Time |
Nick |
Message |
00:13 |
Inocudom |
Those winds outside my house make it sound like there is a hurricane out there. |
00:17 |
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00:18 |
Inocudom |
Take a look at this wind map: http://hint.fm/wind/ |
00:19 |
Inocudom |
Major storm activity on both coasts. Bad December were having so far, but then life in general is bad on Earth. |
01:03 |
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02:48 |
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03:00 |
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04:10 |
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04:27 |
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04:37 |
MinetestBot |
[git] kwolekr -> minetest/minetest: Noise: Automatically transform noise maps if needed 16baed0 http://git.io/X1D0YA (2014-12-10T23:35:37-05:00) |
04:52 |
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05:12 |
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05:21 |
exio4 |
hell yeah |
05:42 |
MinetestBot |
[git] kwolekr -> minetest/minetest: NodeResolver: Fix cancelNode and cancelNodeList c07f15e http://git.io/WZRqNQ (2014-12-11T00:41:54-05:00) |
05:48 |
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06:15 |
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07:08 |
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07:54 |
MinetestBot |
[git] kwolekr -> minetest/minetest: Clean up Noise macros fb80a7c http://git.io/HPIfLA (2014-12-11T02:53:10-05:00) |
08:41 |
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09:04 |
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09:15 |
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09:28 |
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09:30 |
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10:05 |
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10:09 |
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10:44 |
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10:48 |
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10:48 |
ziggy909 |
hi |
10:48 |
ziggy909 |
which open source mc clone is farthest in development? |
10:49 |
ziggy909 |
most important features being, proper monsters with ai, weapon renderer, multiplayer for many players without lag |
10:52 |
ziggy909 |
does minetest have monsters? |
10:53 |
ziggy909 |
and how many players does it support on a nice quad core vps? |
10:56 |
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11:01 |
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11:04 |
ziggy909 |
seems minetest has nice monsters |
11:05 |
ziggy909 |
so my questions would boil down to: how many players does minetest support? |
11:46 |
ThatGraemeGuy |
how long is a piece of string? :) |
11:50 |
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12:02 |
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12:03 |
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12:13 |
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12:30 |
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12:41 |
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12:47 |
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12:50 |
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12:54 |
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12:57 |
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13:04 |
kaeza |
mornings |
13:04 |
Jordach |
https://en.wikipedia.org/wiki/List_of_lists_of_lists#Miscellaneous |
13:04 |
Jordach |
>Lists of lists of lists |
13:04 |
Jordach |
oh god it goes deeper |
13:05 |
kaeza |
that's what she said |
13:05 |
kaeza |
wait what |
13:05 |
ThatGraemeGuy |
😠|
13:06 |
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13:07 |
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13:15 |
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13:16 |
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13:20 |
Jordach |
wow |
13:21 |
Jordach |
this monitor has frozen over pixels |
13:42 |
Jordach |
or not |
13:46 |
|
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13:50 |
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13:54 |
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13:59 |
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14:00 |
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14:01 |
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14:07 |
Jordach |
well shit |
14:07 |
Jordach |
we got a dead LCD backlight |
14:09 |
Jordach |
time to buy some cheap white LEDs and a 3v power supply |
14:14 |
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14:17 |
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14:25 |
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14:33 |
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14:39 |
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14:41 |
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15:03 |
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15:06 |
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15:07 |
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15:11 |
Karlton |
serverlist is down? |
15:13 |
Karlton |
"ERROR[CurlFetchThread]: servers.minetest.net/announce not found (Couldn't connect to server) (response code 0)" |
15:17 |
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15:19 |
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15:28 |
Jordach |
sfan5! |
15:28 |
sfan5 |
Jordach! |
15:28 |
Jordach |
we have masterlist issues again |
15:28 |
Jordach |
go fix |
15:28 |
PenguinDad |
Someone else! |
15:29 |
|
hmmmm joined #minetest |
15:30 |
* Jordach |
goes to make a kitty model |
15:30 |
sfan5 |
