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n4x |
sorry :< |
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sloantothebone |
hi |
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MinetestBot |
[git] paramat -> minetest/minetest: Mapgen V5: Move cave generation from base terrain loop to optional function c367f73 http://git.io/hcz5yQ (2015-01-11T22:35:36-05:00) |
03:37 |
MinetestBot |
[git] paramat -> minetest/minetest: Remove builtin_biome.lua from builtin and add simple biome minimal a77c85f http://git.io/9M6Rng (2015-01-11T22:32:48-05:00) |
03:37 |
MinetestBot |
[git] paramat -> minetest/minetest: Lua-api.txt: Document that paramtype='light' results in light propagation with attenuation and is essential for a light source to spread it's light c28a90d http://git.io/91Q0XQ (2015-01-11T22:30:28-05:00) |
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07:03 |
sofar |
I'm starting to become quite dispaired while attempting to port my bukkit mod... |
07:03 |
sofar |
it seems trivial things are extremely hard to do safely when you can hit a nil node almost anywhere |
07:03 |
sofar |
it's going to make my codepaths extremely ... cumbersome and lengthy |
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07:24 |
ShadowNinja |
sofar: You mean ignore? There are no nil nodes unless you use get_node_or_nil or you're talking about unknown nodes. |
07:25 |
sofar |
I'm walking terrain and every neighboring node I look at could be nil |
07:26 |
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07:26 |
sofar |
so a quick function looking at neighbor nodes needs to always check whether nodes referenced exist. |
07:26 |
sofar |
can't just look if node.name == "air" |
07:26 |
ShadowNinja |
sofar: Do you mean unloaded? If so, that's called ignore or CONTENT_IGNORE in mt. |
07:26 |
VanessaE |
there's a get_node_or_nil() function also |
07:27 |
VanessaE |
might be useful |
07:27 |
sofar |
yeah without the _or_nil() variant it's impossible |
07:27 |
sofar |
but this means walking in a minefield of exception handling |
07:27 |
ShadowNinja |
sofar: node.name == "ignore" |
07:28 |
sofar |
still need to handle it explicitly and carefully |
07:28 |
sofar |
it's... awkward |
07:28 |
sofar |
of course I'm feeling a bit spoiled by bukkit that auto-loads unloaded terrain if you address it in a plugin |
07:29 |
ShadowNinja |
sofar: Depends on what you're doing. If you're doing mapgen you shouldn't be using such high-level consttucts though. |
07:29 |
sofar |
no I'm porting my bukkit plugin |
07:29 |
sofar |
it modifies the landscape in real-time and slowly |
07:29 |
ShadowNinja |
sofar: Does it modify a lot of nodes? |
07:30 |
sofar |
no, usually only one or two nodes per second or so max |
07:30 |
sofar |
however, it does look at a lot of terrain |
07:31 |
sofar |
maybe 20-40 nodes per second |
07:31 |
ShadowNinja |
sofar: Alright, those functions should do then. |
07:32 |
sofar |
well, I'm looking at a lot more code just to do my neighbor scanning than I was used to with bukkit |
07:32 |
ShadowNinja |
sofar: Well, I might be able to give you some pointers to simplify your code, but I'm off to bed now. o/ |
07:33 |
VanessaE |
also, don't be afraid to ask for a feature in the engine if there's no obviously "right" way to do it with the current API. |
07:33 |
VanessaE |
one of the core devs might be willing to add the feature if you can help code it (C++) |
07:34 |
sofar |
so let me explain why this is awkward |
07:34 |
sofar |
in bukkit I balanced my plugin to make sure I'm not forcing to load lots of new terrain in memory |
07:35 |
sofar |
but if I needed to, it would walk up-down vertically as much as needed |
