Time |
Nick |
Message |
00:00 |
|
Octupuslegs joined #minetest |
00:02 |
Octupuslegs |
hi |
00:09 |
|
phantombeta joined #minetest |
00:19 |
|
Octupuslegs joined #minetest |
00:27 |
|
phantombeta joined #minetest |
00:33 |
Sokomine |
hm. anyone willing to test the current version of my build chest? some feedback would be welcome |
00:33 |
Sokomine |
it's part of mg_villages |
00:36 |
|
Wayward_Tab joined #minetest |
00:50 |
Sokomine |
nobody here who'd love to test something? |
00:51 |
|
Viper168 joined #minetest |
00:54 |
|
kaeza joined #minetest |
00:54 |
* Sokomine |
hopefully throws a build chest at kaeza |
00:55 |
kaeza |
ohai |
00:55 |
kaeza |
or greetings rather :) |
00:55 |
kaeza |
what's up? |
00:57 |
Sokomine |
just trying to get some feedback on how intuitive the menu for the build chest that comes with mg_villages is |
00:58 |
kaeza |
build chest? |
00:58 |
Sokomine |
right now, it can only be used to place buildings. it's a more elaborate, user-friendly way of placing schematics and worldedit files |
00:58 |
Sokomine |
i called it that way, yes |
00:59 |
Sokomine |
it's a chest you place (since i can't do textures, most nodes happen to look like chests...) and which offers a formspec where you can select a building that is to be spawned. you can select which nodes you want to be replaced by others - wood, roof and farming stuff can even be selected in groups |
00:59 |
Sokomine |
a backup of the area where you spawn the building is stored (so far without metadata) |
00:59 |
kaeza |
ah I see |
01:00 |
kaeza |
I can't test it from here; sorry |
01:00 |
Sokomine |
one of the advantages is that it rotates the building according to the rotation of the chest. so you don't need to worry if you're looking at the right direction or if your entrance will be placed at the wrong direction... |
01:00 |
Sokomine |
well, i hope some other potential testers will show up then |
01:01 |
Sokomine |
and hope you'll be able to run test worlds again soon? |
01:04 |
|
Player_2 joined #minetest |
01:04 |
|
Guest15287 joined #minetest |
01:09 |
AndroidKris |
how does one test this...build chest? |
01:09 |
AndroidKris |
Sokomine ^^ |
01:18 |
Sokomine |
AndroidKris: install my mg_villages mod, type /giveme mg_villages:build put the chest down somewhere and right-click it |
01:19 |
AndroidKris |
gimme a few minutes and I'll check it out. Reading on how to hide a stair set right now |
01:19 |
Sokomine |
hide a stair set? |
01:19 |
* Sokomine |
looks puzzled at androidkris |
01:20 |
Sokomine |
AndroidKris: please test the mod in a fresh world as it spawns buildings |
01:20 |
AndroidKris |
Will do. |
01:21 |
AndroidKris |
I'm trying to see how the mese nodes work and I figure building a hidden stairs to an underground lab would be a good learning project. |
01:21 |
Sokomine |
do you mean mesecons? |
01:22 |
AndroidKris |
Yeah that. |
01:23 |
AndroidKris |
I'm off to test your mod first though, as the mesecons project is going to take a while. |
01:23 |
AndroidKris |
Any other mods I should have installed before I run yours? |
01:24 |
Sokomine |
you might install cottages, but that's optional and not relevant for this test. it'll just give you nicer looking villages and more buildings to choose from |
01:25 |
Sokomine |
a lot of other mods and mapgens are also supported. but it does work with normal minetest_game as well |
01:29 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Default: Add river_water nodes f8c8047 http://git.io/vvNQk (2015-04-19T02:27:06+01:00) |
01:37 |
|
Fritigern joined #minetest |
01:40 |
|
turtleman_ joined #minetest |
01:46 |
AndroidKris |
Sokomine, the /giveme command you gave me doesn't work, nor does any variation of that command. |
01:54 |
|
Lunatrius joined #minetest |
02:01 |
|
kaeza joined #minetest |
02:02 |
|
phantombeta joined #minetest |
02:06 |
AndroidKris |
Sokomine, so after thoroughly reading your release thread, I realized you gave me the wrong command to issue in order to build the village. If that's what you were going for anyway. so I did /road 0 and the village built from the point I was standing on. However, there needs to be a way to take into account elevation changes.. |
02:08 |
Sokomine |
AndroidKris: oh, no, it's not the *villages* thread. that mod is kind of outdated. it's *mg_villages*. you'll find it under https://github.com/Sokomine/mg_villages |
02:08 |
|
phantombeta joined #minetest |
02:08 |
Sokomine |
the only mapgen you can't run it with is mg...as the original village code comes from there and would conflict with mg's village code |
02:08 |
AndroidKris |
aha. back to the drawing board for me then. brb |
02:09 |
Sokomine |
mg_villages generates the villages automaticly. you don't need a command there anymore. you'll even spawn in a village |
02:12 |
AndroidKris |
aha, looks nice. |
02:12 |
AndroidKris |
Now, what was that command? |
02:12 |
AndroidKris |
/giveme mg_villages:build |
02:12 |
AndroidKris |
something like that? |
02:15 |
AndroidKris |
Also, is it just the one village that spawns on the map? or more than one? |
