Time |
Nick |
Message |
00:03 |
Pilcrow_ |
aren't laser and optical mice the same thing? |
00:04 |
VanessaE |
yep |
00:15 |
Pilcrow_ |
^ just asking because it seems as though stormchaser3000 is refering to something else. he's using laser and wants to use optical but they are the same thing so I assume he's meaning something else by the term 'optical' |
00:18 |
VanessaE |
no idea what else it would be but a common laser mouse. |
00:20 |
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00:35 |
Pilcrow_ |
VanessaE, me neither. that's why I asked. was hoping stormchaser3000 would answer, but it seems he/she is busy right now... ;P |
00:43 |
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00:46 |
Pilcrow_ |
since wtfpl states "changing it is allowed as long as the name is changed", does that mean that for releasing a subgame, I've got to rename any wtfpl mods that have been modified if I intend to include them? |
00:47 |
VanessaE |
no |
00:47 |
VanessaE |
only the package as a whole, and even then the WTFPL doesn't say that |
00:48 |
VanessaE |
oh wait, yeah it does |
00:48 |
VanessaE |
that's new. |
00:48 |
VanessaE |
or I didn't remember it |
00:49 |
VanessaE |
anyway it can't particularly apply to the individual packages that make up a subgame because doing so will break them |
00:50 |
VanessaE |
besides, that "change the name" refers to the license itself, not the package distributed under it. |
00:51 |
Pilcrow_ |
ah, I didn't actually notice that. now I feel dumb, lol. thank you~ |
00:51 |
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00:52 |
VanessaE |
heh |
00:54 |
Sokomine |
complicated things, those liscences |
00:55 |
Pilcrow_ |
The reason I asked is that I've been programming and putting together my own subgame, Dustworld, for a long time. I've made a lot of mods specifically for it, but there are a lot that are by others as well, and those are modified with recipie changes, tweaks, and in a few cases even rewrites of half the code... I'll eventually release the mods I've made seperately, but I want to release Dustworld as a whole first... |
01:08 |
Pilcrow_ |
haha. est31 just quit as I was writing a message for him... well, for anyone else who was interested in our earlier conversation, I found the commit that caused the texture error I was talking about. commit 1e4fb80d46da634f04d84e3f1065aaabc6909468 caused a problem with the scaling of certain HUD textures. check out issue 2558 for more info. |
01:19 |
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01:20 |
est31 |
Pilcrow_, can you test to set texture_clean_transparent = false, does the bug go away then? |
01:21 |
Pilcrow_ |
sure, I'll try. does that just go in minetest.conf? |
01:21 |
est31 |
yes |
01:26 |
Pilcrow_ |
alright, est31, texture_clean_transparent = false fixes -part- of the issue, as the heart and bread icons are now the right size, but the colored bars are still very wrong. http://i.imgur.com/iY1x5Bo.png |
01:27 |
est31 |
does it work when you also set texture_min_size to 0? |
01:31 |
Pilcrow_ |
oh, actually it seems the oversized heart and bread icons were caused by a different commit, as they are still the right size in 1e4fb80d46da634f04d84e3f1065aaabc6909468 even without texture_clean_transparent = false. |
01:32 |
est31 |
when you have final findings share them on github. I'm logging now off. |
01:32 |
est31 |
bye |
01:33 |
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05:17 |
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05:18 |
firenotire |
honest question - have there been any legal issues with minetest (in regards to minecraft) |
05:19 |
VanessaE |
nope |
05:19 |
VanessaE |
and there won't be |
05:19 |
VanessaE |
minetest does not use any code or assets from minecraft, nor does minecraft have a monopoly on the idea of a voxel/sandbox game |
05:19 |
VanessaE |
so we're in the clear. |
05:19 |
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05:21 |
firenotire |
ah i see |
05:21 |
firenotire |
nice |
05:22 |
firenotire |
just found out about minetest a few days ago |
05:22 |
VanessaE |
there might be some random modder or texture pack maker somewhere who could get in trouble if their stuff is too similar to minecraft, but that's their problem, not ours :) |
05:22 |
firenotire |
the minecraft community exploded, but eventually i found it a little sad that the game itself wasn't open source |
05:23 |
firenotire |
nice to see a community starting around minetest :) |
05:25 |
VanessaE |
we've been around for a couple of years, but we could use more people :) |
05:30 |
firenotire |
i'm a new-ish software developer; hopefully i can make some contributions |
05:31 |
firenotire |
i'm also pretty interested in education as well - have there been any use cases for minetest in education? similar to how people have done with minecraft |
05:33 |
VanessaE |
we could use the help I'm sure |
05:33 |
VanessaE |
and yeah, I do recall at least a couple of cases where minetest has been used in an educational setting |
05:34 |
VanessaE |
though I don't remember the details |
05:42 |
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06:32 |
MinetestBot |
