Time |
Nick |
Message |
00:01 |
Fritigern |
kaeza: Odd, why wouldn;t ping work for you? |
00:05 |
kaeza |
ah it does... but it doesn't print anything until it gets a pong |
00:05 |
kaeza |
(flaky connection here, it takes...a bit) |
00:05 |
Fritigern |
Ah, i see |
00:06 |
Fritigern |
But anyway, ping works and Zenity displays its output. But it does not do that for minetestserver which keeps outputting to the console without Zenity picking it up |
00:07 |
kaeza |
ah, minetest outputs to stderr |
00:08 |
kaeza |
try adding 2>&1 to the line |
00:08 |
Fritigern |
okay |
00:09 |
Fritigern |
That works! thank you! |
00:09 |
Fritigern |
Now i can keep an eye on the server's output without having to open the terminal |
00:10 |
* Yellowberry |
got his new WiFi card! and guess what! Proprietary Drivers! Yay! :| |
00:12 |
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00:14 |
_Esteban |
https://cdn.mediacru.sh/7eaGsJKKMqNo.jpg |
00:15 |
VanessaE |
_Esteban: here's some more then ;) https://forum.minetest.net/viewtopic.php?f=9&t=10428 |
00:17 |
_Esteban |
xD impressive models! I got to say that my favorite is the globe. Could you make something like this for homedecor when 4.11 is release: http://www.geodus.com/globe-map/tresgrand/am_GL025F.jpg |
00:18 |
VanessaE |
_Esteban: sure, I could do something like that but I think I'll use a more modern map on the globe :P |
00:19 |
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00:22 |
_Esteban |
https://cdn.mediacru.sh/kvy73nlZVZsR.png |
00:23 |
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00:31 |
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00:34 |
* Jordach |
made another icon |
00:34 |
Jordach |
https://cdn.mediacru.sh/qYOY-4tnbfuB.png |
00:41 |
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01:18 |
MinetestBot |
[git] kwolekr -> minetest/minetest: Change license of noise implementation to Simplified BSD 6ddf458 http://git.io/8eCzAw (2014-10-27T21:17:07-04:00) |
01:21 |
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01:40 |
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01:44 |
Jordach |
3 hours later https://cdn.mediacru.sh/Iy8q_hRepgTB.png |
01:44 |
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01:47 |
* ElectronLibre |
like the red icon with hammer and the sickle. |
01:47 |
ElectronLibre |
*with the |
01:48 |
Zeno` |
what's that? |
01:49 |
ElectronLibre |
What is what? |
01:49 |
kaeza |
that is what |
01:49 |
Jordach |
OpenRA |
01:50 |
Zeno` |
RA! |
01:50 |
Zeno` |
I don't like the font |
01:50 |
* ElectronLibre |
remembered an old russian flag in his history book. |
01:50 |
Jordach |
and yes the MT icon is custom made |
01:51 |
Jordach |
inkscaped the details to alpha, and set the lines to white |
01:57 |
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01:58 |
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01:58 |
shadowzone |
Where is the .png image for the sun/moon located? |
01:59 |
Enke |
Was wondering the same thing. Is it with the shaders? |
01:59 |
shadowzone |
Now I haven't found the shaders folder yet either. |
02:00 |
shadowzone |
nope not in there. |
02:00 |
VanessaE |
shadowzone: I don't believe the engine includes sun/moon images by default |
02:00 |
VanessaE |
but you can put them anywhere you want as long as Minetest can find them |
02:00 |
shadowzone |
Okay. |
02:00 |
VanessaE |
e.g. in a texture pack or in a mod's textures/ dir somewhere |
02:00 |
Enke |
I recall a topic that said that the sun and moon were textureable. What do I name the files? |
02:00 |
ElectronLibre |
Probably in ./textures/base/pack . |
02:00 |
VanessaE |
sun.png and moon.pnf |
02:00 |
VanessaE |
png* |
02:01 |
Enke |
'kay. |
02:01 |
Enke |
Thanks. |
02:01 |
Enke |
Those are the last two before I can release "Phoenix". :-) |
02:01 |
VanessaE |
shaders are unrelated, and are in client/shaders/ |
02:01 |
shadowzone |
Okay. |
02:02 |
Enke |
Er, I guess not. Still have to do those in "pack". Darn, that's another 20. |
02:02 |
VanessaE |
there aren't any. |
02:02 |
VanessaE |
the engine does not include images for sun and moon by default - it uses the hard-coded ones instead. |
02:03 |
VanessaE |
but you can just supply images yourself and it'll use 'e,m |
02:03 |
VanessaE |
'em* |
02:03 |
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02:04 |
Enke |
Huh. |
02:04 |
Enke |
Neato |
02:11 |
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02:13 |
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02:13 |
Enke |
What's the name for the file that houses the preview screenshot for a texture pack? I can never remember... |
02:14 |
Enke |
NVM, found it. |
02:20 |
Enke |
...And commit |
02:28 |
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02:34 |
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02:35 |
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02:36 |
davedevils |
why i can't post here -> https://forum.minetest.net/viewforum.php?f=50 |
02:36 |
VanessaE |
good question, I'm not sure it's supposed to be that way |
02:37 |
VanessaE |
post in subgame discussion then and one of the moderators will move it |
02:45 |
Cylus |
Work-in-progress subgames, huh? I've got one of those. I don't think I want to post it until it's done though. |
02:48 |
hmmmm |
hmm |
02:49 |
hmmmm |
what's a good name for things such as ores, decorations, schematics, biomes, etc. that you register from within lua and are somehow related to the whole mapgen brooha? |
02:49 |
hmmmm |
looking to unify these as.. emerge entities or something like that |
02:49 |
davedevils |
ok :) thx vanessaE (hs i love your work) |
02:50 |
ElectronLibre |
These are all part of the map content hmmmm, that's all that I can see.. |
02:51 |
VanessaE |
hmmmm: "emerge actions" maybe? |
02:51 |
hmmmm |
mapgen components? |
02:51 |
hmmmm |
yuck they're definitely not actions |
02:51 |
hmmmm |
the act of placing them is an... action |
02:51 |
VanessaE |