Jordach: there was a 30 min maintenance scheduled at 13:00 CET and there were some problems |
15:30 |
sfan5 |
Karlton: yes |
15:31 |
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15:37 |
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15:48 |
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15:58 |
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16:17 |
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16:20 |
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16:23 |
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16:28 |
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16:33 |
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16:34 |
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16:44 |
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16:44 |
Calinou |
Taoki, https://github.com/minetest/minetest_game/pull/312#issuecomment-66513416 → in this case I can set walking speed to 4.3 and sneaking to 1.4 :/ |
16:45 |
Calinou |
still feels too slow since there is no sprinting |
16:47 |
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16:48 |
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16:50 |
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16:51 |
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16:51 |
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16:52 |
ElectronLibre |
Hello everyone, I was just wondering, am I the only one who have seen this typo : https://github.com/minetest/minetest_game/blob/master/mods/default/furnace.lua#L136 (sorry if I bother you). |
16:53 |
* Jordach |
meows at Pilz |
17:02 |
Calinou |
https://lut.im/l2Ak3Agq/6q4nSNYr |
17:02 |
* catninja |
meows at Jordach |
17:02 |
Calinou |
:/ |
17:02 |
Calinou |
fullbright, low FPS |
17:03 |
* PenguinDad |
meows at Mushroom |
17:03 |
Calinou |
ElectronLibre, https://github.com/minetest/minetest_game/issues/377 ⇒ I reported it |
17:03 |
|
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17:04 |
AgentFire |
What is the full screen button for Minetest? |
17:04 |
Jordach |
this is no fun: https://i.imgur.com/OpciWzf.jpg |
17:05 |
|
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17:05 |
Jordach |
AgentFire, fullscreen = true \n screenW = <your screen's width> screenH = <your screen's height> |
17:05 |
Jordach |
those lines in minetest.conf |
17:06 |
AgentFire |
Yikes, that's going to require notepad. Which is a program that has been blocked on my computer. But I'll keep this in mind, thank you |
17:06 |
|
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17:06 |
Jordach |
AgentFire, /set fullscreen true |
17:07 |
Jordach |
/set screenW <number> |
17:07 |
Jordach |
/set screenH <number> |
17:07 |
Jordach |
and restart |
17:07 |
AgentFire |
Alright, thank you so much for your help |
17:07 |
Jordach |
(or you can use Word or Wordpad to edit said files) |
17:07 |
Krock |
hi |
17:08 |
AgentFire |
One last question |
17:08 |
AgentFire |
When you say with the height and width, do you mean in inches, or do you mean the numbers I'm seeing on the side of the box. (1366 x 768) |
17:08 |
Krock |
Pixels! |
17:09 |
Jordach |
pixels |
17:09 |
AgentFire |
Oh okay, then, that makes it easier |
17:09 |
Krock |
lol. inches would be a mess - using cm here |
17:09 |
Jordach |
https://lut.im/4M8giDbN/56pE5IMv AgentFire |
17:10 |
Calinou |
AgentFire, you may need /set -n |
17:10 |
Calinou |
to create unexisting settings in minetest.conf |
17:10 |
Calinou |
eg. /set -n fullscreen 1 |
17:11 |
|
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17:12 |
AgentFire |
Okay, I know I have a lot of questions but... |
17:12 |
Calinou |
ask them :) |
17:12 |
AgentFire |
When you have a skype call, there's the little call box that appears outside of the skype window. Would that show up if I was skyping someone and playing on Minetest at the same time? |
17:13 |
Calinou |
Skype :( |
17:13 |
Calinou |
in fullscreen, notifications should show |
17:13 |
Calinou |
but no guarantees |
17:13 |
Jordach |
AgentFire, yes |
17:13 |
catninja |
skype *cringes* |
17:13 |
Jordach |
it can appear on top of a rendering window |
17:14 |
Jordach |
(anything can, provided it has on top of window ability |
17:14 |
Jordach |
((mt's fullscreen is a borderless window))) |
17:14 |
AgentFire |
Thanks for your help. Btw, why is skype such a bad thing guys? |
17:14 |
rubenwardy |
Hi all! |
17:15 |
|
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17:16 |
catninja |
AgentFire: collaborating with dictatorships, own by microsoft, propritary code, collaboration with nsa (etc) |
17:16 |
catninja |
they have a special skype edition for china with backdoors for the government |
17:17 |
catninja |
AgentFire: need more reasons to look for an alternative? ;) |
17:17 |
AgentFire |
Nah, but then again I can't |
17:18 |
AgentFire |
It's the only way I keep in contact with my girlfriend, so... I'll have to take my chances |
17:18 |
catninja |
because? |
17:18 |
catninja |
aha |
17:18 |
catninja |
and you cannot convince your girlfriend to make changes in communication? (just asking) |
17:18 |
Calinou |
http://tox.im/ |
17:19 |
AgentFire |
Nah, it's too complicated. She's not very technologically smart |
17:20 |
Calinou |
Tox probably isn't too hard to use, except the DNS part |
17:21 |
catninja |
AgentFire: well the greatest thing about relationships is learning things from the other part |
17:22 |
* Jordach |
purrs at sfan5_ |
17:23 |
Jordach |
>screenshot of tox.im |
17:23 |
Jordach |
>https://cdn.mediacru.sh/H/HEemy4jaiw2b.png actual look |
17:26 |
Calinou |
Jordach's Phone |
17:26 |
|
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17:27 |
Calinou |
Jordach, is it possible to set Tox to decline phone/video calls? |
17:27 |
Jordach |