02:15 |
Sokomine |
yes, /giveme mg_villages:build and then put that chest somewhere (outside the village where you can build) |
02:16 |
Sokomine |
there will be multiple villages and also some lone houses spawned |
02:16 |
AndroidKris |
I'm in the chest. seems to work well. Haven't tried to build anything yet though. |
02:17 |
AndroidKris |
80 something options on the medieval category alone. |
02:17 |
AndroidKris |
dang. |
02:18 |
Sokomine |
most of the buildings fall in the medieval category. but if you havn't installed my cottages mod, you won't have too much fun spawning them as they use these nodes |
02:19 |
Sokomine |
try houses of the "nore" or "taoki" variant. those are about the only ones you'll get without additional mods |
02:19 |
AndroidKris |
gotcha, |
02:19 |
AndroidKris |
What if I made my game a public server and you joined, would that be possible? |
02:20 |
|
phantombeta joined #minetest |
02:23 |
AndroidKris |
Can't get in the pub, doors open as if they are chests, instead of swinging open. |
02:23 |
AndroidKris |
They look like doors, but act like chests |
02:24 |
Sokomine |
yes, that would be possible. but what i'm asking for is mostly feedback: is the menu system intuitive? do you understand what it does, and are you able to use it? |
02:25 |
Sokomine |
hmm. depends on the pub type. do a screenshot please. the most tiny pubs come with a trapdoor over the entrance...they're more like shops in that regard. other pubs use normal doors or those that come in two parts |
02:27 |
AndroidKris |
I'll screenshot. The menu system took like 15 seconds to figure out. No problems at all. |
02:30 |
AndroidKris |
What do you want a screencap of specifically? |
02:30 |
Sokomine |
the doors that give you trouble? or did you manage to get through them by now? |
02:31 |
AndroidKris |
haven't gotten through, unless I break them down with a pickaxe. |
02:31 |
Sokomine |
on a new world, there's also some lag that's hard to avoid and that may lead to slow reaction of nodes |
02:31 |
AndroidKris |
or axe rather. |
02:31 |
AndroidKris |
This world has been open long enough that the lag is worked out. |
02:33 |
AndroidKris |
http://i.imgur.com/SYDCzwz.jpg |
02:34 |
AndroidKris |
Screenshot, I almost forgot I have VanessaE's hdx texture installed |
02:34 |
Sokomine |
it's a normal door. it ought to open without problems |
02:35 |
Sokomine |
is your minetest_game up to date? |
02:36 |
VanessaE |
HDX \o/ |
02:36 |
VanessaE |
:) |
02:36 |
AndroidKris |
Yup, just updated yesterday. |
02:36 |
AndroidKris |
I noticed a few flaws in HDX btw, VanessaE. |
02:36 |
VanessaE |
AndroidKris: I'm sure there are more than "a few" ;) |
02:36 |
AndroidKris |
on the fences. when holding a wood_fence, the edges are pink. |
02:37 |
VanessaE |
oh yeah |
02:37 |
AndroidKris |
True. but if that's all I've noticed, I think you're doing pretty good. |
02:37 |
AndroidKris |
I'm a stickler for graphical detail. |
02:38 |
VanessaE |
I probably just need to supply a mask image in HDX to override the one minetest_game has |
02:38 |
AndroidKris |
idk, that's beyond me.lol |
02:39 |
VanessaE |
minetest_game uses the compositor to produce the fence image from default wood or something |
02:39 |
VanessaE |
HDX doesn't support that, never got around to fixing it |
02:39 |
AndroidKris |
aha |
02:39 |
AndroidKris |
I see said the blind mena |
02:39 |
AndroidKris |
man |
02:39 |
* VanessaE |
looks at the code... |
02:39 |
|
OldCoder joined #minetest |
02:40 |
VanessaE |
local fence_texture = "default_fence_overlay.png^default_wood.png^default_fence_overlay.png^[makealpha:255,126,126" |
02:40 |
VanessaE |
that would be a yes. |
02:42 |
AndroidKris |
*high five* |
02:42 |
AndroidKris |
I'm glad you're smarter than me. |
02:42 |
AndroidKris |
lol |
02:44 |
Sokomine |
AndroidKris: did you try to spawn a building? after all that's one of the points the build chest is for... |
02:44 |
AndroidKris |
Oh yea, I'm spawning buildings all over. |
02:45 |
AndroidKris |
/giveme mg_villages:build 50 is a lot of buildings. |
02:45 |
AndroidKris |
lol |
02:47 |
VanessaE |
wait, what rez are you using, AndroidKris ? |
02:48 |
AndroidKris |
128 |
02:48 |
VanessaE |
hm |
02:48 |
Sokomine |
AndroidKris: ok :) did you also use the wood replacement? with default minetest game, you don't have too much choice there...and especially no choice regarding roofs or farming |
02:48 |
AndroidKris |
Sokomine, I'm gonna install cottages. I can't build half the stuff I would like to without it. |
02:49 |
|
Player_2 joined #minetest |
02:49 |
VanessaE |
ah HAH |
02:50 |
VanessaE |
I see the problem, AndroidKris |
02:50 |
* VanessaE |
fixes... |
02:50 |
AndroidKris |
gracias |
02:50 |
AndroidKris |
VanessaE, is HDX compatible with Sokomine's cottages mod? |
02:51 |
VanessaE |
idk :) |
02:51 |
VanessaE |
I don't see why not. |
02:53 |
Sokomine |
some of the textures for the roof parts are taken from vanessas homedecor mod anyway |
02:53 |
AndroidKris |
lol, thief |
02:53 |
Sokomine |
of course :-) pretty often vanessa does some nice textures for my mods directly :-) |
