Time |
Nick |
Message |
00:00 |
exio4 |
www.youtube.com/watch?v=4HdSUEGF2ms |
00:00 |
exio4 |
http://www.youtube.com/watch?v=4HdSUEGF2ms -- there |
00:00 |
acerspyro |
what the hell |
00:02 |
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00:04 |
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00:15 |
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00:17 |
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00:20 |
acerspyro |
til that stickers on fruits are edible |
00:21 |
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00:26 |
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00:27 |
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00:57 |
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01:03 |
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01:11 |
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01:30 |
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01:51 |
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01:59 |
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02:01 |
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02:41 |
exio4 |
the next thing that should happen to systemd is support of something that only systemd supports in an insane way |
02:41 |
exio4 |
I am sure hmmmm agrees |
02:44 |
hmmmm |
minetest systemd integration |
02:44 |
hmmmm |
(somebody actually proposed this) |
02:44 |
exio4 |
systemd-minetestd |
02:44 |
hmmmm |
hrmm |
02:45 |
exio4 |
now with a forced dependency on dbus, and with automatic crashes that you don't know that happened |
02:45 |
hmmmm |
looking at Serverenvironment::clearAllObjects |
02:45 |
hmmmm |
I don't get why this function doesn't take a range of nodes to clear objects in |
02:45 |
hmmmm |
it doesn't make sense. it's trivial to add |
02:45 |
hmmmm |
instead it has to clear either ALL the objects or none of the objects, probably just to piss the end user off |
02:48 |
sofar |
hmmmm: I have systemd commit access, want me to merge minetest into systemd? |
02:48 |
hmmmm |
go right ahead |
02:48 |
sofar |
could be a cool april fools prank |
02:48 |
sofar |
I know Lennart and Kay appreciate those |
02:50 |
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03:00 |
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03:05 |
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03:11 |
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03:22 |
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03:23 |
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03:34 |
jordan4ibanez |
I finally figured out how to make multinode trains with real tracks |
03:35 |
jordan4ibanez |
multi entity* |
03:45 |
TriBlade9 |
Ooh, congrats jordy |
03:49 |
jordan4ibanez |
Thank you! wait until you see what it's for, it'll probably be one of the most useful mods ever created |
03:49 |
jordan4ibanez |
But don't quote me on that lol |
03:59 |
jordan4ibanez |
TriBlade9: https://www.youtube.com/watch?v=3mxQGqQy8VY |
03:59 |
TriBlade9 |
I'll attempt to try the proxy, but about a 30% success rate :P |
04:00 |
jordan4ibanez |
Proxy? |
04:01 |
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04:01 |
TriBlade9 |
Yeah |
04:01 |
TriBlade9 |
I've got it quite low-quality |
04:02 |
TriBlade9 |
nice, that looks pretty neat |
04:02 |
jordan4ibanez |
Refresh! |
04:02 |
jordan4ibanez |
Thanks, all the engines and cars are going to force load chunks so you can have trains running without anyone engineering |
04:03 |
TriBlade9 |
Your use SimpleScreenRecorder right? |
04:03 |
TriBlade9 |
That's nice |
04:03 |
TriBlade9 |
Can't wait to tri |
04:03 |
TriBlade9 |
cwutididthere |
04:04 |
jordan4ibanez |
Yes I do |
04:05 |
TriBlade9 |
Huh, do you have node highlighting on object? |
04:05 |
TriBlade9 |
They seem to light up when you point at them |
04:05 |
TriBlade9 |
Nvm, just low-quality |
04:05 |
TriBlade9 |
Anyways, Have you tried using keybinds to toggle the recording? That would remove the annoying window at the beginning of your vids. |
04:06 |
jordan4ibanez |
I usually edit, this was just a quick video |
04:08 |
TriBlade9 |
ok |
04:10 |
LazyJ_2 |
VanessaE, I've noticed updates to HomeDecor have calmed down. Are you reworking the mesh-possible items? Should I hold off on updating till those are in place? |
04:12 |
TriBlade9 |
What kind of music gets you guys in the mood for progrmaming? |
04:15 |
VanessaE |
LazyJ_2: I've just been taking a break from homedecor is all, however pipeworks got meshed-out, and also Sokomine's cottages mod got a few as well |
04:19 |
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04:19 |
TriBlade9 |
Yeah, Pipeworks looks awesome now |
04:19 |
TriBlade9 |
Not that it didn't already ;) |
04:21 |
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04:21 |
VanessaE |
yeah, it's been needing that treatment for a while |
04:22 |
VanessaE |
as for music, I listen to just about anything - as long as it isn't loud |
04:22 |
VanessaE |
(well anything within my usual genres) |
04:23 |
TriBlade9 |
Which usual genres are those? :3 |
04:23 |
VanessaE |
well right now, The Beatles |
04:23 |
TriBlade9 |
And yeah, I like quiet music. Particularly sad. |
04:23 |
TriBlade9 |
The Beatles is a genre now? Wow :P |
04:24 |
VanessaE |
well not exactly so much that, as an example of the genres they're in :) |
04:24 |
TriBlade9 |
Ah, okay. |
04:24 |
VanessaE |
earlier, "Dance Party" (named for a weekend radio "show" in a place I used to live) |
04:24 |
VanessaE |
(consisting mostly of 70's and 80's disco and similar dance music) |
04:25 |
TriBlade9 |
Okay. I might try some of that. I'm running out of good hybrid orchestral tracks. |
04:25 |
VanessaE |
another playlist is all Elton John, another is country, etc. |
04:26 |
TriBlade9 |
Blerugh, coutry. |
04:27 |
VanessaE |
heh |
04:27 |
VanessaE |
hey, at least I don't listen to rap |
04:27 |
TriBlade9 |
^^^^ |
04:27 |
TriBlade9 |
Neither do I |
04:27 |
TriBlade9 |
Then again, I pretty much avoid music with words in it period. |
04:27 |
TriBlade9 |
For programming anyways |
04:27 |
TriBlade9 |
Gets my brain off-track. |
04:29 |
TriBlade9 |
80% done with the colored chat manual re-write/insert. |
04:29 |
TriBlade9 |
Getting to the hard parts |
04:29 |
VanessaE |
oh, you're still working on that? |
04:29 |
VanessaE |
I thought that had kinda been abandoned |
04:30 |
TriBlade9 |
I kinda abandoned MT for a good while, 'cause I was too busy |
04:30 |
TriBlade9 |
I still am too busy, but meh. |
04:30 |
TriBlade9 |
Colored chat is just pretty hard to rebase to the latest master |
04:31 |
LazyJ_2 |
Ok, thanks for the info on HomeDecor, VanessaE. ;) |
04:31 |
VanessaE |
yw |
04:31 |
LazyJ_2 |
Any headway on the mapblock glitch? |
04:32 |
VanessaE |
it's been fixed in git |
04:32 |
VanessaE |
(as far as I'm told, and I've since seen no more reports about it on my servers) |
04:33 |
LazyJ_2 |
Hm. Ok. Good. |
04:35 |
TriBlade9 |
Okay, time for game.cpp #flinch |
04:35 |
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04:37 |
TriBlade9 |
Shit. game.cpp got a major refactor. This is gonna be fun. |
04:37 |
MinetestBot |
[git] Zeno- -> minetest/minetest: Fix potential out-of-bounds array index 5e58a95 http://git.io/lBkzWw (2015-01-16T14:35:57+10:00) |
04:50 |
TriBlade9 |
Compile test time :L |
04:57 |
Cylus |
Mapblock glitch? What does this glitch do? |
04:58 |
VanessaE |
Cylus: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2001122015%20-%2008%3a49%3a29%20PM.png |
04:59 |
Cylus |
VanessaE: Andthis just spawned in mid-air? |
04:59 |
Cylus |
*And this |
04:59 |
VanessaE |
Cylus: yeah. the bug has since been fixed. |
05:00 |
Cylus |
What intrigues me most is that it's all layered. THat's just so bizarre. |
05:01 |
VanessaE |
that's just an artifact of where those particular values were in memory at that time |
05:01 |
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05:01 |
VanessaE |
it was uninitialized memory that got copied to the map, so it rendered as nodes |
05:01 |