well a schematic isn't exactly a single node...you sorta "play it back" when you add it, no? |
02:51 |
hmmmm |
yeah |
02:51 |
Cylus |
"Emerge entities" sounds too much like a type of entity, and that name is taken. |
02:52 |
ElectronLibre |
The action to place them is a generation. ._. |
02:52 |
hmmmm |
each of them is related to a common phase of map generation |
02:52 |
Cylus |
"Node generators"? "Mapgen Lua calls"? |
02:52 |
ElectronLibre |
Mapgen components sounds good.. I can't see any other name |
02:53 |
VanessaE |
hmmmm: that's the word I use in plants_lib. each item to be added is registered as an action, since not all such items necessarily translate directly to just one node being placed. |
02:53 |
hmmmm |
thing that is generated |
02:54 |
hmmmm |
generated map is composed of several phases |
02:54 |
hmmmm |
one phase is the biome phase, another is the ore placement phase, |
02:55 |
hmmmm |
things that make up a *composition* |
02:56 |
kaeza |
register_thingamabob? |
02:57 |
kaeza |
(or however you spell that) |
02:57 |
hmmmm |
items that are registered |
02:57 |
hmmmm |
entered into a registry |
02:57 |
hmmmm |
i give up. |
02:57 |
VanessaE |
not items, anything but that |
02:57 |
hmmmm |
i'm just about to say items |
02:57 |
VanessaE |
that'll confuse the shit out of everyone. |
02:57 |
hmmmm |
EmergeComponent? |
02:58 |
hmmmm |
GenComponent? |
02:58 |
kaeza |
what is wrong with compon... that |
02:58 |
VanessaE |
component is fine |
02:58 |
hmmmm |
GenerationComponent |
02:58 |
ElectronLibre |
Generation component sounds good yes. |
02:58 |
VanessaE |
Gen.*Component works better than EmergeComponent, imho |
02:58 |
hmmmm |
I wish there were an abbreviation for generation halfway in size between Gen and Generation |
02:58 |
VanessaE |
(since emerge also implies loading map data that's already been generated) |
02:59 |
hmmmm |
right |
02:59 |
hmmmm |
that's why I didn't want to use the word emerge |
02:59 |
hmmmm |
so for each thing that you register upon startup that has something to do with map generation |
03:00 |
hmmmm |
you can add them, delete them, enumerate them, retain an ID to them, etc. |
03:00 |
hmmmm |
BiomeDefManager will be one of these |
03:00 |
hmmmm |
I'm going to change that to BiomeManager |
03:00 |
hmmmm |
enough with the Defs |
03:00 |
hmmmm |
when I write BiomeDefManager i just wanted to fit in with the look and feel of the rest of the code |
03:02 |
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03:02 |
Xenoth |
Fritigern: I'm back now, got caught up in some personal matters. |
03:02 |
hmmmm |
Welcome back Xenoth! |
03:03 |
Xenoth |
Thanks. |
03:05 |
Xenoth |
Anyway, I'm having a bit of trouble with my SQLite database. Gives this error when run on any map: http://pastebin.com/zs8bitrB |
03:11 |
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03:14 |
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03:15 |
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03:15 |
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03:48 |
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04:01 |
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04:20 |
MinetestBot |
[git] kwolekr -> minetest/minetest: Prevent invalid memory access under failure conditions bc28ca0 http://git.io/6YCmJQ (2014-10-28T00:18:53-04:00) |
04:29 |
hmmmm |
https://www.youtube.com/watch?v=Kg3fsTjEY5c |
04:41 |
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04:57 |
VanessaE |
bbl, off to bed. |
05:03 |
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05:33 |
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05:35 |
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06:01 |
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06:25 |
MinetestBot |
[git] kwolekr -> minetest/minetest: Add NodeResolver documentation 4a3592f http://git.io/CKvrWA (2014-10-28T02:23:45-04:00) |
06:28 |
hmmmm |
hey guys |
06:30 |
hmmmm |
i was wondering if people would be willing to gather up existing documentation (such as on the dev wiki) for the Lua APIs and put them into a single, consistent format |
06:30 |
hmmmm |
to eventually replace lua_api.txt |
06:35 |
sfan5 |
you mean like the old api.minetest.net? |
06:35 |
hmmmm |
shrug |
06:35 |
sfan5 |
I have an SQL dump of that if it helps. |
06:35 |
* sfan5 |
away |
06:36 |
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06:59 |
Zeno` |
lua_api.txt looks amost parse-able |
07:11 |
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07:17 |
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07:32 |
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08:00 |
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08:12 |
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08:12 |
Xeprione |
hello |
08:12 |
Xeprione |
VanessaE, are you there? |
08:12 |
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08:14 |
Xeprione |
lol, compressing a 10GB game folder with ultra compression, current compression ratio is 25% <:D |
08:14 |
Xeprione |
i love it :D |
08:16 |
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09:24 |
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09:24 |
Doruk |
Hello, anyone from Onez server on? |
09:27 |
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09:28 |
Doruk |
Hello, is someone from Onez server on? |
09:32 |
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09:33 |
Zeno` |
Wonder who that was |
09:37 |
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09:57 |
Viper168 |
Zeno`, it was your mother checking in on you |
09:57 |
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09:57 |
Zeno` |
oh gawd |
09:57 |
Zeno` |
really? |
10:02 |
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10:51 |
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10:53 |
rubenwardy |
Is forum.minetest.net down? |
10:54 |
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10:57 |
SylvieLorxu |
rubenwardy: Works for me |
10:58 |