[git] Jeija -> Jeija/minetest-mod-mesecons: Return if invalid parameters are given to node_detector_scan (e.g. unloaded area), should fix #228 b6ae419 http://git.io/jYDo (2015-03-26T07:29:34+01:00) |
06:32 |
MinetestBot |
[git] Jeija -> Jeija/minetest-mod-mesecons: Add support for sticky blocks for pistons and a a sample sticky block a6d0a52 http://git.io/jYDK (2015-02-28T13:42:39+01:00) |
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09:05 |
fuznuts |
any minetest devs here by chance? |
09:06 |
alket |
#minetest-dev | |
09:06 |
fuznuts |
love you :) |
09:06 |
alket |
love you too |
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10:04 |
JamesTait |
Good morning, people! Happy Make Up Your Own Holiday Day! :-D |
10:07 |
alket |
this is good :) |
10:26 |
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11:25 |
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Topic for #minetest is now Welcome to #minetest, the official Minetest channel | CLEAR your cookies if you can't log in to forum | Latest version: 0.4.12 (2015-02-18) | Responses may take a while, so be patient. | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | IRC logs: http://irc.minetest.ru/minetest/ |
11:28 |
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11:28 |
Megaf_ |
Morning JamesTait |
11:28 |
JamesTait |
Hi Megaf_! |
11:29 |
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11:30 |
Megaf_ |
I'm here trying to remote install Raspbian on my new Raspberry Pi 2 |
11:30 |
Megaf_ |
But I can't SSH to it =/ |
11:30 |
Megaf_ |
It will just time out |
11:30 |
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12:34 |
srifqi |
can we read old messages from IRC? |
12:35 |
Zeno` |
yes |
12:35 |
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12:35 |
Zeno` |
from which channel? |
12:35 |
srifqi |
like from #anotherchannelthatyoumustnotopenit? |
12:35 |
srifqi |
how does IRC work? |
12:35 |
Zeno` |
well, not generally I don't think but #minetest and #minetest-dev are logged |
12:36 |
srifqi |
oh, |
12:36 |
Zeno` |
irc doesn't log anything normally |
12:36 |
srifqi |
so, IRC only a place to distribute to all CONNECTED client? |
12:36 |
Zeno` |
(not by itself) |
12:36 |
srifqi |
not using a database? |
12:36 |
Zeno` |
basically, yes |
12:36 |
Zeno` |
yep, no database at all |
12:37 |
srifqi |
okay |
12:38 |
exio4 |
IRC is extremly light |
12:38 |
srifqi |
extremely light? wow |
12:39 |
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12:50 |
exio4 |
yes, I can't spell, thank you srifqi ;_; |
12:51 |
srifqi |
np :D thanks for answer |
12:52 |
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12:54 |
Calinou |
set up a logging bot, but unauthorised public logging of channels is forbidden |
12:56 |
srifqi |
oh, thanks for info, Calinou |
12:56 |
srifqi |
I even don't know how to set up a bot |
12:56 |
srifqi |
:D |
12:56 |
Calinou |
you can use the one we use for irc.minetest.ru |
12:58 |
srifqi |
what bot? |
12:58 |
Calinou |
http://moritz.faui2k3.org/en/ilbot |
13:03 |
srifqi |
oh, so, when I say: |
13:03 |
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13:03 |
srifqi |
it wouldn't logged? |
13:06 |
exio4 |
yeah |
13:14 |
Megaf_ |
Im compiling minetest on my Raspberry Pi 2, lets see how long it takes |
13:19 |
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13:30 |
srifqi |
Megaf_ it's 16 minutes since you compile, has it done? |
13:30 |
Megaf_ |
stewi1014: Yep |
13:31 |
Megaf_ |
[100%] Built target minetest |
13:31 |
Megaf_ |
real13m46.450s |
13:31 |
srifqi |
~13 minutes? |
13:31 |
Megaf_ |
yep |
13:32 |
Megaf_ |
huge improvment from Raspberry 1 that took an hour or more |
13:32 |
Megaf_ |
It is actually faster than my x86 laptop :S |
13:33 |
srifqi |
._. |
13:33 |
Megaf_ |
Im running again, on the RPi2 and on my laptop, I want to see who finishes first |
13:33 |
srifqi |
*speechless |
13:33 |
srifqi |
yep! a contest |
13:34 |
Megaf_ |
so, the RPi2, underclocked, consuming about 5 watts of power can beat a dual core x86 running at 1,3 GHz? |
13:34 |
Megaf_ |
That's what we are going to see! Stay tunned |
13:35 |
Megaf_ |
Raspberry Pi 2 is at 35% and x86 at 27% |
13:35 |
exio4 |
ARM cpus are getting better, they still don't beat x86 at the IPC war, afaik |
13:35 |
Megaf_ |
32% x86 - RPi2 36% |
13:36 |
Megaf_ |
5400 RPM disk vs Class 4 Micro SD |
13:36 |
Megaf_ |
2 x 1,3 GHz vs 4 x 900 MHz |
13:36 |
Megaf_ |
44% vs 47% |
13:37 |
Megaf_ |
RPi2 is on the lead! |
13:37 |
Megaf_ |
lead? Is that how you spell it? |
13:37 |
Megaf_ |
x86 takes the lead! |
13:38 |
Megaf_ |
and RPi is now side by side! |
13:38 |
Megaf_ |
54% vs 54% |
13:38 |
Megaf_ |
x86 jumps ahead again |
13:38 |
Megaf_ |
95% vs 57% |
13:38 |
Megaf_ |
oops |
13:38 |
Megaf_ |
59% vs 57% |
13:39 |
Megaf_ |
RPi manages to get side by side again and is trying to overtake, |
13:39 |
Megaf_ |
64% vs 64% |
13:39 |
Megaf_ |
Amazing, RPi managed to overtake again! |
13:40 |
Megaf_ |
65% vs 66% |
13:40 |
Megaf_ |
That's going to be close |
13:40 |
Megaf_ |
Man, thisi s better than Formula One already |
13:40 |
Megaf_ |
72% vs 69% |
13:41 |
Megaf_ |
The slow Class4 SD card on the Pi is botlenecking it |
13:42 |
Megaf_ |
88% vs 77% |
13:42 |
Megaf_ |
RPi2 will not be the winner after all |
13:43 |
Megaf_ |
97% vs 85% |
13:43 |
Megaf_ |