02:54 |
Sokomine |
if i'm forced to get a new texture (and nobody has done one yet), i tend to use either wood or chests... |
02:54 |
AndroidKris |
Sokomine, I can't build anything in the House_large menu because they call on some mod labeled hdb |
02:56 |
AndroidKris |
also, nbu is called for as well. |
02:56 |
AndroidKris |
not sure what those are. |
02:57 |
AndroidKris |
Tip for the menu layout, sub categories based on installed mods. The user sees what mods are needed before they ever click the button to see a list of possible buildings. |
02:58 |
AndroidKris |
And a way to remove the chest after building |
03:01 |
Sokomine |
AndroidKris: that's right. those houses there require mods from mauvebics mm2 modpack. that's difficult to come by nowerdays (he has deleted it on the forum :-() |
03:01 |
|
Enke joined #minetest |
03:01 |
Sokomine |
if you replace those nodes with other ones, you'll get pretty impressive huge buildings. they're a bit too big for a village anyway...far more suitable for a town |
03:02 |
AndroidKris |
How to replace? |
03:02 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Default/mapgen: Add alias for river water source c570f9f http://git.io/vvAe6 (2015-04-19T04:00:46+01:00) |
03:02 |
Sokomine |
click on a yellow entry. then an input line opens on the top of the menu where you can set the material to something else (based on nodename) |
03:03 |
Sokomine |
the "canadian" houses by mauvebic are probably a bit too tricky to spawn that way |
03:07 |
AndroidKris |
Hard to do when the nodeblock is just numbered and there is no way of knowing what it's used for. |
03:07 |
|
phantombeta joined #minetest |
03:08 |
Sokomine |
mauvebic's nodes are pretty special. without the mm2 modpack, it's hardly doable |
03:08 |
|
luizrpgluiz joined #minetest |
03:08 |
Sokomine |
did you try the replacements with a smaller, more common house? |
03:08 |
VanessaE |
AndroidKris: hand around, don't go nowhere. I'm still trying to fix this overlay glitch. |
03:08 |
luizrpgluiz |
hi |
03:08 |
AndroidKris |
I got all night. |
03:09 |
Sokomine |
and what do you think about the 2d preview? it's not necessary right now of course as the building is spawned immediately...but that'll change. only players with the give priv will be able to get the houses without supplying the materials necessary to build them |
03:09 |
Sokomine |
hi |
03:21 |
AndroidKris |
I haven't seen any 2d previews |
03:22 |
VanessaE |
AndroidKris: ok, update. the edges of the overlays were blurry due to scaling errors. |
03:22 |
AndroidKris |
not sure how to update the texture pack without going back and downloading it again. |
03:22 |
AndroidKris |
lol |
03:23 |
VanessaE |
cd hdx-512; git pull :-) |
03:23 |
AndroidKris |
I should have built from the github. |
03:23 |
VanessaE |
at least that's how I'd do it |
03:23 |
VanessaE |
oh wait |
03:23 |
VanessaE |
I didn't make a new release |
03:23 |
VanessaE |
(I only pushed to git) |
03:23 |
VanessaE |
sec. |
03:23 |
AndroidKris |
open term in the hdx folder. |
03:23 |
AndroidKris |
gotcha |
03:24 |
AndroidKris |
and i'm using 128, not 512 |
03:24 |
VanessaE |
well if you downloaded a "release" copy, that's not git-compatible unfortunately. |
03:24 |
VanessaE |
well, 512, 128, whatever. I did them all. Ok |
03:24 |
VanessaE |
release build updated. |
03:24 |
AndroidKris |
aha. lemme git that compatibility then. |
03:24 |
AndroidKris |
see what I did there. |
03:25 |
VanessaE |
heh |
03:26 |
|
luizrpgluiz left #minetest |
03:28 |
AndroidKris |
If I go ahead and clone the repo for the 128 can I tell it to "overwrite" what I currently have installed? |
03:28 |
AndroidKris |
Or would it be better to just remove the texture pack first, then clone. |
03:29 |
VanessaE |
remove the old one first |
03:29 |
VanessaE |
if you try to clone to the same dir, git will complain |
03:30 |
VanessaE |
note that if you have filtering turned on, the blurring effect will still add a slight pink haze to some sizes of the textures (including 128px) but it's not the glaring pink that it was before. |
03:30 |
VanessaE |
(I think because the filtering is applied to the textures before they're composited together) |
03:32 |
AndroidKris |
gotcha...trying to refresh my memory on git cloning right now.lol |
03:32 |
Sokomine |
AndroidKris: just click on "preview" to see the 2d images after you've selected a building. it's below the back-button |
03:33 |
AndroidKris |
found it. |
03:33 |
AndroidKris |
lol |
03:35 |
VanessaE |
AndroidKris: git clone https://github.com/VanessaE/hdx-128.git |
03:36 |
VanessaE |
then put the resultant folder in the usual place. |
03:36 |
|
Hijiri joined #minetest |
03:36 |
AndroidKris |
Or just open a terminal where I want the folder to be and I won't have to move it afterward |
03:37 |
VanessaE |
that works too; I have my texture packs symlinked from ~/Minetest-related/texture-packs to where minetest wants them :P |
03:37 |
|
Matrixiumn joined #minetest |
03:38 |
AndroidKris |
I don't do all the work you do with minetest though, so I have no need for a directory specifically for minetest |