07:35 |
sofar |
which is the vital first step in my plugin |
07:36 |
sofar |
it seems that in minetest, the vertical walking puts me in "ignore" nodes almost instantly right near the terrain top somehow |
07:36 |
sofar |
now in my plugin, I'm doing neighbor inspection in 10 steps or so |
07:36 |
sofar |
e.g. I'm looking to see if there is vegetation (plants) anywhere nearby |
07:36 |
VanessaE |
ok, that makes sense |
07:37 |
sofar |
so that's a 3x3 terrain scan (3^3 total nodes lookup) |
07:37 |
VanessaE |
one way around it is to force-load the blocks you're about to check |
07:37 |
sofar |
my first algorithms I'm porting now is the "find the top of the map" |
07:37 |
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07:38 |
sofar |
bukkit had a function for that, "highest block" or something like that |
07:38 |
sofar |
implementing that isn't hard, but without the _or_nil() it's undoable |
07:38 |
VanessaE |
voxel manipulator operations in minetest will do that afaik |
07:38 |
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07:38 |
VanessaE |
but I don't know how they work exactly |
07:39 |
VanessaE |
technic mod has a function in it that uses vmanips to do force-loading |
07:39 |
VanessaE |
they're used to implement world anchors |
07:39 |
VanessaE |
(and other stuff) |
07:39 |
VanessaE |
but anyway, please continue |
07:39 |
sofar |
well, tbh, I kind of like the idea of not forcing loading :) |
07:40 |
sofar |
but it's going to make searching around the terrain very very cumbersome - every sideways step needs an error handling case |
07:40 |
sofar |
can't just "go sideways 4 nodes" in one line |
07:41 |
sofar |
(plus there's the "I'm new to Lua" factor, lol) |
07:41 |
VanessaE |
that why you'd do a force-load op and just let the engine handle having the block loaded (it'll unload it after a while anyway) |
07:42 |
sofar |
quick question (I may consider just that for simplicity now) - is the terrain possibly loaded vertically in one position, but not in another vertical position? |
07:42 |
VanessaE |
ah, here it is: https://github.com/minetest-technic/technic/blob/master/technic/machines/switching_station.lua#L85 |
07:43 |
sofar |
good complex mods are very useful to me at this point. lots of good code examples to use :) |
07:43 |
VanessaE |
yes, terrain is loaded kinda wherever the mapgen wants to load it next - it's not arranged in columns but in 80^3 sections we call map chunks. within those are mapblocks (5x5x5 of them), each being 16^3/ |
07:44 |
sofar |
do they go from 0 down and from 0 up? |
07:44 |
VanessaE |
both :) |
07:44 |
VanessaE |
the center of the world is 0,0,0 |
07:44 |
sofar |
argh, that's so inefficient |
07:44 |
sofar |
most of the map lives between -40 and +40 :( |
07:44 |
VanessaE |
and it extends from -30927 to +30912 in each axis |
07:45 |
VanessaE |
including on the Y axis ;) |
07:45 |
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07:45 |
VanessaE |
it goes all the way down to -31k below sea level. |
07:45 |
sofar |
and the generators fill it? |
07:45 |
VanessaE |
yep |
07:46 |
VanessaE |
caves, ores, etc. whatever your game and mods want to put there. |
07:46 |
sofar |
I just want my mod to erode it :D |
07:46 |
VanessaE |
(by default, the standard fair of stone, caves, coal, iron, and other minerals) |
07:46 |
VanessaE |
right |
07:46 |
VanessaE |
so for you, you probably won't be doing much outside the -40 to +40 range like you mentioned |
07:47 |
sofar |
I wouldn't depend on that |
07:47 |
sofar |
what elevations does the default generator create? |
07:47 |
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07:47 |
sofar |
