Time |
Nick |
Message |
00:09 |
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paramat left #minetest |
00:12 |
blaise |
VanessaE: turns out I was wrong |
00:12 |
blaise |
it's not even bothering to use that file |
00:12 |
blaise |
and I can't explain why it didn't create it in the first place |
00:14 |
blaise |
!server MidnightSystems |
00:14 |
MinetestBot |
blaise: MidnightSystems | midnightsystems.net | Clients: 2/100, 3/8 | Version: 0.4.10 / minetest | Ping: 361ms |
00:22 |
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00:54 |
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01:15 |
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01:20 |
zat |
well, I ended up with 24 biomes in total |
01:40 |
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01:48 |
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02:33 |
RealBadAngel |
stupid question, wheres the node mentioned in single node mapgen? |
02:36 |
blaise |
I'm not really getting any snow accumulation at all with weather mod |
02:36 |
blaise |
:\ |
02:36 |
blaise |
zat: what mod are you using? |
02:37 |
zat |
blaise: mod what for? |
02:37 |
blaise |
your weather bioms |
02:37 |
blaise |
biomes |
02:38 |
zat |
I am just making the biomes, no mods in particular |
02:38 |
zat |
created a v7.lua for the default mod |
02:42 |
zat |
blaise: why? |
02:42 |
blaise |
becuase I've been playing with all these weather mods |
02:42 |
blaise |
and.. |
02:43 |
blaise |
the best one I've found was snow |
02:43 |
zat |
I am using v7 biomes |
02:43 |
blaise |
weather isn't too bad, but I don't see any water or snow accumulation at all |
02:43 |
blaise |
I was told not to use v7 map type |
02:43 |
blaise |
I dunno why.. |
02:45 |
zat |
I don't think anyone knows why |
02:51 |
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02:59 |
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03:12 |
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03:13 |
YuGiOhJCJ |
hello, I am unable to pick up lava with my bucket... Is it different from water? |
03:13 |
VanessaE |
should be the same? |
03:13 |
VanessaE |
unless you're trying to scoop up flowing lava, or lava buckets have been disabled on the server you're playing on maybe |
03:18 |
YuGiOhJCJ |
it is my server so I don't think I have disabled anything ^^ |
03:19 |
VanessaE |
you're not playing with the "minimal" game I hope"? |
03:19 |
YuGiOhJCJ |
when I click with my bucket on lava, I don't get a lava bucket... |
03:19 |
YuGiOhJCJ |
how to know? |
03:19 |
VanessaE |
you would know. |
03:20 |
VanessaE |
it says "minimal development test" and has a green theme |
03:20 |
VanessaE |
whereas the standard Minetest Game has either dirt or clouds (depending on your client/engine version) and says "Minetest" with a sort of "stony" font. |
03:21 |
YuGiOhJCJ |
my window is called "Minetest" and I can read "Minetest 0.4.10" |
03:21 |
YuGiOhJCJ |
(on the main menu) |
03:21 |
YuGiOhJCJ |
first time I see lava and I can't pick up it :\ |
03:22 |
VanessaE |
I mean in the main menu |
03:22 |
VanessaE |
before you start a world |
03:22 |
VanessaE |
0.4.10 is the current engine version, that's good for surew. |
03:22 |
VanessaE |
-w |
03:23 |
VanessaE |
exit the world and go back to the main menu. what does it say in the parts of the screen outside the menu itself? |
03:23 |
VanessaE |
it is a sort of olive green, or it is blue with clouds, or a sort of brown dirt? |
03:24 |
VanessaE |
!seen kaeza |
03:24 |
MinetestBot |
VanessaE: kaeza was last seen at 2014-08-15 22:46:43 UTC on #minetest |
03:24 |
VanessaE |
''seen kaeza |
03:24 |
HLuaBot |
Unknown command "seen". Try "help". |
03:24 |
VanessaE |
:< |
03:25 |
YuGiOhJCJ |
blue with clouds |
03:26 |
VanessaE |
and the standard Minetest logo at the bottom of the menu?\ |
03:26 |
VanessaE |
(perhaps next to a green button) |
03:28 |
VanessaE |
that's probably minetest_game if so. |
03:28 |
VanessaE |
I just checked in a new world with current minetest_game and I'm able to pick up a lava source with the bucket just fine |
03:29 |
VanessaE |
are you sure you're not trying ti pick up flowing lava? |
03:29 |
YuGiOhJCJ |
no Minetest logo at the bottom |
03:29 |
VanessaE |
no logo? |
03:29 |
VanessaE |
can you post a screenshot please? |
03:29 |
* VanessaE |
is confused. |
03:29 |
YuGiOhJCJ |
in fact the logo is only in single player |
03:29 |
VanessaE |
of the main menu I mean |
03:30 |
YuGiOhJCJ |
yeah the logo is only present on the main menu when I am on the "single player" tab |
03:30 |
VanessaE |
yeah, that's the tab I meant |
03:30 |
VanessaE |
ok |
03:30 |
VanessaE |
so, on your "server" then |
03:30 |
YuGiOhJCJ |
but I am playing on the "Client" tab that's why I don't see it |
03:30 |
VanessaE |
that's normal. |
03:31 |
VanessaE |
what game are you really running on the server, is the question. |
03:31 |
YuGiOhJCJ |
I am running Minetest 0.4.10 same version on the server |
03:31 |
YuGiOhJCJ |
but the world was created with an old version of Minetest I don't remember well |
03:32 |
YuGiOhJCJ |
each time a new version of Minetest was released, I have updated Minetest on my server |
03:32 |
VanessaE |
yes but the game is a different thing from the engine itself |
03:32 |
VanessaE |
the engine runs the game, the game provides the actual content and game logic. |
03:33 |
VanessaE |
you have to make sure you keep your game content up-to-date too |
03:33 |
VanessaE |
it's not supplied with the engine |
03:33 |
VanessaE |
it sounds like you might be running minimal on the server] |
03:33 |
VanessaE |
lemme check if that's consistent |
03:34 |
YuGiOhJCJ |
is there a way to verify that my world on the server provides the lava bucket feature? |
03:34 |
VanessaE |
hm, minimal has a working lava bucket aldso |
03:34 |
VanessaE |
also* |
03:34 |
VanessaE |
so that ain't it. |
03:35 |
VanessaE |
you'd have to check the code, just see if there's a lava bucket texture in <whatever the game is>/bucket/textures maybe |
03:35 |
VanessaE |
that's the only guess I have is that your game is simply that old that it somehow doesn't have one :) |
03:36 |
VanessaE |
latest version of minetest_game can be had from here: https://github.com/minetest/minetest_game |
03:36 |
YuGiOhJCJ |
oh but wait I have already installed minetest and minetest game last version |
03:36 |
YuGiOhJCJ |
I mean that's only the "world" that was created with an old version of minetest (the first one I have played) |
03:37 |
VanessaE |
oh that doesn't much matter |
03:37 |
YuGiOhJCJ |
but after this I always updated minetest (and minetest game too) |
03:37 |
VanessaE |
it should port over okay |
03:37 |
VanessaE |
I wonder.. |
03:37 |
VanessaE |
hm, no, that world won't have lava in it. |
03:37 |
* VanessaE |
checks anyway |
03:38 |
VanessaE |
hm, nope. if this lava was already here before, then that's not the issue either. |