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10:59 |
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11:01 |
rubenwardy |
Still not working for me :( |
11:02 |
rubenwardy |
PING forum.minetest.net (176.9.187.186) 56(84) bytes of data. |
11:02 |
rubenwardy |
62 packets transmitted, 0 received, 100% packet loss, time 61486ms |
11:03 |
jin_xi |
well, looks like a problem on your end |
11:04 |
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11:04 |
SylvieLorxu |
PING forum.minetest.net (176.9.187.186) 56(84) bytes of data. |
11:04 |
SylvieLorxu |
1 packets transmitted, 1 received, 0% packet loss, time 0ms |
11:04 |
SylvieLorxu |
:x |
11:04 |
rubenwardy |
All other sites I go to work fine |
11:04 |
rubenwardy |
minetest.net works fine |
11:05 |
SylvieLorxu |
Could be someone in the middle of that connection, the Internet never got out of beta :P |
11:05 |
rubenwardy |
Anything I can try? |
11:06 |
SylvieLorxu |
Well, if you have Tor you could try to connect through that, but that's basically the only idea I have |
11:06 |
SylvieLorxu |
Can't think of anything on your side :x |
11:09 |
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11:48 |
rubenwardy |
Added http://rubenwardy.github.io/subscribe/ XD |
11:49 |
rubenwardy |
github.io websites are static - there are no server side scripts. Used pooleapp.com to do it |
11:56 |
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12:00 |
OldCoder |
Hello back |
12:00 |
OldCoder |
john_minetest, PM |
12:10 |
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13:08 |
Megaf |
I shouldnt have added darkage to my server |
13:09 |
Megaf |
worst decision ever |
13:09 |
LazyJ |
Why? |
13:09 |
sfan5 |
shit |
13:09 |
sfan5 |
I think I have a dead pixel |
13:09 |
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13:10 |
LazyJ |
I haven't tried "Dark Age". |
13:15 |
Zeno` |
sfan5 you can sometimes fix dead pixels |
13:16 |
Zeno` |
(if they're not really dead but stuck) |
13:18 |
Megaf |
LazyJ: because it slows down mapgen a lot |
13:19 |
LazyJ |
What does Dark Age add to the mapgen? |
13:20 |
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13:22 |
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13:26 |
Megaf |
and it floods the console |
13:26 |
Megaf |
<<"darkage:slate">> |
13:26 |
Megaf |
blocks: 2 in vol: 2.317695473251 (80,33,80) |
13:26 |
Megaf |
generated 0 blocks in (2867,-32,3187) |
13:27 |
Megaf |
DARKAGE: Generate stratus |
13:27 |
LazyJ |
Can you edit the mod to reduce the output to the terminal? |
13:27 |
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13:28 |
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13:28 |
LazyJ |
What is it in Lua.... "print()" that outputs to the terminal in Minetest mods? |
13:29 |
Megaf |
I think I will just replace all darkage blocks by air and then remove it |
13:30 |
LazyJ |
If they are underground blocks, alias them to mese or diamonds if not too "common". |
13:30 |
Megaf |
kilbith: 1DC9A272ABC30724E383B52DC14BA35E47E5492AF4F87BFA77851607ABB9651F9974DA354A4F |
13:30 |
Megaf |
LazyJ: there are common blocks |
13:30 |
CraigyDavi |
LazyJ, minetest.log |
13:30 |
LazyJ |
Otherwise if whatever Dark Age added in the ground is a lot, then maybe something more common like coal? |
13:30 |
kilbith |
Megaf, thanks, added. |
13:30 |
Megaf |
like marble |
13:31 |
Megaf |
now VanessaE should use Tox too and add us |
13:31 |
Megaf |
lol |
13:31 |
LazyJ |
CraigyDavi, have you done any work on the Dark Age mod? Any insights that might help Megaf? |
13:32 |
Megaf |
there should be a command called /clearunkongobjects |
13:32 |
shadowzone |
I am on tox. |
13:32 |
CraigyDavi |
Ah yes, I need was going to convert the mapgen to the proper api usage |
13:33 |
CraigyDavi |
at the moment the mapgen on the mod is a mess |
13:33 |
Megaf |
is there an easy way to replace all nodes from a mod by air? |
13:34 |
CraigyDavi |
Megaf, https://gist.github.com/CraigyDavi/54ca8c6b0a3b82a56987 |
13:34 |
CraigyDavi |
That removes the nodes on the top line |
13:35 |
kilbith |
Megaf: use an ABM |
13:35 |
Megaf |
problem is that darkage register and create lots of nodes |
13:35 |
Megaf |
there should be a wildcard for that |
13:36 |
Megaf |
replace darkage:* default:air |
13:36 |
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13:36 |
LazyJ |
Use aliases. |
13:36 |
LazyJ |
minetest.register_alias("mod_name:the_block's_old_name", "mod_name:the_block's_new_name") |
13:36 |
Amaz |
Or just remove the mapgen part. |
13:37 |
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13:37 |
LazyJ |
Put the Dark Age node in the first half, then a default node (or air) in the second half. |
13:37 |
LazyJ |
Create an alias line for each node you want to remove or replace. |
13:37 |
Megaf |
yep, I kike that idea LazyJ |
13:38 |
Megaf |
CraigyDavi: any idea on what stratus is? |
13:38 |
LazyJ |
Make a special "aliases" mod just for this purpose. |
13:38 |
Megaf |
it generate stratus on the sky |
13:38 |
LazyJ |
There will be other messes like this in the future. |
13:38 |
Megaf |
darkages messes with the sky! |
13:38 |
CraigyDavi |
Well it's just areas of blocks which should be generated |
13:38 |
CraigyDavi |
:o I've never had it generate anything in the sky |
13:39 |
Megaf |
it didnt generate anything visible at least |
13:40 |
CraigyDavi |
I'll start rewriting the mapgen now |
13:44 |
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14:23 |
Yellowberry |
fml |
14:29 |
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14:35 |
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14:43 |
Cylus |
CraigyDavi, Megaf: I used stratuses to generate clouds at one point. It worked well for that. |
14:44 |
Cylus |
I think stratuses are also used to generate the clay. |
14:45 |
Yellowberry |
hi |
14:45 |
* Yellowberry |
is annoyed at graphics cards |
14:45 |
Cylus |
Hello! What's the card doing? |
14:46 |
Yellowberry |
*cards |
14:46 |
PenguinDad |
Yellowberry: where does it hurt? |