besides, I don't want to code it just for default settings |
07:48 |
VanessaE |
it varies, but land surfaces are usually from about -5 or so up to +40ish. water at 1 or 0 or whatever it is, then caves are added and can cut into the ground, so you have what looks like land going down underground part way also |
07:48 |
VanessaE |
some mapgen mods will put land everywhere |
07:48 |
VanessaE |
watershed for example |
07:49 |
VanessaE |
( https://forum.minetest.net/viewtopic.php?id=8609 ) |
07:50 |
VanessaE |
some like floatlands will create sky islands hundreds of meters up: https://forum.minetest.net/viewtopic.php?id=4776 |
07:50 |
VanessaE |
(but that one has its own terrain nodes, rather than dirt etc) |
07:51 |
sofar |
all the more reason not to force-load any area |
07:51 |
VanessaE |
naw, don't worry about force-loading an area |
07:51 |
VanessaE |
it won't stay loaded longer than the server needs it |
07:52 |
sofar |
well, hmmm |
07:52 |
sofar |
if I'm hitting unloaded terrain in my mod I can just stop and give up |
07:52 |
VanessaE |
you could, yeah |
07:52 |
sofar |
since the way I "find" nodes to erode is "pure random" |
07:52 |
VanessaE |
but then you might end up with square artifacts in your land |
07:53 |
sofar |
that's not something that force-loading will fix |
07:53 |
VanessaE |
yes it will |
07:53 |
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07:54 |
VanessaE |
define a function that calls that load_position() code I linked to if and only if get_node() returns "ignore", and which then preforms and returns the output of a second get_node() after the load is done |
07:54 |
sofar |
I don't see how (I've seen the problem in bukkit as well, and ultimately I didn't care since at 1 block per second randomly on the entire loaded map the speed wasn't high enough to produce blocky artifacts) |
07:54 |
VanessaE |
then just call that function anywhere you would call minetest.get_node() |
07:55 |
VanessaE |
oh, you're not constraining to operations done near the player? |
07:56 |
sofar |
in my bukkit version it ignores players, it affects purely "loaded terrain" |
07:56 |
VanessaE |
hm |
07:56 |
sofar |
since I haven't found the equivalent in minetest yet, I'm using a kludge |
07:56 |
sofar |
bukkit chunks are easily available in the API |
07:56 |
sofar |
but, I may not need them |
07:57 |
sofar |
for now I look randomly in a radius around players, but that's somethign I want to avoid |
07:57 |
VanessaE |
well if you're trying to only affect loaded terrain, then your current method is the only way, short of using an ABM that only triggers on the node you want to move around |
07:57 |
sofar |
I'd rather look at loaded terrain. It has produced awesome effects near the spawn on my own personal server :) |
07:58 |
VanessaE |
(ABMs are also constrained to stay near players) |
07:58 |
sofar |
I'm looking at larger distances than ABMs look at |
07:58 |
est31 |
abms are constrained to loaded areas right? |
07:58 |
VanessaE |
if you really want to ignore players and just operate *anywhere*, use minetest.on_globalstep() |
07:58 |
sofar |
players, 30 blocks max I believe |
07:58 |
VanessaE |
est31: yes and constrained to near players, but they require knowing what specific node you want to operate on. |
07:59 |
VanessaE |
ABMs normally trigger on stuff within 3 mapblocks of a player as I recall |
07:59 |
sofar |
VanessaE: I'm right now doing a 1second timer interval -- minetest.after(interval, fn) |
07:59 |
sofar |
so I'm not catching an ABM |
08:00 |
sofar |
that's working well |
08:00 |
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08:00 |
est31 |
3 blocks? thats few. I had farms with > 20 distance growing finr |