Calinou, maybe |
17:28 |
Krock |
MTB? |
17:28 |
Krock |
servers.minetest.net ? |
17:28 |
Krock |
sfan5_! |
17:29 |
PenguinDad |
Krock? |
17:29 |
Krock |
Jordach, is Toc better than the classic IRC? |
17:29 |
Krock |
PenguinDad? |
17:29 |
Jordach |
Krock, nao |
17:29 |
Krock |
*Tox |
17:30 |
PenguinDad |
Krock: Tox uses much more bandwith than IRC |
17:30 |
Calinou |
Tox isn't made for mass-scale chats |
17:30 |
Krock |
PenguinDad, that's bad. LET'S SAVE SOME BANDWITH BY WRITTING IN BIG LETTERS |
17:30 |
PenguinDad |
in fact it uses half of my download :( |
17:34 |
|
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17:35 |
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17:35 |
shadowzone |
the nazi is here! |
17:35 |
shadowzone |
AHHH! |
17:35 |
ElectronLibre |
._.? |
17:35 |
|
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17:35 |
Krock |
_._? |
17:35 |
Jordach |
u wot m8 |
17:35 |
shadowzone |
Exio4 |
17:36 |
exio4 |
I can't deny nor confirm those rumors |
17:36 |
miner59 |
hi, I think serverslist has a problem |
17:36 |
ElectronLibre |
I don't understand you there shadowzone ... |
17:36 |
miner59 |
can't reach it |
17:36 |
shadowzone |
ElectronLibre: exio4 on another channels says nazi all the time |
17:36 |
miner59 |
or did you know already? |
17:36 |
shadowzone |
so his nickname is "the nazi" |
17:37 |
exio4 |
I don't say "nazi" |
17:37 |
PenguinDad |
miner59: you're not the first one to notice it |
17:37 |
ElectronLibre |
I see... 0-0 |
17:37 |
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17:37 |
|
Topic for #minetest is now Latest stable version is 0.4.10 | The serverlist is down for maintenance. | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | Logs: http://irc.minetest.ru/minetest/ | Use https://mediacru.sh for images and http://pastie.org for text |
17:37 |
exio4 |
I make jokes about the holocaust, the final solution, but I don't say nazi all the time, it is mostly references to nazi germany and then, trivia-like info about the NG from wikipedia |
17:38 |
Krock |
Jordach: help calc |
17:38 |
|
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17:38 |
Krock |
Jordach: question "Are you a bot?" |
17:38 |
Jordach |
meep meep |
17:38 |
PenguinDad |
beep boop |
17:38 |
miner59 |
ok thanks, so we wait till it is back |
17:38 |
ElectronLibre |
exio4, is there anything funny about the holocaust or the final solution? ._. |
17:38 |
Krock |
I'd say that's a yes |
17:38 |
exio4 |
ElectronLibre, everything is funny |
17:39 |
|
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17:39 |
Jordach |
ElectronLibre, yes, i'd quite like the soloution to my sudoku right now |
17:39 |
ElectronLibre |
You can laugh of everything, but not in front of everyone... :° |
17:39 |
exio4 |
political correctness sucks |
17:41 |
|
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17:42 |
* Jordach |
turns spotify to 11 |
17:42 |
|
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17:45 |
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sfan5__ joined #minetest |
17:46 |
* ElectronLibre |
must be tired, he can see two sfan5 ._. |
17:47 |
Jordach |
sfan5_, nya |
17:49 |
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17:50 |
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17:52 |
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18:02 |
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18:11 |
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18:15 |
harrison |
I bought a pair of shoes from a drug dealer. |
18:15 |
harrison |
I don't know what he laced them with... |
18:15 |
harrison |
but I've been tripping all day! |
18:15 |
harrison |
[rimshot] |
18:15 |
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18:54 |
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18:59 |
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19:05 |
Jordach |
MinetestForFun's server is unusually low latency |
19:05 |
|
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19:05 |
Jordach |
and at 1080p full screen i'm getting 90fps |
19:06 |
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19:08 |
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19:08 |
Megaf |
Calinou: Are you there? |
19:09 |
Calinou |
yes |
19:09 |
Calinou |
playing Minetest |
19:09 |
Megaf |
Calinou: Why did you change how the placement of blocks from the circular saw work? |
19:09 |
Megaf |
there are some ways of placing blocks that no longer work |
19:09 |
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19:11 |
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19:13 |
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19:13 |
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19:14 |
Megaf |
There is a very talented guy on my serve who uses the circular saw a lot, and he is totally lost now |
19:14 |
shadowzone |
Megaf, huh? |
19:14 |
Megaf |
huh what? |
19:15 |
shadowzone |
what do you mean "lost" |
19:15 |
shadowzone |
? |
19:15 |
Megaf |
before some update we could place, for example, "stairs" of several ways, now we are limited |
19:15 |
Megaf |
shadowzone: because the way those items are placed have changed |
19:15 |
shadowzone |
oh.. |
19:16 |
Megaf |
if you wanted it on its left side, you could place it to the wall at your right, for example |
19:16 |
Megaf |
and now is all different |
19:16 |
|
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19:16 |
Megaf |
shadowzone: I had to fork minetest_game and make a mod from screw driver only so he could wordaround this issue |
19:18 |
shadowzone |
oh, cool. |
19:21 |
Megaf |
Calinou: Or could this be a Minetest fault again? |
19:22 |
Calinou |
when did I change it? |
19:22 |
Calinou |
like… a year ago |
