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IRC log for #minetest, 2015-01-03

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Time Nick Message
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00:51 joe___ hello
00:52 joe___ I have a question about running minetest in server mode
00:53 Brains ...
00:54 kaeza "don't ask to ask, just ask"
00:55 joe___ Has anyone else had a problem with tnt in server mode.  It says the mod is loaded, but I can't craft it.  I can craft it in singleplayer mode though.
00:57 casimir Afaik, is disabled in server mode to prevent grieving.
00:57 Arch-TK grieving?
00:57 Arch-TK like grieving widows?
00:57 Arch-TK Why can't we grieve?!?!?!?!
00:57 Arch-TK It's a human right!
00:58 * Arch-TK cries in a corner and grieves this situation.
00:58 joe___ ok.  Thank you.  That makes sense.  Is there a way to enable it?
00:58 casimir I knew that I can not trust the auto correction...
00:59 Arch-TK joe___: I would presume that there is a file somewhere maybe ending in rc or with the extension .conf or .cfg
00:59 Arch-TK and I would presume that within that file there's some kind of line which looks like it's setting a variable
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01:00 joe___ Thanks.  I will search for it.
01:00 Arch-TK and I would then go on to presume that there is a line which sets a variable which looks something like: "server crafting enable" or contains those words
01:00 Arch-TK and possibly there's a true/false value attached to it
01:01 Arch-TK hmm, it's saturday, that's awful.
01:01 casimir Use "enable_tnt = true"
01:01 Arch-TK time flies when you're being lazy
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01:26 SegFault22 I'm thinking about making a script to automatically make ore, lump, and ingot textures with configurable hue/saturation/contrast
01:26 Jordach SegFault22, i already do that, just by remembering the HSV settings in GIMP's colorize
01:27 SegFault22 I do that too]
01:28 SegFault22 But I want it to be automatically generated
01:29 SegFault22 It may be difficult
01:32 SegFault22 idk lol
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02:04 paramat so a pull request of mine has been merged, i go to close the pull and it says (wrongly) 'this branch still has unmerged commits', why? shall i close the pull anyway? more info: the 2 commits of the branch were merged at separate times and one of the commit messages was edited by the dev who merged it
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03:28 thefamilygrog66 does anyone know whether it's possible to turn off the player's name (i.e. which normally appears above their player model)?
03:45 kaeza thefamilygrog66, `unlimited_player_transfer_distance = false` in `minetest.conf`, but it only disables them when the players are outside your view range
03:47 thefamilygrog66 kaeza:thanks. I've experienced a glitch on my server occasionally, where a player logs on, the server indicates that there are errors with the player's mesh, and then the player (and their name) are invisible to others. If I type /status, their name is there, and I can teleport to them (and see their collision box). Just wondering if there's a way to exploit this glitch to remove the name (at least temporarily).
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03:54 kaeza thefamilygrog66, it can be exploited, but have in mind that it is a possible bug in the engine, and possibly be fixed in the future (mwahahaha!)
03:55 kaeza it used to happen that if you called `player:remove()` on a player object, it got visually removed from the game until restart/relogin
03:56 kaeza couple that with moving (and animating) an entity in the same way a player would, and there you have it
03:57 thefamilygrog66 right on, thanks again, kaeza
03:58 kaeza sure
04:00 thefamilygrog66 I'm trying to determine whether it's possible to create a variant of the MC "hide and seek" game, in which players are transformed into random blocks, and have to hide from the seeker(s).
04:00 thefamilygrog66 not sure if it'll be possible to remove the names from above them though, which would make it a bit too easy to find them!
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05:56 MinetestBot [git] Wuzzy2 -> minetest/minetest: Rewrite lua_api.txt into Markdown format 800d912 http://git.io/cu86Sw (2015-01-03T00:48:38-05:00)
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09:00 MinetestBot [git] Jeija -> Jeija/minetest-mod-mesecons: Fix #63, doesn't remove the legacy code that triggered it though f1e37fb http://git.io/ERtGDQ (2015-01-03T09:57:46+01:00)
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09:03 Megal Happy new year everyone! I have a question, does anyone knows is there a way to make pipeworks pipes work with lava?
