Time |
Nick |
Message |
00:00 |
est31 |
btw why is https://github.com/Rogier-5/minetest-mapper-cpp so much commits ahead of master? |
00:00 |
est31 |
a fork? |
00:03 |
DFeniks |
ElectronLibre , it generated , althought i set SQLITE3_LIBRARY sqlite-dll-win32-x86-3080802/sqlite3.dll ? i already downloaded that too from that site . i wonder if i set other things right too... now how do i run make with mingw ? what cmd i need to open mvsys? |
00:03 |
DFeniks |
or something else? |
00:22 |
DFeniks |
why make is only showing its description and not do anything ? if i run in other folder it at least says: no targets specified and no makefile |
00:38 |
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00:46 |
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00:48 |
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00:49 |
est31 |
ok, somehow minetestmapper isnt working, can anybody help? |
00:50 |
est31 |
http://alket.mooo.com/img.png |
00:56 |
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00:56 |
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00:58 |
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00:59 |
TabIeFlip |
test |
00:59 |
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01:00 |
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01:05 |
VanessaE |
est31: my colors.txt is a bit outdated, plus the mapper is supposed to have some kind of auto-generator feature included with it now I thought? |
01:05 |
VanessaE |
I'm not against it though |
01:07 |
est31 |
yea seen the other mapper repo which contains a larger colors.txt |
01:07 |
est31 |
so parhaps not needed after all |
01:10 |
est31 |
perhaps* |
01:11 |
est31 |
just wondering why Rogier-5's changes to minetest-mapper aren't merged into minetestmapper master |
01:11 |
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01:13 |
LazyJ |
I've been using Rogier-5's MinetestMapper since he released it. |
01:13 |
LazyJ |
Earlier today I compiled the "official" minetestmapper and it only produced segmentation fault core dumps. |
01:14 |
est31 |
lol |
01:14 |
LazyJ |
VanessaE, do you use the official version; if so, how did you get it to work? |
01:14 |
est31 |
for me it works |
01:14 |
est31 |
perhaps doesnt like your map? |
01:14 |
LazyJ |
idk. |
01:14 |
VanessaE |
for me it just works |
01:15 |
* Jordach |
crunches out a render |
01:15 |
LazyJ |
sfan5 had me compile and run a debug version and it still wouldn't cooperate. |
01:15 |
LazyJ |
Same mapping commands that I've been using for over a year to produce overview maps for LinuxGaming. |
01:16 |
LazyJ |
I have noticed that updates to Ubuntu have been reducing the size of map that I can produce. |
01:16 |
LazyJ |
About a year ago I could render the full 60k x 60k. |
01:17 |
LazyJ |
Then an update to imagemagik(?) reduced it to 56k^2. |
01:17 |
LazyJ |
Then 48k^2. |
01:17 |
LazyJ |
After the last update it's down to 46k^2. |
01:17 |
Jordach |
tl;dr stop updating software :P |
01:18 |
LazyJ |
The "Big" map was difficult for anyone to load so I decided to replace it with 8k^2. |
01:18 |
est31 |
have you tried leaflet based maps |
01:18 |
est31 |
? |
01:18 |
est31 |
http://www.ayntest.net/pages/liberty-land-map.html |
01:18 |
LazyJ |
One of our admins is still running WinXP on an old laptop. She said she could load the 8k^2 map. |
01:18 |
est31 |
I'm currently trying to reproduce it |
01:19 |
LazyJ |
I can still produce the full map in quarters but I doubt anyone but me will use them. |
01:19 |
Jordach |
minetest mapper was designed for a time when the game was static |
01:20 |
Azelphur |
VanessaE: rofl, I gave a friend of mine my watch running Minetest, she ran off with it and went to sit in the bathroom with the lights off to play with it https://www.youtube.com/watch?v=_p2dxqe3bh0&feature=youtu.be xD |
01:20 |
LazyJ |
It's still useful for planning projects and our players still refer to the maps. |
01:21 |
VanessaE |
haha |
01:25 |
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01:27 |
Jordach |
VanessaE, got bored, replicated a screenshot |
01:27 |
Jordach |
http://a.pomf.se/jnwzev.png |
01:27 |
VanessaE |
ooookay... |
01:42 |
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01:43 |
est31 |
?? |
01:51 |
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01:54 |
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02:01 |
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02:07 |
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02:21 |
est31 |
LazyJ, how do you restrict the area? |
02:25 |
LazyJ |
--geometry lowest-x:highest-z+span-across-x+span-across-z |
02:26 |
est31 |
ok thx |
02:26 |
est31 |
I'll have to limit the size, this just requires too much ram for me otherwise |
02:26 |
LazyJ |
Crud. I think I've got the x and z wrong. |
02:26 |
LazyJ |
Let me check my notes.... |
02:27 |
LazyJ |
Yup. I had it wrong. Trying again: |
02:28 |
LazyJ |
--geometery lowest-x:lowest-z+span-of-x+span-of-z |
02:28 |
est31 |
the mapper should create tiles from the start |
02:28 |
est31 |
not a huge png file |
02:28 |
LazyJ |
So to make a map 1000 x 1000 around 0,0,0 would be: ---geometry -500:-500+500+500 |
02:28 |
est31 |
yea seen readme |
02:29 |
est31 |
this is cool too: <xcenter>,<ycenter>:widthxheight (center & dimensions) |
02:29 |
LazyJ |
After the overview maps have been rendered, run pngquant over them if they are under 1mb |
02:29 |
LazyJ |
Over 1mb - use optipng. |
02:29 |
est31 |
ok why |
02:30 |
LazyJ |
To make the map files smaller which makes it easier for your image viewer to load or for web images it's takes less bandwidth. |
02:31 |
LazyJ |
pngquant is faster than optipng but doesn't compress large files well, if at all. |
02:31 |
LazyJ |
optipng can make a dent, not a huge one but still a difference. |
02:32 |
LazyJ |
optipng can compress a 35mb png file to 24mb without noticeable loss of detail (at least for overview map purposes). |
02:32 |
est31 |
what just annoys me is that resizing a 10 MB image requires 3 GB RAM |
02:32 |
LazyJ |
Phhttt... tell me about it. |
02:32 |
est31 |
and creating it in the first place too |
02:33 |
LazyJ |
When I render the "Big" map for our server (46,000 x 46,000) it consumes 16gb of RAM plus 8gb of the swap file. |
02:33 |
est31 |
wow |
02:34 |
LazyJ |
It's a pain, but smaller sections are easier to produce; just more images to keep sorted though. |
02:34 |
est31 |
I'm heading for sth like this: http://www.ayntest.net/pages/liberty-land-map.html |
02:34 |
est31 |
its not one file but many small tiles |
02:34 |
LazyJ |
After the mapper renders the "Big" map, the resulting file is 120mb +/- |
02:35 |
LazyJ |
mHmm. Miner has been working on something like that for us. |
02:35 |
est31 |
miner_48er? |
02:35 |
LazyJ |
The trouble he ran into was getting the web application to start with the center instead of the far, upper-left corner. |
02:36 |
LazyJ |
Yup. Miner_48er. He's the other head admin of LinuxGaming. |
02:36 |
est31 |
made him a mod of trepca yesterday. |
02:37 |
LazyJ |
Solid fellow. Doesn't speak much but is very vigilant. |
02:37 |
est31 |
great :) |
02:37 |
LazyJ |
He and I have been working together for over two years. |
02:42 |
* est31 |
just got an idea: what about calling the mapper multiple times from a script, creating the tiles... |