19:22 |
Calinou |
if you don't hold shift, placement is normal |
19:22 |
|
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19:22 |
Calinou |
if you hold shift, placement is inverted (wall-based if floor or ceiling, floor-based if wall) |
19:23 |
|
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19:24 |
Krock |
#needsLinuxHelp https://forum.minetest.net/viewtopic.php?f=6&t=10727 |
19:28 |
* Krock |
haz 2222 posts |
19:28 |
shadowzone |
Try check to see if he has the same mod in two places |
19:29 |
Megaf |
Calinou: Would you join my server to talk to daZe? He can better explain the issue |
19:29 |
Megaf |
Calinou: where are you from? If you are German you can speak to him in German |
19:29 |
Calinou |
what is the IP? |
19:29 |
Calinou |
no, I'm French |
19:30 |
Megaf |
Calinou: mt.megaf.info 300003 |
19:30 |
Megaf |
30003 |
19:34 |
Calinou |
sfan5, can you explain MinetestForFun how to set up a Web server for media? |
19:36 |
sfan5 |
Calinou: not right now; here's the basic thing: install webserver, run this script [1], put the files the script produced into web root [1]: https://gist.github.com/sfan5/6351560 |
19:37 |
Megaf |
Calinou: |
19:37 |
Megaf |
14:36:17: ACTION[ServerThread]: Calinou leaves game. List of players: daZe |
19:37 |
Megaf |
14:36:19: ACTION[ServerThread]: CHAT: <daZe> actually :) ur block placment methods are really well done :) |
19:37 |
Calinou |
I have the same problem in local game |
19:37 |
Calinou |
so I should change them or not? |
19:38 |
Megaf |
Yes, you should please |
19:38 |
Megaf |
if you could understand what he said |
19:39 |
Megaf |
14:38:45: ACTION[ServerThread]: CHAT: <MegafAdmin> he asked if he should change the placement or not |
19:39 |
Megaf |
14:39:08: ACTION[ServerThread]: CHAT: <daZe> before it was really.. nearly perfect ^^ |
19:39 |
Megaf |
^ Calinou |
19:40 |
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19:40 |
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19:40 |
Calinou |
crap… |
19:40 |
Calinou |
minetest.rotate_node apparently changed |
19:40 |
Calinou |
I have to define my own, probably |
19:40 |
Megaf |
Minetests fault again then? |
19:40 |
Calinou |
yes, I use the core function |
19:41 |
Megaf |
crap |
19:41 |
Megaf |
I was afraid of that when I took a look at your commits |
19:41 |
Calinou |
using it isn't bad, but it does change sometimes |
19:42 |
Megaf |
Calinou: using your own would be a lot of work |
19:42 |
Megaf |
or not? |
19:42 |
Calinou |
probably |
19:43 |
Calinou |
builtin/common/misc_helpers.lua |
19:43 |
Calinou |
this is where rotate_node is defined |
19:43 |
Megaf |
hm |
19:43 |
Calinou |
VanessaE, I'd like to get help for this, seems quite complicated to fix, no idea when it broke |
19:43 |
Calinou |
don't expect an immediate fix |
19:44 |
Calinou |
so for now you can't automatically place wall Stairs+ nodes… only slabs |
19:44 |
Calinou |
but slabs use the same function… |
19:44 |
Megaf |
I will try to track when its changed, and revert the change on my server |
19:47 |
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19:47 |
Megaf |
maybe this? https://github.com/minetest/minetest/commit/2fd14e1bd53918b3c4fcdfbc81294ff8b7afe1fa |
19:47 |
Megaf |
!title |
19:47 |
MinetestBot |
Megaf: Add Lua helper functions vector.apply(v) math.sign(x, tolerance) · 2fd14e1 · minetest/minetest · GitHub |
19:48 |
Calinou |
this doesn't modify rotate_node or any function it calls |
19:48 |
Megaf |
oh, who knows.. |
19:49 |
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19:49 |
Megaf |
https://github.com/minetest/minetest/commit/9878e8de4fdf232ebb77b396766c339786c01218 |
19:49 |
Megaf |
!title |
19:49 |
MinetestBot |
Megaf: Adjust the values of dirs1 and dirs2 so that rotate_and_place orients te... · 9878e8d · minetest/minetest · GitHub |
19:49 |
Krock |
http://i.imgur.com/Fz2zTS7.png |
19:49 |
Megaf |
Calinou ^ |
19:49 |
* Calinou |
facehoof |
19:49 |
Calinou |
that must be it |
19:50 |
Calinou |
can you revert and test? |
19:50 |
Calinou |
it is server-side |
19:50 |
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19:50 |
Megaf |
yep |
19:52 |
rubenwardy |
http://rubenwardy.github.io/minetest_doc/ |
19:52 |
VanessaE |
Calinou: G*d damn it, I KNEW that change would break something :( |
19:52 |
VanessaE |
make a local copy of the function and change dirs1/2. |
19:52 |
Calinou |
or have that commit reverted, although it is unlikely |
19:52 |
VanessaE |
well, that commit DOES fix the slabs' texture rotation. |
19:53 |
VanessaE |
somewhere along the way, something broke somewhere causing rotation of those slabs to go wrong |
19:53 |
VanessaE |
idk what |
19:53 |
VanessaE |
what happens to the stairs now? |
19:54 |
Calinou |
they are either floor or ceiling |
19:54 |
VanessaE |
er |
19:54 |
Calinou |
they are ceiling if you hold Shift and place on floor |
19:54 |
Calinou |
you can't place them as wall anymore |
19:54 |
VanessaE |
dirs1/2 shouldn't change that? |
19:54 |
VanessaE |
are you sure you're not forcing wall detection off by mistake? |
19:54 |
Calinou |
it works on slabs |
19:54 |
Calinou |
all on_place functions are minetest.rotate_node |
19:55 |
VanessaE |
*sigh* |
19:55 |
Calinou |
https://gitorious.org/calinou/moreblocks/source/84ee1ffae8e17c00cc20c166556b2fe39fa54c7c:stairsplus/slabs.lua#L71 |
19:55 |
Calinou |
https://gitorious.org/calinou/moreblocks/source/84ee1ffae8e17c00cc20c166556b2fe39fa54c7c:stairsplus/stairs.lua#L112 |
19:55 |
Megaf |
Calinou: I reverted that, will see if it fixes |
19:55 |
kaeza |
<Agent_Fire> Yikes, that's going to require notepad. Which is a program that has been blocked on my computer. But I'll keep this in mind, thank you |
19:56 |
kaeza |