14:46 |
Yellowberry |
PenguinDad: in my heard |
14:46 |
Yellowberry |
*heart |
14:46 |
Cylus |
The most annoying part about my old graphics card was that it could not be swapped out. I had to replace the whole machine. |
14:47 |
Yellowberry |
that is really annoying |
14:48 |
Yellowberry |
so |
14:49 |
Yellowberry |
my issue is |
14:50 |
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14:51 |
Yellowberry |
I've got a nVidia GeForce GS 8400 (apparently 10+ years old according to ##chat) and an ATI Radeon 7000 |
14:54 |
PenguinDad |
How is owning gpus an issue? |
14:55 |
Yellowberry |
lol |
14:55 |
Yellowberry |
getting therer |
14:56 |
Yellowberry |
and neither of them work on Windows 7 for one reason or another |
14:58 |
Yellowberry |
so I am going to have to use Linux Mint |
14:58 |
Yellowberry |
but I bet that's going to be a pain in the ass to get everything working |
14:58 |
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15:00 |
Yellowberry |
hmmmm |
15:08 |
Yellowberry |
^^ PenguinDad |
15:09 |
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15:09 |
hmmmm |
yellowberry, if you wish to communicate with another person in this channel, perhaps it would be a good idea to say what it is you want to say instead of just saying their nick |
15:10 |
Yellowberry |
hmmmm: oh, sorry about that :S |
15:15 |
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15:26 |
Cyanberry |
I am missing "libusb0.dll" |
15:26 |
Cyanberry |
seems legit |
15:26 |
Cyanberry |
XD |
15:27 |
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16:30 |
rubenwardy |
Hi all! |
16:31 |
Cyanberry |
hi |
16:31 |
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16:31 |
jin_xi |
hmmmm: changing nodes? yes please! |
16:32 |
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16:37 |
rubenwardy |
Changing nodes? |
16:40 |
blaise |
what if water was more like snow |
16:41 |
blaise |
where so many makes up a source or whole block |
16:44 |
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16:48 |
Jordach |
sfan5, !cat? http://i.imgur.com/jXSbViQ.jpg |
16:48 |
rubenwardy |
!cat |
16:48 |
MinetestBot |
http://i.imgur.com/qNBpvF3.jpg |
16:48 |
sfan5 |
Jordach: too much dog |
16:49 |
sfan5 |
!cat |
16:49 |
MinetestBot |
http://i.imgur.com/qjzMvkJ.jpg |
16:51 |
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16:51 |
PenguinDad |
!doge |
16:51 |
MinetestBot |
http://i.imgur.com/6wx9Mf9.png |
16:58 |
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17:04 |
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17:07 |
Calinou |
“Code should follow design, not the other way around.†→ thankfully, most game developers have never listened to this |
17:07 |
Calinou |
else we wouldn't have strafejumping, straferunning, rocket jumps and all that |
17:09 |
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17:17 |
SylvieLorxu |
Calinou: I remember the proprietary game GunZ: The Duel |
17:17 |
SylvieLorxu |
On the first release, it was filled with animation cancelling glitches |
17:17 |
SylvieLorxu |
Making the gameplay completely different from intended |
17:17 |
SylvieLorxu |
And, when they fixed it, the community /demanded/ them back |
17:17 |
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17:18 |
MinetestBot |
[git] rubenwardy -> minetest/minetest: Add notice when only minimal is installed 9bb6648 http://git.io/acqFWg (2014-10-28T13:17:14-04:00) |
17:18 |
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17:19 |
rubenwardy |
Hurrah! |
17:19 |
SylvieLorxu |
Calinou: Intended gameplay: https://www.youtube.com/watch?v=v5w0n0pzz18 | Actual gameplay: https://www.youtube.com/watch?v=TgkEj1JBFPI |
17:19 |
Amaz |
:D |
17:19 |
SylvieLorxu |
There's quite a difference |
17:19 |
SylvieLorxu |
(Don't need to watch much, 10 seconds of each video should tell you enough) |
17:20 |
SylvieLorxu |
(Personally, I wonder how RE would play if it didn't have anything to prevent animation cancelling) |
17:20 |
Calinou |
why would it have any gameplay consequences? |
17:21 |
SylvieLorxu |
Well, GunZ has glitches where you can switch between weapons while firing one so quickly you basically end up firing two guns at once |
17:21 |
SylvieLorxu |
I think it can't become that extreme in Red Eclipse |
17:21 |
SylvieLorxu |
But it could have very real gameplay differences |
17:23 |
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17:23 |
Calinou |
animation is usually purely cosmetic |
17:24 |
SylvieLorxu |
Well, yes, but in Red Eclipse there are many delays in the way animations work |
17:24 |
SylvieLorxu |
You can't switch a weapon while still firing |
17:24 |
Calinou |
that isn't animation |
17:24 |
Calinou |
that is game logic |
17:24 |
Calinou |
/animationinterpolationtime 0 |
17:24 |
Calinou |
that is animation |
17:24 |
Calinou |
(try with 1000) |
17:24 |
Calinou |
use third person and see |
17:25 |
Calinou |
purely cosmetic |
17:25 |
SylvieLorxu |
Granted, it is logic, but the term is still "animation cancelling", because people are used to combining animation and action |
17:25 |
SylvieLorxu |
Let me rephrase |
17:25 |
SylvieLorxu |
I still wonder how RE would play if there were no delays between different actions |
17:27 |
Calinou |
you could fire faster by switching weapons |
17:27 |
Calinou |
/weaponswitchdelay 0 |
17:27 |
Calinou |
Sauerbraten-like |
17:27 |
Calinou |
you can't fire faster but you switch weapons instantly |
17:29 |
SylvieLorxu |
That's something, yes, but it doesn't come near GunZ, where you could fire two guns almost at once. I guess "Sauerbraten-like" says enough though, Sauerbraten is clearly a lot more hectic than RE |
17:30 |
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17:40 |
MinetestBot |
[git] Zeno- -> minetest/minetest: Fix #1733: An unhandled exception occurred: GetPeer: Peer not found (possible timeout) 6396712 http://git.io/vmFARg (2014-10-28T13:39:23-04:00) |
17:40 |
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17:46 |