02:43 |
VanessaE |
I was thinking of doing just that on my maps.. some of those images are gigantic. |
02:43 |
LazyJ |
I think that's what Miner did. |
02:44 |
VanessaE |
(like 12056 x 15048, 43 MB for the VE-Vanilla map) |
02:44 |
est31 |
gonna publish the .sh file when I'm finished |
02:44 |
VanessaE |
(56 MB for the Survival map) |
02:45 |
est31 |
there is this, but I'm not sure whether I want that, or do my own solution: https://forum.minetest.net/viewtopic.php?f=14&t=10278 |
02:45 |
est31 |
after all it doesnt support my backend |
02:48 |
est31 |
ah there it is https://github.com/ayntest/ayntest-maps |
02:49 |
est31 |
funny that they use both python and bash |
02:49 |
est31 |
after all bash has scripting capabilities |
02:49 |
* est31 |
wonders whether some ppl around here have python as their login shell |
02:51 |
VanessaE |
I do like that mapper in fact. |
02:52 |
VanessaE |
I wonder how hard it is to use/integrate into an existing setup |
02:52 |
est31 |
I'm currently working on a better one |
02:52 |
est31 |
that one creates one large image and then crops it |
02:52 |
est31 |
better is to create many small images |
02:52 |
est31 |
for RAM and so on |
02:53 |
VanessaE |
that could also get very CPU-heavy... |
02:53 |
est31 |
why |
02:53 |
VanessaE |
constantly re-generating the map image? |
02:53 |
est31 |
nono |
02:54 |
est31 |
every tile is just a part of the whole map |
02:55 |
LazyJ |
Something like Google maps - large map made up of smaller sections. |
02:55 |
VanessaE |
even re-creating small pieces would get heavy. to be efficient, it would need to only re-generate one mapblock's worth of image data at a time, and then insert the modified piece into some larger tile set |
02:55 |
est31 |
leaflet is used by openstreetmap btw |
02:55 |
est31 |
http://www.openstreetmap.org |
02:55 |
VanessaE |
(re-generate the image for the mapblock if that block has been modified recently, that is) |
02:56 |
LazyJ |
Idk if Miner has been trying to make it a real-time map or a static map. |
02:56 |
est31 |
my solution wont be life |
02:56 |
est31 |
just have many small images from the start |
02:56 |
est31 |
because the scaledown procedure also takes much ram |
02:57 |
VanessaE |
ohhh ok |
02:57 |
LazyJ |
Most players don't build fast enough to make real-time reasonable, is my two cents. |
02:57 |
ShadowNinja |
Rogier-5's minetest-mapper changes seem good. Does anyone know how the performance compares? |
02:57 |
est31 |
that MTSattelite one is life however |
02:58 |
est31 |
should I test it |
02:58 |
LazyJ |
If you have a script that renders the tiles after a regular backup (daily?), then that should be plenty up-to-date for most player purposes. |
02:58 |
est31 |
"should I test it" was directed towards ShadowNinja btw |
02:59 |
LazyJ |
I've been using Rogier's version since he released it but *only* his version, so I can't give any comparison. |
02:59 |
est31 |
I'm using it, havent compared much |
02:59 |
est31 |
but official minetestmapper doesnt render my map correctly |
02:59 |
est31 |
Rogiers' does |
03:00 |
est31 |
could show you a comparison, just server has network problems |
03:00 |
LazyJ |
One of the two is able to render the maps with much less detail for those occasions where you don't need to see every node. |
03:01 |
LazyJ |
Town maps for example. |
03:01 |
est31 |
yea the leaflet solution does that |
03:04 |
est31 |
I'll have to figure out a way to communicate it to leaflet that the maps are now 4x in between not 2x |
03:08 |
ShadowNinja |
est31: Yes, that would be great. Make sure to include sqlite3 and non-sqlite3 (use the sqlite3-cacherow option or whatever it's called, it's hacky and wastes memory for smaller maps, but we need a better schema to fix that) |
03:09 |
ShadowNinja |
est31: And if you have the time, include small and large maps. |
03:09 |
LazyJ |
VanessaE, any idea how to make normalmaps less shiny or metallic looking? |
03:09 |
est31 |
ShadowNinja, dont understand your second sentence |
03:10 |
VanessaE |
LazyJ: you can't yet. there's currently no control for specular lighting and such. |
03:10 |
LazyJ |
Ah. |
03:10 |
ShadowNinja |
est31: Use an SQLite3 map and a levelsb msp. |
03:10 |
ShadowNinja |
leveldb map* |
03:10 |
est31 |
ok |
03:11 |
est31 |
doing that when I've finished creating a mapping script |
03:11 |
ShadowNinja |
You could also try redis, but the results probably won't be as interesting, so skip that. |
03:11 |
LazyJ |
Maybe if I stop dusting my monitor? Low tech, cheap, less shiny stuff, and a natural anti-glare screen. :0)- |
03:12 |
VanessaE |
haha |
03:12 |
VanessaE |
bbiab |
03:13 |
est31 |
as its said, the problem sits between monitor and chair :) |
03:13 |
est31 |
never said that it can't be close to the monitor |
03:21 |
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03:23 |
est31 |
Miner_48er, topic might interest you |
03:23 |
est31 |
mapping minetest using minetestmapper |
03:23 |
est31 |
I'm working on a solution on leveraging leafletjs |
03:24 |
est31 |
with many zoomlevels |
03:28 |
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03:28 |
Miner_48er |
yes reading the log |
03:31 |
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03:35 |
Miner_48er |
est31 so your creating a large image and cropping it into 512^2 or 256^2 images? |
03:36 |
est31 |
that was my intention at the start, but right now I'm spawning many instances of minetestmapper |
03:36 |
est31 |
and finding out that this is slow |
03:36 |
est31 |
but at least not RAM-hungry |
03:36 |
est31 |
everything better than that |
03:37 |
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03:37 |
Pulec |
have you heard about megavz/nanovz ? |
03:38 |
Pulec |
lowend vps |
03:38 |
Pulec |
how much RAM minetest server needs for 30 players? |
03:39 |
Miner_48er |
I've thought of having a control proccess providing the coords to a # of mappers to speed it up |
03:39 |
Miner_48er |
Did the tile option in the mapper work for you? |
03:40 |
est31 |
yea *best* would be to have minetestmapper support small tiles, and then being multithreaded |
03:40 |
est31 |
no |
03:40 |
est31 |
I think its more around drawing lines |
03:40 |
est31 |
so that every tile is separated like a chessboard |
03:43 |
Miner_48er |
I made a script for that but it's hard coded to the full map at 512^2 |
03:43 |
est31 |
ok |
03:43 |
est31 |
have you implemented scaling? |
03:44 |
Miner_48er |
no |
03:52 |
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04:16 |
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04:39 |
ShadowNinja |
est31: The mapper currently needs to load every key in the database before it can start -- which isn't fast, and the face that the rowid is messed up probably doesn't help. |
04:40 |
ShadowNinja |
My pos split PR would fix that, but only for SQLite3. |
04:40 |
ShadowNinja |
The other DBs have design issues that require loading every key. |
04:41 |
ShadowNinja |
(or at least a lot of them) |
04:42 |
est31 |
ShadowNinja, messed up? |
04:43 |
ShadowNinja |
est31: The pos hash becomes the rowid, but the rowid is normally a sequential integer, not a random-looking hash. |
04:43 |
est31 |
ah ok |
04:44 |
ShadowNinja |
