Time |
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Message |
00:35 |
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01:58 |
drewp |
sfan5: https://bigasterisk.com/post/mt2obj-meshlab1.png somewhat better texture mapping |
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02:17 |
MinetestBot |
[git] kwolekr -> minetest/minetest: Ore: Add Vein ore type 61dfa91 http://git.io/EyT8Ig (2014-12-28T21:17:12-05:00) |
02:34 |
acerspyro |
I am having issues with the android version, touch screws up as soon as I try to touch at two places at the same time |
02:36 |
acerspyro |
Anyone else experienced this? |
02:38 |
MinetestBot |
[git] paramat -> minetest/minetest: Biome API: Add shore top and shore filler nodes, underwater node, water top node. Add water top depth and shore height parameters. Remove water dust node 570c204 http://git.io/ml2LBw (2014-12-28T21:37:43-05:00) |
02:42 |
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02:44 |
est31 |
Is there a way to record the chunks sent by a MT server? |
02:46 |
Wayward_One |
est31, yes, just add enable_local_map_saving = true to the minetest.conf |
02:47 |
LazyJ |
est31, from minetest.conf.example: |
02:47 |
LazyJ |
# Save the map received by the client on disk |
02:47 |
LazyJ |
#enable_local_map_saving = true |
02:47 |
LazyJ |
It will save the chunk in your "worlds" folder under the server's name. |
02:47 |
est31 |
cool thanks Wayward_One, LazyJ |
02:47 |
LazyJ |
yw ;) |
02:47 |
Wayward_One |
you're welcome :) |
02:49 |
acerspyro |
I wish my question was this easy to answer |
02:51 |
kaeza |
42 |
02:52 |
acerspyro |
42? |
02:52 |
est31 |
The answer to the ultimate question. |
02:53 |
acerspyro |
This is not the ultimate question, tho |
03:01 |
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03:03 |
acerspyro |
Noone had such problems with the Android version? |
03:04 |
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03:04 |
acerspyro |
Why do I always get problems that only I have? |
03:10 |
acerspyro |
Guess noone knows so here's another one. |
03:12 |
acerspyro |
Why can't the player model move its head, hold items or crouch? |
03:20 |
Wayward_One |
it can hold items |
03:21 |
Wayward_One |
i believe there's a mod for showing weilded items |
03:21 |
Wayward_One |
*wielded |
03:22 |
acerspyro |
Lol how about by default? |
03:23 |
Wayward_One |
no idea why it's not default |
03:24 |
acerspyro |
Same for crouching and moving the head, idk what's wrong with it |
03:24 |
Wayward_One |
as for the crouching and head movements, iirc there's something in irrlicht that makes it impossible |
03:25 |
acerspyro |
??? |
03:25 |
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03:26 |
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03:27 |
Wayward_One |
acerspyro, i think Jordach and/or Calinou may know more about it, maybe a few others too |
03:35 |
acerspyro |
I'd love to know |
03:35 |
kaeza |
acerspyro, there's a bug in Irrlicht: if you manually rotate a bone (as needed to implement moving heads), you lose the animation functionality |
03:35 |
acerspyro |
Is a fix planned by the irrlicht devs atleast? |
03:35 |
MinetestBot |
[git] kwolekr -> minetest/minetest: Cavegen: Fix copy & paste error (solves #2020) c5faa64 http://git.io/9dpYoA (2014-12-28T22:35:14-05:00) |
03:36 |
kaeza |
dunno |
03:36 |
kaeza |
Taoki[laptop], may know something |
03:38 |
kaeza |
someone also suggested changing the model pitch slightly without moving individual bones |
03:39 |
acerspyro |
Or |
03:39 |
MinetestBot |
[git] kwolekr -> minetest/minetest: Decoration: Add height_min and height_max parameters 863379a http://git.io/DGrF4w (2014-12-28T22:37:27-05:00) |
03:39 |
kaeza |
it wouldn't be as in MC, but at least it could give an indication if the player looks up or down instead of straight ahead |
03:39 |
acerspyro |
Make the head a separate model |
03:40 |
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03:40 |
kaeza |
that would happen to work with the default model, but as soon as someone comes up with something more complex it will break |
03:40 |
acerspyro |
How about just fixing the bug |
03:41 |
acerspyro |
On the irrlicht side |
03:42 |
kaeza |
it was fixed (or being fixed) on Irrlicht 1.9 IIRC, but we are stuck with 1.7/1.8 |
03:43 |
acerspyro |
http://irrlicht.sourceforge.net/forum/viewtopic.php?t=38597 |
03:43 |
acerspyro |
Hm something 1.9 doesn't have? |
03:44 |
Wayward_One |
wait, stuck with 1.7/1.8 permanently, or for now...? |
03:45 |
kaeza |
http://irrlicht.sourceforge.net/forum/viewtopic.php?f=7&t=48120 |
03:46 |
kaeza |
Wayward_One, for now, because debian does not have 1.9 IIRC |
03:46 |
acerspyro |
Fucking debian |
03:46 |
MinetestBot |
[git] ChriPiv -> minetest/minetest: Fixed issue #2007 2ccb610 http://git.io/0JAF5A (2014-12-28T22:46:01-05:00) |
03:47 |
acerspyro |
Screw debian, provide a 1.9 bundle with the game if not available on the system. |
03:48 |
Wayward_One |
hmm :/ |
03:48 |
MinetestBot |
[git] ChriPiv -> minetest/minetest: Skip further loading of client if there was an exit signal 91c00d2 http://git.io/6T1sxw (2014-12-28T22:46:53-05:00) |
03:51 |
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04:10 |
acerspyro |
Apparently that androirc is showing ads that I can't see... |
04:22 |
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04:24 |
MinetestBot |
[git] fz72 -> minetest/minetest: MainMenu: Save 'hide gamemods' and 'hide modpack contents' checkbox state (fixes #1960) 86cfbc2 http://git.io/gXJoTw (2014-12-28T23:20:51-05:00) |
04:29 |
MinetestBot |
[git] kaeza -> minetest/minetest: Faster string.split implementation. ab55da5 http://git.io/YcFV3g (2014-12-28T23:27:07-05:00) |
04:33 |
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04:42 |
MinetestBot |
[git] Sapier at GMX dot net -> minetest/minetest: Fix MSVC compiler warning about passing this pointer in initializer list acb3519 http://git.io/nP0_6Q (2014-12-28T23:40:44-05:00) |
04:53 |
Artemis3 |
it would be real nice if you could fix the ppa:minetestdevs/stable for minetest 0.4.11-0ppa1~ubuntu12.04.1 which currently holds no binaries somebody named PilzAdam updated 27 |
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05:12 |
MinetestBot |
[git] kwolekr -> minetest/minetest: LuaItemStack: Fix and document behavior of set_name, set_count, set_wear, set_metadata 3c637b4 http://git.io/5x7LFw (2014-12-28T23:59:24-05:00) |