03:39 |
AndroidKris |
cloning...4% |
03:39 |
AndroidKris |
slow as connection. |
03:39 |
VanessaE |
heh |
03:40 |
AndroidKris |
hmmm...maybe I can race it. I need a shower. Lets see who finishes first, the git clone or my shower. |
03:40 |
AndroidKris |
uh oh, 5%. |
03:40 |
AndroidKris |
I better hurry. |
03:40 |
AndroidKris |
back in a few |
03:49 |
|
phantombeta joined #minetest |
03:49 |
est31 |
VanessaE, which version does your free for all server run on? |
03:50 |
est31 |
before april 5 or after? |
03:50 |
VanessaE |
it's a recent git pull |
03:50 |
VanessaE |
lemme check |
03:50 |
est31 |
is 8804c47e5 in? |
03:51 |
VanessaE |
oh my, this is old. 284fefb0 (march 22) |
03:52 |
VanessaE |
why? |
03:56 |
|
nyuszika7h joined #minetest |
03:57 |
|
Robby joined #minetest |
03:59 |
VanessaE |
hm.. the git log is not showing in linear order and I don't see that commit in the github record. |
03:59 |
* VanessaE |
re-clones |
04:04 |
|
phantombeta joined #minetest |
04:07 |
|
est31 joined #minetest |
04:10 |
VanessaE |
est31: my latest commit was 284fefb0, but .... |
04:10 |
VanessaE |
[04-19 00:03] <VanessaE> hm.. the git log is not showing in linear order and I don't see that commit in the github record. |
04:10 |
VanessaE |
[04-19 00:03] * VanessaE re-clones |
04:10 |
|
phantombeta joined #minetest |
04:10 |
est31 |
I'm on solving a network problem |
04:10 |
VanessaE |
there must have been some test patch in there. anyway, it's now at clean HEAD |
04:11 |
est31 |
I'm not sure whether its only an issue with singleplayer |
04:11 |
est31 |
or with normal servers |
04:11 |
est31 |
too |
04:11 |
VanessaE |
well now you can try it on FFA ;) |
04:12 |
est31 |
ok now you have the bug too congrats :) |
04:12 |
est31 |
its nothing serious |
04:12 |
VanessaE |
haha |
04:13 |
est31 |
https://github.com/minetest/minetest/issues/2636 |
04:14 |
VanessaE |
huh. |
04:18 |
AndroidKris |
shower and git sync finished. going check changes. |
04:20 |
AndroidKris |
Nice work VanessaE, fences look good. I officially have no more complaints with your texture pack. |
04:20 |
AndroidKris |
lol |
04:20 |
VanessaE |
:) |
04:21 |
hmmmm |
[08:22 PM] <hmmmm> requesting testers for linux and windows: https://github.com/kwolekr/minetest/commit/5cb19782fee106f8466672f23233cf5083e72e6a |
04:21 |
hmmmm |
anybody? |
04:23 |
AndroidKris |
hmmm, what's it do? |
04:24 |
est31 |
porting.cpp:491:17: error: ‘buf’ was not declared in this scope |
04:24 |
est31 |
pathRemoveFile(buf, '/') |
04:24 |
est31 |
hmmmm, ^ |
04:24 |
est31 |
and before that: porting.cpp:482:26: error: ‘buf’ was not declared in this scope |
04:24 |
est31 |
if (!getCurrentExecPath(buf, sizeof(buf))) { |
04:25 |
hmmmm |
what platform is that for |
04:25 |
hmmmm |
oh linux |
04:25 |
est31 |
linux |
04:25 |
hmmmm |
ahh shoot i forgot to add back the char buf[BUFSIZ] |
04:26 |
est31 |
perhaps best you do a PR then travis and all other scripts can try to build it |
04:27 |
hmmmm |
try this https://github.com/kwolekr/minetest/commit/76b90537e6da82d8cc38a52c04610d0d0c38399b |
04:27 |
hmmmm |
travis only does windows IIRC |
04:27 |
est31 |
no |
04:27 |
hmmmm |
erm |
04:27 |
hmmmm |
oh |
04:27 |
est31 |
windows and linux |
04:28 |
est31 |
both clang and gcc for linux |
04:28 |
est31 |
and for windows 32 bit and 64 bit |
04:28 |
est31 |
that are the 4 travis entries |
04:28 |
hmmmm |
how on earth do i do a pr... |
04:29 |
est31 |
go to https://github.com/kwolekr/minetest there is a message " This branch is 1 commit ahead of minetest:master" |
04:29 |
hmmmm |
ahh okay |
04:29 |
est31 |
then look right |
04:30 |
hmmmm |
what i was doing wrong was clicking the "Make a new pull request" on the minetest page |
04:30 |
est31 |
ah |
04:40 |
|
Menche joined #minetest |
04:43 |
|
alt38746 joined #minetest |
04:47 |
|
nore joined #minetest |
05:12 |
MinetestBot |
[git] paramat -> minetest/minetest: Biome API: Add biome-specific river water a615da6 http://git.io/vvAGJ (2015-04-19T06:09:57+01:00) |
05:18 |
|
phantombeta joined #minetest |
05:35 |
|
phantombeta joined #minetest |
05:51 |
|
SmugLeaf joined #minetest |
06:28 |
|
Aramis joined #minetest |
06:33 |
|
TheBonsai_ joined #minetest |
06:33 |
|
TheBonsai_ joined #minetest |
06:38 |
hmmmm |
hey guys what's that website with the lua api in the html format? |
06:40 |
Etzos |
You mean the wiki one? |
06:40 |
hmmmm |
no it's not a wiki |
06:42 |
Etzos |
Oh, are you talking about Rubenwardy's site (which includes an HTML version of lua_api)? |
06:42 |
hmmmm |
yes |
06:42 |
VanessaE |
http://rubenwardy.com/minetest_modding_book/ this? |
06:42 |
hmmmm |
thanks |
06:45 |
hmmmm |
i wonder if anybody is interested in breaking up lua_api.txt |
06:45 |
hmmmm |
making it into one file (page) per topic |
06:46 |
hmmmm |
iirc there's a way to compile something like that into HTML and .pdf |
06:47 |
Etzos |
I'm working on making a LDoc-type version of the API. |
06:51 |
Etzos |
Breaking up lua_api.txt into multiple sections wouldn't be very hard though. At least depending on what you're using to compile it to HTML or PDF. |