08:01 |
est31 |
finr |
08:01 |
est31 |
fin*e* |
08:01 |
VanessaE |
est31: radius 3, that's 48 nodes. |
08:01 |
sofar |
I'm planning on scanning 120+ blocks out or so |
08:01 |
sofar |
near visual range ideally |
08:01 |
sofar |
the bigger the range to scan, the slower and prettier the outcome over time |
08:02 |
VanessaE |
sofar: sounds good though |
08:02 |
est31 |
yes my farm had a radius > 20 |
08:02 |
est31 |
or let me check |
08:02 |
est31 |
an I stood at the border being afk |
08:03 |
VanessaE |
est31: a radios of 20 mapblocks would be 640 meters in diameter. |
08:03 |
VanessaE |
radius* |
08:03 |
VanessaE |
(roughly) |
08:03 |
est31 |
ah ok |
08:04 |
est31 |
block!=mapblock |
08:04 |
VanessaE |
right. |
08:04 |
VanessaE |
we speak of nodes (meters), mapblocks (16^3 meters), and chunks (5&3 mapblocks, 80^3 meters) here :) |
08:04 |
sofar |
how do I get the "drawtype" of a node" just with "node.drawtype" ? |
08:05 |
VanessaE |
5^3 rather. |
08:05 |
VanessaE |
sofar: minetest.registered_nodes.nodename.drawtype I think |
08:05 |
VanessaE |
e.g. minetest.registered_nodes.cobble.drawtype (should return "normal") |
08:07 |
sofar |
sorry, that does not compute |
08:07 |
sofar |
I have a "node" |
08:07 |
VanessaE |
this might work, node = minetest.get_node(pos) ; drawtype=minetest.registered_nodes[node.name].drawtype |
08:07 |
sofar |
I want to see if it's a "plantlike" value |
08:07 |
VanessaE |
it's been a while since I had to do that |
08:08 |
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08:08 |
VanessaE |
and I'm pretty tired |
08:08 |
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08:08 |
sofar |
ok |
08:08 |
est31 |
ShadowBot help |
08:08 |
ShadowBot |
est31: help [<plugin>] [<command>] |
08:08 |
VanessaE |
but if that code is right, you could compare drawtype (as returned by the above) for "plantlike" |
08:08 |
est31 |
ShadowBot help tell |
08:08 |
ShadowBot |
est31: (tell <nick> <text>) -- Tells <nick> <text> the next time <nick> is seen. <nick> can contain wildcard characters, and the first matching nick will be given the note. |
08:09 |
est31 |
any good api doc which features since which version a method works? |
08:10 |
VanessaE |
note that there are a fair number of objects in mods that use the plantlike draw type, which aren't actually plants :) |
08:10 |
VanessaE |
(homedecor has a couple of types of lamps and some table legs that do, for example) |
08:11 |
sofar |
drawtype == "flowingliquid" - is that true for all water and lava? |
08:11 |
VanessaE |
yep I think so. |
08:11 |
VanessaE |
you may want to check the groups field of the target nodes -- look for flora=1 |
08:12 |
VanessaE |
(e.g. minetest.registered_nodes[node.name].drawtype == "plantlike" and minetest.registered_nodes[node.name].groups.flora == 1) |
08:12 |
VanessaE |
(or so) |
08:13 |
sofar |
ok, that's nice |
08:13 |
VanessaE |
it's a minefield, I agree. |
08:13 |
sofar |
:D |
08:13 |
VanessaE |
but you don't wanna go melting someone's dirt hut just because they have an oil lamp in the middle on the floor ;) |
08:13 |
sofar |
do I have to test "drawtype" exists before comparing it stringwise? |
08:13 |
VanessaE |
naw |
08:13 |
VanessaE |
every node has a drawtype |
08:14 |
VanessaE |
at least I think so |
08:14 |
VanessaE |
that's a good question |
08:14 |
VanessaE |
try it out on some cobble or dirt |
08:14 |
VanessaE |
by default, the drawtype is "normal" |
08:14 |
sofar |
my code will hit it anyway :D |
08:14 |
VanessaE |
but idk if C++ will plug it back into the Lua table for the node or not |
08:23 |
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08:23 |
VanessaE |
well, I'm off to bed. night :) |
08:23 |