03:38 |
VanessaE |
I can pick it up. |
03:39 |
VanessaE |
(it might be 0.3.x-generated, it was only a couple of mapblocks below the surface) |
03:40 |
VanessaE |
(well -67m anyway) |
03:41 |
YuGiOhJCJ |
so if I want to be able to pick up lava, I need to create a new world? Damned... I am on this one since a lot of time I want to keep it :\ |
03:41 |
VanessaE |
no |
03:41 |
VanessaE |
there's something else busted |
03:42 |
VanessaE |
but I'm out of guesses :( |
03:42 |
VanessaE |
just out of curiosity |
03:42 |
VanessaE |
does it work on a new world? |
03:43 |
YuGiOhJCJ |
it is hard to find lava ^^ |
03:43 |
YuGiOhJCJ |
I can create a new world but I don't know how to find quickly lava |
03:43 |
VanessaE |
just fly straight down |
03:43 |
VanessaE |
you'll find some then |
03:43 |
YuGiOhJCJ |
ok I try this |
03:43 |
YuGiOhJCJ |
in "single player" mode |
03:44 |
VanessaE |
yes |
03:45 |
YuGiOhJCJ |
damned no "fly" privilege xD |
03:45 |
VanessaE |
heh |
03:46 |
YuGiOhJCJ |
ok I add it |
03:47 |
YuGiOhJCJ |
fly straight down? you mean I need to dig? |
03:48 |
VanessaE |
fly. |
03:48 |
YuGiOhJCJ |
when I fly down I hit the ground |
03:49 |
YuGiOhJCJ |
and I need to dig the ground to reach lava |
03:50 |
YuGiOhJCJ |
anyway in this new world I see some flowers like "Rose" that I have never seen before in my previous world |
03:50 |
VanessaE |
turn on noclip |
03:50 |
YuGiOhJCJ |
ok |
03:50 |
VanessaE |
/grant singleplayer all |
03:52 |
YuGiOhJCJ |
in fact, I think I have a better way to know if I have a "minimal" world |
03:52 |
YuGiOhJCJ |
I just need to copy this world from my server to my client and play it in "single player" mode |
03:52 |
VanessaE |
look at world.mt :) |
03:53 |
VanessaE |
but I wanted to see if your game is behaving right on a new world. |
03:53 |
YuGiOhJCJ |
here I will be able to see if it is minimal because the logo should not appears, isn't it? |
03:53 |
VanessaE |
yes |
03:53 |
YuGiOhJCJ |
ok I try this if you want first |
03:53 |
VanessaE |
or you can just look at the world.mt file in that world dir |
03:53 |
VanessaE |
it'll say there also |
03:53 |
VanessaE |
but this isn't minimal |
03:53 |
VanessaE |
because it has a working lava bucket also |
03:53 |
VanessaE |
something else is wrong |
03:54 |
YuGiOhJCJ |
I see lava ! |
03:54 |
YuGiOhJCJ |
I will create a bucket |
03:56 |
blaise |
oh yeah? |
04:02 |
YuGiOhJCJ |
ok bucket ready |
04:03 |
YuGiOhJCJ |
yes pick up is working on flat lava |
04:03 |
YuGiOhJCJ |
I have a lava bucket with this new world |
04:05 |
YuGiOhJCJ |
hmm I am wondering if it is because this lava is "flat" |
04:05 |
YuGiOhJCJ |
I need to do more tests |
04:07 |
YuGiOhJCJ |
yeah I think it is because it is flat |
04:08 |
YuGiOhJCJ |
if I go to the extremity of the lava I can't pick it in my bucket like in the previous world |
04:08 |
YuGiOhJCJ |
I go back to the previous world to try on flat lava |
04:09 |
YuGiOhJCJ |
world.mit tells me "gameid = minetest" in my previous world so it is not "minimal" :) |
04:09 |
YuGiOhJCJ |
*world.mt |
04:16 |
VanessaE |
ok yeah |
04:16 |
VanessaE |
the lava has to be "flat" |
04:16 |
VanessaE |
that's a lava source |
04:16 |
VanessaE |
flat != flowing |
04:16 |
VanessaE |
you cannot pick up flowing lava |
04:17 |
VanessaE |
or flowing water for that matter |
04:22 |
YuGiOhJCJ |
yes that's it :) |
04:22 |
YuGiOhJCJ |
it works also on my previous world |
04:23 |
YuGiOhJCJ |
only on "flat" lava... |
04:23 |
VanessaE |
ok |
04:23 |
VanessaE |
now we know |
04:23 |
VanessaE |
PEBCAK :) |
04:23 |
YuGiOhJCJ |
yes I was not aware about that ^^ |
04:26 |
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04:35 |
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04:37 |
paramat |
zat mgv7 works but hmmmmm has plans to rewrite it, however the biome API will remain |
04:37 |
paramat |
i look forward to your 24 biome mapgen |
04:37 |
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04:43 |
zat |
paramat: :D |
04:52 |
hmmmm |
hey hold up |
04:53 |
hmmmm |
i am not rewriting mapgen v7 |
04:53 |
hmmmm |
i just want to modify the base terrain generation |
04:53 |
hmmmm |
the biome api is going to change btw |
04:53 |
paramat |
oh okay |
04:54 |
hmmmm |
temperature and humidity will still be there ofc |
04:54 |
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04:55 |
hmmmm |
those two will just select the "climate" biome |
04:55 |
hmmmm |
and there's still the "terrain" biome that consists of terrain height and terrain variance |
04:55 |
hmmmm |
the climate biome and terrain biome come together to make a unique biome, for example "ice mountains" |
04:56 |
paramat |
it's a good idea |
04:57 |
hmmmm |
i'm wondering if i should expand a biome ID to be 16 bits for that |
04:57 |
hmmmm |
the original idea was to have 16 | 16 |
04:57 |
hmmmm |
but 256 | 256 will make people not complain as much |
04:58 |
hmmmm |
see a biome id as it exists right now is only 8 bit. so that was 256 possibilities for unique biomes. with the two separate biome types it'd still be 256 possibilities, but only 16 possibilities for temperature type and 16 possibilities for terrain type |
04:58 |
hmmmm |
so i'll have to crank the size of that up too |
05:00 |
paramat |
i see ... BTW do you still avoid the forum? im wondering if i should continue to link you to my recent mods |
05:00 |
paramat |
here's a large scale dungeon generator https://forum.minetest.net/viewtopic.php?f=9&t=9896 |
05:00 |
hmmmm |
I don't *avoid* the forum, I just don't use it |
05:01 |
hmmmm |
oh cool |
05:01 |
paramat |
new mapgen with generated paths and bridges https://forum.minetest.net/viewtopic.php?f=11&t=9210 |
05:01 |
hmmmm |
that's sort of what I was going for with the dungeon generator code update i did a while back |
05:01 |
hmmmm |
i really love your mountain there btw |
05:02 |
paramat |
i love the desert dungeons! |
05:02 |
hmmmm |
they're underground temples! |
05:02 |
hmmmm |
anyway |
05:02 |
hmmmm |
if you looked at the code you'd notice that I have some core set of attributes for defining a dungeon separated and varied based on biome |
05:03 |
hmmmm |
hint hint |
05:03 |
hmmmm |
add in some lua definition functions |
05:04 |
paramat |
ahhh okay cool ;) |
05:07 |
blaise |
so what's this weather support that proller added in 0.4.8 ? |
05:07 |
blaise |
:\ |
05:08 |
hmmmm |
half assed bullshit |
05:08 |
paramat |
dynamic weather, changing with 'seasons' |
05:08 |
paramat |
lol |
05:08 |
VanessaE |
and the insistence that it use finite water |
05:08 |
VanessaE |
instead of just wet ground |
05:08 |
hmmmm |
it would be awesome if it were a mod and it wasn't buggy |
05:09 |
hmmmm |
that's my primary gripe with proller's stuff |
05:09 |
hmmmm |
Freeminer has weather though! |
05:10 |
paramat |