x86 wins the race |
13:43 |
Megaf_ |
[100%] Built target minetest |
13:43 |
Megaf_ |
real11m10.190s |
13:44 |
Megaf_ |
^ srifqi |
13:44 |
Megaf_ |
exio4: you are correct |
13:44 |
srifqi |
Megaf_, x86 win? |
13:44 |
srifqi |
wow! |
13:44 |
Megaf_ |
but if I used by ODROI-U3 with it's 4 ARM cores at 1,2 GHz my x86 would be smashed to pieces |
13:44 |
exio4 |
Megaf_: let's do it again, let's fight, my bulldozer vs your rpi :3 |
13:44 |
Megaf_ |
ODROID* |
13:45 |
srifqi |
:v |
13:45 |
exio4 |
Megaf_: rude |
13:45 |
exio4 |
the nicest non x86 hw I have is an arduino :( |
13:46 |
Megaf_ |
RPi2 did it in |
13:46 |
Megaf_ |
[100%] Built target minetest |
13:46 |
Megaf_ |
real13m40.827s |
13:47 |
Megaf_ |
so, RPi 2 at 900Mhz is 2 minutes slower than my x86 CPU at 1,3 GHz |
13:47 |
Megaf_ |
using a slow class4 sd card |
13:47 |
Megaf_ |
not too bad! |
13:48 |
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13:50 |
Megaf_ |
exio4: srifqi:If you are interesd in comparing, run cmake with -DRUN_IN_PLACE=0 -DENABLE_LEVELDB=0 -DENABLE_FREETYPE=0 -DENABLE_REDIS=0 -DUSE_FREETYPE=0 -DBUILD_SERVER=0 |
13:50 |
Megaf_ |
and then time make -j (numer of cores/threads) |
13:51 |
Megaf_ |
I will run that on my ODROID U3 |
13:51 |
exio4 |
I am not at home now :P, will do it tomorrow / tonight |
13:54 |
Megaf_ |
That race wasnt fair Im afraid |
13:54 |
Megaf_ |
this x86 got a newer version of GCC |
13:55 |
Megaf_ |
the Raspberry Pi 2 is runnign software optimized for the Raspberry 1 |
13:55 |
Megaf_ |
gcc version 4.6.3 (Debian 4.6.3-14+rpi1) |
13:55 |
Megaf_ |
the x86 GCC is gcc version 4.9.2 (Debian 4.9.2-10) |
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14:41 |
exio4 |
Megaf_: the rpi2 is armv7 iirc, it'd be better if you ran optimized sw for it |
14:42 |
Megaf_ |
yep, but there is no Debian based distro for that yet |
14:43 |
Megaf_ |
I'm upgrading to Debian right now tho |
14:43 |
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exio4 |
Megaf_: official debian |
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14:56 |
Megaf_ |
exio4: I just have to figure out how to install it |
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14:57 |
Megaf_ |
I will try this thing https://images.collabora.co.uk/rpi2/jessie-rpi2-20150202.img.gz |
14:59 |
VanessaE |
sfan5: *poke* |
15:00 |
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15:29 |
gamemanj |
I've worked out a way of properly sandboxing Lua within Lua for computer mods. No C++ edits needed, but it's somewhat messy. |
15:31 |
gamemanj |
Basically: The usual environment editing, plus using debug.sethook to check if it's been running too long, |
15:32 |
gamemanj |
then wrapping pcall to check for the "timeout" error and pass it on, |
15:34 |
gamemanj |
and finally replacing whitespace with newlines outside of comments & strings in a replacement for load to make sure the hook is triggered.(no bytecode allowed of course) |
15:35 |
VanessaE |
gamemanj: you should run this by Jeija |
15:36 |
VanessaE |
LuaControllers in mesecons could probably benefit from this |
15:40 |
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15:40 |
gamemanj |
I'll see if I can mod it into a LuaController. The only problem I've thought of wouldn't damage the server, |
15:40 |
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15:40 |
gamemanj |
but it would allow anyone capable of causing a "error" to shutdown that specific sandbox. |
15:41 |
gamemanj |
...actually, just prefix the error messages.NVM. |
15:42 |
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15:44 |
sfan5 |
VanessaE: *poke back* |
15:45 |
VanessaE |
sfan5: I was about to ask, but kilbith beat me to it: https://github.com/minetest/minetest_game/issues/478 |
15:49 |
gamemanj |
...I've just been looking at LuaController...it actually seems that Jeija beat me to it, and wrote a note in there. After testing...So much for that plan. |
15:50 |
gamemanj |
(If LuaJIT is disabled, it doesn't do the loop filtering...) |
15:51 |
VanessaE |
heh |
15:51 |
gamemanj |
I still have a plan, though. |
15:51 |
gamemanj |
The loop filtering could be improved to not look in strings & comments. Plus, |
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15:52 |
gamemanj |
while loops and for loops must have a "do". |
15:53 |
gamemanj |
So, if someone were to add a useless instruction, the problem with LuaJIT would be averted. |
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16:05 |
gamemanj |
...The solution would probably be to run the Lua through a simple lexer-it only has to pick up keywords reliably-and then add calls to a useless function where needed. |
16:07 |
gamemanj |
That would fix the problem Jejia mentioned in the code comment, anyway. |
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16:16 |
Calinou |
or Minetest should remove plain Lua support *_* |
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17:12 |
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17:12 |
orbea |
is there any benefit to running a minetest server that is actually intalled than just run_in_place? |
17:14 |
VanessaE |
orbea: not really a great deal of benefit except always knowing where the files need to go |
17:14 |
VanessaE |