kaeza |
asdf |
05:01 |
VanessaE |
foo! |
05:01 |
VanessaE |
:) |
05:04 |
Cylus |
Any chance it could create more bizarre shapes with less layering? If so, I may have had that issue in the past. |
05:04 |
VanessaE |
one time, it created a block that was almost all air, with just little triplets of nodes scattered here and there in it |
05:05 |
VanessaE |
in another case, it created several large globs of stone that looked like they'd been sliced, like bread |
05:06 |
Cylus |
Huh. Well, at least it's fixed then. |
05:07 |
sofar |
VanessaE: hey, I managed to port ~80% of my Sedimentology bukkit plugin - I'll post code and a version within a few days... |
05:08 |
VanessaE |
sofar: nice job |
05:08 |
sofar |
overnight I had it erode a lanscape away at 100x normal speed :D |
05:08 |
VanessaE |
what happened to the other 20% that didn't port over? |
05:08 |
sofar |
biome related code, and some utility stuff I plan to leave out |
05:08 |
VanessaE |
oh ok |
05:08 |
VanessaE |
cool |
05:09 |
sofar |
e.g. multi-world support, factions/WG stuff |
05:10 |
sofar |
stats on my overnight test run: considered 32500660 nodes, displaced 49938, degraded 77722 |
05:10 |
sofar |
so 130k nodes eroded or so |
05:10 |
VanessaE |
what was your average CPU load? |
05:10 |
sofar |
feels more performant than my bukkit server |
05:10 |
sofar |
30% or so |
05:10 |
VanessaE |
with or without luajit? |
05:10 |
sofar |
1000 nodes per second |
05:11 |
sofar |
I don't know what luajit is, so... without? |
05:11 |
VanessaE |
impressive. |
05:11 |
sofar |
bukkit can handle 1000 as well but that's pushing it |
05:11 |
VanessaE |
luajit is a just-in-time compiler for Lua that Minetest can use. code runs anywhere fro 2 to 10+ times faster with it |
05:12 |
VanessaE |
it's transparent, you just compile against it and then go on about your business |
05:12 |
sofar |
neat |
05:18 |
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05:27 |
hmmmm |
VanessaE: Did you /deleteblocks on your server yet? |
05:27 |
hmmmm |
:D |
05:27 |
VanessaE |
no |
05:28 |
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05:28 |
VanessaE |
haven't needed to use it yet (all those garbage mapblocks so far have been a few worldedit commands away from oblivion) |
05:29 |
jordan4ibanez |
is there a tutorial on how to import meshes into minetest from blender? because I totally forgot |
05:29 |
VanessaE |
jordan4ibanez: drawtype = "mesh", mesh = "filename.obj", tiles = { "filename.png" }, |
05:29 |
jordan4ibanez |
Thank you! |
05:30 |
VanessaE |
take a look at my slope_test mod for pointers. |
05:30 |
VanessaE |
https://forum.minetest.net/viewtopic.php?f=9&t=10428 |
05:31 |
jordan4ibanez |
So we can have animated nodes now? |
05:31 |
VanessaE |
not yet |
05:31 |
VanessaE |
mesh animations aren't supported except in the form of a regular entity |
05:31 |
VanessaE |
node meshes have to be static, so wavefront .obj is a good format to use for those |
05:32 |
VanessaE |
now, the *texture* can be animated if you want |
05:32 |
VanessaE |
but not the mesh itself |
05:36 |
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05:37 |
VanessaE |
and, you can supply multiple material textures by adding more items to the tiles={} field (max of 6 as usual) |
05:37 |
VanessaE |
materials are specified in the model in blender. I don't know how they're ordered. |
05:37 |
VanessaE |
I've only ever used one material in any of my models, so far |
05:37 |
jordan4ibanez |
I could create very detailed trains with this |
05:37 |
VanessaE |
yes |
05:37 |
jordan4ibanez |
:D |
05:38 |
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05:44 |
jordan4ibanez |
wooooo untextured boxes http://i.imgur.com/01BA1r5.png |
05:47 |
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05:58 |
jordan4ibanez |
Why does my mesh have the unknown node texture on it? |
05:58 |
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06:20 |
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06:26 |
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06:32 |
ShadowNinja |
jordan4ibanez: Because you didn't assign it a texture from the node/entitydef? |
06:33 |
jordan4ibanez |
I did though, I'm stumped |
06:45 |
ShadowNinja |
jordan4ibanez: Is it UV mapped? |
06:45 |
jordan4ibanez |
Yes it is |
06:45 |
jordan4ibanez |
It's in .x format |
06:46 |
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06:56 |
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07:00 |
jordan4ibanez |
Is there a way to make entities travel smoothly? |
07:03 |
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07:04 |
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07:12 |
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07:13 |
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07:16 |
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07:21 |
sofar |
VanessaE: tips for announcing my mod? good locations? (I hate forums, *snicker*) |
07:22 |
sofar |
VanessaE: in case you're willing to test: https://github.com/sofar/sedimentology-mt/archive/v0.zip (don't run unless you understand what it does!) |
07:22 |
sofar |
hmm, this needs a README too |
07:25 |
ThatGraemeGuy |
the forum is the best place |
07:28 |
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07:29 |
sofar |
awwwww! |
07:37 |
jordan4ibanez |
Woo an actual train http://youtu.be/q_FeI6JCcgw |
07:38 |
TriBlade9 |
Woah, idea get |
07:38 |
sofar |
is the mmdb broken? |
07:38 |
TriBlade9 |
Yes sofar |
07:38 |
TriBlade9 |
Guys, guys |
07:38 |
sofar |
awh! |
07:38 |
TriBlade9 |
You can use texture modifiers on a skin right? |
07:40 |
TriBlade9 |
You could feasibly layer skins/clothing on a player by getting their skin, and setting it to the skin+'^'+next layer skin |
07:40 |
TriBlade9 |
So like, lots of layers of clothes and armor and amulets and so on |
07:41 |
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07:50 |
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07:56 |
sofar |
ThatGraemeGuy: oh well: https://forum.minetest.net/viewtopic.php?f=9&t=11028 |
07:58 |
jordan4ibanez |
Goodnight! |
07:58 |
ThatGraemeGuy |
sofar: see, that wasn't SO bad was it? :D |
07:59 |
sofar |
wait until people reply to it... *G* |
07:59 |
sofar |
sorry, I'm a full time linux developer - I prefer mailinglists and IRC :) |
08:00 |
ThatGraemeGuy |
the forumites are generally a well-behaved bunch in my experience |
08:01 |
sofar |
alright posted a topic move request |
08:01 |
sofar |
ThatGraemeGuy: also helps it's a port from a plugin with lots of documentation and collatoral |
08:05 |
sofar |
anyway, for those lurkers in here that are interested: |
08:05 |
sofar |
https://forum.minetest.net/viewtopic.php?f=9&t=11028 |
08:05 |
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08:06 |
* sofar |
goes to make screenies |
08:12 |
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08:15 |
* sofar |
goes to make screenshots |
08:36 |
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08:39 |
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08:55 |
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09:04 |
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09:19 |
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09:22 |
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09:28 |
TriBlade9 |
Nice to see a bukkit plugin turned mod :D |
09:28 |
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09:34 |
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09:41 |
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09:41 |
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09:46 |
TriBlade9 |
VanessaE, you're still awake? O_o |
09:46 |
VanessaE |
yeah |
09:46 |
VanessaE |
not for long though |
09:46 |
JamesTait |
Good morning all; happy Friday, and happy International Hot and Spicy Foods Day! :-D |
09:46 |
VanessaE |
good morning JT |
09:47 |
JamesTait |
Hey VanessaE! |
09:48 |
TriBlade9 |
Morning :) |
09:48 |
TriBlade9 |
Wait, today is spicy food day? |
