: don't use webchat :P |
19:48 |
Exio |
sfan5, unaffiliated cloaks* |
19:49 |
Amaz |
PenguinDad, good idea! |
19:49 |
* sfan5 |
meows at Exio |
19:49 |
* Exio |
stabs sfan5 |
19:49 |
Amaz |
Sometimes, however, needs must... |
19:49 |
Exio |
use less-sucky things like chatzilla :p |
19:49 |
* sfan5 |
meows at Exio |
19:51 |
PenguinDad |
sfan5: how many lives do you still have? |
19:51 |
sfan5 |
!tell Krock 'solved in mining+' is not much better than proller's 'solved in freeminer' |
19:51 |
MinetestBot |
sfan5: I'll pass that on when Krock is around |
19:51 |
sfan5 |
PenguinDad: 8.9 |
19:52 |
Amaz |
XD |
19:58 |
* Exio |
stabs sfan5 89 times |
19:58 |
* sfan5 |
licks Exio |
19:59 |
Exio |
how manuy lives left! :( |
19:59 |
* sfan5 |
meows at Exio |
20:00 |
sfan5 |
.00000000000001 |
20:00 |
* sfan5 |
kills Exio |
20:01 |
* Exio |
rounds sfan5's lives |
20:01 |
* PenguinDad |
hands sfan5 a medikit |
20:02 |
* sfan5 |
noms it |
20:03 |
* sfan5 |
cuts Exio |
20:08 |
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20:15 |
twoelk |
Sokomine. here's an experimental import of that mods list to a wikitable: http://wiki.minetest.net/Twoelk/mods_list_experiments |
20:17 |
Exio |
https://hackage.haskell.org/package/acme-php-0.0.3/docs/src/Prelude-PHP.html |
20:17 |
Exio |
hahahahahah |
20:18 |
PenguinDad |
plol |
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20:54 |
Sokomine |
twoelk: ah, hm. that might be helpful in order to check if i didn't forget a mod. without further information, such a long list doesn't help much i'm afraid |
20:55 |
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20:56 |
blaise |
o.0 |
20:56 |
Exio |
O.o |
20:57 |
blaise |
!server MidnightSystems |
20:57 |
MinetestBot |
blaise: MidnightSystems | midnightsystems.net | Clients: 5/25, 0/5 | Version: 0.4.10 / minetest | Ping: 485ms |
20:57 |
blaise |
sweet mother mary joseph |
20:58 |
PenguinDad |
o_O |
20:58 |
blaise |
my server is poppin! |
20:58 |
blaise |
lmao |
20:58 |
twoelk |
oh well, so we have so many mods that a complete list of all mods would be too much information lol |
21:01 |
Sokomine |
twoelk: isn't that nice? :-) |
21:02 |
Sokomine |
there are really plenty of mods :-) they ought to be more accessible. it'll take time to fill the list |
21:03 |
twoelk |
Sokomine, I'm not yet really convinced of your plan. The way you are doing it now it will be lots of work that will be hard to keep up with |
21:04 |
twoelk |
shall all your new pages be put in the mods category? |
21:04 |
Sokomine |
that's always the trouble :-/ i'd prefer a semi-automatic way as well |
21:04 |
Sokomine |
hm, yes, i think they fit into the mods category |
21:04 |
Jordach |
https://www.youtube.com/watch?v=BYZ9Kx5z2bc |
21:05 |
Jordach |
(watch at 1080p to read co-ords readout) |
21:05 |
blaise |
ok, so.. is it possible to get rid of source water? |
21:05 |
Sokomine |
yet the categorization (and detection of deprecated mods) is not always so obvious. that part can't be done automatic |
21:05 |
blaise |
do I need admin pick ? |
21:05 |
Sokomine |
only that tedious copying of links..... |
21:05 |
blaise |
I was trying to make a hydroelectric dam.. |
21:05 |
Sokomine |
blaise: just place any block on that water source |
21:06 |
blaise |
and, it's full of sourcewater now |
21:06 |
Sokomine |
there's a sponge mod somewhere. you might also use torches or papyrus to dry it out as those are easy to dig |
21:06 |
blaise |
k |
21:07 |
blaise |
after I dry it out, I gotta figure out how to keep it from getting water logged |
21:07 |
blaise |
:\ |
21:07 |
twoelk |
my old plan was a page for each mod and then adding categories, That way the mod makers would have a place for crafting manuals and the mods could be part of multible categories |
21:10 |
Sokomine |
twoelk: a page for each mod is too optimistic. we'll have difficulty maintaining a simple list. people will not update wiki pages. what they do is write most of the stuff in the relevant threads |
21:10 |
twoelk |
probably true |
21:12 |
Sokomine |
with my categories approach, there's still at least one problem: the lists do get long (probably need to switch to ==== instead of ===), and there is no...quality control (or at least very limited one) |
21:12 |
Sokomine |
it might be a good idea to mark mods which are known to work with latest mt and which are used on multiple servers |
21:12 |
twoelk |
I wish someone could come up with a way to put the output from this into the wiki https://forum.minetest.net/viewtopic.php?id=2479 |
21:13 |
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21:13 |
twoelk |
Letting it run over Dreambuilder would give a lot of info |
21:13 |
Sokomine |
*nod* that would be very helpful |
21:14 |
Sokomine |
most people will start search on a wiki and not on the forum.... |
21:14 |
twoelk |
the category system is a great plus of the wiki |
21:15 |
Sokomine |
it will need filling (quite a lot of work left). short descriptions for the mods might also be helpful |
21:16 |
Sokomine |
or, and this might be pretty important for people, screenshots of what the mod adds. or a blocklist |
21:16 |
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21:17 |
Sokomine |
hm. what cornernote did seems to be open source? why not actually let it run over a dreambuilder game? |
21:18 |
Sokomine |
problem might be that some mods add nodes depending on what other mods they find installed. plenty of them are simple and this doesn't matter much |