09:07 Krock hack it
09:08 T4im Megal: no, they only work with water :)
09:08 MinetestBot [git] Jeija -> Jeija/minetest-mod-mesecons: **This commit changes functionality**, please read 097b4d0 http://git.io/YNmTKg (2015-01-03T10:00:48+01:00)
09:09 T4im if they'd support all liquids we would probably see corium fountains, might not be the best idea ;)
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09:13 MinetestBot [git] Jeija -> Jeija/minetest-mod-mesecons: **This commit changes functionality**, please read adb803c http://git.io/rgLmcw (2015-01-03T10:12:20+01:00)
09:13 MinetestBot [git] Jeija -> Jeija/minetest-mod-mesecons: Fix #197, doesn't remove the legacy code that triggered it though dca4706 http://git.io/kkDhoA (2015-01-03T10:12:12+01:00)
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09:15 pygmee_ lo, does anyone know how to do an arc ?
09:18 T4im circsaw
09:18 Krock use a circle
09:18 T4im stairs can help getting close to an arc
09:26 pygmee_ thanks, but i can't succeed with stairs and i have no circle, i think i'll need some tests
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09:35 redstonecraftpl Hi
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09:35 cornernote hi
09:35 cornernote where is minetestserver.exe ?
09:36 redstonecraftpl perhaps on page
09:36 redstonecraftpl aa
09:36 redstonecraftpl new ver
09:36 redstonecraftpl in bin
09:36 redstonecraftpl perhaps
09:37 cornernote found it - minetest.exe --server
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09:47 cornernote i cant seem to generate a flat map
09:47 cornernote im looking here - http://wiki.minetest.net/Map_generator/settings
09:47 cornernote i set: mg_flags = flat
09:50 cornernote nevermind, my other pc its working
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10:55 jluc Hello
10:55 jluc how can i change used tool without using a mouse ?
10:55 Calinou jluc, press keys 1-9
10:55 Calinou may require holding Shift on some keyboard layouts
10:58 jluc thanks Calinou
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12:32 * Jordach meows at sfan5
12:32 cornernote if i am building a city, and i want to loop the street and sewer system over and over, how can i do that ?
12:32 * sfan5 meows back
12:32 sfan5 cornernote: worldedit
12:32 cornernote takes really long
12:32 sfan5 then build by hand
12:33 cornernote haha
12:33 cornernote mapgen ?
12:33 cornernote a "loop" mapgen mode would be cool
12:33 cornernote you give it some kind of schema
12:33 Jordach cornernote, just build the sewers, pipes, etc right under the road
12:34 cornernote jordash, yeah, but how to copy them
12:34 Jordach cornernote, make a mapgen to do it
12:34 cornernote each block is 50x50, plus the roads
12:34 cornernote Jordach, thats what i was thinking, but where do i start ?
12:34 cornernote never looked at mapgen before
12:34 Jordach cornernote, well, design how you want to place blocks automaticallyu
12:35 cornernote yes, make like 1 perfect block
12:35 jin_xi this is hmmmms example lua mapgen: http://pastebin.com/x0DFYXQD
12:35 Jordach 16^3 slice of road, then create a schematic.
12:36 Jordach the engine can manually rotate schematics to your choosing
12:37 Jordach cornernote, also, if the subgame doesn't follow Minetest Game, your crafting guide doesn't work properly
12:37 Jordach Zeg9's crafting guide on the other hand, does
12:37 cornernote any clue as to why ?
12:38 cornernote could you open an issue on GH with the debug.txt output?