09:49 |
TriBlade9 |
To anyone who hasn't seen jordan4ibanez' Train mod test, CHECK IT OUT |
09:49 |
TriBlade9 |
It's awesome |
09:49 |
TriBlade9 |
https://www.youtube.com/watch?v=q_FeI6JCcgw |
09:49 |
CWz |
so what does delete MapBlocks do? |
09:49 |
VanessaE |
CWz: deletes mapblocks from the map database |
09:49 |
VanessaE |
so they can re-generate from scratch |
09:50 |
CWz |
Nice feature |
09:52 |
VanessaE |
TriBlade9: now THAT is impressive |
09:52 |
TriBlade9 |
VanessaE, your pipeworks models are much nicer now, albiet a bit non-blocky |
09:52 |
TriBlade9 |
Yes, indeed |
09:52 |
TriBlade9 |
I just wish I could see it in something higher than 240p xD |
09:53 |
TriBlade9 |
Also, vanessa, Did MT get some major performance improvements, or did you change pipeworks, or what? |
09:53 |
VanessaE |
why? |
09:53 |
TriBlade9 |
The pipe/tube models update way faster than they used to |
09:53 |
TriBlade9 |
Much more pleasing to use |
09:53 |
VanessaE |
ah |
09:53 |
VanessaE |
well using meshes instead of nodeboxes is definitely faster anyway |
09:53 |
VanessaE |
and minetest itself has received many improvements recently too |
09:53 |
TriBlade9 |
Indeed |
09:53 |
TriBlade9 |
*ahem*coloredchat*ahem* |
09:54 |
TriBlade9 |
x] |
09:54 |
VanessaE |
heh |
09:55 |
TriBlade9 |
Meh, that PR is rebased now, but still needs a lot of work |
09:56 |
VanessaE |
well now that I've finished my project for the night, I'm going to bed :P |
09:56 |
TriBlade9 |
G'night! |
09:57 |
VanessaE |
(I was learning how to use multiple materials in a .obj mesh; pipeworks just got a related update) |
09:57 |
TriBlade9 |
Ah, neat |
09:57 |
VanessaE |
anyway, night :-) |
09:57 |
TriBlade9 |
'night |
10:02 |
jin_xi |
fuck yeah that train mod looks awesome |
10:03 |
jin_xi |
too bad the attachment system in mt is so fucked up, wonder if this train can pass camera_offset steps or if it all gets unattached once it passes a multiple of 200 in any direction ;) |
10:03 |
TriBlade9 |
^^ |
10:05 |
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10:05 |
rubenwardy |
Spam bot: https://forum.minetest.net/memberlist.php?mode=viewprofile&u=12516 |
10:05 |
rubenwardy |
Bumping old topics |
10:06 |
jin_xi |
rubenwardy: just report it no need to spam here |
10:07 |
rubenwardy |
Can't be bothered. It posted like 6 posts |
10:08 |
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10:08 |
rubenwardy |
Also, I can't see a report button, anyway. |
10:08 |
jin_xi |
its a triangle with a ! next to quote |
10:08 |
TriBlade9 |
rubenwardy, What's your ui mod/library URL again? |
10:08 |
TriBlade9 |
I might like to use it in my first/next mod |
10:09 |
rubenwardy |
http://github.com/rubenwardy/smartfs |
10:09 |
TriBlade9 |
Ty, bookmarked |
10:10 |
rubenwardy |
jin_xi: https://cdn.mediacru.sh/m/mI97Or6fPDAK.png |
10:10 |
rubenwardy |
No triangle there. I'll look on other topics |
10:10 |
Amaz |
There doesn't seem to be a report button in the news forum. |
10:11 |
rubenwardy |
Yeah. He only posts in News |
10:11 |
rubenwardy |
So I can't report :) |
10:13 |
rubenwardy |
What top level domain should I get for my website? http://rubenwardy.github.io/ |
10:14 |
rubenwardy |
I'm thinking .co.uk, but I'm not a company. At sometime I'd like to go freelance. The website will be a blog, portfollio and will host github pages. |
10:14 |
rubenwardy |
.net seems noobish to me |
10:15 |
rubenwardy |
.me is expensive, as is .com |
10:15 |
* rubenwardy |
wonders if there is a .dy |
10:17 |
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10:58 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Optimize bumpmapping mathematics 46821f1 http://git.io/oQHw1Q (2015-01-16T20:54:04+10:00) |
10:58 |
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11:02 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Fix missing return in Database_Dummy::deleteBlock e5b6367 http://git.io/0arolw (2015-01-16T21:00:11+10:00) |
11:04 |
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11:07 |
MinetestBot |
[git] Zeno- -> minetest/minetest: Make minor style change(unescape_string()) 5481e38 http://git.io/iUNlbw (2015-01-16T21:05:44+10:00) |
11:11 |
Zeno` |
well, now I'm exhausted |
11:11 |
Zeno` |
hehe |
11:13 |
rubenwardy |
Lol |
11:13 |
Zeno` |
it's hard work, rubenwardy! |
11:13 |
Zeno` |
lol |
11:14 |
Zeno` |
you know... git am patchname.patch |
11:14 |
Zeno` |
'tis hard! |
11:15 |
Zeno` |
then I need to worry for the next 5 hours in case someone complains hehe |
11:15 |
Zeno` |
it's very stressful :( |
11:15 |
rubenwardy |
Well done, though. I hope there are no bug |
11:17 |
crazyR |
is it safe/ok to run the C++ minetestmapper on an activly running leveldb world.... i know it cant be done on sqlite but not sure about leveldb |
11:17 |
Zeno` |
crazyR, maybe. But not recommended |
11:18 |
rubenwardy |
It doesn't modify, just reads |
11:18 |
rubenwardy |
I'm not sure how leveldb works |
11:19 |
Zeno` |
yeah so it won't cause anything to break in the leveldb. The minetestmapper might crash though... not sure, haven't looked at it in ages |
11:19 |
crazyR |
sfan5 would probably know for certain.... |
11:28 |
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12:15 |
TriBlade9 |
Well, the clothing idea works rather well :O |
12:15 |
TriBlade9 |
I might need to develop this into an actual mod |
12:18 |
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12:26 |
rater193_ |
hi everyone |
12:27 |
rater193_ |
anyone here manage a minetest server |
12:27 |
Zeno` |
yes |
12:30 |
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12:53 |
rater193_ |
im back |
12:53 |
rater193_ |
Zeni` |
12:53 |
rater193_ |
Zeno` |
12:53 |
rater193_ |
do you have a mod developer? |
12:53 |
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12:53 |
rater193_ |
welcome jojo |
12:53 |
Zeno` |
rater193_, that would be myself |
12:54 |
rater193_ |
ah |
12:54 |
rater193_ |
im looking for servers who would use my mods |
12:54 |
rater193_ |
im working on several mods atm, i just recently got into modding minetest, but ive been using lua for over 10 years |
12:54 |
rater193_ |
and i caught on pretty fast |
12:54 |
Zeno` |
cool |
12:54 |
rater193_ |
im working on 1 atm where it adds the minecraft nether, but you have to dig down to it |
12:55 |
rater193_ |
to -24,000 blocks |
12:55 |
rater193_ |
to get to it |
12:55 |
rater193_ |
and you have to mine trough 6 diferent layers of stone |
12:55 |
rater193_ |
each layer is tougher than the last |
12:55 |
rater193_ |
the 6th layer can only be broken by explosions |
12:55 |
rater193_ |
every 4k blocks is a new layer |
12:56 |
rater193_ |
yeah it makes mining really chalenging :P |
12:56 |
rater193_ |
as far as trying to dig down |
12:56 |
rater193_ |
also, i dded the aether, but you have to build up to get to it |
12:56 |
rater193_ |
built up 24k blocks |
12:56 |
rater193_ |
*added |
12:57 |
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12:58 |
rater193_ |
Zeno` |
12:58 |
rater193_ |
would you be willing to use my mods? |
12:58 |
rater193_ |
trying to find a public server to feild test my mods |
12:58 |
rater193_ |
to make sure there are no performance issues, or crashes |
12:58 |
rater193_ |
i mean ive not crashed or had lag with it |
12:58 |
rater193_ |
but i havnt tested it on a public server ither |
12:59 |
Zeno` |
The best approach is to place your mods on the forums |
12:59 |
rater193_ |
i dont want to release them to the public |
12:59 |
rater193_ |
untill its 100% complete |
12:59 |
Zeno` |
Server operators will then decide if they want to use them or not |
12:59 |
Zeno` |
Well, no. I won't beta test them :( |
12:59 |
rater193_ |
lol ok |
13:09 |
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13:38 |
sfan5 |
crazyR: iirc it doesn't cause any problems |
13:50 |
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14:09 |
Kalabasa |
hi |
14:11 |
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14:11 |
shadowzone |
Hello |
14:11 |