This might or might not affect performance, but I wouldn't be surprised if it was a huge preformance issue. |
04:44 |
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04:44 |
est31 |
I think splitting up that hash has advantages |
04:45 |
est31 |
mapper has a huge ram issue |
04:45 |
est31 |
dont think thats related |
04:45 |
est31 |
500 MB map makes mapper require 3 GB ram |
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09:43 |
mazal |
Hi everyone , is there a way to transfer ownership from one playername to another ? ( locked chests etc. ) |
09:45 |
est31 |
mazal: its hard |
09:45 |
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09:47 |
mazal |
k , cos I am starting a new world seperate from my server and then realized that if I do it in singleplayer , everything will be owned by singleplayer and moving the world to my server I want have access to my things then |
09:47 |
mazal |
So Is best then to start the new world in server mode with my username rather yes ? |
09:48 |
est31 |
there is no general way I know of |
09:48 |
mazal |
k , thanx |
09:50 |
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09:51 |
mazal |
And another question , I see mintest 0.4.12 stable is released. Currently I use the dev ppa for Ubuntu. Will I get the latest minetest version via there and will it change to 0.4.12-dev now ? Or should I change ppa's ? |
09:56 |
est31 |
that will change yes |
09:57 |
mazal |
thanx |
09:58 |
est31 |
in fact, the next build should have the new version |
09:58 |
est31 |
wait 3 hours, and the version number is updated :) |
09:58 |
mazal |
Kewl , I just did update in excitement but it's not there yet hehehe |
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12:19 |
Rasmez |
Hi everyone! |
12:20 |
sfan5 |
hi |
12:24 |
Rasmez |
Sfan5, u know something about creating mods for Minetest? I need some help |
12:25 |
sfan5 |
Rasmez: there is an page about creating mods here http://dev.minetest.net/Intro |
12:26 |
rubenwardy |
http://rubenwardy.com/minetest_modding_book |
12:26 |
rubenwardy |
I need contributors for the book! |
12:27 |
Rasmez |
Thank you guys |
12:27 |
Rasmez |
I wanna create a modpack/subgame for Minetest inspired by an anime called "No Game, No Life" |
12:29 |
Rasmez |
if i can't at least create a modpack to get Minetest to Minecraft level of features |
12:38 |
gravgun |
Rasmez: a mod inspired by NGNL? |
12:38 |
gravgun |
\o/ |
12:38 |
rubenwardy |
Added feedback section: http://rubenwardy.com/minetest_modding_book/index.html#feedback |
12:38 |
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12:39 |
Rasmez |
the idea is generate simple NPC with the possibility of playing simple games for rare/unique resources |
12:39 |
rubenwardy |
I pretty much wrote http://dev.minetest.net/Intro about 2 years ago. (I rewrote much of Jeija's tutorial) The Modding Book is much easier to understand. |
12:40 |
rubenwardy |
IMO, ofc |
12:40 |
Rasmez |
? |
12:40 |
rubenwardy |
Gotta know your TLA text speech |
12:40 |
rubenwardy |
In my opinion, of course |
12:40 |
Rasmez |
TLA? what is that? |
12:40 |
rubenwardy |
three letter acronym |
12:40 |
Rasmez |
wich means...? |
12:41 |
gravgun |
Fun fact: TLA is a TLA. |
12:41 |
rubenwardy |
Yes |
12:42 |
gravgun |
Fun fact: isogram is an isogram. |
12:42 |
gravgun |
I'm the fact sphere. |
12:42 |
Rasmez |
No way! XD |
12:42 |
rubenwardy |
Each letter in "TLA" means a word. Three Letter Acronym. And there are three letters. |
12:42 |
est31 |
yea just as GNU is an operating system |
12:43 |
gravgun |
Without a kernel. Oh wait there's HURD |
12:43 |
est31 |
Thats what linux is for |
12:43 |
gravgun |
Gahnoo plus Leenux |
12:44 |
gravgun |
Everyday I find GNU utils more and more bloated |
12:44 |
est31 |
use busybox |
12:44 |
Rasmez |
Ah... |
12:44 |
gravgun |
This |
12:44 |
Rasmez |
Thanks |
12:44 |
gravgun |
I'm going busybox soon |
12:45 |
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12:45 |
gravgun |
And will kick out glibc |
12:45 |
gravgun |
LFS for the win |
12:45 |
gravgun |
musl libc |
12:45 |
Rasmez |
Guys... another question |
12:45 |
gravgun |
? |
12:45 |
est31 |
and then you'll install haskell because your shell cant do anything anymore |
12:45 |
gravgun |
(zsh) |
12:45 |
Rasmez |
what do you think about a "Dragon-inspired" mod? |
12:46 |
gravgun |
That's called Skyrim. |
12:46 |
Rasmez |
LoL |
12:46 |
Rasmez |
XD |
12:48 |
gravgun |
rubenwardy, where's my nodemesh paragraph in "Node drawtypes"? |
12:51 |
gravgun |
Also rubenwardy, add vertical-align: middle; to <code> elements in your CSS. It looks misaligned else |
12:52 |
Rasmez |
another question... with what program i can make models for minetest in GNU/Linux O.S? (besides Blender) |
12:55 |
gravgun |
Rasmez, I had success using Wings3D to make models ( I suck at blender and prefer subdivision-based editors ) |
12:59 |
Rasmez |
Gravgun, Wings3D is easy to use, right? |
12:59 |
Rasmez |
i mean, for me Blender is great, but i'm having trouble to model for Voxel-based games :( |
12:59 |
gravgun |
Pretty easy if you do non-highpoly things |
12:59 |
gravgun |
For games like Minetest it's perfect |
13:00 |
Rasmez |
nice :D |
13:00 |
gravgun |
I had a little painful time UV-mapping the models tho |
13:00 |
Rasmez |
Thank you |
13:00 |
Rasmez |
Bye guys! |
13:01 |
Rasmez |
have a date with my GF |
13:01 |
Rasmez |
yes, i have a gamer GF! die with envy XP |
13:02 |
ipv6c |
Is the wiki outdated stating that jungle generation need to be specified in minetest.conf? |
13:03 |
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13:09 |
ipv6c |
Finally ther's a permanent IPv6 server |
13:13 |
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13:13 |
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13:22 |
guest365 |
the y map high is -30000-30000 but what is whith the other sites x and z? |
13:25 |
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13:25 |
gravgun |
guest365: all axes are limited within the same bounds |
13:25 |
guest365 |
ok thanks |
13:28 |
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13:29 |
MinetestBot |
[git] Jeija -> Jeija/minetest-mod-mesecons: Re-add mesecon.register_mvps_unmov(objectname) since other mods (pipeworks) are using it eb41647 http://git.io/AqoV (2015-02-19T14:27:20+01:00) |
13:33 |
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13:33 |
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13:35 |
ipv6c |
Can't edit the wiki. It says jungle tree generation for a map must be enabled in minetest.conf. I'm running latest version from git and it was generated inside the map. For how long has this been the standard way? |
13:37 |
ipv6c |
This section is outdated http://wiki.minetest.com/wiki/Biomes#Jungle |
13:37 |
ipv6c |
"“v6_jungles†has to be added to the variable mg_flags into the minetest.conf to cause the map generator to generate jungles. " is the latest sentence |
13:41 |
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13:43 |
ipv6c |
swaaws if you are there. We must disable fire immediately. |
13:43 |
ipv6c |
please. |
13:44 |
ipv6c |
What I meant to say really is: swaaws, could we please disable the fire on the server? |
13:50 |
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14:00 |
ipv6c |