Cyanberry |
hey, where is everybody |
17:47 |
rubenwardy |
Here |
17:47 |
* Jordach |
isn't here |
17:48 |
H-H-H |
im over there by the plant pot in the corner |
17:49 |
Jordach |
H-H-H, is the plant pot blunt? |
17:49 |
H-H-H |
shhh dont tyell everyone :P |
17:49 |
H-H-H |
dont tell them either lol |
17:49 |
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17:52 |
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17:52 |
Calinou |
hi Cyanberry |
17:52 |
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17:52 |
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17:52 |
Cyanberry |
hey Calinou |
17:52 |
Calinou |
( ͡° ͜ʖ ͡°) |
17:53 |
Calinou |
ʖ( ͡° ͜ʖ ͡°)ʖ → with ears |
17:53 |
Cyanberry |
( ͡° ͡° ͜ʖ ͡° ͡°) |
17:53 |
Jordach |
Calinou, seen my sig then |
17:53 |
VanessaE |
Calinou: see slopes test mod. the stuff you wanted is in there |
17:56 |
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17:56 |
LazyJ |
VanessaE, Minetest's cache folder... is it a good idea to delete it once in a while or to back it up and reuse it when updating Minetest? |
17:58 |
VanessaE |
LazyJ: neither is necessarily advised |
17:58 |
VanessaE |
just leave it be |
17:59 |
VanessaE |
unless you find yourself just never going to certain servers anymore, and never plan to return, then you can delete it. it'll repopulate anyway, so there's very little reason to ever back it up |
17:59 |
Calinou |
you can delete to gain space |
17:59 |
Jordach |
RealBadAngel, when can we have nodes with random textures like sounds |
17:59 |
Jordach |
eg, default_grass.1.png |
17:59 |
VanessaE |
(deleting and letting it re-populate ...yeah, that) |
18:00 |
LazyJ |
What is being cached? The file names are less the human-friendly. |
18:00 |
RealBadAngel |
random textures? lol |
18:00 |
Jordach |
RealBadAngel, eg, variations of a texture, say grass |
18:00 |
RealBadAngel |
for that we will have tinting |
18:00 |
Jordach |
so instead of having 5 nodes for long grass, we have one instead |
18:00 |
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18:01 |
LazyJ |
I thought you, at one time, had a cache download available for your creative server to help lessen the login time. |
18:02 |
LazyJ |
I've been keeping a backup of my cache ever since then. |
18:02 |
LazyJ |
Thinking it helped improve login times. |
18:02 |
Calinou |
VanessaE, about lengthy slope, I wanted two parts, not a node that occupies two spaces |
18:02 |
Calinou |
it's tedious but more powerful |
18:03 |
RealBadAngel |
jordach, also random textures are kinda problematic since everything is cached at startup |
18:03 |
Calinou |
however with this one you can merge slopes and other nodes :D |
18:03 |
jin_xi |
Jordach: maybe param2 can be used for such for nodes which dont use it otherwise |
18:03 |
RealBadAngel |
for such stuff a few definitions also can do the trick |
18:03 |
Jordach |
RealBadAngel, WAT |
18:03 |
Jordach |
NO |
18:03 |
Jordach |
NONONONONO |
18:03 |
Calinou |
ah I see there are two types of lengthy slopes |
18:03 |
Jordach |
that fucking ABM i devised DROPS THE SERVER dead |
18:04 |
Calinou |
no collision box for them though |
18:05 |
RealBadAngel |
jordach, storing that random is even bigger problem |
18:05 |
VanessaE |
Calinou: look again - there is a ...ok good, you found it :) |
18:05 |
VanessaE |
collision/selection boxes later |
18:05 |
RealBadAngel |
we do have only 4 bytes to descirbe a node |
18:05 |
Jordach |
RealBadAngel, sounds are randomised, textures shouldn't be a problem |
18:06 |
Calinou |
I'll try making one for the lengthy split slopes |
18:06 |
RealBadAngel |
storage of selection is a problem |
18:06 |
RealBadAngel |
you will need to store that random number per each node |
18:06 |
Jordach |
RealBadAngel, i did this with an ABM and the entire dies until it solves all of the non-random nodes https://cdn.mediacru.sh/rsHx8R5RCYIJ.png |
18:08 |
rubenwardy |
(x + y*45 + z*53)%4 |
18:08 |
Jordach |
rubenwardy, wrong window |
18:08 |
rubenwardy |
no |
18:08 |
rubenwardy |
for selecting grass texture# |
18:08 |
rubenwardy |
altough isnt completely random |
18:11 |
Calinou |
woohoo |
18:11 |
Calinou |
VanessaE, I made them :D |
18:11 |
Calinou |
http://paste.ubuntu.com/8722281/ |
18:11 |
Calinou |
the boxes (add at bottom of the variables) |
18:11 |
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18:11 |
Calinou |
lines http://paste.ubuntu.com/8722286/ |
18:11 |
VanessaE |
Calinou: ok |
18:11 |
Calinou |
the definitions |
18:11 |
Calinou |
license CC0 1.0, but you can thank me in a commit if you want |
18:13 |
VanessaE |
I'll add those shortly |
18:14 |
* VanessaE |
pants and heaves from having to argue with her network box |
18:14 |
LazyJ |
A belated, "Ok, thanks ;)", VanessaE. |
18:15 |
* LazyJ |
is referring to the cache info. |
18:16 |
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18:17 |
Calinou |
looks like your meshes are set as smooth, not as solid |
18:17 |
Calinou |
the lengthy slope ones |
18:18 |
Calinou |
it gives them a strange look |
18:20 |
Calinou |
https://cdn.mediacru.sh/AgVq4UFtJ8Ft.png |
18:21 |
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18:30 |
Calinou |
today I learned: “!!†in your shell runs the last command |
18:31 |
VanessaE |
Calinou: care to see my revised mining rig? :) |
18:31 |
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18:32 |
VanessaE |
(offtopic :P ) |
18:32 |
Calinou |
we can build it with slopes :D |
18:32 |
VanessaE |
haha |
18:32 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/extra/2014-10-28-0002.jpg |
18:32 |
Calinou |
I'll make a slopes branch of More Blocks, maybe |
18:33 |
Calinou |
ugly case :P |
18:33 |
VanessaE |
heh, hey now that case looked pretty damned good when I first painted it. not so much anymore :P |
18:36 |
Calinou |
your “Wooden slope†has a stone texture |
18:36 |
Calinou |
one of them |
18:38 |
VanessaE |
oops :) |
18:38 |
VanessaE |