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14:14 |
Kalabasa |
getvelocity returns nil for player? |
14:14 |
gregorycu |
Is the player stationary? |
14:15 |
gregorycu |
Wait, it shouldn't be nil... ever |
14:16 |
sfan5 |
Kalabasa: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2317 |
14:16 |
sfan5 |
those methods (getvelocity included) only work for lua entities |
14:16 |
sfan5 |
not for players |
14:16 |
Kalabasa |
Well, |
14:17 |
gregorycu |
Out of interest, is there a reason? |
14:17 |
sfan5 |
yes |
14:17 |
sfan5 |
the server only gets told by there client where it moved |
14:17 |
Kalabasa |
No way to manipulate the player? |
14:17 |
sfan5 |
but not in which direction or how fast |
14:17 |
Kalabasa |
Oh |
14:17 |
Kalabasa |
I'm making knockback for mobs punching |
14:17 |
gregorycu |
Interesting |
14:18 |
Kalabasa |
(Specifically, a minotaur that launches the player into the air) |
14:18 |
sfan5 |
Kalabasa: what you could do is just move the player to a different location |
14:18 |
gregorycu |
How do you do predictive placement of players? |
14:18 |
sfan5 |
but you cannot manipulate the velocity of the player |
14:18 |
sfan5 |
predictive placement? |
14:19 |
Kalabasa |
Oh, so position only, but not the velocity |
14:19 |
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14:19 |
sfan5 |
correct |
14:19 |
sfan5 |
<3 NekoGloop |
14:19 |
NekoGloop |
miau |
14:19 |
gregorycu |
Where a client can predict the position of the player based upon their last position, the time delta, and the players velocity |
14:19 |
Kalabasa |
That suffices maybe |
14:20 |
sfan5 |
gregorycu: does minetest do that? I'm not sure |
14:20 |
Kalabasa |
Isn't the "master" player in the client? So no prediction needed? |
14:20 |
* NekoGloop |
lays in sfan's lap |
14:20 |
gregorycu |
There are many players |
14:20 |
* sfan5 |
pets NekoGloop |
14:20 |
Kalabasa |
Oh, other players... |
14:20 |
gregorycu |
No, I'm not suggesting minetest does this, I don't play MP, I have no idea what it's like |
14:20 |
sfan5 |
Kalabasa: there is no "master" player, every player is the same |
14:21 |
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14:21 |
NekoGloop |
mrow |
14:21 |
sfan5 |
mrow |
14:22 |
Kalabasa |
Oooh, what is this moveto method? |
14:23 |
sfan5 |
Kalabasa: according to the doc that method works for players |
14:23 |
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14:23 |
sfan5 |
but it could be that the doc is incorrect with that |
14:23 |
Kalabasa |
What does that do? |
14:23 |
sfan5 |
I'd suggest you just to try it |
14:24 |
sfan5 |
smoothly moves an object somewhere |
14:24 |
Kalabasa |
Okay |
14:25 |
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14:27 |
Kalabasa |
It's like moveto(a) = setpos(add(getpos, a)). The player goes through walls though |
14:30 |
Kalabasa |
Looks like I'll just scrap the knockback feature D: |
14:40 |
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14:42 |
Polsaker |
Hi. I can't run the latest Minetest on debian wheezy. The system freezes (apparently a nouveau crash?) Any suggestions? |
14:42 |
Polsaker |
The non-free driver is... ugly |
14:42 |
sfan5 |
software rendering |
14:42 |
sfan5 |
whats so bad about the non-free driver? |
14:43 |
sfan5 |
also if your cpu is intel you could try to use it's integrated graphics |
14:43 |
Polsaker |
sfan5, my cpu is amd |
14:43 |
Polsaker |
>_> |
14:44 |
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14:47 |
Polsaker |
Aaaand... the software rendering doesn't work at all |
14:48 |
air |
why is it you can't use the nvidia drivers? |
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14:59 |
jbb |
hi |
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15:22 |
Polsaker |
air, it is... difficult to explain... the colors are brighter and the characters (everything) has something that almost lets me blind >_> |
15:22 |
* Polsaker |
can't describe it |
15:28 |
air |
Polsaker: have you tried xgamma? |
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15:36 |
TriBlade9 |
Great start to the day. Just threw up a ton <3 |
15:36 |
shadowzone |
that's fun.. |
15:36 |
TriBlade9 |
Oh, nvm. It's only 11:30. |
15:37 |
TriBlade9 |
Yep. I think I've got food poisoning again. Happens from time-to-time. |
15:41 |
Zeno` |
you must stop eating your own pooh, TriBlade9 |
15:41 |
TriBlade9 |
Had no choice Zeno`, my plunger broke. |
15:41 |
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15:42 |
shadowzone |
XD |
15:42 |
Wayward_One |
poor plunger |
15:42 |
Zeno` |
In that case make sure you cook it at above 90C for at least 2 hours |
15:42 |
shadowzone |
heh |
15:43 |
TriBlade9 |
:/ |
15:45 |
kaeza |
greetings |
15:45 |
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15:46 |
TriBlade9 |
hi |
16:00 |
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16:00 |
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16:03 |
WSDguy2014 |
Hey guys, i have problem from version 0.4.11 saving world at error, i created and not saving, I downloaded game at "WinRAR" :( |
16:03 |
shadowzone |
go to minetest.net/download and download it there |
16:04 |
WSDguy2014 |
i downloaded game at version 0.4.11 |
16:04 |
shadowzone |
okay.. |
16:04 |
shadowzone |
can your pastebin the error? |
16:05 |
WSDguy2014 |
ok, wait a few minutes |
16:05 |
WSDguy2014 |
..... |
16:06 |
Jordach |
if you're running it from the zip file, the game won't run |
16:07 |
kaeza |
WSDguy2014, did you unzip the file? |
16:07 |
kaeza |
ninjas everywhere |
16:07 |
* kaeza |
meows at Jordach |
16:07 |
WSDguy2014 |
theres i got error reason: ERROR[main]: ServerMap::loadMapMeta<>: could not openC:\Users\0982~1\AppData\Local\Temp\Rar$EX45.1283\minetest-0.4.11-win64\bin\..\worlds\1\map_meta.txt |
16:08 |
WSDguy2014 |
im trying play with unzip file and then i cant play single player |
16:08 |
sfan5 |
WSDguy2014: try extracting the game on your desktop |
16:09 |
WSDguy2014 |
ok |
16:11 |
T4im |
local save doesn't create map_meta.txt's so far I know |
16:11 |
T4im |
at least never did for me.. but the world still run |
16:11 |
T4im |
of course ending with mapgen gening everywhere where it shouldn't |
16:12 |
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16:16 |
WSDguy2014 |
i got error for reason from unzip file: ERROR: Some exception: "RollbackManager: SQLite3 error (/home/stefan/mt-build/build/minetest_64/minetest/src/rollback.cpp:258): unable to open database file" |
16:18 |
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16:20 |
WSDguy2014 |
So, please, fix this error. I love play Minecraft rip-offs |
16:20 |
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16:22 |
WSDguy2014 |
Please, guys, fix this error. I love play Minecraft rip-offs |
16:25 |
Kalabasa |
Did you extract the zip |
16:26 |
WSDguy2014 |
i dont know |
16:26 |
Kalabasa |
Right-click the file you downloaded, press extract here. |
16:26 |
VanessaE |
good morning all |
16:27 |
T4im |
morning VanessaE :) |
16:27 |
shadowzone |
morning VanessaE |
16:27 |
WSDguy2014 |
good morning VanessE |
16:29 |
WSDguy2014 |
im from my OS "Windows 7" |
16:34 |
WSDguy2014 |
Kalabasa, i dont know extract this file? |
16:34 |
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16:34 |
Kalabasa |
The zip file? Google "how to extract zip file on WIndows 7" |
16:35 |
redstonecraftpl |
WinZip? Winrar? unrar.exe? |
16:35 |
redstonecraftpl |
unzip.exe* |
16:36 |
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16:37 |
WSDguy2014 |
I Have WinRAR |
16:37 |
Calinou |
WSDguy2014, right click .zip archive |
16:37 |
Calinou |
then click Extract here… |
16:38 |
Megaf |
Hi all |
16:39 |
WSDguy2014 |
GOD!! i have no idea |
16:40 |
Calinou |
Xonotic 0.8 is out by the way. |
16:40 |
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16:41 |
WSDguy2014 |
What is this Xonotic 0.8? |
16:42 |
Calinou |
a game |
16:42 |
WSDguy2014 |
i cant see "Extract Files" button |
16:43 |
WSDguy2014 |
but, how i do now this Xonotic 0.8? |
16:43 |