Looks like most players connecting are using a tablet. That leads directly to the mod dilemma, |
14:00 |
shadowzone |
Is anyone gonna fix the typo on the minetest.net/download page under android. |
14:00 |
shadowzone |
it says... |
14:01 |
shadowzone |
there may contain excessive adver ts and are distributed |
14:01 |
ipv6c |
shadowzone, is a wiki account required to do that edit? |
14:01 |
shadowzone |
Nope |
14:01 |
shadowzone |
You need a dev account |
14:02 |
shadowzone |
So, I can't fix it. |
14:20 |
rubenwardy |
gravgun, I wasn't aware of that. Where is your paragraph? |
14:20 |
gravgun |
No, was saying "my" because I want it to be |
14:20 |
gravgun |
I haven't contributed yet |
14:21 |
rubenwardy |
Oh okay. I'd love more contributors |
14:22 |
rubenwardy |
shadowzone, I can fix that. You need to be a minetest.net maintainer |
14:22 |
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14:22 |
shadowzone |
I'v tried contibuting, I just can't think of anything Minetest needs right now. |
14:22 |
rubenwardy |
Not all devs are minetest.net maintainers |
14:23 |
rubenwardy |
shadowzone, how experienced are you at C++? |
14:23 |
shadowzone |
I'm still a beginner |
14:23 |
rubenwardy |
Oh, do you mean minetest_modding_book? |
14:23 |
rubenwardy |
I'm confused. |
14:24 |
shadowzone |
on minetest.net |
14:24 |
shadowzone |
scroll down and look under the download links to the android version. |
14:24 |
rubenwardy |
<shadowzone> I'v tried contibuting, I just can't think of anything Minetest needs right now. |
14:24 |
rubenwardy |
We were talking about minetest_modding_book, but do you mean contributing to Minetest C++? |
14:25 |
shadowzone |
Minetest C++ |
14:26 |
rubenwardy |
Awesome. |
14:26 |
rubenwardy |
Just look at github.com/minetest/minetest/issues |
14:27 |
shadowzone |
I'll see what I can do |
14:27 |
shadowzone |
My problem is, I try to learn a programming language fail and get annoyed and then get back to it in 2 years. |
14:27 |
rubenwardy |
shadowzone, correctest minetest.net |
14:27 |
rubenwardy |
*ed |
14:27 |
shadowzone |
Thank you. |
14:31 |
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15:10 |
luizrpgluiz |
what has changed in the new version of minetest? version 0.4.12? |
15:13 |
shadowzone |
I'm not really sure. |
15:13 |
shadowzone |
Someone has to do changelogs, and I have no idea who is before I do it. |
15:17 |
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15:20 |
rubenwardy |
https://github.com/rubenwardy/minetest_modding_book/tree/examples |
15:32 |
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15:42 |
est31 |
hmmmm, can you review a PR? |
15:43 |
est31 |
(re-review, you did the first review of it actually) |
15:43 |
est31 |
#2225 |
15:43 |
est31 |
link ----> https://github.com/minetest/minetest/pull/2225 |
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16:43 |
hmmmm |
est31: nope, sorry, i am not associated with minetest anymore |
16:44 |
* Jordach |
wonders what happened |
16:44 |
est31 |
O.o when did that happen |
16:44 |
hmmmm |
last week |
16:46 |
est31 |
as in "completely not associated" or as in "on a break"? |
16:46 |
hmmmm |
the former |
16:46 |
shadowzone |
hmmmm, was it me and cg72? Cause to be honest, she went too crazy even for me. |
16:46 |
hmmmm |
everything was a factor, yes |
16:47 |
Jordach |
i didn't even bother you - i left you to deal with the Biome API |
16:47 |
hmmmm |
i don't need to feel obligated to get stressed out over a video game mostly used by 12-16 year olds |
16:47 |
hmmmm |
while they don't like me anyway 8) |
16:47 |
shadowzone |
hmmmm, true |
16:48 |
hmmmm |
- i don't like the stress of releases, who the fuck made me the release manager |
16:48 |
est31 |
ah its that stuff where everybody declared to leave minetest permanently |
16:48 |
hmmmm |
- i don't like having to reargue the same point 10 times over again to ultimately have it ignored |
16:48 |
Jordach |
hmmmm, commercial releases are like that too |
16:48 |
hmmmm |
- i don't like having to 'keep up' with everybody else code-wise |
16:49 |
hmmmm |
what I do want to do is just code some stuff on my own, no rush, no worries |
16:49 |
hmmmm |
coding is fun. the rest is not |
16:49 |
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16:49 |
tim_flatus |
That's a shame hmmmm I really have appreciated your input |
16:49 |
* Jordach |
purrs at rubenwardy from Jordach's laptop |
16:49 |
hmmmm |
and the second it becomes a commitment is th second it stops being fun |
16:49 |
* rubenwardy |
meows at Jordach |
16:49 |
tim_flatus |
True enough |
16:52 |
Jordach |
ಠ_ಠ2,046 B/s |
16:55 |
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17:07 |
sfan5 |
<hmmmm> - i don't like the stress of releases, who the fuck made me the release manager |
17:07 |
sfan5 |
you were/are release manager? |
17:08 |
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17:11 |
rubenwardy |
hmmmm, you can give up your commitments and work when you want to. You are a volunteer. |
17:12 |
rubenwardy |
I like you XD |
17:12 |
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17:12 |
hmmmm |
i'm glad 0.4.12 made it out okay. |
17:13 |
hmmmm |
it's like a turd you just needed to wait to pass naturally |
17:13 |
rubenwardy |
Lol. |
17:13 |
hmmmm |
nah that's actually a good analogy |
17:13 |
rubenwardy |
Surprisingly adept |
17:14 |
hmmmm |
people get pissed off that they're waiting too long and so i force the release through the process and it ends up a turd |
17:14 |
hmmmm |
a messy turd |
17:14 |
hmmmm |
because the key people are missing, can't do builds, there's a blocker people forgot to mark in the issues, can't resolve some other blocker because that person's not around, etc. |
17:16 |
hmmmm |
i know i often said that for minetest to be good it needs developers working on it full time, like nzkrt, and i'm so grateful for him having that sort of energy |
17:16 |
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17:16 |
hmmmm |
but it's being directed towards non-issues instead of the big problems |
17:17 |
hmmmm |
also just because people would NEED to work on it full time for things to get accomplished, that doesn't mean anybody else is willing to work full time |
17:17 |
hmmmm |
most of us have full time jobs with overtime |
17:20 |
rubenwardy |
I agree. Kenny promised getting interns to develop full time, but I don't think that will happen. And they're interns, not necessarily professional. |
17:21 |
Calinou |
interns are semi-professional |
17:21 |
Calinou |
not all of them are paid |
17:21 |
* Jordach |
meows at rubenwardy |
17:22 |
rubenwardy |
What? :P |
17:23 |
Jordach |
rubenwardy, Kenny may actually be working on it in silence due to the attention he got |
17:23 |
Jordach |
not many people like being in the spotlight |
17:23 |
rubenwardy |
True. Developers usually don't like attention. Good ones, anywar. |
17:24 |
* Jordach |
looks at the guy who has four m's as his nick |
17:25 |
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17:25 |
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17:25 |
Calinou |
Calimmmmou |
17:26 |
* Jordach |
pets Calinou |
17:31 |
est31 |
VanessaE, I've done the mapper: https://github.com/est31/leaftest , live version: http://alket.mooo.com/map |
17:33 |
est31 |