who the hell disables notepad? |
19:56 |
VanessaE |
hrm |
19:57 |
Calinou |
hell itself |
19:57 |
* kaeza |
imagines of a clueless admin disabling notepad for the "Administrators" group |
19:57 |
Megaf |
you can do dengerous stuff with it |
19:58 |
VanessaE |
ok this tells me something in the engine broke then with the rotation of the textures. you know very well that I wrung that code out every which way to Sunday before I submitted it to builtin |
19:58 |
VanessaE |
and the patch that was added was wrong; my initial fear was correct. |
19:59 |
VanessaE |
you're right, it needs to be reverted and the root cause found. |
20:00 |
LazyJ |
WorldEdit has been slightly fubared in recent Minetest updates too. |
20:01 |
VanessaE |
yeah, problems with rollback. |
20:01 |
LazyJ |
The old //save creates something that //load refuses and will crash the world (but MT keeps running). |
20:01 |
Megaf |
VanessaE: Calinou: Yep, I reverted that and it's fixed now |
20:01 |
VanessaE |
"crash the world"? |
20:01 |
Megaf |
sorry for blaming you Calinou |
20:02 |
Megaf |
here is the chat log and actions related to this on my server |
20:02 |
Megaf |
http://paste.debian.net/plain/136050 |
20:02 |
VanessaE |
LazyJ: can you please be more specific? MichaelEh has been asking me to update his "Big Sight" build on Creative from files he saved.... |
20:02 |
Megaf |
Calinou: I will open a bug report |
20:02 |
LazyJ |
Yup, instead of MT going "poof" all together, the world blinks out to the blue-sky/clouds animation with a list of errors. |
20:03 |
VanessaE |
ok that's bad. |
20:03 |
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20:03 |
LazyJ |
But... if MT is compiled *without* LuaJIT, WorldEdit's save and load work fine. |
20:04 |
LazyJ |
I posted an issue on WE's GitHub, Uberi recommended compiling MT without LuaJIT. |
20:04 |
LazyJ |
https://github.com/Uberi/Minetest-WorldEdit/issues/67 |
20:05 |
Megaf |
Calinou: Can you open the issue please? You will be able to describe it better than me |
20:05 |
Megaf |
This is the commit by the way https://github.com/minetest/minetest/commit/9878e8de4fdf232ebb77b396766c339786c01218 |
20:05 |
Megaf |
dvere: I blame you :P |
20:06 |
Calinou |
thanks |
20:07 |
LazyJ |
Oh, and the 2014_12_06 GitHub release of Minetest breaks some of Splizzard's "Snow" mods functions... again. |
20:07 |
VanessaE |
this could be worked around by allowing custom dirs1/dirs2 tables to be passed to the function but that's a hack around the real problem |
20:07 |
Calinou |
https://github.com/minetest/minetest/issues/1939 |
20:08 |
Calinou |
I go, bye |
20:08 |
Megaf |
Bye Calinou, thanks |
20:08 |
LazyJ |
This time it won't crash the server, just somethings won't melt and snowballs no longer build-up into snow blocks. |
20:08 |
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20:08 |
Megaf |
shadowzone: you can use my scrwdriver version instead of the default one if you wish, it's blue and noncrafttable |
20:08 |
shadowzone |
Megaf: okay |
20:09 |
Megaf |
or dont use it... Just letting you know about the existance of it :P |
20:09 |
Megaf |
1title |
20:10 |
Megaf |
!title |
20:10 |
MinetestBot |
Megaf: Facedir value adjustment breaks Stairs+ nodes' wall rotation · Issue #1939 · minetest/minetest · GitHub |
20:17 |
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20:19 |
LazyJ |
Gripes aside, MT has been running smoother since the recent updates. |
20:22 |
PenguinDad |
Minetest now 20% smootherâ„¢ :P |
20:23 |
LazyJ |
Growing pains. |
20:28 |
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20:29 |
Megaf |
realbadangel: you have forgotten your upper case stuff |
20:29 |
Jordach |
case closed |
20:30 |
RealBadAngel |
megaf, thx :)) |
20:30 |
Megaf |
case reopened |
20:30 |
RealBadAngel |
oops |
20:31 |
RealBadAngel |
*Megaf |
20:31 |
Megaf |
how do you call that thing to clip closes to that wire to dry them? |
20:31 |
Megaf |
clip clothes* |
20:31 |
Megaf |
hang them to dry them* |
20:32 |
shadowzone |
Clothes pins or something like that |
20:32 |
RealBadAngel |
klamerki |
20:32 |
RealBadAngel |
in polish of course ;) |
20:32 |
Megaf |
I have just broken one, my girlfriend will not like that, lol |
20:32 |
PilzAdam |
RealBadAngel, have you looked at the screwdriver rewrite yet? |
20:32 |
shadowzone |
XD |
20:32 |
* Jordach |
always thought Megaf was a girl |
20:32 |
Jordach |
Today I Learned |
20:33 |
Megaf |
lol Jordach |
20:33 |
shadowzone |
Jordach: *facepalms* I've known that forever now |
20:33 |
RealBadAngel |
PilzAdam, a bit, theres one thing wrong wih it |
20:33 |
RealBadAngel |
you have to read param2 and mask it |
20:33 |
RealBadAngel |
upper bits can be used for other stuff |
20:33 |
VanessaE |
PilzAdam: do ANY of these screwdriver rewrites allow for nodedef flags, groups, or something else that can tell the screwdriver to piss off? |
20:34 |
PilzAdam |
VanessaE, what? |
20:34 |
VanessaE |
(I have not reviewed any of them, and I know of perhaps three by now) |
20:34 |
RealBadAngel |
VanessaE, no |
20:34 |
PilzAdam |
RealBadAngel, did the old screwdriver mod do that? |
20:34 |
RealBadAngel |
but it should be done |
20:34 |
VanessaE |
PilzAdam: you know, as in... ok, well there's my answer. |
20:34 |
* MaleMegaf |
is using the scredriver rewrite on his server |
20:34 |
MaleMegaf |
for a week or so |
20:34 |
VanessaE |
PilzAdam: what I mean is, not to rotate certain nodes that have facedir. |
20:34 |
LazyJ |
We added a priv to the screwdriver to keep untrusted players from using it. |
20:34 |
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20:34 |
VanessaE |
e.g. objects composed of two or more nodes should NEVER allow such a rotation |
20:34 |
MaleMegaf |
+1 to LazyJ |