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16:44 |
Calinou |
one thing at a time, WSDguy2014 |
16:44 |
Calinou |
what's so hard in extracting a .zip file? |
16:44 |
WSDguy2014 |
yes |
16:46 |
Megaf |
Calinou: yes is so hard |
16:51 |
WSDguy2014 |
"gasp" im done, i can't do that |
16:53 |
VanessaE |
WSDguy2014: there's nothing complicated about extracting a ZIP file... |
16:58 |
Megaf |
It depends on the OS you are |
16:59 |
Megaf |
Windows NT 6.1, Is that Windows XP? |
16:59 |
WSDguy2014 |
Windows 7/Windows 7 Ultimate |
16:59 |
sofar |
try linux, it's much easier? |
17:00 |
WSDguy2014 |
no, i dont need try "Linux" OS |
17:00 |
WSDguy2014 |
better "Windows" |
17:00 |
sofar |
if you know what Linux is then you can open a zip file |
17:01 |
VanessaE |
WSDguy2014: all you have to do is right click on the file --> "Extract Here", and then when it's done, open the NEW folder that's created, navigate to bin/ and run minetest. |
17:01 |
VanessaE |
that's all |
17:01 |
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17:02 |
VanessaE |
(as for OS's, I'll stick to linux. "unzip filename.zip" is all I'd have to do were I to need the same thing) |
17:02 |
Megaf |
yep, unzip is always the quickest choice |
17:07 |
WSDguy2014 |
i extracted file |
17:08 |
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17:08 |
WSDguy2014 |
but i got error, sorry |
17:09 |
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17:09 |
WSDguy2014 |
i cant do that |
17:09 |
WSDguy2014 |
this damn RollbackManager |
17:10 |
WSDguy2014 |
there's a error: ERROR[main]: Some exception: "RollbackManager: SQLite3 error (/home/stefan/mt-build/build/minetest_64/minetest/src/rollback.cpp:258): unable to open database file" |
17:13 |
WSDguy2014 |
or i just copyed |
17:14 |
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17:22 |
WSDguy2014 |
Fix this bug at new update, bye |
17:23 |
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17:23 |
Polsaker |
air, well... i'm using the nvidia driver and minetests works |
17:23 |
Polsaker |
But... I can't get used to it |
17:24 |
acerspyro |
? |
17:24 |
sofar |
he's just trolling, is my guess |
17:24 |
acerspyro |
12 24 |
17:24 |
acerspyro |
wrong channel |
17:25 |
Polsaker |
I am not, sofar. |
17:25 |
T4im |
Megaf: https://packages.debian.org/wheezy/unp :D even simpler "unp <any_archive_format>" chooses the unpacking programm by format for you |
17:25 |
sofar |
I was talking about this WSDguy2014 |
17:25 |
Kalabasa |
unp? There's also unar. |
17:25 |
Polsaker |
oh, nvm then <_< |
17:26 |
acerspyro |
wut is dis |
17:26 |
T4im |
Kalabasa: ah nice.. :D |
17:29 |
Megaf |
T4im: That's interesting |
17:30 |
acerspyro |
What's unp, what's unar? |
17:31 |
Kalabasa |
Magical unarchiving/extracting/unpacking programs |
17:31 |
acerspyro |
ah |
17:31 |
Kalabasa |
"unar lol.zip" "unar lol.tar.gz" "unar lol.rar" |
17:32 |
acerspyro |
Are you guys using OBS to build packages for other distros? |
17:33 |
T4im |
acerspyro: instead of "tar -xzf lol.tar.gz" -> "gzip: stdin: not in gzip format" -> "file lol.tar.gz" -> "bzip2 compressed data" - > "tar -xjf lol.tar.gz" |
17:34 |
T4im |
unp/unar \o/ |
17:35 |
Kalabasa |
(insert relevant XKCD here) |
17:36 |
acerspyro |
relevant XKCE |
17:36 |
acerspyro |
relevant XKCD |
17:38 |
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17:38 |
exio4 |
T4im, or better yet, tar xf, it autodetects it you know |
17:38 |
VanessaE |
http://xkcd.com/1168/ |
17:38 |
T4im |
exio4: I did not know that.. man, that could have safed so much trouble in the past D: |
17:39 |
FreeFull |
Or you could use midnight commander |
17:39 |
acerspyro |
lol |
17:39 |
acerspyro |
MC rocks |
17:39 |
acerspyro |
but MC sucks |
17:39 |
acerspyro |
Why do they both have the same acronym |
17:39 |
VanessaE |
mc predated MC so MC sucks :P |
17:39 |
acerspyro |
Midnight Commander rocks |
17:40 |
acerspyro |
my initials are MT |
17:40 |
acerspyro |
fun fact |
17:40 |
shadowzone |
Mitchell Thomas? |
17:40 |
FreeFull |
My initials are FS |
17:40 |
shadowzone |
Fredrick Rodger? |
17:40 |
acerspyro |
whois me |
17:41 |
FreeFull |
Filip Szczepański |
17:41 |
acerspyro |
Fuck Shit? |
17:41 |
FreeFull |
No |
17:42 |
acerspyro |
My name is Therrien. Maxim Therrien |
17:42 |
acerspyro |
"My name is Jeff" |
17:48 |
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17:59 |
Krock |
hi |
18:02 |
jordan4ibanez |
Hello |
18:02 |
jordan4ibanez |
rubenwardy: https://forum.minetest.net/viewtopic.php?f=47&t=11027&p=168035#p168035 |
18:03 |
rubenwardy |
Yay! |
18:03 |
rubenwardy |
:) |
18:03 |
rubenwardy |
Hi all! |
18:03 |
VanessaE |
jordan4ibanez: I saw the video, it's very impressive |
18:04 |
jordan4ibanez |
Thank you! |
18:07 |
jordan4ibanez |
I could have sworn there was a way to get entities to smoothly transition on setpos |
18:08 |
VanessaE |
there isn't. |
18:09 |
rubenwardy |
I though there was a goto |
18:09 |
rubenwardy |
or is that just players |
18:09 |
VanessaE |
unless something got merged, no |
18:11 |
jin_xi |
* `moveto(pos, continuous=false)`: interpolated move |
18:12 |
rubenwardy |
I registering a domain. It's asking me about hiding my physical address in the WHOIS website. Why is that an add-on ? |
18:12 |
rubenwardy |
^^ thats it |
18:12 |
VanessaE |
jin_xi: wait, what? |
18:12 |
VanessaE |
that was committed? |
18:12 |
rubenwardy |
It's been there since 2013, at least |
18:12 |
VanessaE |
then I must be thinking of something else |
18:15 |
jordan4ibanez |
Well if that works then even with lag trains should move fairly smoothly |
18:17 |
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18:17 |
jordan4ibanez |
Wow, it works, that's incredible |
18:17 |
Jordach |
jordan4ibanez, damn son |
18:18 |
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18:19 |
jordan4ibanez |
Jordach: Awwww yeah |
18:19 |
Jordach |
jordan4ibanez, would you like a mesh that is voxely |
18:20 |
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18:20 |
jordan4ibanez |
Jordach: Yes please, but I must ask, could you make some simple trucks first? |
18:21 |
Jordach |
jordan4ibanez, that's easy |
18:21 |
jordan4ibanez |
http://app.ntsb.gov/investigations/fulltext/RAB1203/RAB1203_3.jpg this is a truck, but for now, just a box with octogon wheels |
18:21 |
Jordach |
but right now i want to play mirrors edge |
18:21 |
jordan4ibanez |
Awwww yeah |
18:21 |
Jordach |
on my shiny GPU |
18:22 |
VanessaE |
I'd make it if I weren't so lazy :P |
18:22 |
Jordach |
jordan4ibanez, i also run a secret BFD server at a VERY obvious domain name |
18:23 |
jordan4ibanez |
bfd.co.uk? |
18:23 |
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18:23 |
Jordach |
nope :D |
18:23 |
Jordach |
afraid.org manages the IP hosting |
18:24 |
Jordach |
!up jordach.net |
18:24 |
MinetestBot |
jordach.net:30000 is up (87ms) |
18:25 |
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SylvieLorxu joined #minetest |
18:25 |
jordan4ibanez |
I'll play on it in a bit |
18:26 |
Jordach |
and no - i haven't got a spare PC in the house to holdster the server yet (it's inside a locked down VM) |
18:27 |
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18:27 |
diemartin |
blargh: https://github.com/kaeza/love-klib |
18:27 |
kaeza |
updated (thank you `git commit --amend`!) |
18:29 |
Jordach |
you lazy person |
18:29 |
Jordach |
git add * --all; git commit -m 'im a commit message'; git pish |
18:29 |
kaeza |
git piss off pls |
18:29 |
kaeza |
:> |
18:30 |
Jordach |
jordan4ibanez, i have a specification known as MineMIDI which allows user created songs |
18:31 |
jordan4ibanez |
How does that work? |
18:31 |
Jordach |
jordan4ibanez, it uses a scheme similar to tracking formats, and is easy for people to read |
18:31 |
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18:32 |
Jordach |
it also uses extremely high resolution node timers down to 450 BPM |
18:34 |
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18:35 |
jordan4ibanez |