12:38 Jordach cornernote, nope - even manually changing settings did nothing
12:38 Jordach with my core mods (tools, deco, mapgen, ores, etc)
12:39 cornernote i dont really understand what to do to make this city.. i think minetest.register_on_generated will leave holes in nodes where it makes caves and lakes and things
12:40 Jordach cornernote, err nope
12:40 Jordach i wrote some code to change a basic node into 4 variants and there are no holes
12:41 jin_xi i get cavegen griefing with on_generated stuff but you could override nodes with is_ground_content set to false
12:42 Jordach is that what that flag is for
12:42 Jordach cornernote, https://github.com/Jordach/big_freaking_dig/blob/master/mods/mapgen/init.lua#L412
12:43 jin_xi idk, but it does stop some stuff like caves and mudflow when false
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13:03 Krock Jordach, https://github.com/Jordach/big_freaking_dig/blob/master/mods/mapgen/init.lua#L426 why not just: if node_name == c_stone then
13:03 Krock same for grass
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13:06 MinetestBot [git] Jeija -> Jeija/minetest-mod-mesecons: Fix #198 by adding gates to the "overheat" group 80648b6 http://git.io/VVMDGQ (2015-01-03T14:04:18+01:00)
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13:26 Jordach Krock, >get_name#
13:26 Jordach it returns the node:name
13:27 Krock I mean, you convert the ID to a name but that's not required because you can use c_stone to compare
13:28 Jordach > minetest.get_content_id
13:28 Jordach that returns a number
13:28 Krock "node_name = data[p_pos]" too
13:29 Jordach fuck it, i was using the dev wiki for that
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13:29 Krock xD
13:29 Jordach Krock, i'm feeling like making an API for natural textures
13:30 Jordach similar to my random textures using vmanip, but actually usable
13:33 Jordach hmm
13:34 * Jordach wonders how the wallmounted facedir works
13:34 Jordach time to rack up some BS code again :)
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14:52 Jordach i did NOT merge BlockMen's 3d torch pull
14:52 Jordach https://cdn.mediacru.sh/B/Boa36EEqavVJ.png
14:57 Jordach https://cdn.mediacru.sh/6/6uvndL17ngIZ.png
15:01 Jordach how 2 access violation: https://cdn.mediacru.sh/N/Nn9d1yfZ8o_C.png
15:02 sfan5 ಠ_ಠ
15:03 Krock interesting clouds
15:03 Krock industrial revolution ftw
15:04 Jordach i logged into a world during night time, access violationed and returned to the mainmenu like that
15:06 Jordach it happened again D:
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15:07 gregorycu Did we get 411 out?
15:07 gregorycu Looks like we did
15:07 gregorycu Hooray
15:12 Zeno` yay!
15:12 Jordach https://cdn.mediacru.sh/l/l7pCAciLxUq-.png
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15:15 Zeno` I bet those Balinese woman are a terrible thing to have to deal with :(
15:15 Zeno` gregorycu, if you're stressed about it I will offer to take the burden off your hands
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15:17 Wayward_One rotflol xD
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15:37 Jordach https://forum.minetest.net/viewtopic.php?f=15&t=9036&p=166808#p166808 finally
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15:49 jin_xi testing BFD now, looks nice but tons of items (grass and seeds underwater) and soo much grass!
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16:03 jin_xi jordach, some optimisation: http://paste.ubuntu.com/9665758/
16:03 jin_xi now looks more like this: node randomisation done after: 0.40s
16:03 Jordach jin_xi, you can send pull requests
16:03 jin_xi ugh. its very small changes, look at it.
16:03 Jordach jin_xi, with ABMs that used to take upto several tens of seconds
16:04 jin_xi order of loops changed to zyx and lookup of nodeids actually used in some places
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16:05 carjack use a single for loop
16:06 hmmmm hey guys, what are your thoughts on the way schematic filenames currently work?
16:07 jin_xi Jordach: your version still takes roughly ten seconds, changed one takes half a second on my machine.
16:07 MinetestBot [git] kwolekr -> minetest/minetest: Fix crash if NodeResolver destroyed before pending any node resolutions d91559b http://git.io/Oaa5lA (2015-01-03T11:05:31-05:00)
16:07 carjack 10 second with luajit?