07:02 |
|
Krock joined #minetest |
07:19 |
Aramis |
hello guys! Can someone explain me how to set mapgen v6 to generate more plain terrain, not just flat, but plain and smooth? I'm playing around with settings for hours and I can't figure it out how to set this up. |
07:25 |
Krock |
Aramis, https://github.com/minetest/minetest/blob/master/minetest.conf.example#L511 You can change the scale to make it bigger/smaller |
07:28 |
Aramis |
Krock, so I have to only change the scale here? I tried to change some parameters in mgv6_np_terrain_base and mgv6_np_terrain_higer and I allways get mountains and cliffs. |
07:30 |
Aramis |
I just want to have nearly flat terrain (but not completly flat) with some hills |
07:42 |
|
err404 joined #minetest |
07:43 |
Aramis |
Ok, I tried now to just change scale, and this is not helping. Terrain is a little smaller but there are no flat places and mountains are still sharp. |
07:45 |
Krock |
Aramis, set offset and scale to 1 |
07:46 |
Krock |
oh, delete or modify map_meta.txt |
07:46 |
Krock |
it's in each world's folder |
07:51 |
Aramis |
I'm creating new world every time I change settings, so I think I don't need to modify this? |
07:52 |
Krock |
Yes, that's useless in this case |
07:53 |
Aramis |
ok, setting scale and offset works better, I have now flat terrain surrounded by mountains. This is great, but I don't get the ocean, just small lakes in this flat areas. |
07:56 |
Aramis |
so, I understand that making terrain flatter also means disabling oceans? Or there is a way to make terrain flat but preserve deep, big ocean |
08:01 |
|
Yepoleb_ joined #minetest |
08:12 |
|
Tux[Qyou] joined #minetest |
08:53 |
|
ElectronLibre joined #minetest |
08:53 |
|
Viper168_ joined #minetest |
09:09 |
|
jin_xi joined #minetest |
09:19 |
|
Megaf_ joined #minetest |
09:25 |
|
SylvieLorxu joined #minetest |
09:32 |
|
alket joined #minetest |
09:51 |
|
Calinou joined #minetest |
09:55 |
|
Viper168 joined #minetest |
10:00 |
|
ecutruin joined #minetest |
10:24 |
|
Jousway joined #minetest |
10:25 |
|
Ritchie joined #minetest |
10:42 |
|
Halamix2 joined #minetest |
10:49 |
|
ClaudeRoy joined #minetest |
10:53 |
|
blaze joined #minetest |
11:09 |
|
ac-minetest joined #minetest |
11:09 |
|
Trustable joined #minetest |
11:25 |
xenkey |
Etzos: are you asleep |
11:25 |
xenkey |
worst question ever "yes i am" |
11:26 |
Krock |
"yes i am" isn't a question. |
11:28 |
ElectronLibre |
Can you tell me how it could be possible for him/her to answer "yes i am"? Is there any brain-connected IRC client released on earth at the moment? |
11:29 |
xenkey |
Krock: that was meant to be an answer that proves a paradox |
11:29 |
xenkey |
the question is posed as an open ended one, one that can recieve yes or no |
11:29 |
xenkey |
whilst only one of those answers is plausible |
11:30 |
Krock |
"Can you only answer with 'no'?" |
11:30 |
ElectronLibre |
They could also respond "Yes, I was". |
11:31 |
xenkey |
But that is not a boolean |
11:31 |
xenkey |
sir |
11:31 |
Krock |
It's a past-boolean |
11:31 |
ElectronLibre |
Probably followed by a lot of swears. |
11:31 |
xenkey |
One does not say "yes" as to imply that they are sleeping only to counter it in the following phrase |
11:32 |
ElectronLibre |
Yes refers to the moment the message was sent, but they were awoken by your message, so "I was" is added to specify the state's change. |
11:33 |
xenkey |
one does not typically answer whilst they are sleeping |
11:33 |
xenkey |
Unless they are my uncle |
11:33 |
xenkey |
I dont know how he does it |
11:33 |
ElectronLibre |
Krock: Is what I said clear or not? |
11:35 |
ElectronLibre |
You can look like sleeping, or sleep slightly, and still be able to hear and awake by yourself. |
11:35 |
Krock |
ElectronLibre, what have you said? |
11:35 |
ElectronLibre |
<ElectronLibre> Yes refers to the moment the message was sent, but they were awoken by your message, so "I was" is added to specify the state's change. |
11:35 |
Krock |
Eh. umm. Yes. |
11:35 |
ElectronLibre |
^ This. I'm not really sure about the meaning of this after I translated it to english. |
11:35 |
ElectronLibre |
Oh, ok, cool. |
11:37 |
xenkey |
blame Etzos |
11:39 |
ElectronLibre |
Umm, sometimes you know, I answer to something, and then it slips to another topic, and then to another one and after this another one, so I forget why we started talking. It just happened. |
11:40 |
xenkey |
krock krock |
11:40 |
Krock |
xenkey xenkey |
11:40 |
xenkey |
who's zere? |
11:40 |
Krock |
dunno. |
11:41 |
ElectronLibre |
I should create a command that whois everyone and grep their idle time. |
11:41 |
xenkey |
I should make a command which finds users that are mutual in two or more of my channels. |
11:43 |
|
MinetestForFun joined #minetest |
11:43 |
ElectronLibre |
I know an HexChat modules which register user's mask and warn you when they connect using another nickname, but things like that, I've never seen. It must exist though. |
11:44 |
xenkey |
well if it doesn't it will shortly |