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06:33 |
MinetestBot |
[git] kwolekr -> minetest/minetest: LuaVoxelManip: Remove blank allocator cc3ab5e http://git.io/vPZ2eQ (2014-12-29T01:31:37-05:00) |
06:47 |
MinetestBot |
[git] kwolekr -> minetest/minetest: FontEngine: Don't use file extension to check font file compatibility 9eb4922 http://git.io/x_71IQ (2014-12-29T01:46:13-05:00) |
07:05 |
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07:08 |
hmmmm |
I'll come to you like an affliction. |
07:08 |
hmmmm |
But I'll leave you like an addiction. |
07:08 |
hmmmm |
You'll never forget me! |
07:08 |
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07:09 |
LazyJ |
The flu. |
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07:30 |
MinetestBot |
[git] kwolekr -> minetest/minetest: Print unit test failures to dstream 5038b9a http://git.io/jXpkTA (2014-12-29T02:30:03-05:00) |
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toasttt |
hello |
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MinetestBot |
[git] Zeno- -> minetest/minetest: Fix -Wtype-limits warnings and remove disabling of -Wtype-limits 3993102 http://git.io/EVOGxw (2014-12-29T23:56:40+10:00) |
14:04 |
MinetestBot |
[git] kahrl -> minetest/minetest: Add util/bump_version.sh 101baf6 http://git.io/EvAAAg (2014-12-30T00:03:10+10:00) |
14:07 |
MinetestBot |
[git] Rui914 -> minetest/minetest: Update Japanese Translation 4150e53 http://git.io/aQsWMw (2014-12-30T00:06:20+10:00) |
14:08 |
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14:27 |
Amaz |
Am I correct in thinking mapgen v5 made its last appearance in 0.3.3? Before being added back in 0.4.11, of course :P |
14:32 |
MinetestBot |
[git] KodexKy -> minetest/minetest: Center status text for better visibility. a79a116 http://git.io/LBlN1w (2014-12-30T00:30:28+10:00) |
14:32 |
MinetestBot |
[git] KodexKy -> minetest/minetest: Add extra buttons to Android GUI. All icons are licensed by freepik.com under CC BY 3.0 62feade http://git.io/5qBQBQ (2014-12-30T00:30:28+10:00) |
14:34 |
Krock |
Supid question but - can linux users un-7zip archives? |
14:34 |
Krock |
(which were compressed under windows) |
14:34 |
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14:35 |
* Zeno` |
looks around in bewilderment |
14:35 |
shadowzone |
Hi Zeno` |
14:35 |
Jordach |
meow |
14:36 |
* shadowzone |
pets Jordach |
14:36 |
Jordach |
(no, i did not wake up at 2pm today) |
14:36 |
Zeno` |
hi shadowzone and Jordach |
14:36 |
shadowzone |
poor guy, no one ever pets him. |
14:36 |
Jordach |
:3 |
14:36 |
Zeno` |
sure you didn't, Jordach |
14:36 |
Zeno` |
umm, shadowzone... do you think he feels better now? |
14:36 |
shadowzone |
Probably |
14:37 |
Zeno` |
ok, I will accept that :) |
14:37 |
shadowzone |
Lol |
14:37 |
* Zeno` |
roars |
14:37 |
Zeno` |
and waits for the pet |
14:37 |
* shadowzone |
grabs an AR15 |
14:37 |
shadowzone |
Wut was dat? |
14:37 |
Wayward_One |
o.o |
14:37 |
Zeno` |
what?! |
14:38 |
shadowzone |
Whatever it was I should be calling the zoo saying "your lion got away" |
14:38 |
* Zeno` |
ROARS |
14:38 |
* shadowzone |
falls over |
14:38 |
Zeno` |
a roar is just a very loud purr, right? |
14:38 |
* Wayward_One |
blinks |
14:39 |
* Zeno` |
blinks |
14:39 |
* shadowzone |
takes Wayward_One's camera and takes a video for the news |
14:39 |
Wayward_One |
err |
14:39 |
Zeno` |
umm |
14:40 |
* Wayward_One |
hands shadowzone the SD card and battery |
14:40 |
Wayward_One |
:P |
14:40 |
Zeno` |
err |
14:40 |
Amaz |
Krock, if no one has answered your question, afaik, yes, linux users can. |
14:40 |
Zeno` |
Linux users can do anything! |
14:40 |
shadowzone |
"A lion has excaped from the zoo and seems to be in need of a petting *throws Wayward_One over there* let's see what happens" |
14:40 |
shadowzone |
YESH! |
14:40 |
shadowzone |
LINUX FTW! |
14:40 |
Krock |
Amaz, thx |
14:41 |
Wayward_One |
o.o |
14:41 |
Zeno` |
What have the pesky Linux users done now? |
14:41 |
* Wayward_One |
pets Zeno` |
14:41 |
T4im |
p7zip is available in debian, Krock, but xz is the preferred lzma variant |
14:41 |
* Zeno` |
curls up in Wayward_One's lap |
14:41 |
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14:42 |
Krock |
Zeno`, Y U copypasta sfan5? |
14:42 |
Zeno` |
Krock, why not? :D |
14:42 |
Krock |
T4im, okay. I don't use xz so it won't be a problem in this case. thanks |
14:42 |
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14:42 |
Krock |
Zeno`, cuz unique and amaze stuff. |
14:42 |
shadowzone |
wut happen? |
14:42 |
Zeno` |
ok I will change my quote |
14:43 |
* Zeno` |
jumps onto Wayward_One's lap and claws away watching ripped fabric fly in all directions |
14:43 |
* Krock |
hands Zeno` https://dl.dropboxusercontent.com/u/41081925/Reactions/Unproductive/ToDoList.jpg |
14:43 |
* Wayward_One |
keels over |
14:44 |
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14:47 |
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14:47 |
shadowzone |
Back to Linux |
14:47 |
shadowzone |
Windows is a pain in the ass |
14:47 |
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14:47 |
T4im |
krock: same question reversed, can windows users uncompress xz? or does 7zip only support the one format? |
14:48 |
Zeno` |
7zip should be able to decompress .gz or .xz |
14:48 |
Krock |
T4im, the 7z GUI shows up the following formats: 7z, bzip2, gzip, tar, wim, xz, zip |
14:48 |
T4im |
ah, nice :D |
14:48 |
T4im |
so there's quite some overlap |
14:48 |
Krock |
and it can open like 80 different archieve types |
14:49 |
T4im |
is 7z commonly installed? |
14:49 |
Krock |
but I think most of them use the same algorythm |
14:49 |
Krock |
7z is not owned by M$, so it won't be included by default :3 |
14:50 |
T4im |
hehe, they don't own deflate either, but I think they added that, didn't they? |
14:50 |
T4im |
zip that is |
14:50 |
MinetestBot |
[git] kahrl -> minetest/minetest: Ignore downloaded public serverlist if public_serverlist is false ff3cfb7 http://git.io/OuulmA (2014-12-30T00:49:23+10:00) |
14:50 |
Zeno` |
oh dear |
14:50 |
Zeno` |
kahrl_ and I pushed at the same time :3 |
14:50 |
shadowzone |
Lol |
14:51 |
n4x |
hot |
14:51 |
Zeno` |
lucky github is clever! |
14:51 |
shadowzone |
Yep |
14:51 |
shadowzone |
and n4x, really? |
14:51 |
* Wayward_One |
curses ENet |
14:52 |
n4x |
zeno and kahrl pushed at the same time |
14:52 |
Zeno` |
:-o |
14:52 |
n4x |