Is that on your server? |
18:35 |
rubenwardy |
New article uploaded on me blog: http://rubenwardy.github.io/ |
18:37 |
Jordach |
jordan4ibanez, no, still crashes |
18:37 |
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SylvieLorxu joined #minetest |
18:40 |
VanessaE |
^^^ does that mean Player_1 wins? |
18:47 |
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SylvieLorxu joined #minetest |
18:54 |
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18:55 |
|
SylvieLorxu joined #minetest |
18:59 |
jordan4ibanez |
Is there a simple way to tell if an entity gets unloaded? |
18:59 |
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19:00 |
VanessaE |
other than checking the vicinity for entities that match a search pattern, no |
19:02 |
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SylvieLorxu joined #minetest |
19:02 |
VanessaE |
(e.g. using minetest.get_objects_inside_radius(pos, radius) and comparing its output to some expected number? I assume it returns an integer count of objects near {pos}) |
19:04 |
Jordach_ |
VanessaE, it does |
19:08 |
jordan4ibanez |
I just force loaded the chunks around the trucks |
19:09 |
jordan4ibanez |
ie I realized I was being stupid lol |
19:10 |
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19:10 |
rater193_ |
hello all! |
19:10 |
rater193_ |
anyone here mod minetest? |
19:11 |
rater193_ |
*has anyone here modded minetest |
19:11 |
rubenwardy |
I've replied to you in #minetest-mod |
19:11 |
rubenwardy |
s |
19:11 |
rater193_ |
oh ok |
19:12 |
VanessaE |
Calinou: *poke* |
19:13 |
Calinou |
hi |
19:13 |
jordan4ibanez |
Minetest-mod is a thing? |
19:13 |
VanessaE |
Calinou: I'm getting reports of more undefined entities in light of the carbone_mobs mod. can you check that wrong-named stuff isn't being spawned? |
19:15 |
Calinou |
there are aliases in init.lua… |
19:16 |
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19:16 |
rubenwardy |
#minetest-mods |
19:17 |
Kalabasa |
Is there also a way to tell if an entity dies? |
19:18 |
Kalabasa |
Oh. nvm. It looks like I need to override on_punch (?) |
19:19 |
Kalabasa |
Ahhh. This is tricky. An outside listener (not the entities) must know if entities die. |
19:19 |
VanessaE |
oh THAT's real fucking useful: 14:18:57: ACTION[ServerThread]: VanessaEzekowitz punches object 4581: LuaEntitySAO at (5729.25,-300.49,-466.25) |
19:19 |
VanessaE |
14:18:53: ERROR[ServerThread]: LuaEntity name "mobs:rat" not defined |
19:19 |
VanessaE |
ah |
19:19 |
rater193_ |
hay vanessa |
19:20 |
VanessaE |
hi rater193_ |
19:20 |
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Kenney joined #minetest |
19:21 |
rubenwardy |
It's Kenney! |
19:21 |
VanessaE |
/giveme mobs:rat 99 --> "carbone_mobs:rat 99" added to inventory |
19:21 |
Kenney |
It is! |
19:21 |
VanessaE |
so that works. |
19:21 |
rubenwardy |
Yay! XD |
19:21 |
est31 |
"carbone_mobs:rat" != "mobs:rat" |
19:22 |
est31 |
grep -r? |
19:22 |
rater193_ |
lolz |
19:22 |
Kenney |
http://puu.sh/eBACB/413c4a012c.png (sneak peak at things :D) |
19:22 |
rater193_ |
whats this? |
19:23 |
rater193_ |
:o |
19:23 |
VanessaE |
est31: rootks4006351:~# grep -r "mobs:rat" /home/minetest/.minetest/games/dreambuilder_game/ |grep -v "carbone_mobs:rat" --> no results |
19:24 |
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19:24 |
VanessaE |
so these must be leftovers from last time these parts of the map were explored. |
19:24 |
ReactOsItaly |
hi |
19:24 |
VanessaE |
hi |
19:24 |
est31 |
ok. will ping you when they spawn again |
19:24 |
Kenney |
Just an overview of everything I'm currently drawing for Voxus |
19:25 |
ReactOsItaly |
released a version 0.5? |
19:26 |
VanessaE |
ReactOsItaly: no but 0.4.11 is out. 0.4.12 coming some time soon-ish maybe |
19:26 |
Jordach_ |
Kenney, you mind releasing a texture pack for people to use your shiny textures |
19:27 |
Kenney |
Possibly after the first few releases of Voxus, maybe an alternate default pack for Minetest |
19:27 |
ReactOsItaly |
what are the next targets? |
19:28 |
rubenwardy |
HUD rewrite. Mapgen v8. Bug fixes |
19:28 |
Kenney |
+1 for HUD rewrite |
19:28 |
Calinou |
hi Kenney |
19:28 |
Kenney |
does that include UI too, formspec? |
19:28 |
Kenney |
Hey |
19:28 |
Calinou |
Kenney, could you release your stuff? |
19:28 |
Calinou |
“release early, release often†is good practice |
19:28 |
Kenney |
Haha soon, soon. |
19:28 |
Calinou |
here we don't tend to appreciate much “oOooOOo sneak peak†|
19:29 |
Kenney |
it's all a mess right now with dev textures, debug items etc. |
19:29 |
Calinou |
will you put the data on OpenGameArt? |
19:29 |
Kenney |
Well, I like to make the first release count. |
19:29 |
ReactOsItaly |
ok |
19:29 |
ReactOsItaly |
thanks |
19:29 |
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19:29 |
rubenwardy |
He's from a professional game studio. He is used to torturing the masses with sneak peaks :) |
19:29 |
Kenney |
Probably not, but I'm creating an alternative pack of voxel assets for OGA |
19:30 |
Kenney |
Hah exactly rubenwardy |
19:30 |
Calinou |
will the data be CC0? |
19:30 |
Calinou |
like you do as usual |
19:30 |
Kenney |
not sure yet but probably yes, since Minetest is so liberal it would be a crime to just lock down on everything I create |
19:30 |
Kenney |
so CC0 sounds good to me. |
19:30 |
Calinou |
“liberal†:( |
19:30 |
Calinou |
it isn't a political party |
19:31 |
Kenney |
I meant it's free for people to use, or edit. |
19:31 |
Calinou |
right |
19:32 |
Kenney |
Hopefully any donations on the project make sure I can keep it completely open and free. |
19:32 |
Kenney |
it worked for my assets\ |
19:32 |
rubenwardy |
If you say the p word, then Calinou will probably attack you. |
19:32 |
rubenwardy |
Most of this community will. #BiasedForFOSS |
19:33 |
Calinou |
FLOSS* |
19:33 |
Kenney |
Not sure what the p word is, so I'll avoid everything starting with a p. |
19:33 |
rubenwardy |
proprietary XD |
19:33 |
rubenwardy |
Although proprietary isn't anti-opensource |
19:33 |
Kenney |
Ah right, well I'm in the position to release Voxus open/free because of the donations I get for my company. |
19:33 |
T4im |
rubenwardy: could have been permissive :P |
19:34 |
Calinou |
I'm OK with permissive, as long as you don't insult copyleft in the process |
19:34 |
T4im |
that sounds fair |
19:34 |
Kenney |
Working on another voxel-based game that is truly commercial, closed source and F2P. |
19:34 |
Kenney |
But that's a money cow |
19:34 |
Kenney |
Voxel is a work of love |
19:35 |
rubenwardy |
True. Even if Voxus was commercial, it is still an awesome contribution to the community. |
19:36 |
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19:36 |
Calinou |
don't mix commercial and proprietary, rubenwardy |
19:36 |
Calinou |
I'm not against commercial stuff (to an extent) |
19:36 |
Calinou |
Kenney, it would be appreciated if you at least released the source code under a free license; you don't have to release the game data |
19:36 |
Calinou |
(Ã la id software) |
19:36 |
Calinou |
that way, people can fix bugs, port it to other operating systems and such |
19:36 |
Kenney |
Oh that's the plan |
19:37 |
Calinou |
(but don't release source under a proprietary license, that's no cool) |
19:37 |
Kenney |
it'll carry the same license as Minetest. |
19:37 |
Calinou |
cool |
19:37 |
Calinou |
are you using the Minetest engine? |
19:37 |
Kenney |
http://puu.sh/eBCDp/136f423614.jpg < that's the commercial game I'm working on |
19:37 |
Kenney |
not for the commercial one, it's a custom engine |
19:37 |
Calinou |
ah |
19:37 |
Calinou |
you could use LGPL v3, better than v2.1 |
19:38 |
Calinou |
(just my opinion :P) |
19:38 |
Kenney |
it'll be released for Wii U and on Steam, so yeah, worlds apart from Voxus |
19:38 |
Kenney |
have to investigate that but yeah, if there's a better license for Voxus I'll use that - as long as it stays open source. |
19:38 |
Calinou |
for Voxus, keep LGPL 2.1 |