probably just a copy&paste error in the description |
18:38 |
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18:38 |
PenguinDad |
A wild Krock appears! |
18:39 |
Krock |
Moo moo. |
18:39 |
VanessaE |
found it. |
18:39 |
VanessaE |
I'll fix. |
18:40 |
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18:40 |
Krock |
PenguinDad, why not include more intentation fies into that commit? It looks like a pice of paper with a single line of text |
18:40 |
Calinou |
VanessaE, so, are your meshes set are smooth or solid? they must be solid |
18:40 |
Calinou |
else the renderer will apply Phong shading to them, which is incorrect here |
18:41 |
Calinou |
(only for cylinders/curves) |
18:41 |
VanessaE |
they're set solid actually |
18:42 |
VanessaE |
I didn't know if changing that setting did anything in this particular use case |
18:42 |
VanessaE |
I'll update those models then |
18:43 |
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18:47 |
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18:48 |
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18:49 |
PenguinDad |
Krock: what are you talking about? |
18:50 |
Krock |
PenguinDad, your pull request at minetest/minetest |
18:50 |
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18:51 |
PenguinDad |
Shall I also fix the indentation of base64.cpp? |
18:52 |
Krock |
as example, yes |
18:55 |
VanessaE |
Calinou: testing the result now |
18:55 |
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18:56 |
kaeza |
greetings |
18:56 |
ecutruin |
I'll ask here. Can you go third person in MT?.. more specifically can you force people into it? |
18:57 |
VanessaE |
Calinou: see first post for new download. |
18:58 |
VanessaE |
hey kaeza |
18:58 |
kaeza |
ecutruin, nope |
18:58 |
kaeza |
hey V |
18:58 |
kaeza |
ecutruin, it's a client-side setting |
18:58 |
Krock |
^ |
18:58 |
ecutruin |
Doh. |
18:59 |
VanessaE |
Calinou: can you test that shading mode change? |
18:59 |
Yellowberry |
could you write a mod to do so? |
18:59 |
VanessaE |
I'm not sure I see that much of a difference in-game |
18:59 |
kaeza |
best you can do is recommend people to play the game in 3rd person, but besides that, nothing can be done |
19:01 |
Calinou |
OK |
19:01 |
Calinou |
I made a circle |
19:02 |
blaise |
good job |
19:04 |
Calinou |
VanessaE, no apparent effect… did you modify the front/back half slopes? |
19:05 |
Calinou |
maybe Minetest always smooths, but I'm not sure |
19:05 |
VanessaE |
I only changed the curved objects. |
19:05 |
VanessaE |
better ask RBA about it.. |
19:08 |
Krock |
!tell Sokomine http://i.imgur.com/RmdnCSN.png mg_villages with jappy mapgen |
19:08 |
MinetestBot |
Krock: yeah, sure, whatever |
19:08 |
Krock |
eww. *yappy |
19:09 |
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19:09 |
VanessaE |
Calinou: I think minetest always applies some cross between phong and smooth actually, because it lacks *real* lighting |
19:10 |
Calinou |
it should be solid lighting :/ |
19:10 |
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19:12 |
* Yellowberry |
just learnt to knit, like a boss |
19:13 |
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19:15 |
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19:16 |
* twoelk |
can hardly wait to redo the roof of his manor with nodes in the right angle |
19:19 |
PenguinDad |
Krock: u happy now? |
19:20 |
Krock |
PenguinDad, :D |
19:23 |
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19:27 |
Megaf |
LazyJ: I made a dirt planet (made out of dirt) |
19:27 |
Megaf |
with worldedit |
19:27 |
Megaf |
that gives me some ideas |
19:27 |
LazyJ |
Hehehehe... |
19:28 |
LazyJ |
I think mauvebic's "Riventest" had something like spherical huts. |
19:28 |
PenguinDad |
Megaf: a planet for dirty minds? ;) |
19:33 |
Yellowberry |
PenguinDad, I am using the Monstercat album mixes to keep track of time :D |
19:33 |
Yellowberry |
because each is roughly an hour long |
19:35 |
PenguinDad |
Yellowberry: interesting way to keep track of time :D |
19:36 |
Yellowberry |
yeah :D |
19:37 |
* Yellowberry |
is listening to said music while knitting |
19:37 |
PenguinDad |
"Did you like it or were highly offended by it? Click the [↻ Repost] button!" lol |
19:38 |
Calinou |
that's how reddit works |
19:38 |
Calinou |
10/10 PenguinDad, now you can start farming karma. |
19:38 |
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19:39 |
PenguinDad |
Achievement got "Karma Farmer" :D |
19:39 |
MinetestBot |
[git] PenguinDad -> minetest/minetest: Fix various indentation issues 7c6da2f http://git.io/a42qrA (2014-10-28T15:37:58-04:00) |
19:42 |
Yellowberry |
I am about 18 minutes in |
19:42 |
PenguinDad |
Yay it got merged after only 1 hour |
19:50 |
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19:51 |
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19:51 |
Calinou |
VanessaE, typo: “Corner pyramic†|
19:51 |
VanessaE |
fek |
19:52 |
VanessaE |
fixed. v0.18 |
19:59 |
Calinou |
the names of your meshes and items are quite confusing :( |
19:59 |
Calinou |
http://paste.ubuntu.com/8723497/ |
20:00 |
Calinou |
here are the names I will use in More Blocks |
20:07 |
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20:08 |
Calinou |
http://paste.ubuntu.com/8723582/ |
20:08 |
Calinou |
21:07:43: ERROR[main]: .../calinou/.minetest/mods/moreblocks/stairsplus/slopes.lua:56: '}' expected (to close '{' at line 49) near ')' |
20:08 |
Calinou |
why?? |
20:09 |
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20:32 |
kaeza |
Calinou, more context needed. don't see anything bad there |
20:33 |
VanessaE |
I got nuthin', man |
20:33 |
Calinou |
http://paste.ubuntu.com/8723845/ |
20:33 |
Calinou |
whole file |
20:34 |
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20:38 |
kaeza |
Calinou, line 29, there's a stray comma |
20:39 |
Calinou |
removing it changes nothing |
20:39 |
kaeza |
seems to run fine for me, at least in stock Lua |
20:39 |