Current issue: either doesn't like leveldb (key load times?) or doesnt like large maps, however VE-S takes tooooo long. I'm planning to make the minetestmapper generate multiple small images, but thats a project with lower prio. |
17:34 |
est31 |
500 MB map runs fine |
17:36 |
Calinou |
works |
17:36 |
rubenwardy |
It would be nice to be able to mark locations, such as towns. |
17:36 |
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17:37 |
Calinou |
read sign contents? |
17:37 |
Calinou |
player locations? |
17:37 |
Calinou |
spawn? |
17:37 |
Calinou |
transparent water, too :P |
17:37 |
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17:37 |
est31 |
can be specified on command line |
17:37 |
rubenwardy |
All those. You could have pop ups when over signs or something |
17:38 |
est31 |
what do you mean with player locations? |
17:38 |
rubenwardy |
Where online players are |
17:38 |
est31 |
/sethome or where they last logged off? |
17:39 |
rubenwardy |
Optional, you could have someway of syncing a map. Such as a mod to tell the map server where the players are. |
17:39 |
rubenwardy |
So players are where they are currently, not when the map was made |
17:40 |
rubenwardy |
Problem is that it is static HTML |
17:40 |
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17:40 |
VanessaE |
est31: looks good |
17:40 |
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17:41 |
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17:42 |
rubenwardy |
Any good alternatives to gmail? |
17:43 |
Krock |
ymail |
17:43 |
VanessaE |
short of running your own email server, not really |
17:43 |
ShadowNinja |
^ |
17:43 |
Calinou |
rubenwardy, OpenMailBox: http://openmailbox.org |
17:43 |
est31 |
then any good email server software? |
17:43 |
ElectronLibre |
I don't know if you've ever been warned of that, but these awful mapgen bugs are still there : https://lut.im/09N6nLel/pUNU4j2n (map generated a few days ago, using 0.4.11-dev, running 0.4.12-dev as server, blocks appeared 10 minutes ago). Wasn't that fixed? |
17:43 |
est31 |
everything you need out of the box? |
17:44 |
Calinou |
you can host your own too, although that will cost money ;) |
17:44 |
ShadowNinja |
est31: Eh, there's quite a bit of setup. |
17:44 |
VanessaE |
ElectronLibre: that was supposed to have been fixed, yes |
17:44 |
est31 |
VanessaE, seems you get your in-between-release :) |
17:45 |
ElectronLibre |
And yet, it spawned 20 minutes ago on my map, and I found about 6 of them since the beggining of January. (about after 15 of January in fact). |
17:45 |
VanessaE |
est31: eh? |
17:45 |
VanessaE |
ElectronLibre: how old is your minetest? |
17:45 |
ElectronLibre |
0.4.12-dev compiled ~35 minutes ago. |
17:45 |
ElectronLibre |
(server and client) |
17:46 |
ElectronLibre |
However, when the blob spawned, I was using 0.4.12-release. |
17:46 |
nore |
couldn't it have spawned before, and you not noticed it? |
17:46 |
VanessaE |
shit. |
17:46 |
est31 |
VanessaE, when this is still a problem, there will be a bugfix release |
17:46 |
Krock |
blocks generate earlier than you might think. please reproduce this bug in a new world |
17:46 |
ElectronLibre |
There were two in fact, and both at places I already visited in the sky. |
17:46 |
VanessaE |
est31: ah right, ok |
17:47 |
est31 |
VanessaE, you had some discussions about bugfix releases on #mt-dev :) |
17:47 |
ElectronLibre |
Ok Krock that's what I thought, I'm gonna do it and then tell you, I hope you won't need a in-between-release. |
17:47 |
VanessaE |
est31: yeah but that was mostly in hopes of getting a couple new features into the 0.4 branch as well :P |
17:47 |
est31 |
are there missing ones? |
17:47 |
ElectronLibre |
By the way I enabled local map saving, I don't know if it's important. |
17:48 |
est31 |
VanessaE, or future planning :) |
17:48 |
VanessaE |
est31: not "missing" so much as a couple things nrzkt and I had discussed adding; I'm not at all inclined to move past the 0.4.x branch (I'll lose too many users). |
17:49 |
VanessaE |
(specifically about rollback-recording of dig/place events, and a find surfaces api call) |
17:49 |
est31 |
ok |
17:50 |
nore |
so, the servers will be using 0.4 until the 0.5 release? |
17:51 |
VanessaE |
they'll be using 0.4 for a long time after the 0.5 release. |
17:51 |
est31 |
btw the nightly build ppa should be split up between 0.4 and 0.5 |
17:51 |
est31 |
guess alket loses 90% of its users as they all are mobile |
17:52 |
VanessaE |
^^^ that is why I won't update. |
17:52 |
est31 |
s/alket/trepca/ |
17:52 |
VanessaE |
I'll lose most of mine, too |
17:52 |
VanessaE |
which isn't that many to begin with, anymore |
17:52 |
nore |
there are quite a lot I thought... |
17:52 |
ElectronLibre |
What was the blobs' bug reason? (I've got time before my map is generated so I would like to know how I can reproduce precisely) |
17:53 |
VanessaE |
not like it used to be |
17:53 |
nore |
hm.. |
17:54 |
VanessaE |
ElectronLibre: it's caused by moretrees generating, but the mapgen not having enough blocks actually generated above them when a tree pops into existence |
17:54 |
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17:54 |
VanessaE |
so when it tries to pre-fill some blocks, they end up filled with garbage |
17:55 |
ElectronLibre |
Oh, that explains why it happens only with moretrees enable. |
17:55 |
VanessaE |
it can only happen if you're far enough away from the tree when it pops up and if it pops up quickly enough after the land it generates on appears. |
17:55 |
VanessaE |
(otherwise the air above it will have enough time to also generate and the bug won't happen) |
17:57 |
ElectronLibre |
I see. |
17:57 |
tim_flatus |
So can you obviate it by forcing the map to generate by flying around? |
17:58 |
VanessaE |
in theory. |
17:59 |
tim_flatus |
Ah, that explains why I've only had two so far |
18:00 |
* ElectronLibre |
remembers he already had one buried into the ground *_* |
18:01 |
rubenwardy |
# |
18:03 |
tim_flatus |
I'm going to start hacking on awards to integrate it into my game |
18:03 |
est31 |
awards? |
18:03 |
tim_flatus |
Would it be feasible to make it part of some more tangible player progression? |
18:03 |
* tim_flatus |
is looking at rubenwardy really |
18:04 |
tim_flatus |
tangible is possibly the wrong word here :-/ |
18:04 |
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18:04 |
rubenwardy |
Are there any firefox addons that tell you if the website you're on is free software etc? |
18:04 |
rubenwardy |
or in search results |
18:04 |
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18:06 |
rubenwardy |
http://www.grumpynerd.com/?p=132 |
18:06 |
rubenwardy |
tim_flatus, what exactly do you mean? |
18:07 |
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18:11 |
tim_flatus |
If player a has dug 1000 node for example that qualifies them to use tool x |
18:11 |
pitriss |
est31: about your mapgen script, you should add imagemagick into dependencies.. i saw convert there which I guess is part of imagemagick |
18:12 |
est31 |
ah good catch :) |
18:12 |
est31 |
yea uses 2 tools from imagemagick |
18:12 |
tim_flatus |
TBH rubenwardy I can see that it can be done and I haven't really got my questions clear, so perhaps I'll bother you about it when I've got a bit further down the line |