11:44 |
|
disableclouds joined #minetest |
11:59 |
|
Haudegen joined #minetest |
12:13 |
|
loggingbot_ joined #minetest |
12:13 |
|
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/ |
12:14 |
ElectronLibre |
There she is, don't worry. |
12:15 |
Krock |
I write the only not-logged message :D |
12:15 |
Krock |
s/write/wrote/ |
12:22 |
|
WolfgangB joined #minetest |
13:02 |
|
luizrpgluiz joined #minetest |
13:02 |
|
crazyR_ joined #minetest |
13:02 |
|
crazyR_ joined #minetest |
13:04 |
|
jojoa1997 joined #minetest |
13:17 |
|
Jordach joined #minetest |
13:20 |
|
luizrpgluiz left #minetest |
13:21 |
|
WolfgangB joined #minetest |
13:35 |
|
steph1 joined #minetest |
13:48 |
|
Ataron joined #minetest |
13:50 |
|
phantombeta joined #minetest |
14:08 |
|
ElectronLibre joined #minetest |
14:25 |
|
rubenwardy joined #minetest |
14:28 |
xenkey |
|
14:29 |
|
luizrpgluiz joined #minetest |
14:29 |
|
turtleman_ joined #minetest |
14:29 |
* ElectronLibre |
gives xenkey a FailPoint |
14:29 |
xenkey |
|
14:30 |
|
fusion44 joined #minetest |
14:30 |
* ElectronLibre |
gives xenkey another FailPoint |
14:30 |
luizrpgluiz |
Calinou: your mod is very useful mod maptools :D |
14:39 |
Calinou |
thanks |
14:41 |
rubenwardy |
http://a.pomf.se/ydefuy.png O_o |
14:41 |
Calinou |
Google translate sometimes has weird translations |
14:42 |
Calinou |
like stuff being translted to English even if you choose Spanish |
14:43 |
exio4 |
Calinou: do you need help translating anything |
14:43 |
ElectronLibre |
One day I remember, I was getting bored at school, and with a classmate we went on the computer (Windows 98 running), and we started firefox. Then, we typed a sentence in french in google translate, put it in Swahili, Greek, Sweden, Latin, then French, and it was a mess. |
14:43 |
|
fusion44 joined #minetest |
14:44 |
Calinou |
sometimes |
14:45 |
ElectronLibre |
I would rather say, often. |
14:45 |
ElectronLibre |
Depending on source and target language. |
14:49 |
exio4 |
it's a mess even if with different people doing the translation |
14:49 |
exio4 |
you have to use different expressiones and compress the information in different ways in different languages |
14:51 |
Calinou |
I wish Apertium was active and had English-French and French-English :( |
15:08 |
rubenwardy |
!g Apertium |
15:08 |
MinetestBot |
rubenwardy: https://www.apertium.org/index.eng.html |
15:22 |
|
GrimKriegor joined #minetest |
15:29 |
|
MinetestForFun joined #minetest |
15:34 |
luizrpgluiz |
that strange, the Direct3D disappeared from video options minetest |
15:35 |
xenkey |
you mean in minetest |
15:35 |
xenkey |
l2grammar |
15:35 |
xenkey |
actually you dont need "in minetest" at all considering you're in a specialised channel |
15:46 |
Krock |
luizrpgluiz, it's still there. |
15:51 |
|
Zytum joined #minetest |
15:51 |
Zytum |
hi |
15:51 |
xenkey |
Hi |
15:52 |
ElectronLibre |
Hello. |
15:59 |
|
AndroidKris joined #minetest |
16:03 |
|
H-H-H joined #minetest |
16:11 |
|
luizrpgluiz left #minetest |
16:13 |
|
Halamix2 joined #minetest |
16:27 |
Zytum |
Krock, can yu turn on your server please? |
16:28 |
Zytum |
thanks |
16:32 |
Krock |
Zytum, it is up for 6 hours |
16:37 |
|
SopaXorzTaker joined #minetest |
16:38 |
Zytum |
ok thanks |
16:40 |
|
steph1 joined #minetest |
16:40 |
|
Tux[Qyou] joined #minetest |
16:44 |
|
CWz joined #minetest |
16:45 |
|
ElectronLibre joined #minetest |
16:47 |
|
hmmmm joined #minetest |
16:48 |
|
frecel joined #minetest |
17:13 |
AndroidKris |
So I have a hidden stair in the floor of a house. Sticky pistons move four blocks back with a not gate when the switch is activated. On the ground below, a sticky piston holds the top step down, lifting it when the switch is hit. It's using a delayer to ensure that it only moves up after the four floor blocks are moved aside, but I can't turn the switch off without messing up all the blocks because of the delayer. anyone know how to reverse the ac |
17:13 |
AndroidKris |
tions when the power is off. (lower the step first, then push the floor blocks back into place after) |
17:13 |
AndroidKris |
Wow, sorry for the book |
17:17 |
Krock |
tl;dr screenshot pls |
17:19 |
|
Wayward_Tab joined #minetest |
17:29 |
|
Haudegen joined #minetest |
17:40 |
Jordach |
>android |
17:40 |
Jordach |
>screenshot |
17:40 |
Jordach |
u wot m8 |
17:40 |
exio4 |
? |
17:42 |
|
Builder123 joined #minetest |
17:42 |
catninja |
http://forum.lordofthetest.se/download/file.php?id=35 anyone wanna come to a hobbit party? ;) |
17:46 |
|
Octupuslegs joined #minetest |
17:47 |
|
est31 joined #minetest |
17:48 |
AndroidKris |
http://i.imgur.com/mFpUHl7.jpg , http://i.imgur.com/nGzNUhy.jpg , http://i.imgur.com/WSvusyV.jpg |
17:48 |
AndroidKris |
I did three so you can see the details of my layout. |
17:49 |
|
Guest37259 joined #minetest |
17:52 |
Krock |
looks like there are only 3 + 1 piston required |
17:52 |
Krock |
if not just 2 |
17:52 |
Krock |
*3 |
17:53 |
|
ac-minetest joined #minetest |
17:53 |
Krock |
AndroidKris, the problem is, the single piston (pushing up) must disable first |