don't tell me that doesn't sound "twss"! |
14:52 |
shadowzone |
<Zeno`> kahrl_ and I pushed at the same time :3 |
14:52 |
shadowzone |
<shadowzone> Lol |
14:52 |
shadowzone |
<n4x> hot |
14:52 |
shadowzone |
that |
14:52 |
Zeno` |
sounds hot to me |
14:52 |
Zeno` |
lol |
14:53 |
* shadowzone |
faceboards |
14:54 |
Wayward_One |
is that like wakeboarding? |
14:54 |
* Wayward_One |
is interested |
14:55 |
shadowzone |
No |
14:55 |
Wayward_One |
aww |
14:55 |
shadowzone |
It's a headdesk with your keyboard |
14:55 |
* Wayward_One |
loses interest |
14:56 |
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14:58 |
shadowzone |
Lol |
14:59 |
Zeno` |
actually I'm probably confused |
15:03 |
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15:03 |
shadowzone |
How? |
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15:18 |
Zeno` |
How could I be confused? |
15:18 |
Zeno` |
I guess that's a valid question |
15:21 |
Krock |
Everybody loves Kung-fu fighting! |
15:22 |
jin_xi |
just cast a forgotten spell or apply cursed unihorn |
15:22 |
hmmmm |
hey modder people, how can i get a piece of code to run after all the mods have been initialized, but before the environment is created? (e.g. after the time the last mod to get loaded has its init.lua run and before minetest.after(foo, 0))? |
15:22 |
Zeno` |
Those kicks were fast as lightning |
15:22 |
marktraceur |
hmmmm: I feel like I should ask you *why* |
15:23 |
Krock |
uh. no idea. let all mods depend on yours |
15:23 |
Krock |
no no.. depend your mod on all mods |
15:23 |
marktraceur |
Krock: But that would require you to know which mods were loading, or yours wouldn't ever load. |
15:24 |
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15:24 |
Krock |
don't worry - there are only 1100 correctly titles mods on the minetest forums |
15:24 |
Krock |
*titled |
15:25 |
marktraceur |
Oh, good. |
15:25 |
Zeno` |
But they fought with expert timing |
15:25 |
marktraceur |
Zeno`: You know, it was a little bit frightening. |
15:25 |
Krock |
^ |
15:26 |
Jordach |
hmmmm, create a mod that depends on all the other installed mods |
15:26 |
marktraceur |
That's not the answer here. |
15:26 |
Jordach |
then that init.lua will be run last basically |
15:26 |
Jordach |
(due to mod load order with dependancies) |
15:26 |
jojoa1997 |
What is the new model for minetest called? meshnodes? |
15:26 |
marktraceur |
There *should* just be a register_on_modload or something |
15:27 |
marktraceur |
But then you start a race to the bottom of that one. |
15:27 |
Jordach |
jojoa1997, mesh nodes, yes |
15:27 |
marktraceur |
I feel like we had this conversation really early on, like, 0.4.1 |
15:27 |
Jordach |
they'll support all the meshes that Irrlicht eats, minus supporting animations |
15:27 |
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15:27 |
Jordach |
"buh muh shaderrs" is a bullshit reason |
15:27 |
marktraceur |
hmmmm: You still haven't said what you're trying to do with this thing. |
15:27 |
Krock |
!tell Calinou could you please add a reference to https://github.com/SmallJoker/names_per_ip in https://forum.minetest.net/viewtopic.php?t=9768 ? Thank you! |
15:27 |
MinetestBot |
Krock: yeah, yeah |
15:27 |
jojoa1997 |
How do i make meshnodes? |
15:27 |
Krock |
<3 MinetestBot |
15:27 |
MinetestBot |
<3 Krock |
15:28 |
Krock |
jojoa1997, wings3d, blender,.. |
15:28 |
jojoa1997 |
all those... bleh too complicated |
15:28 |
Jordach |
<- won't make others meshes for free |
15:29 |
jojoa1997 |
Jordach will you make an arrow mesh for free? |
15:29 |
Jordach |
not unless i use it myself |
15:29 |
marktraceur |
Hah |
15:29 |
shadowzone |
I'm currently learning blender and how to use meshes. |
15:29 |
jojoa1997 |
Jordach make a mod with an item that is an arrow |
15:31 |
Jordach |
jojoa1997, just learn blender yourself |
15:31 |
Jordach |
you might eventually use it for 3D printing one day |
15:31 |
jojoa1997 |
I did a while ago and i sucked |
15:32 |
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15:32 |
jojoa1997 |
if i ever get a 3d printer |
15:34 |
marktraceur |
jojoa1997: An arrow, like, for directions? Or like for a bow? |
15:34 |
jojoa1997 |
a bow |
15:34 |
marktraceur |
Hm. |
15:34 |
marktraceur |
jojoa1997: http://www.thingiverse.com/thing:349058 |
15:36 |
Krock |
it's a tihng |
15:36 |
Krock |
*thing |
15:36 |
jojoa1997 |
also is it possible to do this sort of animation yet? http://www.youtuberepeater.com/watch?v=xXOWjMuZF-s&s=12&e=20 |
15:37 |
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15:37 |
jojoa1997 |
and thanks marktraceur |
15:37 |
Jordach |
jojoa1997, err nope |
15:37 |
marktraceur |
No problem. |
15:37 |
marktraceur |
Just call me Google. |
15:37 |
Jordach |
we can't animate wielditems |
15:37 |
jojoa1997 |
:( |
15:38 |
Jordach |
jojoa1997, i will remind you that we have a vertice limit within minetest for entities, nodes / mapblocks and wielditems |
15:38 |
Jordach |
it's around 64k |
15:38 |
jojoa1997 |
vartice? |
15:38 |
Jordach |
jojoa1997, points that make up triangles |
15:38 |
jojoa1997 |
you mean like each corner of a node |
15:38 |
marktraceur |
Vertex. |
15:38 |
jojoa1997 |
ah |
15:38 |
Jordach |
jojoa1997, a node has 8 of them, while stairs has 16 |
15:38 |
Jordach |
(the two step, not three step as seen in BFD) |
15:38 |
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15:39 |
jojoa1997 |
so animating would add more vertices? |
15:39 |
Jordach |
nope |
15:39 |
Jordach |
animated ones just move them around bones |
15:39 |
marktraceur |
Do the two-step, do the two-step |
15:39 |
Jordach |
which meshnodes cannot do |
15:39 |
jojoa1997 |
time to install blender |
15:39 |
Jordach |
my method was to simply make crossbows instead |
15:39 |
marktraceur |
Jordach: https://www.youtube.com/watch?v=2TaAceHgyFE |
15:40 |
Jordach |
you'd have to manually insert the bolt using the crafting grid |
15:40 |
jojoa1997 |
ooh i never thought of that |
15:40 |
jojoa1997 |
say can you now use right click for an action? |
15:40 |
Jordach |
yse |
15:40 |
Jordach |
go look at throwing |
15:40 |
jojoa1997 |
this throwing? https://github.com/PilzAdam/throwing/blob/master/init.lua |
15:40 |
Jordach |
the carbone one |
15:40 |
Jordach |
works way better |
15:41 |
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15:41 |
Krock |
eeks. minetest.env: |
15:41 |
Jordach |
(there's loads of those in BFD) D; |
15:41 |
Krock |
Jordach, place before they multiply! |