hmmmm, also working on walkable/driveable generated roads/paths https://forum.minetest.net/viewtopic.php?f=11&t=9306 |
05:10 |
VanessaE |
if particle spawners used proper irrlicht particles (and thus, didn't murder your fps), then things like the snowdrift mod (which has rain) would be a perfectly good weather mod for minetest. |
05:10 |
VanessaE |
jin_xi is working on that. |
05:10 |
VanessaE |
paramat: yeah, cheapie has a test server with that mod on it |
05:11 |
paramat |
!! cool |
05:12 |
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05:13 |
hmmmm |
cool |
05:13 |
hmmmm |
how do you do those paths |
05:13 |
hmmmm |
is that 3d noise intersection? |
05:13 |
VanessaE |
(snowdrift is already really good, don't get me wrong, but it would be *perfect* if it could say cause blizzards, rainstorms etc, but it can't without being able to spawn thousands of particles) |
05:14 |
hmmmm |
particle spawner isn't exactly the best code |
05:14 |
paramat |
2D noise, paths are created from a circular 'brush' when 2D noise switches sign |
05:15 |
hmmmm |
the code quality itself is quite suspect, but more important is that it creates many scenenodes rather than uses irrlicht's particle support |
05:15 |
VanessaE |
hmmmm: each particle entity is a scene node too? |
05:15 |
paramat |
then air around the brush is replaced by a slab, uses overgeneration too as do all my recent mods, no discontinuities at chunk borders |
05:16 |
hmmmm |
vanessae: as it exists right now, yes |
05:16 |
VanessaE |
hmmmm: ouch. |
05:16 |
hmmmm |
hmmm, paramat, circular brush? |
05:16 |
paramat |
well im writing a new mod for rain |
05:16 |
VanessaE |
paramat: saw it |
05:17 |
paramat |
hmmmm, yes because it has to be omni-directional |
05:17 |
hmmmm |
what do you mean by brush though |
05:17 |
paramat |
brush as in 3x3 nodes for path, 5x5 for roads |
05:18 |
hmmmm |
ahh I understand what you mean |
05:18 |
paramat |
i busted my brains over this =) |
05:18 |
hmmmm |
so you use the 2d noise to draw squiggly lines |
05:19 |
hmmmm |
and then for each pixel the line drawn consists of, you place the appropriately sized circle "node brush" |
05:19 |
paramat |
yep |
05:19 |
hmmmm |
see |
05:19 |
hmmmm |
I used to use 2d noise for rivers and roads and stuff but I didn't like it |
05:19 |
hmmmm |
because it'd often form circles |
05:20 |
paramat |
oh yeah i can't avoid that |
05:20 |
hmmmm |
perlin noise is very convenient but i want something generated by a different process |
05:20 |
paramat |
it makes racetracks |
05:20 |
hmmmm |
haha |
05:20 |
hmmmm |
grrrrrrrrrrr |
05:20 |
hmmmm |
grrrrrrrrrrrrrrrrrr |
05:21 |
hmmmm |
you could do so many more amazing things with map generation if you were able to generate the whole thing all at once |
05:21 |
paramat |
and yes i want to try to make rivers that flow downhill, generated by abm and lvm |
05:22 |
hmmmm |
did you see my downhill river attempt |
05:22 |
paramat |
in the wiki? |
05:22 |
hmmmm |
yeah |
05:22 |
hmmmm |
those |
05:22 |
hmmmm |
woah |
05:22 |
paramat |
yes saw it but haven't tried it |
05:22 |
hmmmm |
did I write all that documentation |
05:23 |
hmmmm |
ahh presdigitator edited it, he's the guy who hates me because I didn't like his overly-object oriented code |
05:23 |
paramat |
(6:23am here in the UK) are you USA E/W/Mid? |
05:25 |
paramat |
'generate whole thing at once' ... whole world? |
05:25 |
hmmmm |
paramat: yea! |
05:25 |
hmmmm |
I am GMT -5:00 |
05:25 |
hmmmm |
so it's 1:25 where I am |
05:25 |
VanessaE |
suddenly, 200 TB world dirs.. erk |
05:25 |
hmmmm |
hah |
05:26 |
hmmmm |
but no seriously. the 'pre-generate area' idea is still on the table |
05:26 |
paramat |
good |
05:26 |
hmmmm |
minetest --pregen 1000x100+0+0 |
05:26 |
hmmmm |
and then a 1000 by 1000 area starting at (0,0,0) gets generated |
05:27 |
VanessaE |
that could be useful |
05:27 |
hmmmm |
and then subsequently generated blocks won't have as intricate cave systems or whatever |
05:27 |
hmmmm |
because they're limited to 80x80x80 :(! |
05:32 |
paramat |
https://mediacru.sh/qU1RuuaBfOjr racetrack |
05:38 |
paramat |
and here's the circular brush https://mediacru.sh/_v46CuVPGjWf ... goodnight all |
05:38 |
VanessaE |
night paramat |
05:38 |
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05:39 |
blaise |
hey, what go in the upgrade slots of a HV Battery Box ? |
05:40 |
VanessaE |
a contoller chip |
05:40 |
VanessaE |
controller( |
05:40 |
blaise |
and what will that do? |
05:40 |
VanessaE |
I forget exactly |
05:40 |
blaise |
lol |
05:41 |
VanessaE |
and I may be wrong on that, but that's what those slots are used for elsewhere |
05:41 |
blaise |
microcontroller ? |
05:41 |
VanessaE |
chips allow items to be routed through tubes |
05:41 |
VanessaE |
no |
05:41 |
VanessaE |
a regular control chip |
05:41 |
VanessaE |
bbl, bedtime for me also |
05:41 |
blaise |
LUA controller ? |
05:41 |
VanessaE |
no, a control CHIP |
05:42 |
VanessaE |
looks like an old fashioned DIL circuit |
05:42 |
blaise |
I find nothing when I search for anything with the word chip |
05:42 |
VanessaE |
I don't remember the exact name of it |
05:42 |
blaise |
gn, ty.. :) |
05:43 |
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05:43 |
VanessaE |
Control Logic Unit |
05:43 |
VanessaE |
that's the name of it |
05:43 |
VanessaE |
looks like an 8-leg DIL circuit chip from the old days |
05:43 |
VanessaE |
now, I'm off to bed. |
05:44 |
jp__ |
g'night/morning |
05:44 |
blaise |
ah, like a ROM chip |
05:50 |
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06:06 |
blaise |
!server MidnightSystems |
06:06 |
MinetestBot |
blaise: MidnightSystems | midnightsystems.net | Clients: 1/50, 0/1 | Version: 0.4.10 / minetest | Ping: 121ms |
06:07 |
blaise |
ah, that's better |
06:07 |
blaise |
hehe |
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06:34 |
veerh01 |
what was wrong with this channel? |
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08:25 |
jp__ |
https://www.youtube.com/watch?v=Km4Bitr6vVM |
08:25 |
jp__ |
« Minetest is an unoptimized Minecraft clone with severe performance issues. » |
08:38 |
ruskie |
rofl |
08:40 |
ruskie |
so bad that it ran way better than minecraft on my system when I was still interested in playing suc games |
08:42 |
Harmless |
great, the more stay away from this game, the more I can enjoy it :) |
08:43 |
ruskie |
hehe |
08:45 |
Harmless |
funny review though. I can recognise some of it. First time I played it I also had something like "how does this work?" You have to invest some time to get the system especially when you see it as a minecraft clone; because it just isn't |
08:47 |
Harmless |
Oh, and the review was for the ouya system... |
08:48 |
jp__ |
"free" is often associated with "crappy" in the common low-minds... |
08:49 |
jp__ |
we need a neat propaganda to reverse that |
08:50 |
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09:05 |