16:07 Jordach jin_xi, it used to take xy seconds
16:08 Jordach with ABMs, but with vmanip it's 0.xx
16:08 jin_xi whatever
16:08 Jordach jin_xi, i know it's under a second: i made the code on my quad core
16:09 jin_xi well, im talking about your vmanip code on my machine, freshly pulled: ~10 secs. changed version 0.5 secs. should be a non brainer
16:10 jin_xi idk what numbers there will be on your machine, maybe it wont matter much, but ppl on slower computers will notice
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16:11 Jordach jin_xi, err
16:11 Jordach grass isn't being randomised
16:12 jin_xi ok, maybe i dun goofed, let me look again ;)
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16:14 Jordach jin_xi, oh it does
16:14 Jordach sometimes rarely it doesn't actually process
16:14 jin_xi uff
16:14 Jordach (it's a bug with on_generated, not v_manip)
16:15 Jordach jin_xi, my VM with 2 CPU cores and 2gb appears to be moderately fast: https://mediacru.sh/970ad47c5d77
16:16 Jordach ~2 seconds on a few year old CPU
16:16 jin_xi mine is cheap coreduo from 09
16:18 Jordach jin_xi, i'm expecting that
16:18 Jordach at least it isn't ~15 seconds a 16^3 area now
16:21 Jordach 400k vertices rendered and getting 40fps
16:21 Jordach https://cdn.mediacru.sh/A/A-94J4h7nztR.png
16:23 carjack would be 5 second in C and 5.0001 in c++
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16:25 jin_xi Jordach: is there so much wheat on all the grass in BFD?
16:26 Jordach jin_xi, it's a pasture like biome where the long green grass grown for so long it actually became wheat like
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17:12 Jordach Calinou, your nodebox torches are antiquated
17:18 carjack sadface.jpg?
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19:16 Jordach BFD: 79.1 MB (82,989,792 bytes)
19:16 Jordach ಠ▃ಠ
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19:16 * Jordach grumbles about Git history
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19:23 Calinou archive it, and reset it perhaps
19:26 Jordach Calinou, there's a mythical being in my dropbox
19:27 Jordach an ancient version hiding away :P
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19:43 Jordach errrrrr
19:43 Jordach In thread 404ed00:
19:43 Jordach /home/jordach/Desktop/BFDServer/src/script/cpp_api/s_base.cpp:75: ScriptApiBase::ScriptApiBase(): Assertion 'm_luastack' failed.
19:47 Jordach appears to be LuaJIT related
20:02 Jordach how do i not use lua-jit when compiling
20:02 MinetestBot [git] ShadowNinja -> minetest/minetest: Deduplicate code and use stdlib in string functions 3c3887b http://git.io/vfqOqw (2015-01-03T14:50:16-05:00)
20:04 * Jordach removes libluajit
20:04 Calinou -DDISABLE_LUAJIT=1
20:04 Calinou no need to remove it
20:04 Jordach oh well
20:04 Calinou tip: press -D then press TAB
20:04 Calinou you'll see all CMake options
20:04 Jordach Calinou, trying to find out that mysterious m_luastack bug
20:05 Jordach as soon as i join the game: boom, segfault
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20:09 Arch-TK I generally find it helpful to run things in gdb to see where the segmentation fault lies.
20:09 Arch-TK or at least, where it happens
20:14 VanessaE Jordach: well if it's happening when you join a *server*, then it ain't luajit's fault
20:14 VanessaE unless the server's what's segfaulting
20:15 n4x \o hi
20:15 VanessaE hi
20:16 Jordach VanessaE, the server itself is dead when i join it
20:16 Jordach this doesn't happen on my local client
20:16 VanessaE wow
20:16 Jordach something is shitting itself
20:19 Jordach PFFFFFFFFF
20:19 Jordach https://cdn.mediacru.sh/8/8mK-m9Si5ZDb.png
20:23 shadowzone Jordach, in the terminal that you're compiling Minetest in, I've had that error on the bottom
20:23 Jordach ignore the compile results
20:23 shadowzone Just sayin'
20:24 n4x it's a warning, not an error
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20:26 Jordach http://paste.debian.net/139071/
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20:31 Jordach http://paste.debian.net/139072/
20:31 acerspyro There's a mod dev who can't spell "furniture"
20:31 Jordach fed it to valgrind
20:31 acerspyro They spell it "Forniture"
20:32 acerspyro Forniture is fuckable stuff
20:32 acerspyro >.>
20:32 n4x maybe that's the joke
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20:34 acerspyro lol
20:34 * Jordach wonders if it's an ABM being a little shit
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20:37 Jordach hmmmm, ==3046==  Address 0x0 is not stack'd, malloc'd or (recently) free'd
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20:41 hmmmm okay.  thank you for the information.