17:53 |
Krock |
and I don't see any way to do that |
17:54 |
AndroidKris |
I dont either, but I saw a post where someone apparently got it working. |
17:54 |
AndroidKris |
https://forum.minetest.net/viewtopic.php?id=3894 |
17:54 |
AndroidKris |
not sure how though. |
17:55 |
AndroidKris |
He's got a video linked there, but it's laggy and I can't see what he's got to understand how he got it working. |
17:56 |
Krock |
interesting |
17:58 |
AndroidKris |
That's what I said when I saw it.lol |
18:02 |
* Sokomine |
considers how to best select the area the build chest is supposed to save... |
18:02 |
Sokomine |
perhaps in this case, a single marker at the opposite side might be best |
18:03 |
AndroidKris |
The key appears to be an abba switch. Let's see if i can build one. |
18:06 |
|
Viper168 joined #minetest |
18:08 |
|
DMackey joined #minetest |
18:08 |
Krock |
abba? |
18:10 |
MinetestBot |
[git] est31 -> minetest/minetest: Disable connection timeout for singleplayer and server tabs f1a41e4 http://git.io/vvhVh (2015-04-19T19:58:21+02:00) |
18:15 |
|
SouL_|_ joined #minetest |
18:18 |
|
ElectronLibre joined #minetest |
18:25 |
AndroidKris |
Krock, it's an electrical switching technique used to make things happen in a certain order. first A, then B, then B again, then A. |
18:26 |
Krock |
something like abccba or abcdeedcba? |
18:41 |
|
Builder123 joined #minetest |
18:41 |
|
Builder123 joined #minetest |
18:42 |
|
ClaudeRoy joined #minetest |
18:57 |
AndroidKris |
Exactly, and I just got it working perfectly. The "wiring" is ugly, but it works dagnabbit. |
18:57 |
|
FelipeO_O joined #minetest |
19:01 |
FelipeO_O |
Someone is online? |
19:02 |
DarkNekros |
FelipeO_O, nope, his gone long ago :p |
19:03 |
FelipeO_O |
:| |
19:03 |
DarkNekros |
:D |
19:03 |
FelipeO_O |
There scare. |
19:03 |
DarkNekros |
FelipeO_O, don't ask to ask, just ask ;) |
19:04 |
FelipeO_O |
Do you make mods? |
19:04 |
FelipeO_O |
XD |
19:04 |
DarkNekros |
nope, I don't :) |
19:04 |
DarkNekros |
I use them |
19:04 |
|
Chanku joined #minetest |
19:04 |
DarkNekros |
next question :D |
19:04 |
FelipeO_O |
Do you have skype? |
19:05 |
DarkNekros |
nope |
19:05 |
DarkNekros |
I don't use it |
19:05 |
FelipeO_O |
I don't speak english fully. XD |
19:05 |
Calinou |
use Tox: https://tox.im |
19:05 |
FelipeO_O |
I'm from brazil. |
19:06 |
DarkNekros |
ah, I'm from Spain |
19:06 |
DarkNekros |
:D |
19:06 |
FelipeO_O |
Hola español. |
19:06 |
DarkNekros |
hola brasileo ;) |
19:06 |
FelipeO_O |
Yo entendo un poco tu lingua. |
19:06 |
DarkNekros |
y yo la tuya :D |
19:07 |
FelipeO_O |
Estoy procurando juegadores que hace mods . |
19:07 |
FelipeO_O |
Bad spanish |
19:07 |
FelipeO_O |
XD |
19:08 |
DarkNekros |
xD |
19:08 |
AndroidKris |
Google translate is your friend Felipe0_0 |
19:08 |
DarkNekros |
don't worry, better than my brasilian :) |
19:08 |
DarkNekros |
AndroidKris, doesn't work all the time :p |
19:08 |
FelipeO_O |
Google translate have bad grammar sometimes. |
19:09 |
AndroidKris |
While this is true, English and Spanish are the two most widely spoken and translated languages in the world, so I think Translate has something like a >95% success rate with these two. |
19:10 |
ElectronLibre |
English to Spanish, probably. |
19:10 |
FelipeO_O |
Let's try. |
19:10 |
* VanessaE |
peeks in |
19:10 |
ElectronLibre |
But I can tell you that translating using a translation tool from French to Spanish is a real mess. |
19:10 |
Calinou |
French is the most translated-to language |
19:10 |
AndroidKris |
The bad grammar is probably due to the fact that it's trying to translate to American english instead of proper english.lol |
19:10 |
ElectronLibre |
Because we're bad at speaking foreign languages. |
19:11 |
FelipeO_O |
Estoy buscando jugadores para mi pequeña empresa para hacer mods.(portuguese-brazil > spanish) |
19:11 |
AndroidKris |
Americans are bad at everything. |
19:11 |
FelipeO_O |
XD |
19:11 |
xenkey |
sup VanessaE |
19:11 |
VanessaE |
hi |
19:11 |
* Calinou |
is good at English (-: |
19:12 |
Calinou |
I could of done this! I swear I didn't forgot to do that! |
19:12 |
VanessaE |
AndroidKris: not all of us are bad at *everything* :P |
19:12 |
FelipeO_O |
"Americans are bad at everything" |
19:12 |
ElectronLibre |
AndroidKris, have you even heard french students speaking english? Every weeks at school there is blood dripping from my ears during english lessons. |
19:12 |
AndroidKris |
It's a generalization. meant to be a joke. |
19:13 |
FelipeO_O |
I know :) |
19:13 |
AndroidKris |
And yes, I've heard some real butchering of the English language...Usually by Americans. |
19:14 |
FelipeO_O |
North-Americans |
19:14 |
FelipeO_O |
XD |
19:15 |
AndroidKris |
I.E. "Ya'll wouldn't know whut I did with that thur whutcha-callit wouldja?" That's not even english... |
19:15 |
FelipeO_O |
I am from south. |
19:15 |
FelipeO_O |
There are two geners. |
19:16 |
ElectronLibre |
What's that? |
19:16 |
AndroidKris |