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09:17 |
MinetestBot |
GIT: CasimirKaPazi commited to minetest/minetest: Remove buildable_to nodes without dropping item when replaced by a falling node 08f7ac5 2014-08-22T11:14:15+02:00 http://git.io/Hnrd9A |
09:26 |
Calinou |
what about dropping node when replacing buildable_to node regardless of method? :/ |
09:27 |
nore |
^ would that include dropping liquids ? |
09:28 |
Calinou |
no… |
09:28 |
Calinou |
you drop the node's drop |
09:28 |
Calinou |
liquids should have no drop already |
09:29 |
nore |
hm... then it makes sense |
09:37 |
Calinou |
I replied on the pull request |
09:40 |
Calinou |
in HDX, stone tiles poorly :'( |
09:45 |
Calinou |
going to make a minetest_game PR for quieter sound |
09:57 |
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10:08 |
Calinou |
Minetest performance improved quite a bit, looks like I can set my view range back to 128 |
10:08 |
Calinou |
130 |
10:23 |
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11:09 |
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11:10 |
YuGiOhJCJ |
hello, how to know if the lava in my bucket is a "lava source" or a "flowing lava" please? |
11:11 |
YuGiOhJCJ |
I don't see any difference |
11:12 |
YuGiOhJCJ |
but there is a difference when I use it because if it is a "lava source" I can produce obsidian, and if it is a "flowing lava" I can produce stone |
11:14 |
ThatGraemeGuy |
YuGiOhJCJ: flowing lava looks like its moving, source lava doesn |
11:14 |
ThatGraemeGuy |
+'t |
11:19 |
YuGiOhJCJ |
in fact as you can see here : https://lut.im/JjVOklxA/ABhrMlqN |
11:19 |
YuGiOhJCJ |
I get stone when I put together lava and water |
11:20 |
ThatGraemeGuy |
that is flowing lava |
11:20 |
ThatGraemeGuy |
and flowing water for that matter |
11:20 |
ThatGraemeGuy |
you can see that it isn't quite the same height as a dirt node as well |
11:20 |
YuGiOhJCJ |
really? It does not look like to move for me :p |
11:21 |
ThatGraemeGuy |
hrmm actually i might be full of crap |
11:21 |
ThatGraemeGuy |
if those were both flowing nodes they couldn't actually exist |
11:21 |
Jordach |
YuGiOhJCJ, Lava sources look like water sources |
11:22 |
ThatGraemeGuy |
but yes, its forming stone because that centre node is not lava source |
11:22 |
ThatGraemeGuy |
the left one is source, the centre one would be flowing lava |
11:22 |
ThatGraemeGuy |
flowing lava+water = stone |
11:22 |
ThatGraemeGuy |
if you placed water on top of source lava you would get obsidian |
11:22 |
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11:23 |
raffahacks |
Where is evilbetty? |
11:24 |
raffahacks |
Oops sorry wrong channel |
11:25 |
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11:29 |
YuGiOhJCJ |
hmm I don't understand you mean than on the picture I have at the left a flowing lava, but at the right a source water? |
11:29 |
YuGiOhJCJ |
*that |
11:29 |
ThatGraemeGuy |
there are 3 nodes that are relevant in the picture |
11:29 |
ThatGraemeGuy |
the left node is lava source, the right is water source |
11:30 |
ThatGraemeGuy |
lava flows to the centre block and meets water. flowing lava + water = stone |
11:35 |
YuGiOhJCJ |
OK, and so yes putting my water at the top of the lava source creates obsidian but here the difference is that the lava source is lost during the transformation |
11:37 |
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11:45 |
YuGiOhJCJ |
ah... strange I have put water on the top of my lava and water has replaced my lava source by ... water :\ no obsidian here |
11:46 |
Jordach |
don't put it in the same spot |
11:46 |
Jordach |
it needs to flow over the lava or next to it |
11:47 |
YuGiOhJCJ |
OK |
11:48 |
YuGiOhJCJ |
thank you yes it works now |
11:48 |
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11:51 |
Jordach |
hello PenguinDad |
11:52 |
PenguinDad |
Hello everypony! |
11:52 |
Jordach |
^ pilzadam impostor |
12:00 |
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12:10 |
MinetestBot |
GIT: Sapier at GMX dot net commited to minetest/minetest: Fix wrong Icon name in minetest.desktop 7993696 2014-08-22T14:09:39+02:00 http://git.io/NgYnqg |
12:19 |
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13:36 |
Sokomine |
how can spoilers be written on the forum? that thing which can only be opened with javascript enabled? |
13:37 |
Lukie |
Hi Sokomine |
13:37 |
Sokomine |
hi |
13:38 |
PenguinDad |
Sokomine: [spoiler]Some text here[/spoiler] or [spoiler=sometitlehere]Some text here[/spoiler] |
13:39 |
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13:39 |
Sokomine |
penguindad: aah. i mistyped. and that's why it wasn't working :-) thank you! |
13:40 |
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13:44 |
VanessaE |
PenguinDad: [spoiler = "some title here"] foo [/spoiler] |
13:44 |
VanessaE |
(title in quotes) |
13:47 |
PenguinDad |
Ah I forgot about that |
14:09 |
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14:54 |
sfan5 |
Sokomine: stars are not that color, and you would see the world-color too; it's simply photoshop |
14:59 |
CabalJohnson |
hm |
15:00 |
CabalJohnson |
what is the privlege for giving myself items? |
15:00 |
VanessaE |
give :) |
15:01 |
CabalJohnson |
thanks! |
15:01 |
CabalJohnson |
:d |
15:01 |
CabalJohnson |
*:D |
15:05 |
Jordach |
it should be taken as a given that most commands are identical to MC's |
15:05 |
Jordach |
<3 puns |
15:05 |
sfan5 |
lol |
15:07 |
Sokomine |
sfan5: ah, ok. yet it could almost be stars |
15:08 |
Calinou |
CabalJohnson, /giveme as an alias |
15:08 |
Calinou |
-1 gives you 65535 items |
15:08 |
Calinou |
tools cannot be stacked: you can't give yourself multiple tools, instead the amount is used to determine the damage. |
15:08 |
Calinou |
/giveme stone -1 |
15:08 |
Calinou |
this works because stone is aliased to default:stone (for 0.3.x world compatibility) |
15:08 |
sfan5 |
!c struct |
15:08 |
MinetestBot |
<calc.SomeObject object at 0x7f3cf6367780> |
15:09 |
sfan5 |
!c struct.unpack("!H", struct.pack("!h", -1)) |
15:09 |
MinetestBot |
(65535,) |
15:13 |
rayn_ |
!c print("lol") |
15:13 |
MinetestBot |
NameError: name 'print' is not defined |
15:20 |
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15:37 |
CabalJohnson |
hm |
15:37 |
CabalJohnson |
/revoke doesn't seem to work on me |
15:42 |
Calinou |
CabalJohnson, you're the name player |
15:42 |
Calinou |
name player has all privileges, they can't be taken down |
15:42 |
Calinou |
to prevent server takeovers |
15:43 |
Calinou |
when you host a server from your client (this includes singleplayer), you're the player whose name matches the “name†minetest.conf setting |
15:43 |
Calinou |
so you're always the name player there |
15:45 |
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15:53 |
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15:57 |