15:41 |
Krock |
*replace |
15:41 |
jojoa1997 |
is there a newer better itom drop mod? I need to find a function that allows items to be pulled towards other items. like gravity |
15:42 |
jojoa1997 |
hehe the mods name is "gravity" |
15:42 |
Jordach |
jojoa1997, screw item dropo |
15:42 |
Jordach |
i just want nodes to be picked up automatically when someone drops it |
15:43 |
Jordach |
except digging puts mined items into the inv |
15:44 |
jojoa1997 |
Jordach the idea is that you have blocks and items which have gravity so you are pulled towards them |
15:44 |
Jordach |
err nope |
15:46 |
jojoa1997 |
are mesh nodes faster? |
15:48 |
hmmmm |
hrmm |
15:48 |
crazyR |
Does minetest only make use of one core when operated on a multicore cpu?? |
15:49 |
hmmmm |
do you guys want me to add on_mod_load()? |
15:49 |
jojoa1997 |
I think you have to change the settings to multi. Check the minetest.conf.example |
15:49 |
jojoa1997 |
hmmmm what would that doo? |
15:49 |
T4im |
hmmmm: when in the lifecycle would it run? |
15:50 |
hmmmm |
it'd run after all mods have loaded, but before the environment has initialized |
15:51 |
T4im |
ah, so a clean verison of minetest.after(0, func)? |
15:51 |
jojoa1997 |
i would say yes. I remember that i needed to do minetest.after() and then have it load |
15:51 |
hmmmm |
nope, minetest.after(0, func) runs after the environment initialized |
15:51 |
hmmmm |
the alternative to all this is that current mods get rewritten to not use on_mapgen_init() any longer |
15:52 |
jojoa1997 |
why? what is the problem? |
15:52 |
T4im |
on_mod_load() would then run before minetest.after, correct? |
15:52 |
hmmmm |
T4im, correct |
15:52 |
T4im |
well sounds good to me :D |
15:52 |
hmmmm |
what could that possibly be useful for |
15:53 |
hmmmm |
jojoa1997, on_mapgen_init isn't existing any longer |
15:53 |
T4im |
weakening optional dependencies a little |
15:53 |
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15:54 |
jojoa1997 |
oh |
15:54 |
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15:55 |
T4im |
on_mod_load could be useful to check if some other mod (possibly unknown) already did something or declared something :D |
15:56 |
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15:58 |
hmmmm |
why is minetest.after(0, func) considered bad? |
16:00 |
Zeno` |
wait, on_mapgen_init() callbacks are begun before all mods are loadeD? |
16:01 |
hmmmm |
no, after |
16:01 |
Zeno` |
hmmmm> the alternative to all this is that current mods get rewritten to not use on_mapgen_init() any longer <--- what did you mean by this then? |
16:02 |
hmmmm |
well I removed on_mapgen_init, so mods that use it won't ever have that callback called unless I add something in place of it |
16:03 |
jojoa1997 |
is it possible to check if the player is holding a button |
16:03 |
T4im |
jojoa1997: depending when you want to know about it |
16:03 |
T4im |
there are some callbacks that allow checking certain buttons, like when you right click, punch it etc… |
16:04 |
Zeno` |
hmmmm, why did it need to be removeD? |
16:04 |
jojoa1997 |
T4im I want to check how long the right button has been held down |
16:04 |
Zeno` |
I think my keyboard is dying :( |
16:04 |
jojoa1997 |
or i mean after a set time I check if it is still held |
16:04 |
hmmmm |
zeno`, because it's irrelevant |
16:05 |
Zeno` |
hmmmm, irrelevant how? :) |
16:05 |
hmmmm |
not needed anymore |
16:05 |
T4im |
hmm I can't come up with a solution to that jojoa1997… I think on_rightclick is only called once, and without pointing at something it won't probably be sent at all |
16:05 |
hmmmm |
I moved map creation to before scripts are run |
16:05 |
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16:06 |
marktraceur |
hmmmm: You still haven't said what function you're registering after all mods have run |
16:06 |
hmmmm |
does it matter? |
16:06 |
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16:06 |
marktraceur |
hmmmm: Maybe there's another way! |
16:10 |
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16:11 |
Zeno` |
I don't get it. Is this change in behaviour already merged or something that's possibly planned? |
16:11 |
someguy_irc |
Zeno`, :D Yoooooo |
16:11 |
hmmmm |
something i'm in the process of doing |
16:12 |
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16:13 |
Amaz |
hmmmm, how will settings be set before the mapgen is run in that case? e.g. https://github.com/Amaz1/Lord-of-the-Test/blob/master/mods/Default/default/mapgen.lua#L9-L17 |
16:13 |
hmmmm |
you can just set it on script load |
16:13 |
* Jordach |
wonders if hmmmm turns down for what |
16:13 |
hmmmm |
minetest.get_mapgen_params() |
16:13 |
Amaz |
Okay. |
16:14 |
* Jordach |
feels like BFD is the only source of good Biome API documentation |
16:14 |
hmmmm |
biomes are not supported |
16:15 |
Jordach |
hmmmm, minetest.register_biome({}) |
16:15 |
hmmmm |
Jordach, that's not in lua_api.txt |
16:15 |
Jordach |
huh |
16:15 |
hmmmm |
you're not supposed to be using register_biome |
16:15 |
* someguy_irc |
glares into the chat |
16:15 |
someguy_irc |
Hi. |
16:15 |
hmmmm |
the only reason why anybody knows about that function is because i gave some biome definitions to shut people up about the stone after somebody added mapgen v7 to the main menu dropdown selection list |
16:16 |
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16:16 |
Amaz |
How are biomes supposed to be registered? Or are they not? |
16:16 |
Jordach |
hmmmm, https://github.com/Jordach/big_freaking_dig/blob/master/mods/mapgen/mapgen.lua#L3 |
16:16 |
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16:16 |
Jordach |
it's almost always updated to the current spec of the API |
16:17 |
hmmmm |
yup... the api spec says literally nothing about biome definitions |
16:17 |
hmmmm |
you're just relying on undocumented behavior |
16:17 |
Jordach |
"undocumented" |
16:17 |
Jordach |
more like documented |
16:17 |
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16:17 |
hmmmm |
where is it documented |
16:18 |
Jordach |
hmmmm, in the case of how i've done so |
16:18 |
Jordach |
i will eventually end up writing one properly |
16:19 |
hmmmm |
well, i'm sorry you feel differently, but as it stands right now there is absolutely no official documentation about biomes. they are an unsupported feature that people are using with the knowledge that the interface exposed may change at any given moment with or without notice |