i.e. you will always know that it's gonna be /usr/bin/minetestserver, and that worlds will always be $HOME/.minetest/worlds and so on |
17:14 |
VanessaE |
but that's about it |
17:15 |
VanessaE |
non-run-in-place has the advantage of letting you run a different build for each minetest server instance, if needed |
17:17 |
orbea |
thanks, that makes sense |
17:19 |
sofar |
I like to keep one for "production" and the other for "beta-testing" |
17:20 |
Megaf_ |
exio4: I managed to run the standard debian jessie userland on the raspberry pi 2 |
17:20 |
Megaf_ |
so soon we will have a fair race! |
17:20 |
Megaf_ |
but I wont be broadcasting it here this time :P |
17:20 |
sofar |
I'll bring my MinnowBoard Max then too |
17:20 |
orbea |
i've been likjing the portability of run_in_place, but the guy that runs the server has been questioning its stability :shrug: |
17:22 |
exio4 |
Megaf_: <3 |
17:22 |
exio4 |
gonna benchmark it at home, with 2 cores disabled and downclocking to stock frequency, is this alright? |
17:22 |
exio4 |
the rpi2 has four cores, no? |
17:25 |
Megaf_ |
exio4: four clocks at 900Mhz |
17:25 |
Megaf_ |
cores* |
17:28 |
exio4 |
hmm |
17:29 |
exio4 |
I think that is lower than the lowest frequency my FX can do |
17:29 |
exio4 |
without explicit underclocking |
17:31 |
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17:41 |
crazyR |
!up 173.0.52.175 |
17:41 |
MinetestBot |
173.0.52.175:30000 seems to be down |
17:42 |
crazyR |
!up 173.0.52.175 31000 |
17:42 |
MinetestBot |
173.0.52.175:31000 is up (147ms) |
17:43 |
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17:50 |
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17:51 |
Krock |
meow |
17:55 |
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18:04 |
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18:07 |
Megaf_ |
exio4: hm, my AMD Phenom II x4 955 BE (3,2GHz) can run at 800 MHz |
18:07 |
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18:07 |
Megaf_ |
it is usually running at 800 MHz |
18:07 |
exio4 |
Megaf_: I don't remember if the low freq is 800MHz or 1200MHz |
18:08 |
Megaf_ |
hm, I think I might run the benchmark on my Phenom II after I run on the RPi2 |
18:08 |
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18:09 |
Megaf_ |
gcc version 4.9.2 (Debian 4.9.2-10) |
18:09 |
Megaf_ |
new gcc version :) |
18:09 |
Megaf_ |
Thats on the RPi2 running Debian Jessie |
18:09 |
Megaf_ |
And on my laptop, gcc version 4.9.2 (Debian 4.9.2-10) |
18:09 |
Megaf_ |
the very same :) |
18:09 |
Megaf_ |
so the race will be fair |
18:20 |
Megaf_ |
exio4: the Phenom II x4 is much quicker than my laptop and the Raspberry Pi |
18:20 |
Megaf_ |
[100%] Built target minetest |
18:20 |
Megaf_ |
real1m24.152s |
18:20 |
Megaf_ |
little more than 1 minute |
18:20 |
exio4 |
are you forcing the lowest frequency? |
18:21 |
Megaf_ |
nope, I will do now |
18:21 |
exio4 |
hm, looks like so |
18:21 |
exio4 |
ah |
18:21 |
exio4 |
it takes 1:50~ to compile everything without underclocking / disabling cores |
18:23 |
sfan5 |
Megaf_: the race isn't fair because your pi targets armv7l |
18:23 |
Megaf_ |
ok, CPU in powersave now |
18:23 |
Megaf_ |
sfan5: so? |
18:23 |
sfan5 |
VanessaE: replied to minetest_game#478 |
18:24 |
Megaf_ |
Im compiling again on the phenon running at 800 MHz |
18:24 |
sfan5 |
Megaf_: the code generation/optimization step for armv7l might be faster/slower than those for x86 |
18:25 |
Megaf_ |
yep, but Im not benchmarkng the cpu power, nad yes real scnarios for real develpment, Im benchmarking time |
18:25 |
Megaf_ |
sfan5: the pi2 did already almost as good as my laptop |
18:25 |
Megaf_ |
using outdated version of the gcc |
18:25 |
sfan5 |
that doesn't mean anything |
18:25 |
sfan5 |
you can't compare them because they are doing different things |
18:26 |
Megaf_ |
sfan5: It is not possible to compare x86 and ARM |
18:26 |
sfan5 |
wat |
18:26 |
sfan5 |
that is what i've been saying |
18:26 |
Megaf_ |
but I can compare the time it takes to compile something |
18:26 |
sfan5 |
yes |
18:26 |
sfan5 |
it's not an useful comparison though |
18:26 |
Megaf_ |
and thats what Im comparing |
18:26 |
sfan5 |
because they compile for different archs |
18:26 |
Megaf_ |
sfan5: well, in my case, it is, if my Pi is faster than my laptop, I will use it to compile minetest for me |
18:27 |
Megaf_ |
cross compile |
18:27 |
Megaf_ |
but the cross compile can take longer than a normal compile |
18:27 |
sfan5 |
if your pi is faster when compiling for ARM, you will use it to compile for x86 |
18:27 |
sfan5 |
sounds logical |
18:27 |
Megaf_ |
doesnt it? |
18:27 |
Megaf_ |
:P |
18:28 |
sfan5 |
hint: it makes no sense |
18:28 |
Megaf_ |
exio4: Phenom II x4 at 800MHz compiles it in 4 minutes and 52 seconds |
18:29 |
Megaf_ |
so, compile time per clock of that CPU is insanily better |
18:29 |
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18:29 |
exio4 |
rude |
18:30 |
exio4 |
sfan5: sounds fair |
18:31 |
Megaf_ |
exio4: using Debian Jessie with the same version of gcc the Pi2 actually performed worse |
18:31 |
Megaf_ |
real16m25.254s |
18:31 |
Megaf_ |
real 13m40.827s |
18:31 |
Megaf_ |
before |
18:32 |
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18:35 |
Megaf_ |