Sokomine |
ah yes. meldrian reported that - for reasons unkown - /revoke playername creative does not work in his worlds. any ideas? |
15:58 |
Jordach |
Sokomine, you must restart the server for it to take effect |
15:58 |
Jordach |
either the creative priv inv isn't updating anytime a priv is changed, or that bad programming is around |
15:59 |
Sokomine |
for a simple revoke? sounds odd. anyway, it seems he was running the server on another machine (or just as a manually started process?) |
16:00 |
Jordach |
Stop. Coffee time. |
16:02 |
CabalJohnson |
oh also, Calinou |
16:02 |
CabalJohnson |
Calinou: i just got 3 people into minetest |
16:02 |
CabalJohnson |
lilly (you've heard of her), Gdoom1, and my brother |
16:02 |
Jordach |
Achivement Unlocked: Spread the master race. |
16:02 |
CabalJohnson |
xD |
16:03 |
Jordach |
i spend too much time on /r/pcmasterrace/ |
16:06 |
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16:06 |
Krock |
Shark. |
16:10 |
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16:10 |
Krock |
Iz everyponey dead? |
16:12 |
VanessaE |
zzz |
16:12 |
* Jordach |
loads the rifle |
16:12 |
Jordach |
they should advertise Findus MLP toys |
16:13 |
Jordach |
ಠ_ಠ:P |
16:16 |
Calinou |
I iz super griffer. |
16:23 |
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16:40 |
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16:43 |
rubenwardy |
Hi all! |
16:44 |
rubenwardy |
Can anyone recommend a good screen recorder for Ubuntu based OSes? |
16:44 |
* Jordach |
constructed his next micro short using MT |
16:44 |
Krock |
micro short? |
16:45 |
rubenwardy |
Like a short video, but shorter |
16:45 |
rubenwardy |
short as in not a feature length video |
16:45 |
rubenwardy |
I guess, anyway. |
16:45 |
Jordach |
and you can use it as a gif :P |
16:46 |
Calinou |
SimpleScreenRecorder |
16:46 |
Calinou |
http://www.maartenbaert.be/simplescreenrecorder/ |
16:46 |
Calinou |
records games well, can record sound |
16:47 |
Calinou |
customisable FPS, size, format |
16:47 |
Calinou |
can stitch up several records (pause recording) |
16:47 |
Calinou |
(I think) |
16:47 |
Calinou |
there's a PPA |
16:47 |
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16:47 |
Calinou |
OpenGL injection is available for better performance, but you can record without it |
16:48 |
rubenwardy |
Thanks |
16:50 |
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16:52 |
Krock |
!cat |
16:52 |
MinetestBot |
http://i.imgur.com/ERebecg.jpg |
16:53 |
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16:53 |
Krock |
!cat |
16:53 |
MinetestBot |
https://cdn.mediacru.sh/LGwqjSoddQ2G.jpg |
16:54 |
rubenwardy |
what is a good video format which kdelive supports? Is WebM better than MP4? |
16:54 |
Krock |
I'd prefer WebM |
16:55 |
Jordach |
rubenwardy, it is |
16:55 |
Jordach |
kden exports in it iirc |
16:56 |
rubenwardy |
does youtube like it? |
16:56 |
Krock |
youtube downloader offers WebM downloads, so yes |
16:57 |
Jordach |
rubenwardy, yes |
17:01 |
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17:05 |
zat |
guys, is there any way to change brightness/contrast and such of a texture ingame? |
17:06 |
Krock |
exit light.cpp and recompile minetest |
17:06 |
sfan5 |
rubenwardy: use mp4 (H.264, AAC) |
17:06 |
Krock |
s/x/d |
17:07 |
VanessaE |
zat: there is a [brighten operator I think |
17:07 |
VanessaE |
but no "darken" operator |
17:07 |
PenguinDad |
rubenwardy: mp4 is better than WebM imho |
17:07 |
VanessaE |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L218 |
17:07 |
zat |
VanessaE: brighten a negative value :D |
17:08 |
sfan5 |
!cat |
17:08 |
MinetestBot |
http://i.imgur.com/3012uP2.jpg |
17:08 |
VanessaE |
zat: it doesn't accept any parameters |
17:08 |
VanessaE |
it's a fixed, internal amount |
17:08 |
Jordach |
!cat |
17:08 |
MinetestBot |
http://i.imgur.com/nySOBtb.jpg |
17:08 |
zat |
damn it |
17:08 |
zat |
lol a typo in the api |
17:09 |
VanessaE |
oh G*d, a typo in a minetest document |
17:09 |
sfan5 |
where? |
17:09 |
VanessaE |
there's a shock :) |
17:11 |
zat |
typo there: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L214 |
17:12 |
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17:12 |
sfan5 |
omg |
17:12 |
Krock |
holy typos |
17:13 |
PenguinDad |
There's a typo! *faints* |
17:13 |
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17:13 |
zat |
impakted |
17:16 |
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17:19 |
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17:20 |
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Mikeonline joined #minetest |
17:20 |
Mikeonline |
hi |
17:20 |
sfan5 |
hi |
17:20 |
Mikeonline |
today is the day i finished the main adaption from 0.4.3 to latest stable |
17:21 |
Mikeonline |
still some minor things todo but the main work is done |
17:21 |
Mikeonline |
.. |
17:21 |
sfan5 |
0.4.3? ಠ_ಠ|
17:21 |
Mikeonline |
yes |
17:21 |
sfan5 |
wait what |
17:21 |
Mikeonline |
wait what? |
17:21 |
sfan5 |
1234567890 ಠ_ಠ|
17:21 |
sfan5 |
lolwat |
17:21 |
Mikeonline |
i havent upgraded the server since 0.4.3 |
17:23 |
Mikeonline |
if someone wants to testplay :D |
17:29 |
VanessaE |
sfan5: next thing you know we're gonna hear that Redcrab is updating his server or something :) |
17:29 |
Mikeonline |
:P |
17:29 |
Mikeonline |
is he as slow as me? :) |
17:29 |
VanessaE |
Mikeonline: he still runs some git 0.4.4 pull |
17:29 |
Mikeonline |
hehe |
17:30 |
Mikeonline |
its the doubt of the developers |
17:30 |
Mikeonline |
so much has changed |
17:30 |
Mikeonline |
:P |
17:30 |
Mikeonline |
the main problem was the missing protection |
17:30 |
VanessaE |
nope, lack of time is more likely. |
17:30 |
Mikeonline |
node ownership did not work anymore |
17:30 |
Mikeonline |
now the api is better for protection |
17:30 |
VanessaE |
areas mod. |
17:30 |
VanessaE |
does the same thing, better. |
17:30 |
Mikeonline |
yes |
17:30 |
Mikeonline |
i installed it |
17:30 |
Mikeonline |
that was my main problem |
17:30 |
Mikeonline |
after apichange+areas mod it was possible to upgrade |
17:31 |
Mikeonline |
then trouble with moreores as legacy etc |
17:31 |
Mikeonline |
and the look and feel with new steel icons terrible ;) |
17:31 |
Mikeonline |
so i had hours of adaption work todo |
17:31 |
Calinou |
hey, I see Mikeonline in #etlegacy :) |
17:32 |
zat |
VanessaE: yesterday you said that you would like to see how plantslib would work in a v7 mapgen with dirt and grass... |
17:32 |
zat |
I saw it, or I think it was it |
17:32 |
zat |
with everything disabled, something was creating cactuses in the desert |
17:32 |
rubenwardy |
lol. The minetest API has misspellings. threshhold -> threshold |
17:32 |
zat |
and moretrees was enabled only |
17:32 |
VanessaE |
zat: yes. |
17:32 |
zat |
rubenwardy: those damn english words lol |
17:33 |