16:19 |
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16:19 |
hmmmm |
there is no attempt to preserve compatibility with biomes because it was a feature that never got released |
16:19 |
Jordach |
hmmmm, i already adapted my schematic replacements with ShadowNinja's stuff |
16:19 |
hmmmm |
you're all just jumping the gun |
16:21 |
Brains |
Jumping the gun is better than jumping the broom... As long as everybody knows which is which. |
16:22 |
Jordach |
hmmmm, as long as it's properly documented in code form or even api form -- at least someone can understand it |
16:22 |
hmmmm |
i should've kept mapgen v7 disabled from within the core |
16:22 |
Amaz |
Someone would have found it :) |
16:23 |
Jordach |
hmmmm, i don't like Lua mapgens, and v6 is putrid in the mode of biome + landscape generation |
16:23 |
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16:25 |
Brains |
hmmmm: Is the complaint that relying on undocumented behavior is liable to break? If so, my insignificant vote is folks are welcome to rely on undocumented behavior but not to bitch about it when it breaks.... |
16:25 |
* Brains |
carefully doesn't check the state of the documentation in general. |
16:27 |
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16:29 |
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16:29 |
hmmmm |
sure, i agree... one day I might change all the parameter names just to be a dick |
16:31 |
* twoelk |
doesn't understand what hmmmm expected people to do |
16:32 |
n4x |
he just expected people to don't white to breakage of unfinished and experimental non-stable features |
16:32 |
hmmmm |
i think i'm going to add a secret biome key that people need to figure out in order to use biomes |
16:33 |
Jordach |
hmmmm, and we'll just read the source |
16:33 |
hmmmm |
sure, it'll be possible... but not easy |
16:33 |
Brains |
hmmmm: Why not just ignore the use of the undocumented features... Anything else and you are wasting your time. |
16:33 |
twoelk |
ah, like the hidden non existing version of the legendary airsword? |
16:33 |
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16:33 |
Brains |
hmmmm: Solved once, read many. |
16:34 |
hmmmm |
jordach's arrogance on the matter made me want to take action |
16:35 |
Zeno` |
on_mapgen_init() is *not* undocumented |
16:35 |
Jordach |
hmmmm, you're the arrogant one by simply making everyone see your world |
16:35 |
hmmmm |
no, but register_biome is |
16:35 |
twoelk |
so how should he have done it correctly? |
16:35 |
Zeno` |
hmmmm, we're talking about on_mapgen_init() though |
16:35 |
hmmmm |
yeah but the topic changed somewhere |
16:36 |
hmmmm |
jordach started talking about biomes somehow |
16:36 |
hmmmm |
:D |
16:36 |
twoelk |
or is the correct way at the momment to simply not use biomes just now? |
16:36 |
hmmmm |
register_biome() will fail unless the biome manager is initialized first |
16:36 |
Zeno` |
oh. I'm confused then |
16:36 |
Jordach |
hmmmm, there are several mods that use biomes before I even had a go with them |
16:36 |
hmmmm |
minetest.init_biome_manager(secret_key) |
16:36 |
hmmmm |
it's like the AMD K10 ICE MSR |
16:37 |
hmmmm |
which people ended up brute forcing |
16:37 |
twoelk |
I like things called manager in code :-) |
16:37 |
Zeno` |
<hmmmm> well I removed on_mapgen_init, so mods that use it won't ever have that callback called unless I add something in place of it <--- I thought this was the critical comment |
16:37 |
hmmmm |
Zeno`: yea it is |
16:37 |
hmmmm |
like I said... the conversation changed |
16:38 |
Zeno` |
ok, well change it back :P |
16:38 |
Zeno` |
How is removing a documented function ok?> |
16:39 |
hmmmm |
'cause i would have readded it within lua |
16:39 |
hmmmm |
until i realized there's no other way to run code after mods init but before the environment steps begin |
16:39 |
Zeno` |
I have no idea what this conversation is about then =D |
16:39 |
hmmmm |
for example |
16:40 |
hmmmm |
for mginit in registered_on_mapgen_init do |
16:40 |
hmmmm |
mginit(minetest.get_mapgen_params()) |
16:40 |
hmmmm |
end |
16:40 |
hmmmm |
and toss that into minetest.after(0) |
16:40 |
hmmmm |
or something like that |
16:40 |
hmmmm |
but not hacky |
16:42 |
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16:52 |
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16:53 |
jojoa1997 |
what is the extension of a mesh |
16:57 |
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17:02 |
crazyR |
anyone use redis as a backend? |
17:04 |
sfan5 |
just ask your question |
17:05 |
crazyR |
im just look for info on reliability and potential issues. known issues, anything i might want to consider before deciding on wether to switch to it |
17:06 |
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17:06 |
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17:07 |
sfan5 |
crazyR: it takes much RAM |
17:07 |
sfan5 |
crazyR: issues? I know of none |
17:13 |
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17:19 |
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17:20 |
rubenwardy |
!title https://gist.github.com/rubenwardy/25a691c0448365890662 |
17:20 |
MinetestBot |
rubenwardy: HudKit for Minetest |
17:20 |
rubenwardy |
It allows you to use strings to identify Hud elements |
17:22 |
rubenwardy |
and, Hi All! |
17:23 |
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17:26 |
Krock |
rubenwardy, hi and ctf fail at https://gist.github.com/rubenwardy/25a691c0448365890662#file-hudkit-lua-L71 |
17:26 |
kaeza |
greetings rubenwardy |
17:26 |
Krock |
dat copypasta |
17:26 |
rubenwardy |
lol |
17:26 |
rubenwardy |
what fail? |
17:27 |
Krock |
it uses ctf instead of the variable above |
17:27 |
Krock |
"myhudkit" |
17:27 |
rubenwardy |
ah |
17:27 |
rubenwardy |
lol |
17:27 |
Krock |
:P |
17:27 |
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17:27 |
rubenwardy |
fixed |
17:27 |
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17:35 |
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17:36 |
rubenwardy |
Can someone help me with getting screenshots of all the drawtypes? http://rubenwardy.github.io/minetest_doc/lua_api.html#node-drawtypes |
17:36 |
rubenwardy |
I am writing a chapter about them |
17:36 |
Krock |
how to show "airlike"? |
17:37 |
rubenwardy |
Maybe exclude thatone |
17:37 |
rubenwardy |
As in, a photo for each one, about 128x128, taken from 2 metres, looking sort of isometric. |