20:35 |
VanessaE |
but the screwdriver has no facility to be told not to allow it |
20:35 |
RealBadAngel |
there should be a property like allow_screwdriver or dont_allow_screwdriver |
20:35 |
PilzAdam |
VanessaE, could be done; out of scope for this PR though |
20:35 |
RealBadAngel |
one of the above |
20:35 |
MaleMegaf |
LazyJ: you can open an issue about it |
20:35 |
VanessaE |
PilzAdam: oh sure. just talking generally. |
20:35 |
PilzAdam |
create an issue on mt_game? |
20:35 |
VanessaE |
RealBadAngel: yeah, something like this. |
20:35 |
VanessaE |
PilzAdam: I asked sfan5 about it months ago. |
20:36 |
PilzAdam |
RealBadAngel, did the old screwdriver mod use masks to set/read param2? |
20:36 |
RealBadAngel |
PilzAdam, many nodes made later can use parts (bits) of param2 not used before |
20:36 |
VanessaE |
I even offered to code it. |
20:36 |
LazyJ |
MaleMegaf, I think it was VanessaE who had the issue... nodes made of 2 or more. |
20:36 |
RealBadAngel |
and that can be a problem |
20:36 |
VanessaE |
my offer was basically hand-waved off as "we're too busy to care". |
20:36 |
RealBadAngel |
screwdriver has to check them and preserve |
20:36 |
MaleMegaf |
LazyJ: doors are made of two nodes |
20:36 |
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20:36 |
PilzAdam |
RealBadAngel, did the old screwdriver mod use masks to set/read param2? |
20:36 |
RealBadAngel |
which is the good point why we do need bit ops in lua |
20:37 |
LazyJ |
Yup, doors get split. |
20:37 |
MaleMegaf |
doors shoudnt even be rotated... |
20:37 |
LazyJ |
But that hasn't been a problem for us since the "twist" priv was added to the screwdriver. |
20:37 |
RealBadAngel |
PilzAdam, i made drawtypes use those bits after screwdriver was made |
20:37 |
VanessaE |
LazyJ: homedecor desks, deck chairs, waterwells, etc. |
20:37 |
PilzAdam |
;_; why wont you answer my question? |
20:37 |
RealBadAngel |
read above |
20:38 |
RealBadAngel |
screwdriver is not aware of it |
20:38 |
RealBadAngel |
neither original and the rewrite |
20:38 |
PilzAdam |
so the answer is "no"? |
20:38 |
RealBadAngel |
param2 when used have to be masked |
20:39 |
RealBadAngel |
it is since always in the engine |
20:39 |
LazyJ |
Actually, I wouldn't mind being able to rotate doors horizontally to make overhead cabinet doors and tailgates on trucks and wagons. |
20:39 |
PilzAdam |
if the old screwdriver didn't do this then it's out of scope for the rewrite |
20:39 |
RealBadAngel |
in mods it is not, because theres no simple way to do that |
20:39 |
PilzAdam |
you can create an issue in minetest_game repo if you want |
20:39 |
PilzAdam |
I will address this after the rewrite was merged |
20:40 |
RealBadAngel |
rewrite should not carry the bugs further |
20:40 |
RealBadAngel |
theres no excuse |
20:40 |
PilzAdam |
out of scope period |
20:40 |
RealBadAngel |
so you got the veto. period. ;) |
20:40 |
MaleMegaf |
LazyJ: heh, that would be great indeed |
20:40 |
MaleMegaf |
shadowzone: clothes-peg on the world and clothespin in USA |
20:40 |
PilzAdam |
VanessaE, what about a rotate_node function in nodedef, that allows custom rotation of nodes? so door can be rotated, but properly |
20:41 |
MaleMegaf |
LazyJ: Im still wating for single node trap door |
20:41 |
PilzAdam |
RealBadAngel, good thing you don't have a vote-right at minetest_game |
20:41 |
MaleMegaf |
I might do that soon |
20:42 |
VanessaE |
PilzAdam: allow_screwdriver. if explicitly set to false, screwdriver can't used on this node. if nil or true, assume the current behavior. |
20:42 |
VanessaE |
or disable_screwdriver = true |
20:42 |
VanessaE |
either of those would make it obvious |
20:43 |
PilzAdam |
VanessaE, the function would have way more potential |
20:43 |
VanessaE |
but a function? no. that's overkill. |
20:43 |
PilzAdam |
and nodes that don't want rotation at all could just set an empty function |
20:43 |
VanessaE |
no. |
20:43 |
PilzAdam |
door should be able to be rotated; but both nodes at once |
20:43 |
RealBadAngel |
PilzAdam, i dont even want to contribute to mt game at all. things you have done to it are overkill |
20:43 |
VanessaE |
that's just overkill |
20:43 |
VanessaE |
just use a group in the node def. |
20:43 |
VanessaE |
keep it simple! |
20:44 |
RealBadAngel |
there are better games than minetest_game out there |
20:44 |
LazyJ |
Doors rotated as a whole, not split, and rotating wood fences horizontally to simulate rope on ships, or as a walkable grid, and as over head roof in gazebo's. |
20:44 |
PilzAdam |
RealBadAngel, "all things you have done" which ones? |
20:45 |
RealBadAngel |
PilzAdam, remember group stone? and furnaces being able to make from every stone out there for example? |
20:45 |
PilzAdam |
yes? |
20:46 |
PilzAdam |
adding furnace for each stone type would be overkill |
20:46 |
RealBadAngel |
since there you have pissed on my opinion roughly, so i was a bit suprised you are asking me about screwdriver. but you have pissed on my opinion once again |
20:47 |
RealBadAngel |
so nothing changed :P |
20:47 |
PilzAdam |
what? |
20:47 |
PilzAdam |
you said the screwdriver is good, except one thing that is out of scope for this |
20:47 |
RealBadAngel |
i said it is broken :P |
20:47 |
RealBadAngel |
because of one fundamental thing |
20:48 |
PilzAdam |
okay, let me rephrase my question |
20:48 |
VanessaE |
well I dunno. |
20:48 |
PilzAdam |
did the screwdriver become _worse_? |
20:48 |
RealBadAngel |
but you said its out of scope, so whatever |
20:48 |
VanessaE |
PilzAdam: it IS titled "screwdriver *rewrite*" |
20:48 |
PilzAdam |
i.e. apart from the param2 thing |
20:48 |
VanessaE |
does not a "rewrite" suggest a pretty much indefinite scope? |
20:49 |