Calinou |
(also why isn't a comma needed here? I don't understand Lua commas much) |
20:40 |
kaeza |
because you are specifying just one item. for the most part, Lua is a free-form language, so the code is effectively: |
20:40 |
kaeza |
local foo = { ... }, local x = ... |
20:40 |
Calinou |
OK |
20:41 |
kaeza |
which is a syntax error (when I ran your code, I got "foo.lua:31: unexpected symbol near 'local'") |
20:42 |
Calinou |
nevermind |
20:42 |
Calinou |
I was editing the wrong file! |
20:42 |
kaeza |
was gonna suggest that :P |
20:42 |
kaeza |
!next |
20:42 |
MinetestBot |
Another satisfied customer. Next! |
20:45 |
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20:45 |
kaeza |
Calinou, quick tip: set up your editor to run the file in stock Lua. if syntax is bad, it will of course complain, if it's all good, it will just complain about `minetest` being nil |
20:46 |
kaeza |
it's a quick way to check for syntax errors without having to launch MT every time |
20:46 |
Calinou |
looks like there are 46 types of Stairs+ nodes |
20:46 |
Calinou |
kaeza, can Geany do that? |
20:46 |
Calinou |
Atom's Lua linter crashes on load |
20:46 |
kaeza |
yep, but you need to apt-get install lua |
20:46 |
kaeza |
(or luajit) |
20:47 |
kaeza |
then just F5 |
20:47 |
Calinou |
:o |
20:47 |
Calinou |
so Geany can really work on a lot of languages |
20:48 |
iqualfragile |
yeah, so does vim |
20:48 |
iqualfragile |
like all of them besides piet |
20:50 |
jin_xi |
use vim to write elisp |
20:50 |
Calinou |
the recipe doesn't work :( |
20:50 |
Calinou |
the code is run |
20:51 |
Calinou |
the node is properly registered |
20:53 |
kaeza |
what's the register_slope call? |
20:55 |
kaeza |
also, any reason for the first register_slope() being global? |
21:00 |
Calinou |
“I don't know, it was always like that†→ me maintaining More Blocks :p |
21:01 |
kaeza |
heh |
21:04 |
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21:04 |
kaeza |
you don't actually need it, since you have stairsplus:register_slope(), and having the global one means that if somebody were to use it, you'll have to support it in the future for backwards compat |
21:05 |
kaeza |
(also, globals named with generic names should be avoided) |
21:06 |
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21:06 |
Calinou |
“Tree Slope†trolololololol |
21:08 |
Calinou |
how can I be sure More Blocks overrides default stair recipes? |
21:08 |
Calinou |
they prevent slope crafting |
21:13 |
Calinou |
https://gitorious.org/calinou/moreblocks/commits/851a6db870f9ee4a2e644c3cc1ee9cf7d5f63776 |
21:13 |
Calinou |
More Blocks slopes: use the “slopes†branch |
21:16 |
Calinou |
kaeza, to merge a branch into another, how do you do? eg. merge slopes into master |
21:16 |
Calinou |
I'll note that somewhere to merge when 0.4.11 is out |
21:17 |
kaeza |
git checkout master ; git rebase slopes |
21:19 |
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21:20 |
Calinou |
thanks |
21:20 |
kilbith |
Calinou: why you add slopes in MoreBlocks so that VanessaE will already add them into Home Decor ? it's redundant |
21:21 |
Calinou |
not all More Blocks users are homedecor users |
21:21 |
Calinou |
also, all More Blocks types are available, and you can craft the usual ways (and use circular saw) |
21:21 |
kilbith |
but most of servers USE both |
21:21 |
kilbith |
homedecor and moreblocks |
21:21 |
kilbith |
go take on them sometimes please |
21:21 |
kilbith |
take a look* |
21:23 |
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21:29 |
Calinou |
homedecor isn't supposed to deal with that stuff :/ it's supposed to be about furniture |
21:30 |
kilbith |
decoration ain't only filling home with fornitures, since the begin of this mod |
21:35 |
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21:38 |
kaeza |
I think that the slopes should be in stairsplus, and homedecor should avoid defining its own versions if stairsplus is installed (like it does with some materials from mesecons) |
21:40 |
kilbith |
no, homedecor should focus on terracotta / building_blocks variants then |
21:40 |
kilbith |
and other special materials |
21:41 |
kaeza |
alright |
21:45 |
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21:48 |
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21:48 |
kilbith |
Calinou: when I download MoreBlocks from gitorious, I still have the 19/10/14 version... |
21:50 |
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21:51 |
VanessaE |
homedecor will only define the terra, wood, glass, and asphalt slope shingles, that's all. |
21:51 |
VanessaE |
these things aren't even defined by stairsplus anyway |
21:52 |
kilbith |
*shrugs* |
21:52 |
kilbith |
wood & glass are now into moreblocks :/ |
21:52 |
VanessaE |
kilbith: no, wood *shingles* |
21:52 |
kilbith |
ah |
21:52 |
VanessaE |
they use a different texture |
21:53 |
VanessaE |
and glass also does |
21:53 |
VanessaE |
and besides, I'll be using UV-mapped slopes |
21:56 |
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21:59 |
kilbith |
Calinou: even when I git clone the mod, I don't the slopes... |
21:59 |
kilbith |
don't have* |
22:04 |
kilbith |
solved, it was another branch, sorry |
22:04 |
Calinou |
kilbith, git checkout slope |
22:04 |
Calinou |
kilbith, git checkout slopes |
22:04 |
Calinou |
it is in a branch since it doesn't work on 0.4.10, only recent Git clients |
22:04 |
kilbith |
just did that now |
22:05 |
Calinou |
beware, recipe doesn't work for some default blocks (the ones present in stairs mod) unless you delete stairs mod from your game |
22:05 |
Calinou |
eg. bricks, wood, cobble… |
22:05 |
Calinou |
try glass, desert cobblestone… |
22:06 |
Calinou |
glass slopes are very interesting |
22:06 |
VanessaE |
Calinou: everything works as desired? |
22:06 |
VanessaE |
oooh, how do those look? |
22:06 |
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22:07 |
kilbith |