19:38 |
Calinou |
because it is compatible with Minetest core |
19:38 |
Kenney |
Will do that then. |
19:38 |
Calinou |
LGPL v3 is not compatible with LGPL v2.1, so you don't want to use it for stuff that interacts with Minetest. |
19:38 |
Calinou |
(it is legal, but your stuff can't be merged) |
19:39 |
rubenwardy |
Of course, he may not want that. |
19:39 |
Calinou |
by the way, Carbone has a new crosshair. very simple, but looks good. |
19:39 |
Kenney |
Yeah don't want that, got a C++ programmer looking at the Minetest core right now |
19:39 |
Kenney |
he'll be integrating the feature requests I did on the forums, aswell as look into various bugs etc. |
19:39 |
Calinou |
will he publish his changes? |
19:40 |
Kenney |
Yep |
19:40 |
Kenney |
and, if accepted, be added to the core |
19:40 |
Jordach_ |
Calinou, Kenney did promise us this |
19:40 |
Calinou |
https://lut.im/ygnEhRXi/MXI7rPVF |
19:40 |
Calinou |
cool |
19:40 |
est31 |
Calinou: minetest core uses LGPL 2.1+ not LGPLv2.1 |
19:40 |
Calinou |
https://lut.im/Esb2TeBk/V57Ra4vT |
19:40 |
Calinou |
est31, yeah, that's important to note |
19:40 |
Calinou |
but you can't merge LGPLv3+ or LGPLv3 stuff |
19:41 |
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19:42 |
Calinou |
https://forum.minetest.net/viewtopic.php?f=4&t=9428 |
19:42 |
Calinou |
this topic is desperately lonely :'( |
19:42 |
Calinou |
no replies in 7 months, despite being a full-featured pack which has been remade |
19:42 |
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19:43 |
Kenney |
Very clean textures btw, I like them. |
19:43 |
Calinou |
thanks |
19:43 |
Calinou |
most people don't like them much, strangely |
19:43 |
Kenney |
better than Minecraft's even |
19:43 |
Calinou |
:D |
19:43 |
Calinou |
it's slightly inspired by Minecraft |
19:43 |
Kenney |
Yeah, but a little smoothened out |
19:44 |
Kenney |
Minecraft's textures can be quite harsh at times, awful at others. |
19:46 |
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19:47 |
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JAPP left #minetest |
19:56 |
Kenney |
is there a way to hide the version number on the HUD? |
19:57 |
Calinou |
you would have to edit the source code |
19:57 |
Calinou |
:( |
19:57 |
Calinou |
I wish it was removed too |
19:59 |
Krock |
why |
20:00 |
Calinou |
it's redundant and eats space on screen :P |
20:00 |
Kenney |
Yeah, would've been a good option to add to minetest.conf |
20:00 |
Calinou |
I would rather have one line of additional chat |
20:00 |
Kenney |
Krock: doesn't look very clean. |
20:00 |
Calinou |
who would want a permanent watermark showing version anyway? |
20:00 |
Calinou |
which games do that in 2015? |
20:00 |
Calinou |
even Minecraft stopped doing it |
20:00 |
Krock |
Kenney, to get a clean overview,press F1 and F2 |
20:01 |
T4im |
one option is to put it into the console screen |
20:01 |
Kenney |
I mean for the people that are going to play my game |
20:01 |
Kenney |
http://puu.sh/eBGgZ/272715c788.png |
20:01 |
Kenney |
You must agree, it doesn't fit. |
20:01 |
Krock |
indeed |
20:02 |
Krock |
F5 could show it |
20:02 |
Kenney |
Yep that would be better |
20:02 |
Krock |
gonna make a pull for it brb |
20:02 |
Kenney |
:) |
20:03 |
est31 |
Krock: could we introduce a "version pixel"? e.g. the top leftmost pixel encodes the version? Then we always know for bugs which version they were created with |
20:04 |
Calinou |
that's a rather strange idea |
20:04 |
Calinou |
would look bad |
20:04 |
Krock |
^ |
20:04 |
est31 |
(only if ppl deem it necessary of course) |
20:04 |
Calinou |
Kenney, your crosshair is too big :o |
20:04 |
Kenney |
Hah yeah Calinou, made it a bit smaller now |
20:04 |
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20:05 |
Kenney |
http://puu.sh/eBGSF/d72b052e11.png |
20:07 |
Krock |
https://github.com/minetest/minetest/pull/2138 |
20:07 |
Kenney |
Make sure you either list the F5 to view option or the minetest.conf option |
20:08 |
Krock |
It's still visible in the debug view |
20:08 |
Kenney |
oh crap |
20:08 |
Kenney |
I should learn to read |
20:08 |
Krock |
:P |
20:08 |
Kenney |
but thanks! :D |
20:09 |
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20:11 |
rubenwardy |
My website is down until the DNS configures |
20:12 |
Krock |
blame DNS |
20:12 |
|
Xenoth joined #minetest |
20:12 |
rubenwardy |
Could take half an hour to 48 hours |
20:12 |
rubenwardy |
It is online! |
20:13 |
rubenwardy |
http://rubenwardy.com/ |
20:13 |
VanessaE |
that was a quick 48 hours :D |
20:13 |
Krock |
^ |
20:13 |
rubenwardy |
No! |
20:13 |
Krock |
R U happy now? |
20:13 |
rubenwardy |
It was online, now it's offline |
20:13 |
Kenney |
oh hey you made NodeBoxEditor, using that for Voxus :) |
20:13 |
VanessaE |
rubenwardy: it loads for me |
20:14 |
rubenwardy |
Does it? |
20:14 |
rubenwardy |
Cool |
20:14 |
VanessaE |
yup |
20:14 |
rubenwardy |
Does for me now |
20:14 |
Kenney |
loads here too |
20:14 |
rubenwardy |
You're welcome, Kenney. Don't look at it's source code though. It's horrific |
20:14 |
Kenney |
I won't ;) |
20:14 |
rubenwardy |
It uses delete this; D: |
20:15 |
Krock |
rubenwardy, you can't handle tabs |
20:15 |
Krock |
but still way better than google |
20:15 |
rubenwardy |
Huh? |
20:16 |
Krock |
the pages' source |
20:16 |
sfan5 |
Calinou: why do you always have this "will rms approve of it?" "will you release the source?" "do you use free software licenses?" attitude? |
20:19 |
Kenney |
http://puu.sh/eBJ3t/f585d4d7f6.png |
20:19 |
Kenney |
anyone able to explain this to me? |
20:19 |
Kenney |
the position of what exactly? No matter what I set those values, I don't see my hotbar_selected image |
20:20 |
rubenwardy |
In the hotbar, I guess |
20:20 |
rubenwardy |
It is probably broken. |
20:22 |
sfan5 |
why? it seems to work fine for minetest_game |
20:22 |
rubenwardy |
Offset doesn't work |
20:22 |
Kenney |
offset should be fixed soon though |
20:22 |
sfan5 |
didn't you fix this? |
20:23 |
sfan5 |
(you = rubenwardy) |
20:23 |
Kenney |
https://github.com/minetest/minetest/pull/2094 |
20:23 |
Kenney |
yep |
20:23 |
rubenwardy |
Pull request submitted |
20:23 |
Kenney |
my hero *tears in eyes* |
20:23 |
rubenwardy |
It may not scale right with hud_scale, sapier nows how that works (I just copied other code) |
20:24 |
rubenwardy |
You're welcome, Kenney. |
20:24 |
rubenwardy |
I gained valuable knowledge of how not to make a c++ video game |
20:24 |
Kenney |
If you've got time, could you check if the source does anything with the item property? I suspect it doesn't, |
20:24 |
rubenwardy |
Lol |
20:24 |
Kenney |
hah |
20:25 |
rubenwardy |
`drawItems(pos, e->number, 0, inv, e->item, e->dir, offs);` |
20:25 |
rubenwardy |
e->item looks like it |
20:25 |
Kenney |
Hm, yeah |
20:26 |
Kenney |
not sure what position is though, an offset or even something like the alignment (-1 to 1) |
20:26 |
rubenwardy |
https://github.com/rubenwardy/minetest/blob/027e4045ed6c90a3bc6cf2e96e820c83a5aec30f/src/hud.cpp#L235 |
20:26 |
Krock |
Kenney, there's stuff to talk about in the pull 2138, the one about removing the text by default |
20:26 |
rubenwardy |
That's where it is used |
20:26 |
rubenwardy |
I gtg |
20:26 |
sfan5 |
Krock: removing the text by default is not what the dev team wants |
20:26 |
Kenney |
Thanks rubenwardy! |
20:26 |
rubenwardy |
It is probably not read correctly from lua |
20:27 |
rubenwardy |
I will experiment tomorrow, if I have time |
20:27 |
Kenney |
Oh well Krock, I'll just rip it out off my Voxus version of the source then |
20:27 |
Krock |
sfan5, well, in that case it doesn't look well but I'm fine with the current way |
20:28 |
Krock |
maybe it's just too early to hide it |
20:28 |
Kenney |
I'm gonna suggest a minetest.conf option then |
20:30 |
Krock |
using options isn't the way show it should be solved |
20:30 |
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20:30 |
Krock |
there are way too many settings |