RealBadAngel |
PilzAdam, MAIN point of screwdriver is to let players change param2 |
20:49 |
PilzAdam |
VanessaE, does it? |
20:49 |
RealBadAngel |
this is param2 tool for christ sake |
20:49 |
RealBadAngel |
if its not able to do it right, it screwed ;) |
20:49 |
VanessaE |
PilzAdam: to most people I know, yeah. when you rewrite something you usually open the door for a minor feature or two in the process. |
20:49 |
VanessaE |
RealBadAngel: don't you mean "it screwdrivered"? ;) |
20:50 |
RealBadAngel |
hehehe |
20:50 |
PilzAdam |
VanessaE, it's titled incorrectly then; it only changes the way the player interacts with it |
20:50 |
RealBadAngel |
onlY/ |
20:50 |
RealBadAngel |
? |
20:50 |
RealBadAngel |
it changes everything |
20:50 |
VanessaE |
"remove unused variables" affects how the player interacts with it? |
20:51 |
PilzAdam |
VanessaE, that is a minor code cleanup related to the commit that changes how the player interacts with it |
20:51 |
PilzAdam |
the variable was not unused before the first commit |
20:51 |
RealBadAngel |
there are no modes anymore |
20:52 |
RealBadAngel |
it will lack the functionality |
20:52 |
VanessaE |
PilzAdam: well my point there is that this pull clearly does more than just changing how the user interacts with the tool. |
20:52 |
PilzAdam |
RealBadAngel, the great thing is that it doesn't need to have all these confusing modes and will still have the same functionality |
20:52 |
VanessaE |
RealBadAngel: honestly, the mode-1-2-3-4 paradigm was confusing as all fuck :P |
20:52 |
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20:53 |
RealBadAngel |
im not opposing to that |
20:53 |
RealBadAngel |
i just got used to it |
20:53 |
RealBadAngel |
so i pointed out only wrong param2 handling |
20:53 |
PilzAdam |
RealBadAngel, can we do a thought-experiment? |
20:54 |
RealBadAngel |
sure. is there a mod for that? ;) |
20:54 |
PilzAdam |
imagine a world where param2 handling wouldn't be an issue for the screwdriver |
20:54 |
PilzAdam |
would you agree to that pull requests in this imagined world? |
20:54 |
RealBadAngel |
sadly there is no such world |
20:55 |
VanessaE |
depends on how the user interface to the screwdriver is handled of course. |
20:55 |
VanessaE |
but probably. |
20:55 |
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20:55 |
PilzAdam |
RealBadAngel, you are doing it wrong |
20:55 |
RealBadAngel |
hands off param2 bits 7, 6, 5 and 4 |
20:55 |
PilzAdam |
;_; |
20:55 |
RealBadAngel |
theyre reserved by engine and you as a modder should know that |
20:56 |
VanessaE |
PilzAdam: also, you need to explain in your pull request just what exactly the new control system is |
20:56 |
VanessaE |
I don't find anything that describes it |
20:56 |
VanessaE |
is this the X-Y-Z axes method, or the left/right click method? |
20:56 |
VanessaE |
or something new? |
20:56 |
RealBadAngel |
atm im telling you that screwdriver code will be fucked up |
20:56 |
RealBadAngel |
because of that |
20:56 |
VanessaE |
looks like left/right clickjs |
20:56 |
VanessaE |
-j |
20:56 |
PilzAdam |
VanessaE, see the tooltip of the screwdriver |
20:56 |
VanessaE |
+description = "Screwdriver (left-click rotates face, right-click rotates axis)", |
20:57 |
RealBadAngel |
facedir is 0-23 so bits 0-3 |
20:57 |
VanessaE |
yeah, I saw that just as you mentioned it |
20:57 |
RealBadAngel |
and those are only bits screwdriver can work on |
20:57 |
PilzAdam |
RealBadAngel, are you seriously unable to judge the new interaction with the screwdriver and ignoring the param2 issue? |
20:58 |
PilzAdam |
this is getting ridiculous by now |
20:58 |
VanessaE |
still, you should probably copy&paste some of the text in PR 315 back to PR 375 |
20:58 |
VanessaE |
(just the lead paragraph anyway) |
20:59 |
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20:59 |
PilzAdam |
VanessaE, IMO a link is enough |
20:59 |
VanessaE |
PilzAdam: it's two links down..... |
20:59 |
RealBadAngel |
PilzAdam, i said im ok with the code, but the issue i pointed HAS to be fixed |
21:00 |
PilzAdam |
ah, so you are ok with it |
21:00 |
PilzAdam |
great |
21:00 |
RealBadAngel |
and now its the good point to do so |
21:00 |
PilzAdam |
thats all I wanted to know |
21:00 |
RealBadAngel |
just dont tell me its hard to preserve those bits :P |
21:23 |
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21:25 |
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21:26 |
shadowzone |
hey |
21:26 |
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21:32 |
Jordach |
:O 40k frames rendered |
21:41 |
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21:44 |
kaeza |
lol @ Krock's .sig |
21:45 |
Jordach |
<Fungal Adam> like chocolate just different |
21:45 |
VanessaE |
haha |
21:45 |
Jordach |
-!- Translations provided by Solus |
21:55 |
RealBadAngel |
PilzAdam, have you noticed that? <RealBadAngel> PilzAdam, btw, plants facedir2 is in range 0-179 |
21:55 |
PilzAdam |
maybe |
21:56 |
RealBadAngel |
good. |
22:00 |
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22:22 |
Lugal |
hi |
22:22 |
Lugal |
how big are your world folders usually= |
22:22 |
Lugal |
? |
22:22 |
VanessaE |
it depends |
22:22 |
Lugal |
I mean for a single world? |
22:22 |
VanessaE |
for some people, maybe a few hundred megs |
22:22 |
VanessaE |
for a well-built-up world, 10+ gigs isn't uncommon |
22:23 |
Lugal |
for me its 37 megs, though only 1 or 2 days work |
22:23 |
Lugal |
or 3 |
22:23 |
Lugal |
but why so big? |
22:23 |
VanessaE |
rootks4006351:~# du -h /home/minetest/.minetest/worlds/ --max-depth=1 |
22:23 |
VanessaE |
... |
22:23 |
VanessaE |
56G/home/minetest/.minetest/worlds/ |
22:23 |
VanessaE |