17:38 |
Calinou |
a render should be used, preferably |
17:38 |
rubenwardy |
That's a good ide |
17:38 |
rubenwardy |
a |
17:38 |
rubenwardy |
!wiki normal; |
17:38 |
MinetestBot |
No such page. |
17:38 |
rubenwardy |
!wiki normal |
17:38 |
rubenwardy |
!dev normal |
17:38 |
MinetestBot |
No such page. |
17:38 |
Krock |
tick-tock-tick-tock.. |
17:38 |
rubenwardy |
meg |
17:38 |
rubenwardy |
http://dev.minetest.net/drawtype |
17:39 |
rubenwardy |
The renders in each of the links will be sufficient. |
17:41 |
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17:42 |
rubenwardy |
okay, from torchlike onwards they aren't very good |
17:42 |
rubenwardy |
except stair |
17:42 |
rubenwardy |
and slab |
17:50 |
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17:51 |
hmmmm |
ahh |
17:52 |
hmmmm |
it occurred to me that I don't actually need to preserve the timing of on_mapgen_init |
18:00 |
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18:01 |
CraigyDavi |
How long should the official minetestmapper take to generate a -1000:-1000+2000+2000 map? |
18:01 |
CraigyDavi |
It's taking ages for me |
18:02 |
hmmmm |
about tree fiddy |
18:03 |
rubenwardy |
the cpp version is much faster |
18:03 |
rubenwardy |
python takes ages |
18:03 |
CraigyDavi |
Hmm |
18:04 |
rubenwardy |
the cpp takes about 10 seconds for +-3000, python takes about five minutes. For me |
18:04 |
rubenwardy |
I think. It is about 20-50 times faster |
18:04 |
CraigyDavi |
Then there must be something wrong, or maybe the map it's due to the map size |
18:05 |
CraigyDavi |
I'm only doing +-2000 and it's been 15 mins |
18:07 |
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18:28 |
rubenwardy |
lol, writing documentation about the glasslike drawtype, turns out that glass doesn't use glasslike. |
18:30 |
fz72 |
hey there, has lua entitys something like metadata for nodes? |
18:30 |
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18:37 |
Jordach |
!title https://github.com/Jordach/big_freaking_dig/commit/050fef4037b359e3ea3c4711e1e61d4bb9baaa2a |
18:37 |
Jordach |
^ Sokomine |
18:37 |
MinetestBot |
Jordach: make BFDs gameplay FASTER BY REQUEST BY EVERYONE · 050fef4 · Jordach/big_freaking_dig · GitHub |
18:41 |
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18:46 |
mitrom |
how there should be an apostrophe there |
18:47 |
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18:52 |
Jordach |
mitrom, git bash doesn't like my using these: ' |
18:52 |
mitrom |
ah yeah |
18:52 |
rubenwardy |
git -m "BFD's" |
18:52 |
mitrom |
^ |
18:52 |
rubenwardy |
Is it just bash? |
18:52 |
Jordach |
mitrom, too lazy and have cold fingers for typing |
18:53 |
rubenwardy |
* git commit -m "BFD's" |
18:53 |
rubenwardy |
doesn't matter that much |
18:57 |
ElectronLibre |
Try git commit * and type what you want as title. |
18:59 |
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19:00 |
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19:02 |
Xack |
hi Calinou |
19:07 |
Calinou |
hi |
19:07 |
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19:11 |
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19:20 |
rubenwardy |
http://rubenwardy.github.io/minetest_doc/chapters/node_drawtypes.html |
19:21 |
rubenwardy |
Wow, a sentence in the introduction was left half completed |
19:22 |
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19:23 |
shadowzone |
First of, what is a drawtype? A drawtype defines how the node is drawn onto the screen, they are sent along with the node definition to the client where |
19:23 |
shadowzone |
? |
19:25 |
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19:29 |
rubenwardy |
Wow, a sentence in the introduction was left half completed |
19:29 |
rubenwardy |
Ignore that sentence |
19:31 |
rubenwardy |
First of all, what is a drawtype? A drawtype defines how the node is to be drawn. A torch looks different to water, water looks different to stone. |
19:31 |
shadowzone |
Okay |
19:31 |
rubenwardy |
I don't like it :( |
19:33 |
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19:35 |
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19:44 |
rubenwardy |
Why do HUD elements return IDs, rather than assigning a string? |
19:44 |
rubenwardy |
like formspecs |
19:44 |
rubenwardy |
as in, why don't you give it a name when creating it, rather than having to remember an ID. |
19:45 |
rubenwardy |
You could use serials: num_of_hud++; local name = "mymod:hud_" .. num_of_hud |
19:45 |
rubenwardy |
if you don't want to name it. |
19:45 |
Johnsen2 |
.... |
19:47 |
rubenwardy |
To maintain support, make HUD functions return the string/name, and allow mod devs to specify a string/name |
19:47 |
rubenwardy |
or include HudKit by default XD |
19:48 |
rubenwardy |
!title https://forum.minetest.net/viewtopic.php?f=47&t=10868&p=166302#p166302 |
19:48 |
MinetestBot |
rubenwardy: HudKit - refer to HUD elements by strings. - Minetest Forums |
19:59 |
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20:00 |
JAPP |
Hello ! |
20:01 |
rubenwardy |
Hi! |
20:02 |
Wayward_One |
how would i make a world with just desert stone and desert sand? |
20:05 |
JAPP |
I'm using a public wifi access point and I would like to know how to configure MT to use a VPN through this public spot. |
20:10 |
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20:14 |
Krock |
Wayward_One, make abms on stone, grass and dirt |
20:14 |
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20:14 |
y |
http://www.lambdassociates.org/blog/bipolar.htm |
20:14 |
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20:28 |
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20:29 |
acerspyro |
I got such a weird bug last night with dreambuilder |
20:30 |
acerspyro |
I was flying around, and then all of a sudden, in the distance I see... |
20:30 |
Krock |
kill it. |
20:30 |
Krock |
bad bugs |
20:31 |
acerspyro |
Up in the sky, fans either hanging in mid air, or on unknown node blocks, with random blocks like micro blocks (?) amongst the unknown nodes blocks. |
20:31 |
Krock |
screenshot or it didn't happen. |
20:31 |
acerspyro |
I get up there, place a block, server crash |
20:31 |
acerspyro |
Krock, Oh I got tons |
20:31 |
Krock |
pls4link |
20:32 |
acerspyro |
hang on, need to upload |
20:34 |
acerspyro |
19 screenshots |
20:34 |
* Krock |
hangs on something |
20:34 |
acerspyro |
:D |
20:34 |