Calinou: for somewhat reasons, I can't find the slopes into the saw output... |
22:08 |
shadowzone |
Can you kick Selah_AndroidVM? |
22:08 |
shadowzone |
I used the wrong link. |
22:08 |
shadowzone |
and I am new to Android within a VM |
22:10 |
Calinou |
kilbith, not added to saw yet |
22:10 |
VanessaE |
"yet".... |
22:11 |
Calinou |
PSA: Carbone's Mesecons copy will be gone soon (outdated) |
22:11 |
Calinou |
(a few days) |
22:11 |
Calinou |
VanessaE, branch is in development ;) |
22:11 |
Calinou |
so be sure to install the Mesecons modpack if you want to keep Mesecons |
22:12 |
kilbith |
i dont understand the damn recipe for slopes |
22:12 |
Calinou |
_ _ S |
22:12 |
Calinou |
_ S X |
22:12 |
Calinou |
S X X |
22:12 |
Calinou |
X = block, S = stair, _ = nothing |
22:12 |
Calinou |
can be mirrored too, works the same |
22:12 |
kilbith |
trying... |
22:13 |
Calinou |
doesn't work with bricks, wood… since the default stairs mod overrides the recipes for stairs |
22:13 |
Calinou |
https://cdn.mediacru.sh/LlSVmpuc8eJB.png |
22:13 |
VanessaE |
Calinou: actually, a panel (1/4 of a block, half a slab) would make more sense than a stair in that recipe. |
22:13 |
Calinou |
yeah |
22:13 |
Calinou |
noting that |
22:13 |
kilbith |
Z-fighting spotted ! |
22:14 |
VanessaE |
z-fighting? NOOOOOOOOOOOOOOOOOOOOOOOOO |
22:14 |
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22:14 |
Calinou |
that's due to the meshes |
22:14 |
Calinou |
you should add some security margin to all sides |
22:14 |
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22:14 |
kilbith |
on the bottom face of the glass slope |
22:14 |
VanessaE |
fuck |
22:15 |
VanessaE |
I was afraid of that |
22:15 |
VanessaE |
well at least all other materials work |
22:15 |
kilbith |
explicitly : https://mediacru.sh/zdbpiK3WgAgT |
22:15 |
VanessaE |
but if the mesh is z-fighting, that's minetest's fault isn't it? |
22:15 |
VanessaE |
because my coords are right on the nose |
22:17 |
VanessaE |
if I add a margin on all sides, that will cause gaps between adjacent nodes |
22:17 |
Calinou |
the problem is that your coords are right on the nose |
22:17 |
Calinou |
there should be a tiny offset |
22:17 |
Calinou |
like 0.001 |
22:18 |
Calinou |
will probably be invisible |
22:18 |
Calinou |
(this is how xfences made invisible collision boxes: very thin nodeboxes) |
22:18 |
VanessaE |
mmmh |
22:19 |
VanessaE |
lemme give it some thought |
22:20 |
VanessaE |
gotta run for a bit, bbl |
22:20 |
Calinou |
bye, night |
22:21 |
Calinou |
thanks a lot for the meshes again! |
22:23 |
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22:25 |
kilbith |
Calinou: the selections should be closer from the models, imo |
22:25 |
kilbith |
selection boxes* |
22:25 |
kilbith |
selection/collision |
22:28 |
Calinou |
too many collision boxes = bugs |
22:28 |
Calinou |
too many selection boxes = selection wires everywhere |
22:28 |
Calinou |
to me, 4 steps is good, but the 1:1 slope could have 8 maybe |
22:28 |
kilbith |
bugs ? how for ? |
22:29 |
Calinou |
see nodeboxes with gigantic amount of boxes (that don't define a custom collision box) |
22:29 |
Calinou |
try jumping or such |
22:29 |
kilbith |
hmm |
22:29 |
Calinou |
4 steps for slopes (almost) always allow jumping |
22:29 |
Calinou |
8 steps may not do that |
22:29 |
Calinou |
(I'll give it a try) |
22:30 |
kilbith |
but it's still disturbing to "feel" these slopes as invisible stairs or so |
22:31 |
Megaf |
CraigyDavi: What's your github name? |
22:31 |
CraigyDavi |
https://github.com/CraigyDavi |
22:31 |
Megaf |
ok |
22:32 |
Megaf |
hm, whos HybridDog? |
22:33 |
CraigyDavi |
https://github.com/HybridDog |
22:33 |
CraigyDavi |
I think |
22:36 |
Megaf |
CraigyDavi: yep, I'd like to know his name on IRC or Forums |
22:37 |
CraigyDavi |
He goes by HybridDog on the forums, not sure about on irc |
22:38 |
Megaf |
hm |
22:38 |
Megaf |
he's a good coder, he find my mods and fix/improve them |
22:38 |
Megaf |
:) |
22:39 |
CraigyDavi |
Yep definitely. Fixed a problem with builtin_items for me :) |
22:45 |
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23:05 |
zat |
http://www.howtogeek.com/200334/windows-10-includes-a-linux-style-package-manager-named-oneget/ |
23:17 |
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23:27 |
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23:27 |
Yellowberry |
hey guys |
23:27 |
Yellowberry |
https://www.youtube.com/watch?v=jHMmMgdcOSU |
23:30 |
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23:30 |
hisforever |
Hi everybody |
23:30 |
Yellowberry |
hi |
23:31 |
Yellowberry |
https://www.youtube.com/watch?v=jHMmMgdcOSU |
23:32 |
hisforever |
ouch on the youtube event lol |
23:33 |
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23:33 |
Yellowberry |
Megaf, HybridDog seems to be quite mysterious |
23:33 |
Yellowberry |
as most people in this channel |
23:37 |
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23:43 |
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23:54 |
Megaf |
so, who is the responsable for this crash? http://paste.debian.net/plain/129162 |
23:57 |
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23:57 |
coagen |
VanessaE: you here? |
23:58 |
VanessaE |
hi |
23:58 |
DFeniks |
can i use aliases in recipes? it doesnt seem to work |
23:58 |
coagen |
VanessaE: so if you're using leveldb, is it supported in the main minetest-get now? or do I have to add some switch at compile time? |
23:58 |
coagen |
VanessaE: hi hi :) |
23:58 |
coagen |
*mintest-git |
23:58 |
VanessaE |
coagen: as long as you have leveldb installed on your system (e.g. the backend itself) yes |
23:58 |
coagen |
cool |
23:58 |
coagen |
thx |
23:58 |
VanessaE |
it has been supported for a long while now |
23:59 |
coagen |
VanessaE: right, looks like the last arch package with its own -leveldb was last updated april 25... so I figured... |
23:59 |
hisforever |
My mindteset updated it self a couple of days ago when my os updated |