VanessaE |
good luck with your project |
08:24 |
sofar |
thanks for the help! |
08:25 |
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08:32 |
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08:32 |
rubenwardy |
Lots of spam on the forum. |
08:33 |
rubenwardy |
I've said this many times, we need 1) more moderators 2) at different time zones 3) and better captcha software. |
08:33 |
sofar |
why does this not work: return (node.name == "default.water_source") |
08:33 |
rubenwardy |
How does it not work |
08:33 |
rubenwardy |
? |
08:33 |
sofar |
always returns false even though the node is a "default:water_source" node |
08:34 |
rubenwardy |
registered_nodes[xx] ? |
08:34 |
rubenwardy |
Try print(dump(node)) |
08:34 |
rubenwardy |
or print(dump(node.name)) |
08:35 |
sofar |
name = "default:water_source", |
08:35 |
rubenwardy |
Is that what is outputed by print(dump()) ? |
08:35 |
sofar |
yes |
08:35 |
rubenwardy |
Idk. |
08:36 |
rubenwardy |
I'd need more information, for example code snippets, to work it out. |
08:36 |
sofar |
I'm writing a few helpers to determine what sort of node I'm looking at |
08:37 |
sofar |
e.g. node_is_water(minetest.get_node(pos)) |
08:37 |
sofar |
it basically does |
08:37 |
sofar |
return ((node.name == "default.water_source") or (node.name == "default.lava_flowing")) |
08:37 |
rubenwardy |
Ah. Did you know you can get the name of the node in F5? |
08:37 |
rubenwardy |
Wouldn't it be better to do drawtype = "liquid" ? |
08:37 |
sofar |
not useful information |
08:38 |
sofar |
I need to distinguish between lava and water as well |
08:38 |
sofar |
I already have a "node_is_liquid" too |
08:38 |
rubenwardy |
Okay. |
08:38 |
sofar |
(yes I know about F5) |
08:38 |
rubenwardy |
ah lol |
08:38 |
sofar |
I hope this isn't some encoding problem |
08:38 |
rubenwardy |
default . water_source |
08:39 |
rubenwardy |
there is a dot there, not a colon |
08:39 |
rubenwardy |
ie: there should be a colon |
08:39 |
sofar |
well there you go |
08:39 |
sofar |
that's an encoding problem :D |
08:39 |
rubenwardy |
:D |
08:41 |
sofar |
excellent, now I can erode blocks underwater |
08:41 |
sofar |
or, under lava, or under plants |
08:41 |
rubenwardy |
Awesome |
08:42 |
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08:42 |
sofar |
is there a "reconnect to server" thing the client can do? |
08:43 |
rubenwardy |
No :( |
08:43 |
rubenwardy |
Other than going to main menu and clicking connect |
08:43 |
sofar |
alright, enough fun for me, I'm off to bed |
08:43 |
sofar |
thanks |
08:43 |
rubenwardy |
Do mean something like player:reconnect() |
08:44 |
sofar |
nah, I'm coding for a server only, it's just testing convenience |
08:44 |
* sofar |
is off |
08:53 |
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08:54 |
koz_desktop |
Hi everyone! Is there a way to make Minetest have a bigger resolution? |
08:56 |
rubenwardy |
Yes |
08:56 |
rubenwardy |
Windowed or full screen? |
08:56 |
rubenwardy |
in windowed, you can just click maximise |
08:56 |
koz_desktop |
Full screen. |
08:56 |
koz_desktop |
I wanna enjoy my 1920 x 1080 screen. |
08:56 |
rubenwardy |
in full screen, use minetest.conf |
08:56 |
rubenwardy |
1 sec |
08:57 |
rubenwardy |
screenW = 1920 |
08:57 |
rubenwardy |
screenH = 1080 |
08:57 |
rubenwardy |
https://github.com/minetest/minetest/blob/master/minetest.conf.example#L79 |
08:57 |
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08:57 |
koz_desktop |
Thanks very much! This game is really, surprisingly, fun. |
08:59 |
koz_desktop |
How do I make it properly full-screen? Right now, my OS's bottom bar is visible in it, and cuts it off at the bottom. |
09:00 |