Krock |
perfect uploader: http://needsmorejpeg.com/ |
20:34 |
acerspyro |
This was memorable, I have a lot of fun with bugs |
20:35 |
acerspyro |
http://imgur.com/aCDahF5,1V4DpaF,PjVP3Y5,5Ie2WNv,C24qciq,d5JGETj,tajRfL5,tyMLnBI,OloMMUR,VjVy5ws,UtCr33l,ZsnN60F,dyoDI3q,DmcIsZW,cKR0fBU,TWHAzVV,7JauFfY,SwQkudv,hdgDjgF |
20:35 |
acerspyro |
lol |
20:36 |
Krock |
a cloud mod? |
20:37 |
acerspyro |
lol I never thought of it like that |
20:37 |
acerspyro |
A space ship that came to invade, with server crashes as its defense mechanism |
20:37 |
acerspyro |
I couldn't break the unknown node blocks. |
20:37 |
Krock |
maybe it's a feature |
20:37 |
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20:38 |
ThatGraemeGuy |
show debug info and you can get the item strings |
20:38 |
acerspyro |
accidental feature |
20:38 |
acerspyro |
ThatGraemeGuy, It shows nothing for the unknown nodes blocks |
20:38 |
Krock |
interesting - those anomalies only happened on a thin layer |
20:39 |
ThatGraemeGuy |
you don't seem to have debug info enabled in those screenshots |
20:39 |
acerspyro |
You point at it, and it's as if you were pointing at the sky. |
20:39 |
acerspyro |
ThatGraemeGuy, nope, but I did enable it |
20:39 |
ThatGraemeGuy |
ah ok |
20:39 |
ThatGraemeGuy |
very weird |
20:39 |
ThatGraemeGuy |
is it reproducible? or did it just go away? |
20:39 |
Krock |
can't explain this.. seems like there was a memory/IO corruption |
20:39 |
acerspyro |
It happened very randomly |
20:40 |
acerspyro |
Loading a lot of chunks quickly, since I was flying across the map with fast on |
20:40 |
Krock |
I guess the sqlite security level is at minimal... |
20:40 |
Brains |
acerspyro: I think I saw something like that but my crashes happened pretty quickly. |
20:40 |
acerspyro |
Well, funny thing |
20:41 |
acerspyro |
I was using a dedicated server locally (for performance) the first time, and the server crashed. |
20:41 |
acerspyro |
But the integrated server didn't crash |
20:41 |
Brains |
acerspyro: What was the last entry in your debug.txt when it crashed? |
20:41 |
Krock |
so you saved the map? |
20:41 |
* Brains |
was playing singleplayer when it happened. |
20:41 |
acerspyro |
Krock, unless there are back-ups, I deleted it. |
20:42 |
Krock |
mhm k |
20:45 |
acerspyro |
debug.txt shows nothing useful... |
20:46 |
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20:48 |
* Brains |
seems to recall a server out of memory error in there, but can't recall if that was the right debug.txt. |
20:50 |
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21:05 |
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21:07 |
Jordach |
https://forum.minetest.net/viewtopic.php?p=166342#p166342 |
21:13 |
benoliver999 |
So I was just on my server when I lost my internet connection. Unfortunately, I kept building for about 15 minutes before realising there was a problem (I couldn't update my inventory). Is there a way to avoid this in the future? |
21:14 |
troller |
yes, play in freeminer |
21:14 |
ElectronLibre |
Send you a private message to ckeck if you're still connected. |
21:14 |
ElectronLibre |
In 0.4.9 I remember whenever you get disconnected you got stuck in the map. This feature has disappeared in 0.4.10. |
21:15 |
benoliver999 |
Yeah I cuold just keep building |
21:16 |
benoliver999 |
I'm a minecraft convert so I'm used to just getting disconnected/the game freezing |
21:16 |
benoliver999 |
You cannot place a block unless you have a connection |
21:17 |
benoliver999 |
Freeminer looks cool but "Unlike Minetest it aims to make the game fun while trading off some bits of perfectionism." made me laugh - a bit harsh! |
21:18 |
troller |
yep, site need some changes |
21:18 |
benoliver999 |
Not for me, I'm a 'lego' player, but I can see the appeal |
21:19 |
benoliver999 |
Is it just minetest with mods built in? |
21:19 |
benoliver999 |
It lools like there's more work in it than that. |
21:19 |
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21:19 |
troller |
no, its 1.5 years of optimizing core and fixing bugs like your connection |
21:20 |
benoliver999 |
Yeah |
21:20 |
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21:20 |
troller |
including auto reconnect |
21:21 |
troller |
and lost connect detection |
21:21 |
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21:22 |
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21:23 |
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21:23 |
benoliver999 |
I'm still sore after losing a fair bit of work so it's definitely an attractive alternative... |
21:30 |
CraigyDavi |
There used to be a feature which froze the player when the conenction was lost of the server was shutdown but that seems to have been removed |
21:30 |
CraigyDavi |
*or |
21:31 |
acerspyro |
I can't manage to place my slabs vertically. >:[ |
21:35 |
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21:35 |
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21:35 |
AgentFire |
So what did 0.4.11 do? |
21:37 |
acerspyro |
Shit. |
21:37 |
AgentFire |
Pardon? |
21:38 |
acerspyro |
pardon what |
21:38 |
acerspyro |
AgentFire, I'm sorry, but this channel does not have a no-swearing rule. |
21:40 |
acerspyro |
AgentFire, 0.4.11 has performance improvements. |
21:52 |
Arch-TK |
hmm |
21:54 |
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21:56 |
Arch-TK |
3 days and still flagged out of date... that's a bit slow for arch packages. |
21:58 |
kaeza |
blame the maintainer for the arch package |
21:58 |
kaeza |
!next |
21:58 |
MinetestBot |
Another satisfied customer. Next! |
21:58 |
acerspyro |
!prev |
21:58 |
Arch-TK |
.... |
21:58 |
acerspyro |
THIS SUCKS |
21:58 |
* acerspyro |
slams laptop on the floor |
21:58 |
Arch-TK |
I'm not blaming you guys... |
21:59 |
Arch-TK |
!source |
21:59 |
Arch-TK |
hmm so not supybot? |
22:00 |
acerspyro |
!txen |
22:00 |
acerspyro |
!vrep |
22:00 |
kaeza |
Arch-TK, phenny |
22:00 |
Arch-TK |
acerspyro: Do I know you from #archlinux or #archlinux-offtopic ? |
22:01 |
acerspyro |
Yep |
22:01 |
acerspyro |
Much likely |
22:01 |
Arch-TK |
that explains it. |
22:01 |
acerspyro |
#archlinux |
22:02 |
* Arch-TK |
wonders whether he should take a gander at the minetest source or continue with his own projects. |
22:02 |
Arch-TK |
Ah, a git clone never hurt anyone. |
22:02 |
acerspyro |
yes |
22:03 |
acerspyro |
Someone started an army of git clones |
22:03 |