VanessaE |
zat: that wasn't moretrees. |
17:33 |
VanessaE |
it doesn't add cacti |
17:33 |
rubenwardy |
threshhold is correct in no english based languages |
17:33 |
zat |
omfg lol |
17:33 |
Mikeonline |
Calinou: yes :P |
17:33 |
zat |
yes, it would be morecacti otherwise... |
17:34 |
Mikeonline |
rubenwardy: same as in http spefication "referer" |
17:34 |
VanessaE |
zat: however, as long as there is default:stone, default:sand, default:dirt, and default:dirt_with_grass it should work. but I've never seen any reports definitely one way or the other |
17:36 |
zat |
VanessaE: I have defined five types of dirt and dirt_with_grass in my mod |
17:36 |
zat |
D: |
17:36 |
VanessaE |
node names are what it looks for |
17:37 |
VanessaE |
but only because the mods that depend on plants_lib look for them |
17:37 |
VanessaE |
you could add more surfaces easily enough to those mods |
17:37 |
VanessaE |
it won't increase the actions list any |
17:37 |
VanessaE |
it'll just increase the surfaces list, so the speed shouldn't be impacted too much as long as there isn't a huge quantity of those surfaces in a mapblock |
17:38 |
VanessaE |
(huge as in dozens of layers of the substance, bounded by air) |
17:39 |
VanessaE |
but the question is whether the on_generated calls can do their jobs properly. |
17:39 |
Krock |
!server Krock |
17:39 |
MinetestBot |
Krock: Krock's Ultimative Platform | minetest.ntdll.net | Clients: 2/25, 1/4 | Version: 0.4.10-dev_MSVC / base | Ping: 653ms |
17:40 |
zat |
VanessaE: is there a way to refer to all my types of dirt? |
17:40 |
Mikeonline |
!server dlk |
17:40 |
MinetestBot |
Mikeonline: No results |
17:40 |
zat |
maybe somehow grouping them |
17:41 |
Mikeonline |
ping 653 ms?? |
17:41 |
sfan5 |
!up minetest.ntdll.net |
17:41 |
MinetestBot |
minetest.ntdll.net:30000 is up (100ms) |
17:41 |
Mikeonline |
!up game.d-l-k.net |
17:41 |
MinetestBot |
game.d-l-k.net:30000 is up (249ms) |
17:41 |
Mikeonline |
!up game.d-l-k.net:30001 |
17:41 |
MinetestBot |
Mikeonline: Syntax changed, please use 'example.org 1337' instead of 'example.org:1337' |
17:41 |
Mikeonline |
!up game.d-l-k.net 30001 |
17:41 |
MinetestBot |
game.d-l-k.net:30001 is up (207ms) |
17:42 |
Mikeonline |
!up localhost |
17:42 |
MinetestBot |
Mikeonline: Invalid Address |
17:42 |
Mikeonline |
!up 127.0.0.1 |
17:42 |
MinetestBot |
127.0.0.1:30000 seems to be down |
17:43 |
Mikeonline |
!up 127.0.0.1 80 |
17:43 |
MinetestBot |
127.0.0.1:80 seems to be down |
17:43 |
Krock |
... |
17:43 |
Mikeonline |
:P |
17:43 |
Krock |
##minetestbot |
17:43 |
jp__ |
!up minetest.whitehouse.gov 30000 |
17:43 |
MinetestBot |
minetest.whitehouse.gov:30000 seems to be down |
17:47 |
Calinou |
lol |
17:47 |
Calinou |
/grant PresidentObama all |
17:47 |
Calinou |
else no Obamacare |
17:48 |
Mikeonline |
any |
17:48 |
Mikeonline |
no |
17:48 |
Miner_48er |
is the default ore generation rates listed anywhere? |
17:48 |
Mikeonline |
/kickban Obama |
17:48 |
jp__ |
/revoke PresidentObama spy |
17:48 |
Krock |
Miner_48er, mapgen.lua |
17:48 |
Calinou |
Miner_48er, yes, mods/default/mapgen.lua |
17:48 |
Calinou |
not really a percentage though :P |
17:48 |
VanessaE |
zat: indeed, I think a group designation will work. |
17:48 |
Calinou |
muchmore complex |
17:48 |
sol_invictus |
anyone can tell me about backing up leveldb? |
17:49 |
VanessaE |
sol_invictus: just copy the whole map.db dir or for that matter the whole world dir. |
17:49 |
VanessaE |
that's all |
17:49 |
sol_invictus |
well, I have a weird issue |
17:50 |
VanessaE |
what? |
17:50 |
sol_invictus |
backups work perfectly fine on the remote server, but when I copy backup to my local machine I can only see one world block |
17:50 |
* Krock |
wonders if there's someone who uses his builds |
17:51 |
VanessaE |
jp__: /revoke us_congress spy,shout |
17:51 |
zat |
VanessaE: is that even possible? (groups) |
17:51 |
jp__ |
VanessaE : haha |
17:51 |
VanessaE |
zat: I think so. group:foo in the surface table |
17:51 |
VanessaE |
and groups = { foo = 1} in the node defs |
17:51 |
VanessaE |
but I don't remember if that actually works or not |
17:51 |
zat |
:S |
17:52 |
VanessaE |
try it and see? |
17:52 |
* VanessaE |
looks at the code |
17:53 |
VanessaE |
mmmm... |
17:53 |
VanessaE |
no, it won't. |
17:53 |
VanessaE |
if ((not biome.depth and string.find(biome_surfaces_string, minetest.get_node(pos).name)) .... |
17:53 |
VanessaE |
this check here would prevent it, unfortunately. |
17:54 |
VanessaE |
is there a call in the API that can "extract" a group back to that which it contains? |
17:54 |
VanessaE |
(e.g. return everything in group:wood for example) |
17:54 |
Sokomine |
hi :-) |
17:54 |
VanessaE |
hey |
17:54 |
blaise |
how do I disable fog again? |
17:54 |
VanessaE |
F3 |
17:54 |
blaise |
yy |
17:54 |
blaise |
ty |
17:54 |
Sokomine |
does anyone know by any chance if there's a reasonable way to make sure that - before the current map chunk is fully done - another one will be generated? |
17:55 |
Sokomine |
perhaps placing a schematic there? |
17:55 |
rubenwardy |
VanessaE: you can loop through minetest.registered_items and check groups |
17:55 |
VanessaE |
rubenwardy: ew. |
17:55 |
VanessaE |
that's nasty. |
17:56 |
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17:56 |
Sokomine |
hm, at least it'll work i suppose :-) looping through all items and checking groups can be well done in lua |
17:56 |
VanessaE |
speed isn't a concern since the dereference would be done during the registration code (and not in the action loop) but still |
17:57 |
Sokomine |
could be helpful for the various craft guides as well |
17:58 |
rubenwardy |
It has to be done somewhere |
17:58 |
rubenwardy |
It doesn't take very long, VanessaE |
17:58 |
Sokomine |
hm, yes, one of the things that require a minetest.after or such i think |
18:07 |
Miner_48er |
is there a way for tablets to get F5 for the coords? |
18:09 |
Jordach |
Miner_48er, depends on the build |
18:09 |
Jordach |
BC = NO. Legit = ? |
18:09 |
Jordach |
(Stu's does) |
18:10 |
PenguinDad |
BitCoin? |
18:10 |
Jordach |
BuildCrap |
18:11 |
Sokomine |
best talk to sapier about a key for coordinates on android. it'd be good to have |
18:12 |
Miner_48er |
ok |
18:14 |
Miner_48er |
temporary solution would be to enable debug in conf |
18:29 |
Krock |
see yappy active at minetest.ntdll.net:46381 :) a very temponary server |
18:30 |
Mikeonline |
is air air or default:ai |
18:30 |
Mikeonline |
r |
18:30 |
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18:30 |
Krock |
no. just air |
18:31 |
* sfan5 |
meows at Krock |
18:31 |
Krock |
NEWO |
18:31 |
Krock |
MEOW |
18:31 |
* sfan5 |
meows at Krock |
18:32 |
* Krock |
meows at sfan5 |
18:33 |
* Jordach |
meows at Krock and sfan5 |
18:33 |
* sfan5 |
purrs |
18:33 |
* sfan5 |
cats |
18:33 |
* Krock |