18:12 |
rubenwardy |
Interesting. I'll experiment. The problem is tools are client side, I think. You'd have to stop them crafting and getting them into their inventory |
18:13 |
rubenwardy |
Meh |
18:14 |
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18:14 |
tim_flatus |
Not really - I'm looking for a more fine-grained priv system - which I believe Jordach may have done some work on - more like super-powers |
18:15 |
Jordach |
tim_flatus, pick between jumping, lesser gravity, speed or flight |
18:15 |
tim_flatus |
So winning an award unlocks a pseudo-priviliege |
18:15 |
tim_flatus |
Is that it so far Jordach? :) |
18:16 |
Jordach |
tim_flatus, speed in tight areas like caves is a bad idea |
18:16 |
Jordach |
flight is useful for builders |
18:16 |
tim_flatus |
So is trying to fly through your own front door :D |
18:16 |
Jordach |
(hover in place for a while) |
18:18 |
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18:18 |
ElectronLibre |
VanessaE: I generated a huge part of a new map and get no blob, so I think everything is fine. |
18:19 |
VanessaE |
ElectronLibre: you have to keep trying for at least a couple hours. |
18:19 |
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18:19 |
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18:19 |
tim_flatus |
testing mapgen is tedious |
18:19 |
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18:20 |
rubenwardy |
I don't mind helping you with developing it for "awards", and adding API stuff that you might need. |
18:21 |
VanessaE |
I think there's some kind of achievements mod in Realtest that may be of use to you |
18:21 |
rubenwardy |
Mine's the best, ofc |
18:21 |
est31 |
pitriss, updated |
18:21 |
VanessaE |
https://github.com/VanessaE/realtest_game/tree/master/mods/awards |
18:21 |
pitriss |
thanks est31:) |
18:21 |
VanessaE |
looks like it's yours, rubenwardy :) |
18:22 |
* Jordach |
has a modified version in BFD which is under development |
18:24 |
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18:25 |
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18:25 |
rubenwardy |
you should update the awards in realtest, it doesn't use the latest version (which uses HUD) |
18:25 |
rubenwardy |
instead of formspec |
18:25 |
VanessaE |
meh, I don't maintain realtest anyway |
18:25 |
VanessaE |
that's just my local copy if it |
18:25 |
VanessaE |
of* |
18:26 |
rubenwardy |
ah, okay |
18:27 |
tim_flatus |
Right I was looking at the version in dreambuilder. The version in BFD has been hacked about rather a lot |
18:27 |
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18:27 |
rubenwardy |
jordan4ibanez(313hummer on youtube) said: i read what you say and i wonder..i use linuxmint 12 kde and everything is fast and smooth..i run a minetest server while recording and rendering and it only uses 1.3 gb of ram..for the documentation there are plenty of people out there that will help you ..most opensource programmers have women..this is 2012..please update your opinions |
18:28 |
rubenwardy |
achievement unlocked |
18:28 |
tim_flatus |
:D |
18:28 |
rubenwardy |
http://www.grumpynerd.com/?p=132 |
18:28 |
rubenwardy |
^ in there |
18:28 |
tim_flatus |
I spaced out around "Most computer nerds have the attention span of a teenage girl off her Adderall. " QED |
18:29 |
VanessaE |
hah |
18:30 |
tim_flatus |
Thanks rubenwardy - before I get distracted again - I'll start by editing the basic awards, which I can see clearly how to do. |
18:31 |
rubenwardy |
Latest version is here: https://github.com/rubenwardy/awards |
18:32 |
tim_flatus |
Thank you. For example I want to reward players for planting trees, which is more or less just changing a "dig" award to "place" |
18:32 |
rubenwardy |
Yeah, you just need to add that for the sappling. |
18:33 |
tim_flatus |
I also want to have a kind of league table of who has dug deepest, explored furthest etc |
18:33 |
rubenwardy |
That is very interesting. PilzAdam made a stats mod. |
18:34 |
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18:34 |
tim_flatus |
I'll have a look for that too. |
18:34 |
rubenwardy |
https://github.com/PilzAdam/stats |
18:35 |
rubenwardy |
I'll add support for that in awards |
18:35 |
tim_flatus |
:-) excellent! |
18:35 |
Krock |
rubenwardy, "99.99993% of open source software is complete garbage." - Oh what a luck for us. |
18:36 |
gravgun |
So what i'm working on right now is garbage Krock? |
18:36 |
rubenwardy |
I wouldn't say Minetest is complete garbage, but it lacks. |
18:36 |
Krock |
gravgun, either it's incomplete garbage or not garbage. I think it's the 2nd |
18:36 |
tim_flatus |
I don't understand the GrumpyNerd perspective. I've been using Linux for 15 years exclusively |
18:37 |
tim_flatus |
I have also introduced it to several dyslexic friends, who all find it easier to use than Windows |
18:37 |
* tim_flatus |
shrugs |
18:38 |
rubenwardy |
I like Linux because of the terminal (and how well programs all use it) and the speed. sudo apt-get, git, cmake, make. |
18:38 |
rubenwardy |
I wish games supported it more |
18:38 |
Calinou |
all my games support it |
18:38 |
tim_flatus |
Minetest is a bit of a victory in that sense |
18:38 |
est31 |
I like linux because of the console. |
18:39 |
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18:39 |
rubenwardy |
Stronghold doesn't. |
18:39 |
rubenwardy |
I want a FOSS Stronghold |
18:39 |
preludelinux |
actually there has been a big push for linux gaming lately |
18:40 |
tim_flatus |
I used to like cube2 and still enjoy the occasional blast of 0ad |
18:40 |
tim_flatus |
Basically minetest does what I wished cube did |
18:41 |
* tim_flatus |
can't be arsed with fps arena games |
18:41 |
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18:42 |
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18:43 |
Calinou |
for proprietary “linux†gaming* |
18:43 |
Calinou |
FTFY |
18:44 |
rubenwardy |
Yeah. The best games are proprietary because of the budgets for art etc |
18:44 |
rubenwardy |
Medieval Engineers looks F-ing awesome. |
18:45 |
Calinou |
“the best games†very debatable; it depends how and why you judge them |
18:46 |
thaostra |
Linux is convenient for me to use because it doesn't cost me anything, is easy to modify for my needs, and all of the tools integrate nicely |
18:47 |
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18:48 |
preludelinux |
theres always going to be closed source stuff at least games fit nicely into a closed category , a good balance is at least opening up the engines at some point , but art assets and story etc it was not free to make |
18:48 |
Calinou |
don't mix cost and licensing |
18:48 |
Calinou |
the fact a closed nature makes games better is simply wrong |
18:48 |
Calinou |
a cringing exemple is Warsow |
18:50 |
rubenwardy |
The entities (ie: game studies) that have bigger budgets and better artists/developers are the ones that license their games as proprietary. They don't want forks or sharing of their code, they want profit. |
18:50 |
Calinou |
well, I want to show them that this is bad :P |
18:52 |
rubenwardy |
You can't change them. They want to make a profit, and FOSS doesn't let them do that to their full potential due to forking and people being able to play without paying. |