acerspyro |
Bazaar hurts. |
22:03 |
Arch-TK |
acerspyro: Point on the doll where git clone touched you. |
22:03 |
* acerspyro |
points everywhere at the same time. |
22:05 |
kaeza |
Arch-TK, as a bonus, a clone allows you to switch between release and dev versions at whim :) |
22:05 |
kaeza |
or to any version for that matter |
22:06 |
Arch-TK |
kaeza: it also allows me to inspect the tree, change branches, craft mail, inspect the log, revert, reset, rebase, yes |
22:06 |
Arch-TK |
many things |
22:06 |
Arch-TK |
git is useful |
22:06 |
Arch-TK |
and fast, until you're dealing with the linux kernel. |
22:06 |
Arch-TK |
Then it's fast after you warm it up a bit. |
22:07 |
acerspyro |
sitting on it should work. |
22:08 |
Arch-TK |
I should install gentoo on my auxillery server machine and get it compiling. |
22:08 |
Arch-TK |
That should be enough to keep the city warm. |
22:13 |
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22:20 |
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22:20 |
jojoa1997 |
it is possible to change the pitch of an entity? |
22:21 |
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22:24 |
kaeza |
jojoa1997, nope |
22:24 |
kaeza |
only yaw (no roll either) |
22:26 |
kaeza |
feature request maybe? |
22:29 |
acerspyro |
I wish there was a ghost to tell you where and in what position your block is going to be placed for slabs, steps, etc. |
22:30 |
jojoa1997 |
im pretty sure there is |
22:30 |
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22:30 |
jojoa1997 |
also kaeza :( then my arrows look stupid |
22:41 |
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22:42 |
rnd |
hi |
22:43 |
kaeza |
hi rnd |
22:44 |
rnd |
i have question: homepos table is defined in sethome mod but says its nil if i try to read it in other mod, how to access it? |
22:44 |
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22:45 |
jojoa1997 |
if I put a function in function.lua and a tool calls the function(it is defined in a seperate file) will the function wrork? |
22:45 |
rnd |
that seems similar problem |
22:46 |
VanessaE |
jojoa1997: sure as long as function.lua is loaded first. |
22:46 |
VanessaE |
and the function you defined is not `local` |
22:46 |
rnd |
how do you make sure its loaded first? |
22:46 |
VanessaE |
rnd: dofile, depends.txt, whatever is appropriate. |
22:47 |
jojoa1997 |
function is loaded first |
22:47 |
jojoa1997 |
oh hi VanessaE |
22:47 |
rnd |
thx |
22:47 |
jojoa1997 |
I think I am back into modding. I tried modding in Minecraft but it is too confusing. Much easier to borrow everyone's code in minetest |
22:50 |
VanessaE |
acerspyro: interesting bug you got (that mapgen glitch with the windmills and unknown nodes) |
22:50 |
VanessaE |
jojoa1997: good to hear |
22:51 |
acerspyro |
I get lots of interesting bugs |
22:51 |
VanessaE |
well you can be sure that nothing in dreambuilder created THAT :) |
22:52 |
VanessaE |
(there aren't any terrain mods, just flora/foliage and slight landscaping bits and pieces) |
22:52 |
MinetestBot |
[git] Uberi -> Uberi/MineTest-WorldEdit: Merge pull request #68 from KodexKy/stack2_fix https:/ http://git.io/sVhgOA (2014-12-29T17:51:51-05:00) |
22:52 |
MinetestBot |
[git] KodexKy -> Uberi/MineTest-WorldEdit: Fix stack2 param https:/ http://git.io/9iDg_A (2014-12-16T02:14:22-04:30) |
22:52 |
kaeza |
Uberi is alive :O |
22:52 |
VanessaE |
YAY! |
22:53 |
VanessaE |
hopefully he fixes that //load bug now |
22:53 |
VanessaE |
MichaelEh has been hocking mir eh chinik about getting the latest Big Sight update loaded into VE-Creative |
22:54 |
VanessaE |
:) |
22:54 |
kaeza |
heh |
23:00 |
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23:14 |
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23:15 |
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23:17 |
MinetestBot |
[git] Uberi -> Uberi/MineTest-WorldEdit: Fix some warnings. https:/ http://git.io/iboZeA (2014-12-29T18:16:36-05:00) |
23:18 |
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23:27 |
MinetestBot |
[git] Uberi -> Uberi/MineTest-WorldEdit: Fix crash when loading schematic in a LuaJIT build in recent Minetest versions (thanks LazyJ & VanessaE!). https:/ http://git.io/66C8_w (2014-12-29T18:26:37-05:00) |
23:30 |
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23:30 |
VanessaE |
:D |
23:34 |
OldCoder |
VanessaE, Landrush locked up and cycle crashed in pipeworks. Reverting luaentities fixed it. Should I simply delete the file prior to each world start? |
23:34 |
OldCoder |
The braces seemed to be balanced in the bad copy of the file, but there was something wrong with it |
23:38 |
VanessaE |
WAIT WHAT? |
23:38 |
VanessaE |
oops |
23:38 |
VanessaE |
sorry, caps |
23:38 |
VanessaE |
what is the error, and what's "luaentities"? |
23:39 |
VanessaE |
sorry I left earlier, my computer was giving me fits |
23:39 |
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23:43 |
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23:44 |
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23:44 |
EvergreenTree |
While looking at package managers for various languages, I got an idea for the way mods are managed in minetest |
23:45 |
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23:45 |
EvergreenTree |
Mods could be handled like packages, and they would have their own metadata files |
23:45 |
EvergreenTree |
Like author, description, etc |
23:46 |
EvergreenTree |
You would still be able to manage them the same way as before, but I just thought it would be a nice addition |
23:46 |
EvergreenTree |
Maybe have a tab which allows you to install mods from a file |
23:46 |
EvergreenTree |
*directory |
23:47 |
EvergreenTree |
MMDB could also use the metadata to fill out the various forms for a mod |
23:47 |
EvergreenTree |
I think this was discussed somewhere on the forum, but I can't remember where. |
23:47 |
EvergreenTree |
json might be a good choice if any such metadata file is introduced |
23:49 |
* NekoGloop |
throws a kitten at EvergreenTree |
23:49 |
* EvergreenTree |
catches the kitten and passes it to sfan5 |
23:50 |
* Viper168 |
gets the kitten high on catnip |
23:52 |
* NekoGloop |
chops at EvergreenTree with a alatro axe |
23:53 |
* EvergreenTree |
grabs the axe and throws it at the nearest kraken |
23:58 |
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23:59 |
kaeza |
modem being retarded today :( |
23:59 |
kaeza |
"today" |