20:41 Jordach hmmmm, getting really random segfaults
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20:53 bit_shifter I can't seem to get minetest to compile with opengl ES. Even if I use "-DENABLE_GLES=1" in the cmake command, it never mentions anything about it, and running ./minetest --version doesn't mention GLES either, so it runs at <1 fps. What am I missing?
20:53 sfan5 bit_shifter: your irrlicht installation needs ogl-es too
20:54 bit_shifter I see. I'll look into that.
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21:05 RealBadAngel opengl ES is not a solution
21:05 sfan5 inb4 opengl ES is the problem
21:06 RealBadAngel its not meant for games like our in the first place
21:07 RealBadAngel i can see not a single reason why mt should support such extensions at all
21:07 sfan5 uh
21:08 bit_shifter I'd definitely rather have a full opengl stack... but that's not an option on my embedded platform.  What's the solution?
21:08 sfan5 you are aware that mobile devices don't support normal opengl (well enough/at all)
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21:09 RealBadAngel theres no solution
21:09 sfan5 wrong
21:10 sfan5 opengl es is a solution
21:10 RealBadAngel on mobile one can simply cannot use high end shaders
21:10 sfan5 if there would be no solution there would be no 3d games on mobile
21:10 acerspyro "there's no solution"
21:10 sfan5 and?
21:10 sfan5 who cares?
21:10 * acerspyro gets a brick wall and slams his head on it until his brain impregnates the cracks made by the cement.
21:11 RealBadAngel sfan5, sorry, but we cant have high end GPU code for every fridge and watch out there
21:11 acerspyro RealBadAngel: You mean it's too hard to support two devices?
21:11 sfan5 RealBadAngel: minetest is not actively support opengles
21:11 sfan5 RealBadAngel: all we are doing is allowing the irrlicht ogles driver to be chosen
21:11 RealBadAngel i mean that ES is not open GL
21:11 sfan5 RealBadAngel: we are not doing anything to make all of the features works with that
21:12 RealBadAngel and will never be
21:12 sfan5 who said it is?
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21:13 RealBadAngel with hardware lighting that will come, it will become much bigger difference
21:13 RealBadAngel atm shaders are just slight "expansion" to the look
21:15 RealBadAngel sfan5, and we shouldnt allow use of such drivers
21:15 RealBadAngel only one of them is working correctly
21:16 sfan5 have fun telling all mobile users that they won't be able to play minetest anymore because you decided that OpenGL ES is bad
21:16 RealBadAngel no, not that way
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21:16 RealBadAngel shaders are an option only for boxes
21:17 RealBadAngel there are no gpus capable of running shaders on mobiles
21:17 sfan5 you can't enable shaders anyway
21:17 RealBadAngel fucking fridge running android is not a gaming device simply ;)
21:18 RealBadAngel attempts to force mt run ES are about to run shaders
21:18 RealBadAngel not the game itself
21:18 RealBadAngel and WILL FAIL
21:19 sfan5 NOBODY IS TRYING TO RUN SHADERS ON ANDROID
21:19 RealBadAngel oh rly? :)
21:20 RealBadAngel i can recall some threads
21:21 RealBadAngel i even saw code that was doing bumpmapping on ES
21:22 Jordach can confirm
21:22 Jordach much bullshit on iOS devices
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21:23 RealBadAngel that situation reminds me tries to run games on osciloscope
21:23 RealBadAngel guy actually made it and can play quake on it
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21:24 RealBadAngel https://www.youtube.com/watch?v=aMli33ornEU
21:28 sfan5 RealBadAngel: you seem to have no clue
21:28 sfan5 the game does not run on the oscilloscope itself
21:28 sfan5 inform yourself before saying something
21:28 RealBadAngel oh, cmon
21:28 RealBadAngel you know what i meant
21:29 Jordach tl;dr too many entities cause segfaults
21:32 RealBadAngel and just FYI i do have made an oscilloscope on my own, just a hobby :P
21:33 Jordach RealBadAngel, less time bitchin more time coding them hardware lights
21:33 RealBadAngel i do not bitch that much lately
21:34 RealBadAngel the video i posted above is quite amazing
21:34 Jordach don't make me crack that whip ( ͡° ͜ʖ ͡°)
21:34 RealBadAngel this is real hardcore
21:35 RealBadAngel to turn 3d space into audio signal and see it?