20:31 |
sfan5 |
Kenney: the c++ expects "item" to be a number if that helps |
20:31 |
Krock |
maybe a position number? |
20:32 |
sfan5 |
probably that |
20:32 |
sfan5 |
the other code in hud.cpp is a bit confusing though |
20:32 |
Kenney |
Hah yeah a number is what I thought it'd be, now find out what kind of number... |
20:32 |
Kenney |
ah wait, so just a number and not a table with x,y then? |
20:32 |
Krock |
a number |
20:33 |
Krock |
inventorys don't have x and y when they get saved |
20:33 |
Krock |
*inventories |
20:33 |
sfan5 |
yep, seems to be the number of the selected item |
20:33 |
sfan5 |
void Hud::drawHotbar(u16 playeritem) { |
20:33 |
sfan5 |
[...] |
20:33 |
sfan5 |
drawItems(pos, hotbar_itemcount, 0, mainlist, playeritem + 1, 0); |
20:33 |
sfan5 |
[...] |
20:33 |
sfan5 |
drawItems(pos, e->number, 0, inv, e->item, e->dir); |
20:34 |
Kenney |
ah wait yeah just found out, it is the currently selected slot |
20:34 |
sfan5 |
the e->item is at the same position as playeritem + 1 |
20:34 |
Kenney |
but it doesn't auto update |
20:34 |
Kenney |
so you'll have to write a bit of code to update it... |
20:34 |
Kenney |
oh geez |
20:34 |
sfan5 |
hm |
20:34 |
Kenney |
see: http://puu.sh/eBLyP/94a4a6623e.png |
20:35 |
sfan5 |
the hotbar position is hardcoded |
20:35 |
sfan5 |
that isn't flexible |
20:35 |
sfan5 |
who designed that |
20:35 |
jordan4ibanez |
Hey sfan5 |
20:35 |
sfan5 |
hi jordan4ibanez |
20:36 |
Kenney |
oh boy, so yeah, overall experience with Minetest modding: AWESOME!...till I got to the HUD/UI |
20:36 |
Kenney |
anyway, g2g for now |
20:37 |
sfan5 |
one solution would be to hardcode your modified hotbar position in the code |
20:37 |
sfan5 |
but that isn't flexible either |
20:37 |
Kenney |
yeah was talking with my C++ coder the other day for the UI, he had the idea to bring an open source UI system to the table and integrate it into the engine |
20:37 |
Kenney |
for Voxus ofcourse, not the core Minetest engine |
20:38 |
Calinou |
libRocket? nope. Qt? nope. |
20:38 |
Calinou |
and so on :( |
20:38 |
Kenney |
Yeah :( |
20:39 |
Kenney |
I love Scaleform |
20:39 |
Kenney |
but isn't open source |
20:39 |
sfan5 |
created an issue: https://github.com/minetest/minetest/issues/2139 |
20:39 |
sfan5 |
!title |
20:39 |
MinetestBot |
sfan5: Hotbar position should be changeable from Lua · Issue #2139 · minetest/minetest · GitHub |
20:39 |
Kenney |
(similar to libRocket but uses Flash instead of HTML) |
20:40 |
Kenney |
Thanks sfan5! |
20:40 |
Kenney |
ttyl all |
20:52 |
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21:19 |
fling |
Hello. |
21:19 |
fling |
Is it possible to do things faster on the clientside? |
21:20 |
VanessaE |
not yet. |
21:20 |
VanessaE |
client-side modding is not supported but it's coming soon-ish |
21:23 |
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21:25 |
NekoGloop |
butts |
21:33 |
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21:36 |
fling |
VanessaE: looks like this is already the case. |
21:37 |
VanessaE |
not for regular mods |
21:38 |
VanessaE |
only a few things like menus/formspecs can use it |
21:38 |
VanessaE |
and even then access to those things is hard-coded in the engine right now |
21:44 |
blaise |
hrmm |
21:44 |
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21:58 |
acerspyro |
Would anyone be kind enough to point me where I should start to modify the main menu? |
21:58 |
est31 |
in-game or in-client? |
21:58 |
acerspyro |
in-client |
21:59 |
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22:00 |
est31 |
https://github.com/minetest/minetest/tree/master/builtin/mainmenu |
22:01 |
est31 |
does that help? |
22:02 |
acerspyro |
Oh, sorry, I was too vague |
22:02 |
jordan4ibanez |
We can modify the menu? What a time to be alive |
22:02 |
acerspyro |
I meant the rendering |
22:03 |
est31 |
formspec rendering? |
22:03 |
est31 |
or do you just want to place a button somewhere or something like that? |
22:04 |
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22:04 |
acerspyro |
no, I am trying to re-design the GUI rendering |
22:04 |
acerspyro |
make it more flexible, use pixmap buttons... |
22:04 |
est31 |
so better skin and so on |
22:04 |
acerspyro |
Make it use the entire screen space |
22:04 |
est31 |
ok |
22:05 |
est31 |
thats in formspec rendering I guess |
22:05 |
acerspyro |
formspec = widget set? |
22:05 |
est31 |
https://github.com/minetest/minetest/blob/944ffe9e532a3b2be686ef28c33313148760b1c9/doc/fst_api.txt |
22:05 |
acerspyro |
ic |
22:06 |
est31 |
ic? |
22:06 |
acerspyro |
"I see" |
22:06 |
acerspyro |
lrn2internet |
22:07 |
n4x |
he c |
22:07 |
n4x |
me hs |
22:07 |
acerspyro |
more like "ic++" |
22:07 |
est31 |
http://www.urbandictionary.com/define.php?term=IC&utm_source=search-action |
22:07 |
n4x |
acerspyro: ic-- |
22:07 |
acerspyro |
check the second one, est31 |
22:07 |
* est31 |
forgot to inspect 2nd element |
22:08 |
acerspyro |
lol 3rd element is so wrong |
22:09 |
Trixar_za |
Btw is Simple Shooter the best guns mod or should I be checking the other ones? |
22:11 |
acerspyro |
guiFormSpecMenu.cpp? |
22:11 |
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22:12 |
est31 |
um |
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22:32 |
Krock |
Trixar_za, firearms is good |
22:33 |
Trixar_za |
Damn, I was going to tell Krock how I'm going to add a few types of Zombies to the game. |
22:33 |
Trixar_za |
So guns would be nice :P |
22:34 |
acerspyro |
I'm a bit lost :P |
22:34 |
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22:35 |
acerspyro |
But it is teaching me Lua |
22:35 |
acerspyro |
:P |
22:36 |
Jordach_ |
zombies and guns are overrated by AAA games and indies |
22:36 |
acerspyro |
^ |
22:36 |
Jordach_ |
i found more unoriginality in a Call of Duty campaign |
22:36 |
Jordach_ |
s/unoriginality/originality |
22:36 |
Jordach_ |
!title https://www.youtube.com/watch?v=KbTtsezso4Q |
22:36 |
Jordach_ |
^ explains everything |
22:36 |
MinetestBot |
Jordach_: WTF Is... - Duty Calls? (It's a Call of Duty parody and blatant marketing ploy) - YouTube |
22:38 |
Trixar_za |
Jordach_: Stop reading David Wong's book. Zombies are always fun. |
22:39 |
Trixar_za |
It's just that nobody really came up with anything good. They Hunger (the Half-Life mod) was pretty good because the Zombies actually talked instead of just making random moans. They were also fast. Double tapping was also a prerequest to survival. |
22:40 |
Jordach_ |
Trixar_za, Resident Evil 1/2/3/4/5/6 zombies are actually enjoyable (as well as L4D1/2 with the random tension) |
22:41 |
acerspyro |
I think I should just do a mock up |
22:43 |
Trixar_za |
Jordach_: The earlier zombies were good in Resident Evil because of clever angling of the camera and jump scares. |
22:43 |
Jordach_ |
Trixar_za, especially ones that require tactics / aim |
22:43 |
Trixar_za |
Having the zombies come out of random places or having corpses you passed by without having moved before suddenly come to life when you're RIGHT NEXT to them is the best. |
22:44 |
Jordach_ |
Dead Space (I never finished it) |
22:44 |
Jordach_ |
that's even worse |
22:44 |
Trixar_za |
Especially if your ammo is low - you have to fight the urge to shoot without stopping out of fright, and instead aim and carefully shoot them in the head. |
22:44 |
Trixar_za |
You also have to wait for them to get closer so the gun has more of an effect. |
22:45 |
Jordach_ |
i miss survival games with no ammo |
22:46 |
Trixar_za |
Where you have to beat them with random objects you find lying around? |
22:46 |
Trixar_za |
Yeah, that's fun too |
22:46 |
Jordach_ |
oh god i now want to re-install Dead Rising |
22:47 |
acerspyro |
Resist! |
23:08 |
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23:45 |
est31 |
Why exactly is entering umlauts into formspec entry fields not possible? |
23:45 |
est31 |
and other non-ascii chars |
23:55 |
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