21:20 |
Sokomine |
getting a huge amount of mods installed and working together insofar as the documentation program can extract all required data may be tricky. with plenty of mods installed, one might easily miss one or the other |
21:25 |
twoelk |
yeah but you would have a good start |
21:34 |
Sokomine |
yes. definitely. i hope that gets done |
21:35 |
Sokomine |
for now, i think i'm going to work on the mod list. it's a lot of work |
21:46 |
twoelk |
looks like it will be a long night |
22:01 |
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22:38 |
Sokomine |
won't be done that fast i'm afraid |
22:39 |
* Jordach |
makes some coffee |
22:55 |
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23:23 |
paramat |
Sokomine i might know a way to avoid cavegen and mudflow in your mgv6 villages |
23:23 |
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23:23 |
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23:27 |
paramat |
in the on-generated function, instead of calling 'place_villages_via_voxelmanip', place a village spawner node at minp. then run an abm with chance = 1 on that node and call 'place_villages_via_voxelmanip' from the abm |
23:31 |
paramat |
in the place villages function instead of using the mapgen object voxelmanip use the other voxelmanip form 'local vm = minetest.get_voxel_manip()', see my catacomb mod for examples |
23:31 |
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23:41 |
Sokomine |
paramat: sounds promising. but won't the abm run before all those other chunks are created? |
23:41 |
Sokomine |
and: is it relevant that the node is placed at minp? the village center might be more logical? |
23:42 |
paramat |
i think the 8 surrounding chunks will generate before the abm runs |
23:42 |
paramat |
chunks are generated at a larger range than abm range |
23:43 |
paramat |
i just chose minp as a logical place :), could be village centre or anything |
23:44 |
Sokomine |
ok. that sounds really promising :-) |
23:44 |
paramat |
are villages always within a single mapchunk? or perhaps extending to 16 nodes beyond? |
23:44 |
Sokomine |
i think they may extend more than 16 nodes beyound. villages can get pretty large |
23:45 |
paramat |
then in the on-generated function is the right place to do terrain blending, because we want cavegen and mudflow on that, so i'll try to code some blending |
23:45 |
Sokomine |
currently, the village area is determined by the inside_village function. village_size (radius i think - not diameter) can grow up to 90 |
23:46 |
Sokomine |
trouble is: i can't figure out a good height for the village. perhaps it's best to stick with a random height of 0-5 - that works in many cases |
23:46 |
paramat |
mmm i need to get my head around nore's generation method, not easy for me |
23:47 |
Jordach |
!c 20000.0/30.0 |
23:47 |
MinetestBot |
666.6666666666666 |
23:47 |
Jordach |
:O |
23:47 |
Sokomine |
those villagers twoelk discovered where lucky - they had access to the rest of the world :-) and if there's water nearby, a low village height is preferable anyway. it's just when more than 3/4 of the sourroundings are higher than the village that adjusting height might be appropriate |
23:48 |
Sokomine |
paramat: i didn't study it too deply. and besides - all that remains is that inside_village function. that's about the only dependency from the mapgen |
23:48 |
Sokomine |
the rest is...adjusting height while keeping the nodes |
23:48 |
* Sokomine |
throws a pocket calculator at jordach |
23:49 |
Jordach |
!c 12*11 |
23:49 |
MinetestBot |
132 |
23:49 |
Jordach |
!132*4400 |
23:49 |
Jordach |
!c 132*4400 |
23:49 |
MinetestBot |
580800 |
23:49 |
Jordach |
;O |
23:49 |
Jordach |
EU per tick on my solar arrays |
23:49 |
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23:49 |
MinetestBot |
WindHero: 08-12 21:06 UTC <Jordach> even when emulated with a 360 controller, i'll still kick yer ass https://cdn.mediacru.sh/knSeHuFIoZlJ.png |
23:50 |
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23:51 |
WindHero |
!tell Jordach Those be insane skillz |
23:51 |
MinetestBot |
WindHero: I'll pass that on when Jordach is around |
23:51 |
Jordach |
eh hum |
23:51 |
MinetestBot |
Jordach: 08-13 04:51 UTC <WindHero> Those be insane skillz |
23:51 |
WindHero |
what the- |
23:52 |
WindHero |
I could have sworn your name wasn't there |
23:52 |
WindHero |
rofl fail |
23:53 |
paramat |
the advantage of the non mapgen object voxelmanip is it can be larger than a mapchunk, also light sources are updated when writing to map |
23:55 |
WindHero |
very early attempt at canyon generation: https://mediacru.sh/2cOsX07feqxl |
23:56 |
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23:57 |
Sokomine |
paramat: ah. that sounds very good. i'd appreciate it anyway if i could do the entire village in one go. would make things easier |
23:57 |
Sokomine |
windhero: thought you did that on purpose because of the calculation spam :-) |
23:58 |
WindHero |
eh? |
23:59 |
twoelk |
hi, WindHero, just the guy I want to through some links at |
23:59 |
twoelk |
here take this http://www.brothersoft.com/scapemaker-24183.html |
23:59 |
twoelk |
and this http://ranmantaru.com/blog/2011/10/08/water-erosion-on-heightmap-terrain/ |
23:59 |
WindHero |
It's dangerous to go alone! Take this! |
23:59 |
WindHero |
xD |