Jordachs meow sfan5 |
18:35 |
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18:35 |
* PenguinDad |
kcorK ta swöm: |
18:35 |
Mikeonline |
thx @ krock |
18:36 |
PenguinDad |
s/:/ P:/ |
18:36 |
* Krock |
wonders about Mikeonline |
18:37 |
Calinou |
PenguinDad, BTC = Bitcoin |
18:37 |
Calinou |
LTC = Litecoin and so on |
18:37 |
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18:39 |
PenguinDad |
I just wasn't sure what BC meant :/ |
18:40 |
sfan5 |
BC probably means something else |
18:40 |
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18:41 |
* sfan5 |
throws êƒê’ at Calinou |
18:44 |
Calinou |
I see Unicode squares, that's all |
18:44 |
Calinou |
birth control, sfan5, of course |
18:49 |
Mikeonline |
can the viewing player names distance be changed by config? |
18:50 |
VanessaE |
ok minetest/mesecond geeks, can we beat this? http://soylentnews.org/article.pl?sid=14/08/21/2120241 |
18:50 |
VanessaE |
mesecons* |
18:53 |
Jordach |
VanessaE, saw ~2 days ago |
18:54 |
PenguinDad |
how big is that thing? |
18:54 |
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18:58 |
MinetestBot |
GIT: rubenwardy commited to minetest/minetest: Correct spelling mistakes in documentation 944ffe9 2014-08-22T20:55:01+02:00 http://git.io/McfF7Q |
19:04 |
sfan5 |
!tell Calinou ??? |
19:04 |
MinetestBot |
sfan5: I'll pass that on when Calinou is around |
19:05 |
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19:15 |
MinetestBot |
GIT: Sapier at GMX dot net commited to minetest/minetest: Fix "ghost" blocks if block update is "on wire" while player digs nodes 8e9d896 2014-08-22T20:56:16+02:00 http://git.io/wOPBcA |
19:15 |
MinetestBot |
GIT: Sapier at GMX dot net commited to minetest/minetest: Improve timeout calculation 247a1eb 2014-08-22T20:56:16+02:00 http://git.io/k1rG6w |
19:21 |
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19:43 |
MinetestBot |
GIT: Sapier at GMX dot net commited to minetest/minetest: Add player name length checks d7d8aa1 2014-08-22T21:18:43+02:00 http://git.io/M0v4QA |
19:47 |
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19:53 |
MinetestBot |
GIT: Sapier at GMX dot net commited to minetest/minetest: Fix to to too two times dec8c43 2014-08-22T21:51:20+02:00 http://git.io/2cOr6A |
19:53 |
Jordach |
dat engrish |
19:54 |
VanessaE |
Jordach: look at the commit and the one it fixes and you'll see why :) |
20:01 |
LazyJ |
So what is the player name size limited to? |
20:02 |
VanessaE |
18 or 19 chars or some such |
20:02 |
VanessaE |
(internally hard cut to 20 but I think that includes the null delimiter) |
20:03 |
VanessaE |
yeah, *checks code* should be 19 chars. |
20:04 |
LazyJ |
Oh, no. Now they are going to have to either count how many nonsense letters they use or actually... maybe... think of a name. o.O |
20:04 |
VanessaE |
oh G*d forbid! |
20:09 |
MinetestBot |
GIT: Selat commited to minetest/minetest: ban.cpp refactoring c58b9d8 2014-08-22T22:03:08+02:00 http://git.io/nbt1zg |
20:18 |
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20:23 |
MinetestBot |
GIT: st.rentschhotmail.com commited to minetest/minetest: Reduce time of red screen when damaged e4d570e 2014-08-22T22:19:07+02:00 http://git.io/juTlEw |
20:24 |
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20:24 |
luizrpgluiz |
hi |
20:31 |
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20:42 |
MinetestBot |
GIT: sfan5 commited to minetest/minetest: Add ^[mask texture modifier b19dd92 2014-08-22T22:42:04+02:00 http://git.io/8BEENA |
20:54 |
MinetestBot |
GIT: st.rentschhotmail.com commited to minetest/minetest: Use pause_fps_max also on multiplayer 55c646c 2014-08-22T22:52:20+02:00 http://git.io/9MKntA |
21:05 |
Mikeonline |
minetest server has a very high cpu load |
21:06 |
Mikeonline |
strang laggy |
21:06 |
Mikeonline |
wasnt so in past.. |
21:07 |
VanessaE |
are you sure it isn't a mod that's lagging? |
21:09 |
Mikeonline |
thats what i have to figure out |
21:09 |
Mikeonline |
is there a trick to give the server much more ram? |
21:09 |
Mikeonline |
it uses so lees ram |
21:09 |
Mikeonline |
less |
21:09 |
VanessaE |
you don't need to |
21:09 |
VanessaE |
it'll only use as much RAM as it needs. |
21:09 |
Mikeonline |
so there is no tuning possibility? |
21:10 |
VanessaE |
what's to tune? |
21:10 |
Mikeonline |
i want it to use 2gb ram or more |
21:10 |
Mikeonline |
instead of 252 |
21:10 |
VanessaE |
more RAM usage isn't gonna make it faster. |
21:10 |
Mikeonline |
i know |
21:10 |
Mikeonline |
but it should keep the whole world in ram |
21:10 |
VanessaE |
if it needs more, it'll use it. |
21:10 |
RealBadAngel |
lol |
21:10 |
sfan5 |
then use redis |
21:10 |
Mikeonline |
252m seems to be small |
21:10 |
sfan5 |
redis will keep the whole world in ram |
21:10 |
sfan5 |
always |
21:10 |
VanessaE |
it'll load more of the world into RAM as it needs to |
21:10 |
VanessaE |
up to a point |
21:11 |
VanessaE |
what's the default limit? a couple thousand mapblocks or something? |
21:11 |
sfan5 |
or decrease the unload timeout and make the active block radius and block load radius bigger |
21:11 |
RealBadAngel |
better buy an SSD |
21:11 |
Mikeonline |
hm |
21:11 |
RealBadAngel |
this will make it real faster |
21:11 |
Mikeonline |
but this wont solve my cpu issue? |
21:11 |
Mikeonline |
i think hdd is fast enough |
21:11 |
VanessaE |
Mikeonline: I told you to look into your mods for CPU usage problems |
21:11 |
VanessaE |
one of your mods is the CPU hog |
21:12 |
Mikeonline |
its nearly dedicated to minetest 7400rpm raid0 or jbod cant remember |
21:12 |
Mikeonline |
so i have to disable mod after mod |
21:12 |
Mikeonline |
is there an unload command? |
21:12 |
VanessaE |
just remove mods from your configuration and restart |
21:12 |
VanessaE |
there is no unload command |
21:14 |
Mikeonline |
yes i will remove one half and another half |
21:14 |
Mikeonline |
and then split until i find it |
21:14 |
Mikeonline |
do you think it must be a mod? |
21:14 |
Mikeonline |
i hope its not areas mod.. |
21:14 |
Mikeonline |
but if then its just the show area on hud part |
21:14 |
VanessaE |
bisecting is a good way to search for it, but start by removing the obvious hogs like mesecons, technic (sorry RBA), pipeworks (sorry me), anything based on plants_lib, etc. |
21:14 |
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21:15 |
Mikeonline |
mesecons i could remove |
21:15 |
VanessaE |
if the CPU is still excessive, then bisect it |
21:15 |
Mikeonline |
feature request: mod cpu load statistic :D |
21:15 |
VanessaE |
already in |
21:15 |
VanessaE |
sapier added profiling support just recently. |
21:15 |
Mikeonline |
:D |
21:15 |
VanessaE |
as in yesterday I think. |
21:15 |
Mikeonline |
minetest development is fast |
21:16 |
VanessaE |
you'll need a git development build to use it though |
21:16 |
Mikeonline |