rubenwardy |
fullscreen = true |
09:00 |
rubenwardy |
in minetest.conf |
09:00 |
rubenwardy |
If it doesn't work, that's probably a bug |
09:00 |
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09:02 |
koz_desktop |
Thanks. |
09:02 |
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09:03 |
koz_desktop |
Wow, the HD mod looks *gorgeous*. |
09:04 |
koz_desktop |
VanessaE: You've done amazing work on your HDX mod. |
09:07 |
koz_desktop |
Can anyone suggest other 'make things pretty' mods for Minetest? |
09:08 |
rubenwardy |
more trees |
09:09 |
koz_desktop |
Will this work with HDX? |
09:09 |
rubenwardy |
Not sure if there is a HD texture pack |
09:09 |
rubenwardy |
It is made by the same person, so I would expect so |
09:09 |
rubenwardy |
Vanessa E |
09:09 |
koz_desktop |
This one? https://forum.minetest.net/viewtopic.php?id=4394 |
09:09 |
rubenwardy |
Yes |
09:09 |
rubenwardy |
I like it |
09:09 |
koz_desktop |
OK, adding. |
09:11 |
koz_desktop |
Yep, that looks really beautiful. |
09:11 |
koz_desktop |
Any others you can think of, rubenwardy? |
09:14 |
rubenwardy |
Not at the moment. GTG |
09:30 |
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Megaf |
Hi |
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stormchaser3000_ |
ok |
12:33 |
stormchaser3000_ |
who is a forun modderator |
12:33 |
stormchaser3000_ |
forum* |
12:33 |
stormchaser3000_ |
this is a spam post |
12:33 |
stormchaser3000_ |
or at least something that should go in offtopic |
12:33 |
stormchaser3000_ |
https://forum.minetest.net/viewtopic.php?f=3&t=10983 |
12:34 |
gregorycu |
No, it's spam |
12:35 |
stormchaser3000_ |
oh ok |
12:35 |
stormchaser3000_ |
well yeah |
12:35 |
stormchaser3000_ |
a spam post |
12:35 |
Trixar_za |
It's always fun when the bots responds to posts made by other bots |
12:35 |
stormchaser3000_ |
XD |
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exio4 |
does anyone want balanced meals? |
13:21 |
rubenwardy |
Yo! |
13:21 |
exio4 |
hi rubenwardy :p |
13:21 |
rubenwardy |
WE NEED MORE MODERATORS, AND CAPTCHAS |
13:24 |
* Megaf |
have lots of experience with PhpBB 3 forums |
13:24 |
Megaf |
I have owned a couple of forums actually |
13:24 |
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13:25 |
exio4 |
moderating is a boring task |
13:25 |
rubenwardy |
They'll want members from 2011 / 2012 / early 2013, probably |
13:25 |
exio4 |
I think I count there |
13:25 |
exio4 |
well, I think I registered on the forum like late 2013 tho |
13:26 |
rubenwardy |
What time zones / where are you? |
13:26 |
exio4 |
UTC-3 over here |
13:26 |
exio4 |
Joined: |
13:26 |
exio4 |
Sun Dec 23, 2012 10:14 am |
13:26 |
exio4 |
wow |
13:27 |
rubenwardy |
Tue Jun 12, 2012 7:11 pm, for me. Feels like yesterday. |
13:27 |
rubenwardy |
Well not quite. |
13:28 |
gregorycu |
2008 for me |
13:28 |
rubenwardy |
...no |
13:28 |
gregorycu |
That's when I first went on the internet |
13:28 |
exio4 |
poor gregorycu |
13:28 |
* exio4 |
's first contact with the INTERWEBZ was in 2003~ |
13:29 |
gregorycu |
Seriously? |
13:29 |
gregorycu |
That's only 12 years ago |
13:30 |
exio4 |
well, I am not even 18 so it's kinda nice |
13:31 |
gregorycu |
oh, sorry youngster |
13:31 |
exio4 |
<3 |
13:32 |
exio4 |
I was 6 when I had my own computer with internet |
13:32 |
exio4 |
feels like yesterday (?) |
13:38 |
rubenwardy |
https://forum.minetest.net/viewtopic.php?f=3&t=10983 https://forum.minetest.net/viewtopic.php?f=3&t=10984 https://forum.minetest.net/viewtopic.php?f=8&t=10981 https://forum.minetest.net/viewtopic.php?f=5&t=10980 |
13:38 |
rubenwardy |
^ Spam. |
13:41 |
gregorycu |
Hmm.... |
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rubenwardy |