18:52 |
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18:52 |
rubenwardy |
You could solve that by making it the multiplayer servers you pay for, and then you'd have less competitors because hosting servers costs a lot and competitors won't be as fast. |
18:53 |
rubenwardy |
But meh. |
18:54 |
Calinou |
there are other business models than selling copies of digital works |
18:54 |
Calinou |
sharing should be legal, so that that business simply ends up dying |
18:54 |
rubenwardy |
Such as? |
18:55 |
Calinou |
I named them already many times |
18:55 |
rubenwardy |
http://www.google.co.uk/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0CCgQFjAA&url=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FBusiness_models_for_open-source_software&ei=pzHmVM23J-qv7Aaw5oCQAQ&usg=AFQjCNHxXoozUYVh_oZOfsW3qmXpZ-jHaw&sig2=di0Orq-ZrTIdoddIwuAg9g |
18:55 |
Calinou |
but here you go: crowdfunding, “pay what you wantâ€â€¦ |
18:55 |
rubenwardy |
I hate that |
18:55 |
rubenwardy |
http://en.wikipedia.org/wiki/Business_models_for_open-source_software |
18:56 |
thaostra |
The problem with FOSS gaming isn't so much a technical problem as it is a content problem. A lot of the games that people like to champion as examples of FOSS game development done right usually don't have much of a story or underlying lore, instead living off of a premise. I'd say this is because of a lack of art direction, as the people writing game engine code usually aren't the same people creating textures, doing |
18:56 |
thaostra |
voiceovers, or writing a story. Don't get me wrong, multiplayer games are fun, but one can easily play a more polished game like TF2 which has way more content anyway |
18:56 |
Calinou |
downloadable hats don't count as real content |
18:56 |
Calinou |
they bring nothing to the game, except wasting the money of people :P |
18:57 |
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18:57 |
thaostra |
You're not considering the extensive lore the game has built up |
18:57 |
Calinou |
you're here to play games, not fap to lore :P |
18:57 |
rubenwardy |
It adds to the game play experience |
18:57 |
thaostra |
^ |
18:57 |
Jordach |
go back to Tamriel if you want lore |
18:57 |
Calinou |
yeah, but I don't consider it essential |
18:58 |
Calinou |
also, games with lots of lore/immersion elements tend to be worse for competitive gameplay |
18:58 |
Calinou |
(except if such elements are optional) |
18:58 |
Calinou |
eg. mandatory motion blur/vignetting |
19:00 |
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19:01 |
ElectronLibre |
Just a thing, is it normal that unofficial compiled builds are still printing "minetest-0.4.11-*" after 0.4.12's release? |
19:01 |
thaostra |
I don't see the correlation between lore and graphics settings that are usually config options in PC games |
19:02 |
est31 |
ElectronLibre, try latest git, it should be fixed there |
19:02 |
Jordach |
http://a.pomf.se/hpqhlv.png (kill me) |
19:02 |
preludelinux |
i think some of the issue boils down to copyright law needing changed |
19:02 |
ElectronLibre |
est31: It's latest.. |
19:02 |
Krock |
https://www.battleforthenet.com/ - offtopic |
19:02 |
Calinou |
preludelinux, it won't fix games being distributed without source code :( |
19:02 |
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19:02 |
Calinou |
we can't force them to do that with a law |
19:02 |
thaostra |
Anyway, I'm going out to lunch, so bbl |
19:03 |
sfan5 |
Jordach: >OpenGL 1.3 |
19:03 |
sfan5 |
Jordach: must be an ancient laptop |
19:03 |
preludelinux |
X amount of time before public domain ? |
19:04 |
est31 |
thats hurting copyleft too |
19:04 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Typo fix in networkprotocol.h e357577 http://git.io/AOmF (2015-02-19T20:03:22+01:00) |
19:04 |
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19:04 |
preludelinux |
hmm X amount of time before copyleft domain ~ |
19:04 |
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19:06 |
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19:06 |
ElectronLibre |
est31, look at that : "-- *** Detected git version 0.4.11-241-ge357577 ***" |
19:07 |
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19:07 |
est31 |
ElectronLibre, have you tried to rm CMakeCache* |
19:08 |
ElectronLibre |
Let me try, now you say it it's more logic. |
19:08 |
est31 |
that doesnt help either |
19:08 |
est31 |
but 0.4.11 bump wasnt sth else: https://github.com/minetest/minetest/commit/3f83ca29d3cbe9d283c11ab836cc24b2cb99539d |
19:08 |
ElectronLibre |
So even if git "*** Will build version 0.4.12-dev ***" it has "*** Detected git version 0.4.11-241-ge357577 ***"? Because even after Cmake's cache removed, it's still there. |
19:09 |
ElectronLibre |
And the same problem happened (on release this time, not dev) with 0.4.11. |
19:13 |
tim_flatus |
OK, looks like 'stats' can go straight in :-) |
19:14 |
tim_flatus |
It would be nice if PilzAdam documented it slightly. I know the code is fairly obvious, but ... |
19:14 |
* tim_flatus |
grumbles pointlessly |
19:16 |
Calinou |
<preludelinux> X amount of time before public domain ? |
19:16 |
Calinou |
public domain software without source is still proprietary |
19:17 |
preludelinux |
well the concept would be full release of everything ~ |
19:17 |
est31 |
ElectronLibre, a fresh clone doesnt have the issues |
19:17 |
est31 |
seems you have to delete some other cache or so |
19:18 |
ElectronLibre |
Ok est31. |
19:21 |
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19:22 |
tim_flatus |
Copyright / left isn't the same thing as licensing |
19:23 |
* Jordach |
sets his client into suicide mode |
19:23 |
* Jordach |
joins VanessaE's Survival server |
19:24 |
tim_flatus |
Have fun dieing Jordach! :-) |
19:24 |
Jordach |
can this laptop from 2005 (with 512mb of ram) enter the worst possible server that kills most high end desktop clients |
19:24 |
alket |
est31: you plan to upgrade to that version ? |
19:24 |
est31 |
0.4.12? |
19:25 |
VanessaE |
Jordach: it won't. you need at least 1.5 GB (and that's if you turn off the mesh cache, else about 2.5 GB) |
19:27 |
est31 |
alket, server already runs 0.4.11-dev |
19:27 |
est31 |
because of crashing issues |
19:27 |
est31 |
I'll update to 0.4.12 |
19:28 |
alket |
so no mobile users :s |
19:28 |
* tim_flatus |
is avoiding mesh nodes for that very reason |
19:28 |
est31 |
no thats only for >0.4.12 |
19:29 |
alket |
ah great :) |
19:29 |
alket |
for sure we would lose 90% of players |
19:30 |
tim_flatus |
It means people running 0.4.10 clients can still play |
19:30 |
tim_flatus |
or whatever mobile clients that are supported |
19:30 |
VanessaE |
and if they complain about mesh nodes looking like badly-textured cubes, tell them to play on a PC or to bug their client vendors to upgrade their code |
19:31 |
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19:31 |
alket |
there's no way they can play on pc |
19:31 |
alket |
i couldn't get some to launch the game |
19:31 |
VanessaE |
then they're being lazy. |
19:31 |
alket |
windows user are used with installers with Next , Next , Finish |
19:32 |
VanessaE |
download -> unzip -> open folder -> open "bin" -> run minetest.exe |