thats good |
21:16 |
VanessaE |
it's not in 0.4.10 |
21:16 |
VanessaE |
(or you could wait for 0.4.11) |
21:16 |
Mikeonline |
then i better split |
21:16 |
Mikeonline |
i just got it running :D |
21:16 |
Mikeonline |
i prefer stable versions |
21:16 |
Mikeonline |
i love rock solid things instead of devel branches |
21:16 |
Mikeonline |
hm |
21:17 |
VanessaE |
minetest dev is usually stable, as far as whether it's crashy etc. |
21:17 |
Mikeonline |
what can i cook tonight? |
21:17 |
VanessaE |
no more or less so than stable. |
21:17 |
Mikeonline |
hm |
21:17 |
VanessaE |
pizza :) |
21:17 |
Mikeonline |
hm |
21:17 |
Mikeonline |
maybe :D |
21:17 |
Mikeonline |
new feature request: make player name distance configurable |
21:17 |
Mikeonline |
and let the admin see all names unlimited |
21:17 |
Mikeonline |
:D |
21:17 |
VanessaE |
there's already an issue for that. |
21:18 |
Mikeonline |
:D |
21:18 |
Mikeonline |
damn |
21:18 |
Mikeonline |
ok |
21:18 |
Mikeonline |
i will make a pizza now :) |
21:18 |
Mikeonline |
its time to go to bed |
21:18 |
Mikeonline |
near zero ! |
21:18 |
* Mikeonline |
slaps VanessaE around a bit with a large trout |
21:19 |
LazyJ |
Phttt... I'd like the name font to be larger so I can read the names when they are visible. |
21:19 |
Mikeonline |
bye |
21:19 |
VanessaE |
hm, I *thought* there was an issue for it |
21:19 |
VanessaE |
can't find it now. |
21:19 |
VanessaE |
LazyJ: YES |
21:19 |
VanessaE |
dear G*d yes |
21:20 |
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21:27 |
Sokomine |
lazyj: oh yes! that would be very helpful. playernames are so small... |
21:27 |
Sokomine |
i sometimes have to walk around a player until the background fits. if they run around themshelves, chances of identifying the player are low |
21:28 |
Sokomine |
oh, er...i mean LARGER player names. not invisible player names after some distance... |
21:33 |
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21:52 |
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21:53 |
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21:55 |
paramat |
celeron55, seems to me you like dungeons so in case you haven't seen it here's my unlimited giant dungeon generator https://forum.minetest.net/viewtopic.php?f=9&t=9896 |
21:59 |
celeron55 |
"ever-shifting interpenetrating dungeon nightmare" sounds good |
22:01 |
celeron55 |
(i actually already saw that; haven't tried yet because it's kind of just a tech demo) |
22:06 |
proller |
paramat, when you will start making c++ mapgens? |
22:08 |
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22:24 |
paramat |
ok cool |
22:24 |
paramat |
proller, when i can't vox my nipples fast enough :P |
22:25 |
jin_xi |
paramat: your mapgens rock! |
22:25 |
jin_xi |
any plans on a combination of all the ideas at some point? |
22:26 |
proller |
witth 100s chunk gen time... |
22:26 |
paramat |
if only we had threaded lua mapgen they could be suitable for servers |
22:26 |
paramat |
but hmmmmm says that's impossible at the moment |
22:27 |
paramat |
jin, watershed is the one for multiple ideas into one monster mapgen |
22:29 |
proller |
with 10s gen time even 24 cores will not help |
22:30 |
jin_xi |
oh i see |
22:30 |
MinetestBot |
GIT: Sapier at GMX dot net commited to minetest/minetest: Fix chat messages capturing mouse interactions for menu/formspecs 7940a42 2014-08-23T00:23:14+02:00 http://git.io/JL_3Ow |
22:30 |
PenguinDad |
I can't even reach 10s chunk gen time without luajit |
22:30 |
proller |
try watershed |
22:31 |
PenguinDad |
proller: Of course I did that using watershed |
22:33 |
paramat |
2s per chunk for watershed on my new computer (intel core i5-4670t0 |
22:33 |
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22:34 |
proller |
still 20x slower than c++ |
22:35 |
paramat |
i actually love lua, it took me a year to get good with lua mapgen, i don't want to suck at c++ for a year when i can do what i'm good at |
22:35 |
proller |
converting mapgen from lua to c++ now very hard |
22:36 |
proller |
not |
22:36 |
proller |
change types and perlin noise calls |
22:37 |
PenguinDad |
Yeah but you can't easily install a C++ mapgen |
22:37 |
paramat |
hm i guess conversion is not so bad, developing is much better in lua though (for me) |
22:38 |
paramat |
mauvebic (who i miss a lot) said 'mapgen is the one thing that hasn't been done to death in lua', i then realised i was happy to stick with lua instead of being sucked into core ;) |
22:38 |
proller |
no need to install, make pull for adding standard mt mapgen |
22:39 |
LazyJ |
"Somethings are worth waiting for." I don't mind if it takes a few seconds more for Watershed to do it's thing compared to the default mapgen v6. |
22:39 |
paramat |
but since hmmmmm's freetime is short i can see a need for me to do more core stuff |
22:40 |
proller |
default mapgens is full shit |
22:40 |
paramat |
lol |
22:40 |
LazyJ |
For a multi-player server full of app-kids, go with flat mapgen and "vanilla" setup, no mods. |
22:40 |
PenguinDad |
lol |
22:41 |
PenguinDad |
Only air and ignore \o/ |
22:41 |
proller |
flat with obsidian |
22:42 |
LazyJ |
For a multi-player, war server, Watershed could raise the "hardcore level" much higher. |
22:43 |
paramat |
i feel like my work has built up some pressure for new core features that make lua mapgen faster, i feel that server-practical lua mapgen would be an amazing development |
22:44 |
LazyJ |
It would. |
22:44 |
LazyJ |
Not only do mods define a sub-game but so could the mapgen. |
22:46 |
LazyJ |
It seems that all mapgens for Minetest, that I've seen so far, are focused on creating "Earth"-like worlds. |
22:46 |
LazyJ |
Change things up a bit. |
22:47 |
LazyJ |
A mapgen that forms entirely underwater, no surface landmasses. |
22:47 |
proller |
not all ;) |
22:47 |
LazyJ |
Now build Atlantis. |
22:47 |
proller |
paramat, watershed can be converted to c++ in 2-3 days |
22:50 |
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22:55 |
MinetestBot |
GIT: kahrl commited to minetest/minetest: Minimal game: add /dummyball <count> command 26f4a5c 2014-08-23T00:52:57+02:00 http://git.io/PLwpkw |
23:03 |
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23:33 |
luizrpgluiz |
hi |
23:36 |
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23:37 |
paramat |
o/ |
23:38 |
jin_xi |
paramat: you seen this? its a site from a dwarf fortress world. https://dl.dropboxusercontent.com/u/32146097/AlaraatBrookColored.png |
23:41 |
* paramat |
looks |
23:48 |
jin_xi |
df uses fractals a lot for mapgen stuff |
23:58 |
MinetestBot |
GIT: Sapier at GMX dot net commited to minetest/minetest: Add video driver selection to settings menu (based uppon idea from webdesigner97) 996ea60 2014-08-23T01:55:54+02:00 http://git.io/gt1fbw |
23:59 |
paramat |
yeah and impressive river and world generation |