sfan5: do you believe that minetest compile on my Phenom II will run on my laptop? |
18:35 |
Megaf_ |
both are running Debian Jessie and both have AMD CPU |
18:36 |
Megaf_ |
both 64 bit and both based on the K10 architecture |
18:36 |
Megaf_ |
actually, the laptop is not K10, is an AMD E1 |
18:36 |
gamemanj |
Megaf_: I'm not sfan5, but it sounds like it should... |
18:39 |
Megaf_ |
$ du -hs minetest_bin |
18:39 |
Megaf_ |
23Mminetest_bin |
18:39 |
Megaf_ |
$ du -hs minetest |
18:39 |
Megaf_ |
63Mminetest |
18:39 |
Megaf_ |
minetest_bin is just the game itself, without translation, utils and misc |
18:39 |
Megaf_ |
and whout the source/build stuff |
18:40 |
Megaf_ |
my point is |
18:40 |
Megaf_ |
the hole bin game is only 23MB |
18:40 |
Megaf_ |
$ du -hs minetest_bin/fonts/ |
18:40 |
Megaf_ |
15Mminetest_bin/fonts/ |
18:40 |
Megaf_ |
15MB of those are fonts |
18:40 |
Megaf_ |
there should be changed ASAP |
18:41 |
gamemanj |
Well, maybe switching to Unifont would help, assuming someone replaced the font rendering. |
18:44 |
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18:44 |
Megaf_ |
sfan5: gamemanj: it works! The minetest compile in one machine works in another, cool! |
18:44 |
gamemanj |
...I'm wondering why this surprises you. |
18:45 |
Megaf_ |
well, first it couldnt find all libs |
18:45 |
Megaf_ |
bin/minetest: error while loading shared libraries: libjpeg.so.8: cannot open shared object file: No such file or directory |
18:45 |
Megaf_ |
fixed with ln -s /usr/lib/x86_64-linux-gnu/libjpeg.so.62 /usr/lib/x86_64-linux-gnu/libjpeg.so.8 |
18:45 |
gamemanj |
Well, you do have to have the libraries installed, but still. |
18:46 |
Megaf_ |
gamemanj: it surprises me because I compiled for one CPU, I didnt know if it would work on a different CPU |
18:46 |
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18:46 |
Megaf_ |
if it does work, I believe Im not using all the CPU instructions that I could be using |
18:47 |
JohnWD |
Did InchraNet IRC Server got change again? |
18:47 |
gamemanj |
Megaf_:Maybe, but then again, do you really need that performance? |
18:47 |
gamemanj |
Megaf_: And that's assuming there is much to gain anyway. |
18:48 |
gamemanj |
Usually instruction set extensions start off in one processor, but quickly get implemented by everyone. |
18:49 |
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18:49 |
gamemanj |
(Except under conditions like low popularity) |
18:49 |
Cidraque |
hi :) |
18:49 |
gamemanj |
Hello! |
18:49 |
Cidraque |
gamemanj: :) |
18:50 |
Cidraque |
VanessaE: Can I ask you a question? |
18:50 |
VanessaE |
maybe :) |
18:50 |
Cidraque |
Yesterday I went to your minetest server |
18:50 |
VanessaE |
mmhmm? |
18:50 |
Cidraque |
how can I place block? I need to send you a private? |
18:50 |
Cidraque |
blocks* |
18:51 |
VanessaE |
which server? did you read the rules and ask for interact? |
18:51 |
Cidraque |
sorry, I'm new and spanish xD |
18:51 |
Megaf_ |
cool |
18:51 |
Cidraque |
Yes, I read the rules but I don't ask for interact |
18:51 |
Cidraque |
that's the point |
18:51 |
Megaf_ |
well, got to go home, cya all |
18:51 |
VanessaE |
which server? |
18:51 |
VanessaE |
(I run several and all of them but one require this) |
18:51 |
VanessaE |
ah, found it |
18:51 |
exio4 |
Megaf_: if you compile with -march=native or 'weird things', it'd have been different |
18:51 |
JohnWD |
I have an question. did the IRC Server change again for InchraNet? since I try to connect to "irc.inchra.net" and got an error failed. |
18:52 |
Cidraque |
digitalaudioconcepts? |
18:52 |
exio4 |
Megaf_: but generic binaries (<=> not optimized for your arch) are gonna be generic |
18:52 |
VanessaE |
I meant which of the 8 servers on that address :) |
18:52 |
VanessaE |
anyway, it's VE-Creative that you meant. interact granted. |
18:52 |
Cidraque |
VanessaE: :( oh... that... |
18:53 |
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18:53 |
Cidraque |
VanessaE: Now I can interact? :) |
18:53 |
VanessaE |
yep |
18:53 |
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18:53 |
Cidraque |
I'm trappeed in a cave haha, thanks, VanessaE :) |
18:53 |
VanessaE |
Cidraque: that's easily fixed. /spawn or just turn on noclip+fly :) |
18:54 |
Cidraque |
oh, thats useful |
18:54 |
Cidraque |
thanks |
18:54 |
VanessaE |
yw |
18:55 |
JohnWD |
Yeah I guess VanessaE you and ShadowNinja notice that ChanServ is missing in the inchra #minetest? |
18:55 |
VanessaE |
JohnWD: yep. I shut it off |
18:55 |
VanessaE |
it's been moved to a new IP |
18:55 |
VanessaE |
and ShadowNinja isn't around to re-link the new IP back into inchra yet. |
18:58 |
Cidraque |
anyone can tell me about map generator? v6 o v7 whats better? |
18:58 |
Cidraque |
someone* |
18:58 |
Calinou |
someone should benchmark all mapgens, I don't know |
18:58 |
Calinou |
they're all fast enough |
19:00 |
Cidraque |
:/ |
19:01 |
gamemanj |
v6 is the default, that's all I know. |
19:01 |
Cidraque |
hahaha |
19:01 |
* gamemanj |
is not using a dev version |
19:02 |
gamemanj |
So if the dev version changed that I do not know. |
19:05 |
gamemanj |
...Actually, v6's cliffs seem like vertical slabs, while v7's seem smoother. So maybe v7. |
19:05 |
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19:06 |