19:32 |
est31 |
those installers were one of the reasons why I switched to linux |
19:32 |
est31 |
dont want to update 10 programs through 20 dialogs |
19:32 |
tim_flatus |
You're assuming a certain level of intelligence / experience VanessaE |
19:33 |
VanessaE |
tim_flatus: yeah, so? |
19:33 |
tim_flatus |
So that's the bar for playing on one of your worlds |
19:33 |
VanessaE |
when I was 11 we knew how to program a computer, for G*d sakes. |
19:34 |
tim_flatus |
I'm not saying you're wrong. |
19:34 |
VanessaE |
I'm not saying minetest doesn't need an installer of some kind (zeno suggested self-extracting 7zip I think) |
19:34 |
Jordach |
BFD is worse :) |
19:34 |
Jordach |
( ͡° ͜ʖ ͡°) |
19:34 |
tim_flatus |
I find dyslexic teenagers to be really useful testers, that's all |
19:34 |
VanessaE |
but to cater to brain-dead-stupid ... ? no. just no., |
19:34 |
ElectronLibre |
tim_flatus, like monkeys punching keys on a keyboard? |
19:35 |
tim_flatus |
My point is really that they're not all being lazy |
19:35 |
est31 |
ElectronLibre, do rm CPack* && rm -r CMakeFiles |
19:35 |
tim_flatus |
You set the bar where you want it |
19:36 |
est31 |
that should remove the files with the old release |
19:36 |
* Jordach |
attempts to join the only existing BFD server |
19:37 |
ElectronLibre |
est31: I rm-ed CMakeFiles and CMakeCache, and did make clean. I'm gonna try this. |
19:37 |
est31 |
its CPack |
19:39 |
ElectronLibre |
VanessaE: I learnt C when I was 11 too, and I think you must agree it's kind of stupid to not teach basic things about computers, in a society were computers are everywhere, so users can't even undesrtand they need to unzip and open ./bin/minetest.exe. |
19:40 |
rubenwardy |
I did installers for a while, but stopped when I moved to linux. I don't think the installer maker supported it |
19:44 |
est31 |
alket, updated |
19:44 |
alket |
nice |
19:45 |
Krock |
http://xkcd.com/1488/ |
19:46 |
rubenwardy |
I was literally just reading that |
19:46 |
rubenwardy |
Did you see VanessaE's link to xkcd? |
19:47 |
Krock |
(no I didn't |
19:47 |
ElectronLibre |
From #minetest-dev : <VanessaE> rubenwardy: http://xkcd.com/859/ |
19:49 |
sfan5 |
ElectronLibre: that is because the 0.4.12 tag is not part of the master branch |
19:50 |
ElectronLibre |
So it's useless to compile and compile and compile etc... ok, thanks. |
19:51 |
Jordach |
ಠ_ಠhttp://a.pomf.se/mgxamx.png |
19:52 |
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19:53 |
Jordach |
i'm pushing the limits of a 2005 laptop at this point :P |
19:53 |
Krock |
Jordach, where's the font shadow? |
19:53 |
Krock |
btw, I got a drawtime over 1000 :P |
19:53 |
Jordach |
Krock, no idea :P |
19:53 |
Krock |
(once upon a time |
19:57 |
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19:57 |
Calinou |
VanessaE, .exe installer can be made with NSIS/InnoSetup/whatever |
19:57 |
Calinou |
there are various free/libre Windows installer programs out there |
19:57 |
VanessaE |
Calinou: good luck getting the core devs to use one. |
19:57 |
Krock |
^ even with 7zip (but that's a self-extracting rchive) |
19:59 |
rubenwardy |
I used InnoSetup |
20:00 |
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21:31 |
tim_flatus |
areas: how do you set an area by reference rather than punching nodes? |
21:32 |
est31 |
/area_pos1 /area_pos2 or /area_pos x,y x,y |
21:32 |
tim_flatus |
/area_pos thankyou |
21:34 |
tim_flatus |
no that didn't work |
21:35 |
tim_flatus |
maybe /area_pos set |
21:36 |
tim_flatus |
hmm |
21:39 |
tim_flatus |
/area_pos1/2 X Y Z - or so it sez |
21:46 |
tim_flatus |
That did it |
21:47 |
* tim_flatus |
tells himself to rtfm |
21:47 |
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21:55 |
bas0801 |
VanessaE |
21:55 |
bas0801 |
sorry trying some cammands in finch |
21:57 |
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22:00 |
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22:03 |
tim_flatus |
rubenwardy has gone - Calinou or Jordach if you're active - can you use groups in the trigger/node field or does it have to be an actual node name? |
22:03 |
tim_flatus |
I'm guessing the latter |
22:03 |
Jordach |
tim_flatus, abms right? |
22:03 |
tim_flatus |
Soryy I am referring to awards mod |
22:03 |
Jordach |
nodes are usable by name, groups might be as well |
22:04 |
Jordach |
provided that group is like soil=1 where those nodes are soil and can be tilled |
22:04 |
tim_flatus |
I suppose there's one way of finding out ;-) |
22:04 |
Jordach |
!rtfm tim_flatus |
22:04 |
MinetestBot |
tim_flatus, Someone thinks you should read the manual. The development wiki is at http://dev.minetest.net, the regular wiki is at http://wiki.minetest.net. |
22:05 |
tim_flatus |
lol |
22:05 |
* tim_flatus |
considers himself told |
22:10 |
tim_flatus |
/give_award tim_flatus this_is_sad |
22:16 |
tim_flatus |
TBH even skimming the code leaves me nonethewiser |
22:20 |
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22:20 |
alpha_one_x86 |
http://pastebin.com/YLG1vfRU |
22:20 |
alpha_one_x86 |
Under wine |
22:21 |
tim_flatus |
Goutons voir oui oui oui ... |
22:22 |
Calinou |
Windows XP is not supported |
22:22 |
alpha_one_x86 |
Bref c'est surment un bug qui peu être corrigé coté minetest... |
22:22 |
Calinou |
and I believe, so is Wine… |
22:23 |
Calinou |
#minetest-fr for French |
22:24 |
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22:25 |
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22:26 |
alpha_one_x86 |
ok, thanks, I re |
22:26 |
tim_flatus |
I have just created a "L'Jouer qui plantait des arbres" award. ;-) |
22:26 |
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22:26 |
VanessaE |
scary thing is I actually managed to read that |
22:26 |
VanessaE |
and I don't read french. |
22:27 |
Wayward_One |
Language statistics for minetest according to GitHub:XML 59.7%?? When did that happen? |
22:28 |
VanessaE |
O_o |
22:29 |
VanessaE |
nevermind "when".... more like "how"? |
22:29 |
Wayward_One |
exactly! |
22:29 |
VanessaE |
what the f-- |
22:30 |
VanessaE |
https://github.com/minetest/minetest/search?l=xml |
22:31 |
VanessaE |
well, whatever. |
22:31 |
Wayward_One |
huh... funny how it's only showing up recently |
22:34 |
Wayward_One |
just a day or two ago it showed up as mostly C++ |
22:34 |
* Wayward_One |
shrugs |
22:35 |
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22:35 |
Jordach |
GitHub needs to stop stealing my w33d |
22:37 |
Calinou |
Gitorious doesn't even steal marktraceur's |
22:37 |
Jordach |
marktraceur just has YoloSwag |
22:40 |
Wayward_One |
lol |
22:50 |
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23:18 |
marktraceur |
I drive through Yolo, CA screaming "YOLOOOOOOOOOO" |
23:18 |
* init |
hugs marktraceur |
23:27 |
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23:30 |
Lugal |
There is no Minecart in Minetest? |
23:31 |
shadowzone |
There is a mod |
23:31 |
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23:33 |
Lugal |
are there minecarts planned for the standart game? |
23:33 |
Lugal |
cause there are already rails |
23:35 |
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23:55 |
bas080 |
Lugal: Try the mods |
23:55 |
bas080 |
Lugal: Maybe you'll like them |