21:35 RealBadAngel guy is monster modder imho
21:36 RealBadAngel same skills would be required for ES ;)
21:42 Brains Jordach: Is there an issue # for the entities thing?  Wondering if I'm seeing that...
21:43 Jordach Brains, if you had around ~1000 torch entities
21:43 Jordach RealBadAngel, where's my wallmounted type meshnode
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21:44 RealBadAngel Jordach, hmm, it is already implemented
21:45 Jordach RealBadAngel, i haven't seen any code for it
21:45 RealBadAngel meshnode can be wallmounted
21:45 RealBadAngel just try it
21:45 Jordach RealBadAngel, yes, but with different meshes
21:45 * Brains is getting segfaults in MeshUpdateThread (IIRC) when it calls getMeshBuffer.  He'll look deeper later, assuming he's still conscious.
21:45 Jordach i need the code, not meshes
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21:47 ziggy909 can minetest cache items/media locally?
21:47 Jordach yes
21:47 Jordach it only caches meshes, sounds and images
21:47 Jordach not code
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21:50 Brains Is there any obvious reason to use default:stick over group:stick?
21:54 Krock there's agood reason for the opposite
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21:55 Jordach Brains, other mods which define items that are sticks can be used instead of default:stick
21:57 * Brains was just annoyed by not being able to make bags with jungle sticks and did a quick look in the various mods.  Lots of use of group:stick but a lot of default:stick left too.
21:58 RealBadAngel just for fun: https://www.youtube.com/watch?v=s1eNjUgaB-g
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22:37 Brains I should try to get minetest running on this SPARC laptop that is going into my junk box....
22:39 jluc joined #minetest
22:41 bit_shifter When the build gets to linking minetest, it errors out with a bunch of undefined references to "eglXxxx". I checked with the irrlicht irc and they mentioned that I need to link minetest with GLES... where would I do that? I used the -DENABLE_GLES=1 flag.
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22:44 bit_shifter And cmake says that it "Found system opengles2 library" (and lists several .so files).
22:45 sfan5 bit_shifter: does minetest link to libEGL?
22:46 bit_shifter I don't see any libEGLs specifically. There's libGLESv2.so, but I suppose that's different.
22:47 bit_shifter maybe I don't have libegl... hmm
22:48 bit_shifter I lied, I do have it installed: libegl1-mesa
22:49 Jordach Brains, v2 is the one supporting partial OpenGL 2.X standards
22:49 Jordach (and the OpenGL spec needs to be fucking re-written IMO)]
22:53 bit_shifter sfan5: All the libs seem to be in place on my system.  Is there something else I have to do to get it to link with libEGL?
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22:59 bit_shifter If I run "cmake -LA", it has the libEGL.so listed with "EGL_egl_LIBRARY".
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23:12 Jordach ShadowNinja, "think" i know what it is
23:12 Jordach i appear to be hitting a renderer limitation
23:12 Jordach in that area alone there was ~400k vertices
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23:44 bit_shifter I cleared up the eglXxx errors by manually appending "-lEGL" to the end of the line in src/CMakeFiles/minetest.dir/link.txt. Now I have just "glPointSizePointerOES" and "glClipPlanef" left. Which lib would that be?
23:46 bit_shifter It's GLESv1_CM... it finally linked.
23:49 bit_shifter yet... I still don't think it's running with GLES.  minetest --version doesn't list it (thought I don't know if it would for sure), but it's still running at <1 fps.  Now what did I miss...?
23:51 Jordach OH SHIT
23:51 Jordach 389k vertices drawn https://cdn.mediacru.sh/b/bfdE2ZY9iNR3.png
23:52 Jordach now that explains the segfaults
23:53 Jordach proller, $5 that segfaults FM
23:55 Arch-TK strange people
23:55 Jordach !c (389000*12*0.75)+(389000*2*0.25)+(7500*12)
23:55 MinetestBot 3785500.0
23:55 Arch-TK segfault isn't a verb
23:56 n4x everything is a verb
23:56 Arch-TK It is a shortened version of "Segmentation Fault."
23:57 Arch-TK I guess you could say that Fault makes segfault a verb.
23:58 proller Jordach, try it
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23:59 Jordach irrlicht can't handle BFD's swag

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