Calinou |
try v5 |
19:06 |
Calinou |
great floating islands |
19:06 |
gamemanj |
V7 also seems to have them, but okay, trying v5 now. |
19:07 |
gamemanj |
Oh,wow. Are you sure it's not so much "great floating islands", more like "everything is floating islands"? |
19:08 |
Calinou |
no, not everything is |
19:08 |
gamemanj |
There's underwater structures which,although not the best gameplay-wise... |
19:09 |
gamemanj |
are pretty nice. |
19:10 |
gamemanj |
(note: by this I mean: 3d noise underwater, making really deep holes-so gameplay-wise, good luck getting stuff from there) |
19:12 |
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19:13 |
gamemanj |
Also, talking of structures, there's apparently a dungeon or something here. I don't have that mod, so I'm guessing it's a v5 feature? |
19:14 |
sfan5 |
Megaf_: both are x86, that means it will probably work |
19:14 |
sfan5 |
Megaf_: iirc gcc compiles for a reasonable subset of x86 by default |
19:17 |
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19:18 |
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19:23 |
xenkey |
So I'm experiencing a rather strange segfault |
19:28 |
gamemanj |
A rather strange segfault...where? |
19:29 |
gamemanj |
Under which conditions? |
19:30 |
xenkey |
I have absolutely no idea |
19:30 |
xenkey |
I'd recompile with debug but I'd honestly just rather grab the latest source and see if it fixes it |
19:34 |
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19:38 |
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19:45 |
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20:00 |
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20:04 |
xenkey |
Can I map a LevelDB world? |
20:06 |
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20:09 |
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20:10 |
sfan5 |
xenkey: you mean with minetestmapper? |
20:10 |
xenkey |
Yeah |
20:10 |
sfan5 |
yes you can |
20:10 |
xenkey |
Seems I found it, do I have to stop the server? |
20:10 |
sfan5 |
(assuming you are using the official mapper) |
20:10 |
sfan5 |
no, you don't have to stop the server for leveldb |
20:10 |
xenkey |
Alright, cool |
20:11 |
xenkey |
Would redis be a viable option for a server with only 2GB of RAM? |
20:11 |
xenkey |
But totally dedicated to the redis server |
20:11 |
sfan5 |
yes |
20:11 |
sfan5 |
it will take some time for your map to get that large |
20:12 |
xenkey |
Would it be better to spin up another box and host redis on it rather than setting it up on the same server as minetest is running on? |
20:12 |
Calinou |
you can map all database backends except dummy |
20:13 |
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20:14 |
xenkey |
Does the remote media need a trailing slash? |
20:14 |
sfan5 |
xenkey: if your primary server has enough RAM you can run redis on it too |
20:15 |
sfan5 |
i have no idea whether remote media needs a trailing slash, just put one there to be sure |
20:15 |
xenkey |
Would it be faster if I had a separate box for redis, providing the TCP link wasn't the bottleneck |
20:17 |
xenkey |
Exception: Failed to open Database: IO error: lock /home/xen/.minetest/worlds/world/map.db/LOCK: Resource temporarily unavailable |
20:17 |
xenkey |
Damn |
20:20 |
proller |
you cant read leveldb by 2 processes |
20:20 |
xenkey |
Can I with redis? |
20:31 |
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Nihao joined #minetest |
20:31 |
Nihao |
Greetings, oh protectors of the cubes :) |
20:32 |
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20:33 |
Nihao |
VanessaE: Sorry for yesterday, I missed something and have to say officially: The bug is *not* coming from Quarry. |
20:33 |
VanessaE |
no worries. |
20:33 |
VanessaE |
it's the bones mod that's the issue, sorta. |
20:33 |
VanessaE |
until the API is clarified it's still unsure whose fault it is :) |
20:33 |
Nihao |
Understood. |
20:34 |
gamemanj |
...? Which API? |
20:34 |
Nihao |
Now I need advice for the Hud....it has a commit, we take it and --big surprise-- the server crashes. |
20:34 |
VanessaE |
gamemanj: the minetest modding API, regarding callbacks like can_dig |
20:35 |
VanessaE |
Nihao: I don't know what you mean by "the Hud" |
20:35 |
Nihao |
...agina...and again...and ..... |
20:35 |
Nihao |
aigain |
20:35 |
VanessaE |
there are a number of mods that affect the default HUD |
20:35 |
Nihao |
Here is the trace: http://pastebin.com/ztmi0cCB |
20:35 |
VanessaE |
oh, hunger mod. |
20:35 |
Nihao |
YEp, sorry, I am not yet familiar with the expressions. |
20:35 |
VanessaE |
that's a matter to take up with the authors of that mod. |
20:36 |
Nihao |
Sure, give me names, I am in the mood :) |
20:36 |
VanessaE |
and it's probably the samne thing |
20:36 |
VanessaE |
a nil is being passed somewhere and that mod doesn't know how to handle it |
20:36 |
Nihao |
What is so funny: It worked some weeks ago! |
20:37 |
gamemanj |
...It's not in the "hunger" mod, it's in "hud/hunger.lua"...in other words, |
20:37 |
gamemanj |
the Hud mod's handling of hunger. |
20:37 |
Nihao |
OK: I propose top-down. |
20:37 |
Nihao |
The server crashes after a change on a stable mod. |
20:38 |
Nihao |
After rewored rework still the same. |