there are 8 worlds there, which are my production servers. |
22:24 |
VanessaE |
the smallest is 306 MB. the largest is 5.9 GB |
22:24 |
Lugal |
8 worlds 56 GB? O: |
22:24 |
VanessaE |
wait, no |
22:24 |
* Jordach |
already needs to expand the VDD on his VM |
22:24 |
VanessaE |
the largest is 40 GB |
22:24 |
VanessaE |
surely most of that is rollback data |
22:24 |
VanessaE |
lemme limit the search |
22:25 |
VanessaE |
there we go. |
22:25 |
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22:26 |
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22:26 |
Lugal |
but how is it possible? is each pixel explicitely saved? |
22:26 |
VanessaE |
rootks4006351:~# du -ch /home/minetest/.minetest/worlds/*/map.db |
22:26 |
VanessaE |
... |
22:26 |
VanessaE |
12Gtotal |
22:26 |
VanessaE |
largest is actually 6.2 GB, smallest is 289 MB. |
22:26 |
Jordach |
oh god 60fps rendering takes ages |
22:27 |
VanessaE |
no, not each pixel, but each mapblock, which contains 16x16x16 nodes (a node is a single object such as a fencepost or a glob of dirt) |
22:27 |
Jordach |
thats going to be a phat file when it finishes |
22:27 |
VanessaE |
Lugal: the above is leveldb maps. in sqlite format, it would be almost twice that size. |
22:28 |
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22:28 |
Lugal |
is it not possible to make it smaller? I mean a 100x1000x1000 map which is really big, bould be just 100 MB |
22:29 |
VanessaE |
Lugal: well a 1000^3 map wouldn't be saved in its entirety because Minetest only saves mapblocks that have been explored |
22:29 |
Lugal |
so for a normal map maybe 10 MB |
22:29 |
Jordach |
im surprised we don't have mapblock compression |
22:29 |
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22:29 |
Jordach |
anytime a 16^3 area is the same node, make 1 entry in place of 16^3 |
22:29 |
VanessaE |
Lugal: also, a Minetest world can extend to just shy of 62 x 62 x 62 km in size. |
22:29 |
Lugal |
if there is 16^3 dirt, is it not compressed? |
22:30 |
VanessaE |
but only the mapblocks that have actually been visited (and ones nearby) will ever be saved to disk. |
22:30 |
Jordach |
Lugal, not even compressed |
22:30 |
VanessaE |
Jordach: not correct. |
22:30 |
VanessaE |
Lugal: if you're using leveldb as your map format, some mild compression is used, yes. |
22:30 |
VanessaE |
but not if you're using sqlite. |
22:30 |
Lugal |
and one block= Byte? |
22:30 |
Jordach |
VanessaE, if minetest did, that would save tons of space in areas such as skies |
22:30 |
Jordach |
Lugal, wrong |
22:31 |
Jordach |
(probably more than that) |
22:31 |
VanessaE |
I forget how much data a mapblock takes, but a single node is like 4 bytes or something |
22:31 |
Lugal |
but 1 byte would be enough |
22:31 |
VanessaE |
Jordach: minetest relies on whatever compression the backend uses. leveldb uses some low-end optimized-for-speed compression method. |
22:31 |
VanessaE |
it ain't exactly "deflate". |
22:31 |
Lugal |
1 byte is enough for 255 different materials |
22:32 |
VanessaE |
Lugal: Minetest supposed 32768 materials. |
22:32 |
VanessaE |
supports* |
22:32 |
Lugal |
lol |
22:32 |
Jordach |
VanessaE, more depending on the compilation of the enginbe |
22:32 |
VanessaE |
and you have to have info about other properties of a node, such as its rotation. |
22:32 |
VanessaE |
Jordach: right. |
22:32 |
Jordach |
VanessaE, because dem vectors |
22:33 |
Lugal |
ah ok |
22:33 |
VanessaE |
Jordach: the hard limit is 65534 but you'll recall why 32768 was chosen |
22:33 |
Jordach |
i should query the number of nodes in BFD |
22:34 |
VanessaE |
Lugal: anyway each node has a node reference (two bytes), a rotation/etc value called "param2", and a misc value called param1 (its usage varies depending on the node type) |
22:35 |
VanessaE |
Lugal: and then there's metadata, such as text in a sign or ownership information for a locked door, and then a bit more data on top of that of course to designate the start/end of a map block I guess |
22:35 |
VanessaE |
and then info describing things like entities in the mapblock |
22:35 |
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22:35 |
Jordach |
there |
22:35 |
VanessaE |
I don't know the exact format or size. |
22:36 |
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22:37 |
exio4 |
compression is a tradeof |
22:37 |
exio4 |
you could, using very expensive algorithms, compress a hell lot, and save lots of space, but then it'll be slow as hell |
22:38 |
exio4 |
it is switching between hells |
22:49 |
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22:53 |
Lugal |
do you know how to get the rendering work under windows as well as under linux? |
22:54 |
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22:57 |
Lugal |
is open gl not by defualt installed in windows? |
22:57 |
Lugal |
the performance is quite bad |
22:57 |
Lugal |
in linux its perfect |
22:57 |
VanessaE |
idk about windows; try the directx driver in the gam,e |
22:57 |
VanessaE |
game* |
22:58 |
VanessaE |
(you won't have shaders then) |
22:59 |
VanessaE |
I only have Linux here and it generally runs okay though not as good for me as a lot of people here get |
22:59 |
Jordach |
Lugal, OpenGL is availible by default |
23:00 |
Jordach |
that's a misconception |
23:14 |
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23:57 |
Tesseract |
<Jordach> im surprised we don't have mapblock compression -- https://github.com/minetest/minetest/blob/master/doc/mapformat.txt#L275 "zlib compressed node data". |
23:58 |
Tesseract |
Each node is 4 bytes too. u16 content ID, u8 param1, u8 param2. |
23:59 |
Tesseract |
The mapblock format is actually pretty well compressed, although the id map is included in every block. |