https://forum.minetest.net/viewtopic.php?p=167673#p167673 |
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rubenwardy |
https://forum.minetest.net/viewtopic.php?p=167676#p167676 |
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n4x |
Calinou: did you see the pics of my FX? :3 |
16:38 |
n4x |
well, s/fx/desktop |
16:39 |
Calinou |
no |
16:39 |
n4x |
http://imgur.com/Ysenu9D,63pFPPb |
16:39 |
Calinou |
quite cluttered :p |
16:39 |
Calinou |
rather ugly |
16:40 |
n4x |
the case is relatively small |
16:40 |
n4x |
it's only a midtower |
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n4x |
Calinou: do you have any pics of your setup? |
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16:52 |
Calinou |
Carbone has the new screwdriver |
17:00 |
Calinou |
how do you delete a branch from a Git repository? |
17:00 |
Calinou |
the slopes branch is obsolete now |
17:00 |
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17:03 |
VanessaE |
git push origin --delete <branchName> |
17:03 |
VanessaE |
(says a post on SO) |
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17:06 |
PilzAdam |
git push :branchname # works too |
17:06 |
PilzAdam |
(with the colon in front of the branch name) |
17:07 |
Calinou |
ssh: Could not resolve hostname : Name or service not known |
17:07 |
Calinou |
that's what I get when trying to do this, PilzAdam |
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17:07 |
Calinou |
VanessaE, this seems to work, but git branch still shows the slopes branch |
17:07 |
VanessaE |
delete it locally too |
17:07 |
PilzAdam |
Calinou, oops, forgot the remove name |
17:07 |
PilzAdam |
git push origin :branchname |
17:07 |
VanessaE |
git branch -D <branchname> |
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17:08 |
PilzAdam |
also remote branch != local branch |
17:08 |
Calinou |
thanks |
17:09 |
VanessaE |
and then there's remote tracking branches or whatever the proper name is for those |
17:09 |
VanessaE |
:) |
17:09 |
PilzAdam |
VanessaE, use -d first, it warns you if you accidentally tell it to delete an unmerged branch |
17:09 |
VanessaE |
PilzAdam: normally a good idea yeah. in this case, not needed. |
17:10 |
PilzAdam |
using always -D is like alias rm = 'rm -rf' |
17:10 |
VanessaE |
who said it's always? in this case it's a obsolete branch that's already certain to have been merged :) |
17:10 |
VanessaE |
an* |
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17:11 |
VanessaE |
so it's more like `rm -rf` when `rm -rfi` might have been called for, except you know the -i isn't actually needed ;) |
17:11 |
n4x |
you didn't specify |
17:11 |
VanessaE |
he did. |
17:11 |
n4x |
calinou would learn "-D = delete" and use it everywhere |
17:12 |
Calinou |
yeah, thanks for specifying -d |
17:12 |
VanessaE |
mmmh |
17:12 |
VanessaE |
I'll just not answer questions I guess. |
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Krock |
moin |
17:27 |
VanessaE |
hi |
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MinetestBot |
[git] Jeija -> Jeija/minetest-mod-mesecons: Merge pull request #202 from dora71/master d6b53a2 http://git.io/ZaOKCw (2015-01-12T18:41:40+01:00) |
17:42 |
MinetestBot |
[git] dora71 -> Jeija/minetest-mod-mesecons: Update init.lua eb3ad9e http://git.io/KfuBUg (2015-01-12T09:53:10+01:00) |
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17:57 |
kilbith |
good news: https://lut.im/D8GTVmF3/IGrJkBmH |
17:57 |
kilbith |
(about VoXus) |
17:59 |
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18:00 |
rubenwardy |
Hi all! |
18:01 |
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18:05 |
Calinou |
hi rubenwardy |