20:38 |
Nihao |
Then, it shouls revert to what was stable. |
20:38 |
Nihao |
should* |
20:38 |
Nihao |
And maybe apply more testing. |
20:39 |
VanessaE |
oh you're right |
20:39 |
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20:39 |
VanessaE |
well anyway I've passed it on to the minetest core devs |
20:39 |
Nihao |
OK. How can I coome to that situation? |
20:39 |
VanessaE |
this needs an official ruling as far as the API is concerned. |
20:39 |
VanessaE |
either the hud mod needs fixed or pipeworks does. |
20:40 |
Nihao |
Please understand me well, I am not against anybody. Just not understanding how it should continue to work. |
20:40 |
Nihao |
We have dozens of resets every day and can not get rid of them.... |
20:41 |
Calinou |
Sun, 22 Oct 2028 14:00:00 +0200 |
20:41 |
Calinou |
this is when the github.com SSL certificate expires |
20:41 |
Calinou |
\o/ |
20:41 |
Nihao |
I can not wait that long. |
20:41 |
Calinou |
on a capslock day |
20:41 |
Calinou |
https://tls.so can test sites |
20:42 |
Nihao |
Calinou: can it debug the hunger.lua? |
20:42 |
gamemanj |
Research into HUD complete, looks like dev is BlockMen, unless Nihao has a fork which didn't show up on google. |
20:42 |
Nihao |
That would be perfect! |
20:43 |
gamemanj |
why would that be perfect? |
20:43 |
* gamemanj |
is confused. Very confused. |
20:43 |
Nihao |
Actually, it is BlockMen and the version we use is written in the link |
20:43 |
VanessaE |
Nihao: it is important that you remember that a server crash is almost always due to mods you've installed. so if you get lots of crashes from a particular combo, you have no choice but to remove the offending mods and contact the developer(s) |
20:43 |
VanessaE |
..of those mods |
20:43 |
Nihao |
OK. |
20:44 |
gamemanj |
Aha! The line in question is: "exhaus = exhaus + new" |
20:44 |
Nihao |
What is the best way you would suggest: opening an issue? |
20:44 |
gamemanj |
"exhaus" is "local exhaus = hud.exhaustion[name]". I know what the bug is, sort of. |
20:44 |
VanessaE |
occasionally a server will just...crash, for no obvious reason, which is then the minetest core devs domain. but mods are strictly the modders' areas to deal with, so you have to contact those modders on their github repo's, forum topics, IRC, etc. |
20:44 |
gamemanj |
For some reason, it's not initializing/is forgetting the "exhaustion" value for a player... |
20:45 |
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20:45 |
VanessaE |
opening an issue is a good idea, on the respective mods' github pages. but looks like gamemanj here is already figuring out the issue with that particular mod |
20:45 |
gamemanj |
The bug is caused when going near a machine,right? |
20:46 |
gamemanj |
What if that machine were to be creating a FAKE PLAYER? |
20:46 |
Nihao |
VanessaE: Thank you very much. I will open the issue. |
20:46 |
gamemanj |
When the fake player digs a block, the callback is called. |
20:46 |
gamemanj |
The callback then fails, because the fake player != a real player, so exhaustion isn't initialized. |
20:47 |
Nihao |
it is not a fake player but a non-connected player |
20:47 |
gamemanj |
...No, you don't understand. What machine was it? |
20:47 |
Nihao |
....tha, I wrote. |
20:47 |
gamemanj |
What machine? |
20:48 |
Nihao |
I try to find out. |
20:48 |
gamemanj |
...I think it's a block breaker/block placer, or something doing that kind of thing. |
20:48 |
VanessaE |
gamemanj: indeed, some pipeworks and technic machines have to create a "fake" player to do their actions with. |
20:48 |
Nihao |
We do not have Quarry. |
20:48 |
VanessaE |
some other mods have trouble with this because I guess not all fields/values in the player object are present? I'm not sure (I didn't write the machines in question) |
20:49 |
VanessaE |
the modding API doesn't specify clearly what parts of a player object are mandatory |
20:49 |
gamemanj |
The reason is because Hunger is assuming the player would connect "normally". |
20:49 |
gamemanj |
It doesn't check if it ever initialized the exhaustion value. |
20:49 |
VanessaE |
gamemanj: it would likely be triggered by a nodebreaker, that's part of the "wielder" object. |
20:50 |
VanessaE |
(I don't *think* the deployer is part of the wielder object) |
20:50 |
gamemanj |
And even if the fake player doesn't have the same name as a real player, |
20:50 |
gamemanj |
it would still trigger. But that's not the problem here. |
20:51 |
xenkey |
how exactly do i use the --geometry option for minetestmapper ? |
20:52 |
gamemanj |
As it is, the minetest API is doing what it's supposed to, but hunger.lua isn't handling the possibility of uninitialized values. |
20:54 |
VanessaE |
xenkey: --geometry left:top+width+height |
20:54 |
VanessaE |
e.g., --geometry -5000:-7500+12000+15000 |
20:54 |
VanessaE |
where the left and top are relative to the center of the map |
20:55 |
VanessaE |
(I think) |
20:55 |
xenkey |
Right |
20:55 |
xenkey |
top being the max Y value? |
20:55 |
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20:56 |
VanessaE |
no, relative :) |
20:56 |
xenkey |
How could I make a 100x100 square with 0,0 in the center? |
20:56 |
VanessaE |
e.g. that example I gave would put the top left corner at 5000,7500 nodes northwest of the map center |