And yes, let's distenguish between north and south america, because there are people born throughout the world speaking english as a second language that can speak it better than those of us born here in the US. |
19:16 |
AndroidKris |
distinguish |
19:16 |
ElectronLibre |
The bad things when you speak a foreign tongue is, when people speaks it bad, you can't understand it. |
19:17 |
FelipeO_O |
I hate bad grammar. XD |
19:17 |
FelipeO_O |
too |
19:18 |
ElectronLibre |
Sometimes I can't even understand bad french from people who speak french as their mother tongue xD. |
19:18 |
AndroidKris |
ElectronLibre, like someone who natively speaks Spanish, learning English then coming to the US and not understanding us because we are speaking incorrectly. |
19:18 |
ElectronLibre |
Exactly. |
19:18 |
AndroidKris |
^^Happens all the time here in SC on construction sites and such. |
19:18 |
FelipeO_O |
It's true. Android |
19:18 |
FelipeO_O |
Informal |
19:19 |
AndroidKris |
Kris. |
19:19 |
AndroidKris |
Android is a hobby. |
19:19 |
FelipeO_O |
Forget.. |
19:19 |
FelipeO_O |
XD |
19:21 |
DarkNekros |
FelipeO_O, really? |
19:21 |
DarkNekros |
sorry for the delay :( |
19:22 |
FelipeO_O |
Ok |
19:22 |
exio4 |
AndroidKris: I'd say not _that_ broken english isn't that hard to understand for a non-native speakers |
19:22 |
FelipeO_O |
Of course. |
19:23 |
AndroidKris |
Not so much the broken-ness, but the slang and the accent. |
19:23 |
exio4 |
the slang is easy |
19:23 |
FelipeO_O |
Its > It's XDDD |
19:23 |
exio4 |
the accent is the hardest part |
19:24 |
FelipeO_O |
Dark, do you have hamachi? |
19:24 |
AndroidKris |
Probably right about the accent part, but I'm still saying slang is hard too. |
19:24 |
DarkNekros |
FelipeO_O, nope |
19:24 |
FelipeO_O |
Woow |
19:24 |
DarkNekros |
:) |
19:25 |
FelipeO_O |
Grammar's discussion. |
19:25 |
FelipeO_O |
XD |
19:25 |
DarkNekros |
ah, k |
19:27 |
|
Haudegen joined #minetest |
19:33 |
rom1504 |
"I'd say not _that_ broken english" |
19:33 |
rom1504 |
right |
19:35 |
exio4 |
rom1504: that's why I can understand it :D |
19:35 |
|
luizrpgluiz joined #minetest |
19:37 |
luizrpgluiz |
Hi all |
19:38 |
luizrpgluiz |
Calinou] |
19:39 |
|
MinetestForFun joined #minetest |
19:39 |
luizrpgluiz |
what is the probability of having monsters in minetest? In that future version may have them again? |
19:41 |
|
ElectronLibre joined #minetest |
19:50 |
Calinou |
no idea |
19:51 |
AndroidKris |
doesn't the mobs mod add things like monsters? |
19:51 |
FelipeO_O |
I don't...CAREE |
19:54 |
|
Shackra joined #minetest |
20:17 |
|
Menche joined #minetest |
20:18 |
luizrpgluiz |
put back the old monsters in minetest without using mods |
20:18 |
xenkey |
no |
20:23 |
Calinou |
that won't happen, ever |
20:26 |
luizrpgluiz |
but in the future it will be possible the return of the mobs in minetest without editing mods? |
20:27 |
Calinou |
we don't know |
20:27 |
Calinou |
the problem is that there is no mobs mod that pleases everyone |
20:27 |
Calinou |
either it lacks features, is buggy or is too slow |
20:27 |
Calinou |
so none of the mob mods get added to minetest_game |
20:33 |
|
ElectronLibre left #minetest |
20:37 |
|
fireglow joined #minetest |
20:37 |
|
luizrpgluiz left #minetest |
20:48 |
|
GeHa joined #minetest |
20:54 |
|
FreeFull joined #minetest |
20:54 |
MinetestBot |
[git] kwolekr -> minetest/minetest: Porting: Refactor initalizePaths() 386d695 http://git.io/vvjOf (2015-04-19T16:52:58-04:00) |
21:13 |
|
pehjota joined #minetest |
21:17 |
|
AndroidKris joined #minetest |
21:39 |
|
jojoa1997|PC joined #minetest |
21:50 |
|
roboman2444 joined #minetest |
22:08 |
|
Wayward_Tab joined #minetest |
22:09 |
|
turtleman_ joined #minetest |
22:14 |
|
Johnsen2 joined #minetest |
22:15 |
|
Wayward_Tab joined #minetest |
22:16 |
|
Guest joined #minetest |
22:23 |
|
Wayward_Tab joined #minetest |
22:27 |
|
Haudegen joined #minetest |
22:30 |
|
Wayward_Tab joined #minetest |
22:38 |
|
Wayward_Tab joined #minetest |
22:41 |
|
Builder123 joined #minetest |
22:42 |
AndroidKris |
Calinou, you around? |
22:43 |
AndroidKris |
Or, how about this, is there any of the main devs of minetest around? |
22:44 |
xenkey |
No |
22:44 |
AndroidKris |
lemme guess, there's a #minetest-dev channel? |
22:45 |
xenkey |
YUP |
22:45 |
AndroidKris |
Figured, lol. I wonder if that would be a good place for a development suggestion/discussion? |
22:46 |
exio4 |
depends |
22:46 |
exio4 |
AndroidKris: Calinou isn't a main dev, either |
22:46 |
AndroidKris |
on? |
22:46 |
|
Wayward_Tab joined #minetest |
22:46 |
exio4 |
AndroidKris: #minetest-dev is mostly for core things |
22:46 |
exio4 |
AndroidKris: but ask there |
22:46 |
AndroidKris |
I was asking for him because he was the last person talking about the dev suggestion I had in mind. |
22:54 |
|
Wayward_Tab joined #minetest |
22:56 |
|
phantombeta_ joined #minetest |
23:01 |
|
Wayward__Tab joined #minetest |
23:09 |
|
Wayward_Tab joined #minetest |
23:17 |
|
Wayward_Tab joined #minetest |
23:25 |
|
Wayward__Tab joined #minetest |
23:26 |
|
Viper168 joined #minetest |
23:47 |
AndroidKris |
Wow, this is a complex roof. |