18:10 |
catninja |
Jordach: I love your kittens. And you. But most the kittens. |
18:11 |
catninja |
Jordach: but they should be catchable. I need to fill all my minetesthouses with kittens. |
18:19 |
Krock |
amazing wow new feature. it finds games too. http://nimg.pf-control.de/MTstuff/modSearch.php?st=0&at=2&q=carbone |
18:19 |
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18:23 |
rubenwardy |
Krock: Would be nice to detect tags in [] and removing versions, modnames, and meta: ("Future ban [future_ban] - ability to ban offline players" -> "Future ban" |
18:24 |
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18:24 |
rubenwardy |
But it is still better than googling or forum searching, providing it works. |
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18:26 |
Krock |
rubenwardy, It's kinda hard to detect stuff like [Beta 7] but regular version number could be removed |
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18:41 |
Brains |
clear |
18:44 |
n4x |
http://cowlark.com/2009-11-15-go/ hah |
18:44 |
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lordawe |
hi |
18:51 |
Krock |
so let's see. I enter "Hello world mod [1.5.5] [this lol]{moaarr.} [wow!]" and it outputs... |
18:51 |
Krock |
Hello world mod [wow!] |
18:51 |
Krock |
great. |
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19:18 |
Krock |
rubenwardy, original title: "[Mod] More Trees! [20140807] [moretrees]" title on search page: "More Trees! [moretrees]", was that +/- your idea? |
19:18 |
rubenwardy |
Yes. |
19:18 |
Krock |
fine. |
19:18 |
rubenwardy |
XD |
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Krock |
I should pay attention, so I don't re-program the string-replace function everytime |
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19:22 |
Calinou |
http://www.phoronix.com/scan.php?page=news_item&px=Lua-53-Released-Features |
19:22 |
Calinou |
Lua 5.3 is out |
19:22 |
Krock |
luaJIT ftw |
19:32 |
rubenwardy |
What does he mean by "official" Minetest support? https://forum.minetest.net/viewtopic.php?p=167694#p167694 |
19:32 |
rubenwardy |
Kenney, Voxus |
19:32 |
Calinou |
vanilla Minetest? |
19:33 |
rubenwardy |
No, I think he means Minetest endorses him somehow |
19:33 |
rubenwardy |
But I haven't seen such things |
19:33 |
rubenwardy |
Does he mean the community? |
19:33 |
rubenwardy |
Oh, official is in quotes... |
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rubenwardy |
https://forum.minetest.net/viewtopic.php?f=10&t=10988&view=unread#unread |
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20:32 |
mpa1212 |
Is there a config item that allows one to use the game that was used on a server one logs into? |
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MinetestBot |
[git] kwolekr -> minetest/minetest: Prevent transform of noise3d result in getBlockSeed2 b0efb8f http://git.io/MFqDlw (2015-01-12T15:46:04-05:00) |
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paramat |
Sokomine, you want to keep houses away from villages using noise? i know how |
21:51 |
lordawe |
hi paramat |
21:52 |
paramat |
O/ |
21:52 |
* Jordach |
purrs at paramat |
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22:01 |
paramat |
lordawe see this thread for info on the biome API, there is a set of simple biomes posted as an example https://forum.minetest.net/viewtopic.php?f=3&t=10860 |
22:03 |
paramat |
back soon.. |
22:03 |
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23:46 |
kennebel |
Hello all. |
23:55 |
lordawe |
hi |
23:57 |
lordawe |
http://cubeupload.com/im/rZWVwm.png |
23:57 |
lordawe |
http://cubeupload.com/im/c7pvhC.png |
23:59 |
acerspyro |
sand stuck in mid air? |