20:56 |
gamemanj |
As it is, Nihao, I have a simple solution for a quick fix. |
20:56 |
VanessaE |
so you would want -50:-50+100+100 I think |
20:57 |
gamemanj |
Replace "local exhaus = hud.exhaustion[name]" with "local exhaus = hud.exhaustion[name] or 0". |
20:57 |
gamemanj |
(again, a quick fix, and I'm not sure how well it will work) |
20:57 |
xenkey |
uh |
20:58 |
xenkey |
can I map a specified rectangle if I know a coordinate at each of its corners? |
20:58 |
gamemanj |
Yes, |
20:58 |
gamemanj |
you just need to map coordinates to X,Y,width,heigh |
20:58 |
xenkey |
specific even |
20:58 |
gamemanj |
*height |
20:58 |
xenkey |
width and height being the resultant pixels on the image? |
20:58 |
gamemanj |
No, I'm just referring to it as 2d |
20:58 |
gamemanj |
To be more precise, X size and Z size |
20:59 |
Nihao |
gamemanj: Thanks a lot. I am not sure if the administrator is still willing to play :) but I will propose it. |
20:59 |
xenkey |
wait so the first two are the origin ? |
21:01 |
gamemanj |
The first 2 are corner 1. The second 2 are the offset from corner 1. |
21:02 |
xenkey |
ah, right |
21:02 |
gamemanj |
Those make up a rectangle, |
21:02 |
xenkey |
okay it makes sense now |
21:02 |
xenkey |
thanks |
21:03 |
xenkey |
it takes a rediculous amount of time even to make a small map |
21:04 |
xenkey |
Can I make it bigger? |
21:05 |
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21:06 |
Nihao |
I entered the issue. Thank you for your support! and have a nice evening! |
21:06 |
Nihao |
https://github.com/BlockMen/hud/issues/17 |
21:08 |
xenkey |
http://mt.3tm.net/maps/map1.png |
21:09 |
xenkey |
I'm really, really bad at this |
21:11 |
xenkey |
» ssh xenmt.3tm.net 'ls ~/.minetest/worlds/world/players | wc -l' |
21:11 |
xenkey |
977 |
21:11 |
xenkey |
Damn |
21:15 |
Nihao |
VanessaE: Another thing I forgot: |
21:16 |
Nihao |
VanessaE: Thank you for the new flow logic. We have zero crashes on that part of the mods. |
21:17 |
VanessaE |
Nihao: oh good. how's the actual behavior of the flowing logic though? |
21:17 |
VanessaE |
some people don't like it |
21:17 |
VanessaE |
(it's slow, isn't an accurate simulation of water flow) |
21:19 |
Nihao |
I have to go into the game....I did not find the time until now. Just chatted with the players to get more data about the bugs. |
21:19 |
Nihao |
I will have a look at that. |
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22:08 |
oats |
just out of curiosity, how hard would it be to make minetest compatible with minecraft worlds, if at all possible? |
22:08 |
VanessaE |
very |
22:08 |
VanessaE |
probably all but impossible. |
22:09 |
VanessaE |
converting a world from one to the other could theoretically be done but no one's written a direct 1:1 conversion program that I know about |
22:09 |
VanessaE |
(there are programs that'll convert via multiple steps, in a slightly lossy manner) |
22:09 |
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22:09 |
oats |
you'd probably need a custom game now too, wouldn't you |
22:09 |
oats |
VanessaE: interesting, linky? |
22:09 |
VanessaE |
sec. |
22:10 |
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22:12 |
VanessaE |
oats: stand by. |
22:12 |
oats |
no rush |
22:14 |
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22:14 |
VanessaE |
ah |
22:15 |
VanessaE |
kilbith: --> oats needs info :) |
22:15 |
kilbith |
oats, convert an entire MC world is currently impossible, but you could convert a small part of it : https://forum.minetest.net/viewtopic.php?f=12&t=6007&start=25 |
22:16 |
oats |
intriguing, thanks for the info |
22:16 |
kilbith |
the MTS method is the fastest, but convert 500x500x500 nodes takes roughly ~8h of conversion with a good CPU |
22:16 |
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22:17 |
kilbith |
bye |
22:17 |
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23:10 |
YvesLevier |
Hey everybody :) - Is there a way for carts to jump from an upside rail to a lower one? |
23:11 |
YvesLevier |
Also : is there a way to make a cart to transport objets? |
23:15 |
YvesLevier |
I mean freight wagons |
23:18 |
YvesLevier |
Calinou: ^ Sais-tu? |
23:22 |
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23:30 |
tim_flatus |
Do I need to register a callback in order to make tabs work in a formspec |
23:31 |
tim_flatus |
Or put another way - does anyone have a simple example of using tabs in a form? |
23:31 |
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23:31 |
Megaf |
Hi everyone |
23:31 |
Megaf |
whos using 64 bit Linux? |
23:32 |
Megaf |
exio4: Are you there? |
23:32 |
Megaf |
I made a binary for 64 bit Linux and I'd like people to test it |
23:33 |
Megaf |
Its actually a stripped down version of minetest, for online playing |
23:33 |
Megaf |
Link -> https://github.com/Megaf/MinetestLnx Download -> https://github.com/Megaf/MinetestLnx/releases https://github.com/Megaf/MinetestLnx/releases/download/v0.0.1/MinetestLnx.tar.gz |
23:34 |
Megaf |
Please pvt Megaf_ about your experience |
23:34 |
Megaf |
bye |
23:40 |
tim_flatus |
Or any example of an ingame form that uses tabs? |
23:48 |
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