Time |
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00:00 |
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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 |
01:00 |
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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 |
01:02 |
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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 |
01:41 |
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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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03:05 |
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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). |
03:51 |
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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! |
04:03 |
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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) |
06:30 |
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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) |
09:01 |
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09:01 |
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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 ;) |
09:10 |
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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) |
09:14 |
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09:14 |
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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 |
09:34 |
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09:35 |
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09:35 |
redstonecraftpl |
Hi |
09:35 |
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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 |
09:42 |
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09:46 |
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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 |
10:20 |
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10:54 |
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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 |
11:13 |
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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 |
12:45 |
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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 |
13:03 |
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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) |
13:07 |
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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 |
13:29 |
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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: |
15:06 |
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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 |
15:14 |
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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 |
15:16 |
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15:17 |
Wayward_One |
rotflol xD |
15:24 |
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15:37 |
Jordach |
https://forum.minetest.net/viewtopic.php?f=15&t=9036&p=166808#p166808 finally |
15:39 |
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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! |
15:49 |
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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 |
16:04 |
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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 |
16:11 |
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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 ;) |
16:12 |
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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++ |
16:24 |
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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 |
16:32 |
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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|
19:16 |
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19:16 |
* Jordach |
grumbles about Git history |
19:18 |
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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 |
19:27 |
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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 |
20:06 |
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20:08 |
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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 |
20:26 |
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20:26 |
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20:26 |
Jordach |
http://paste.debian.net/139071/ |
20:30 |
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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 |
20:34 |
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20:34 |
acerspyro |
lol |
20:34 |
* Jordach |
wonders if it's an ABM being a little shit |
20:36 |
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20:37 |
Jordach |
hmmmm, ==3046== Address 0x0 is not stack'd, malloc'd or (recently) free'd |
20:39 |
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20:41 |
hmmmm |
okay. thank you for the information. |
20:41 |
Jordach |
hmmmm, getting really random segfaults |
20:48 |
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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. |
21:04 |
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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) |
21:08 |
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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? |
21:12 |
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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 |
21:16 |
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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 |
21:22 |
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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 |
21:24 |
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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 |
21:44 |
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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 |
21:46 |
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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 |
21:48 |
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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 |
21:54 |
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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 |
22:05 |
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22:19 |
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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 |
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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. |
22:44 |
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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? |
22:53 |
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22:59 |
bit_shifter |
If I run "cmake -LA", it has the libEGL.so listed with "EGL_egl_LIBRARY". |
23:05 |
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23:11 |
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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 |
23:32 |
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23:37 |
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23:38 |
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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 |
23:58 |
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23:59 |
Jordach |
irrlicht can't handle BFD's swag |