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IRC log for #minetest, 2015-05-10

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Time Nick Message
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02:07 n00dle042 Anyone have minetest running on osx snow leopard? (10.6.3) If so, how? I keep getting errors trying to build.
02:08 est31 can you paste it to a pastebin and paste the link here?
02:08 est31 n00dle042, also try https://github.com/mdoege/mtmake-osx
02:10 n00dle042 I'll try the mdoege steps, then if they fail, paste the errors I get from the direct brew recipe.
02:11 est31 also would be good to paste the erros you have now
02:14 n00dle042 I got a "section ._mach_header exceeds 4GB limit" not sure exactly at what phase during "brew install homebrew/games/minetest"
02:20 est31 interesting
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02:24 n00dle042 brew is installing prerequisites in the mtmake README now... It will take a while as this is an older macbook pro.
02:29 n00dle042 ...now in the "./make_mac.sh stable" step.
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02:46 n00dle042 Linker stage errors pasted to : http://pastebin.com/CvsS9y17
02:49 n00dle042 It seems to be complaining about architecture mismatches. I'm a bit new to building things for mac, I'm ordinarily on a pc/linux environment.
02:50 est31 perhaps you try with disabling redis?
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08:37 LedInfrared hey Calinou
08:37 Calinou hey random imgur and 8chan poster from #redeclipse
08:37 LedInfrared k
08:37 LedInfrared I was checking out minetest
08:38 LedInfrared it seems pretty interesting
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09:05 CaveJohnson Calinou: hi
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09:06 CaveJohnson Calinou: the treecapitator mod has a (seemingly) global table for itself, called treecapitator, i'm trying to register a tree for it, how do I access the treecapitator table? it just says it's a nil value :/
09:06 CaveJohnson yes the mod is loaded
09:08 TheWild I'm only wondering: have you added dependency into depends.txt?
09:08 CaveJohnson TheWild: yes
09:08 CaveJohnson wait no, forgot to git push && git pull hah
09:08 CaveJohnson sec
09:09 CaveJohnson works now, thanks
09:09 TheWild no problem
09:10 TheWild do we have any way to bring a velocity/acceleration to the player. (e.g. shooting him from the cannon)
09:11 ElectronLibre The player is a special entity, it doesn't have the velocity methods, like other entities have.
09:12 ElectronLibre It would be a great feature, but I guess it would need important changes in the engine..
09:16 TheWild I've noticed that in current state client sends its position and server only checks if it is not too far (neither calculating current position/velocity on its own nor checking against passing through non-walkable nodes)
09:17 TheWild pretty poor implementation. This allows player to pass through walls (because of lag) and fly without permissions (hacked client)
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09:18 ElectronLibre Basically if you hack your client you can do a lot of things. I already saw people using hacked clients allowing them to fly/noclip/fast without privileges, or to get no damages.
09:18 TheWild but at least we have calculations done client-side. Server can send message to client to change its position, why not to set its velocity/acceleration?
09:20 ElectronLibre I don't know if there are such methods available in the engine, otherwise they would be implementer in the Lua API.
09:20 Calinou server-side movement should not exist
09:20 Calinou this is not netquake
09:20 Calinou Minetest follows “thin server, fat client” model
09:20 Calinou which is much more modern and suited to the world of today
09:23 TheWild I would prefer both client-side and server-side calculations, maybe even good prediction comes with it.
09:23 TheWild I don't think it's computationally expensive
09:24 Calinou prediction is rarely good
09:24 Calinou few games do it really well, you'll always have errors with 200+ ms ping
09:24 Calinou Xonotic is an abysmal example :D
09:24 Calinou note that the average Minetest server has 300 ms ping
09:25 Calinou at best you'll have 100 ms
09:35 TheWild Maybe I'm just not experienced with all that network stuff but I still can't imagine real problems related to prediction.
09:36 TheWild So less about prediction, there are more annoying problems like walking through walls and flying without permissions.
09:37 TheWild Really we wanted to make server thinner by not checking that stuff?
09:39 est31 this can't be stopped by that
09:39 est31 what you request is essentially DRM
09:39 est31 its not about thinness or such
09:39 est31 Calinou is wrong
09:39 TheWild I wasn't telling about DRM
09:40 est31 on the contrary minetest follows a fat server thin client model
09:40 est31 (not related to this)
09:40 est31 yes it is DRM
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09:40 est31 even if the server did some calculations based on a coordinate sent to it by the client who ensures that that coordinate is accurate?
09:42 est31 in theory it would be possible to make some wall mechanism
09:42 est31 but I guess it will more affect the "good guys" than the bad ones
09:42 TheWild Server ensures that coordinate is correct and if not, resends correct position to the client
09:42 est31 they are only a small percentage
09:45 TheWild Affect? In which way?
09:51 est31 anticheat right now makes teleporting unreliable
09:51 est31 1. you type /spawn
09:51 est31 2. you move
09:51 est31 3. /spawn reaches server
09:51 est31 4. server sends "your location is spawn now"
09:51 Calinou <est31> on the contrary minetest follows a fat server thin client model
09:51 Calinou how so?
09:52 Calinou we don't have server-side physics or such
09:52 est31 5. you send "I'm 2 blocks from original position"
09:52 est31 6. server compares that with spawn and thinks "oh, he did travel fast"
09:52 est31 7. ANTICHEAT
09:52 est31 8. teleport back
09:53 est31 yes but we have server-only mods
09:53 est31 you dont run no modding code on the client
09:53 est31 server only
09:53 est31 I like this, its not like minecraft
09:53 est31 no config steps :)
09:53 TheWild "anticheat right now makes teleporting unreliable" - okay, okay. I was playing on trepca and when lag was big enough (my network fault), the teleporting was unreliable. And it was exactly this way you explained.
09:54 TheWild I really go wtf in such situations. Server reaches /spawn and sets new player position as well internally as sends it to the client.
09:54 Calinou well, client mods don't necessarily require configuration, see Web browsers
09:54 Calinou where random sites can execute random JavaScript without your consent
09:55 Calinou and blocking it requires third-party tools :P
09:55 est31 this discussion again
09:55 est31 Nobody except FSF freaks out just because the language is turing complete
09:55 Calinou ask Sokomine
09:56 Calinou many people don't trust JavaScript
09:56 Calinou so they use NoScript
09:56 Calinou which lets them block it until they approve it
09:56 TheWild ^ me for example
09:56 est31 javascript runs inside a sandbox
09:57 TheWild but wait, we we're talking about modding a game client-side. It's a bit another story
09:57 est31 if we get client side scripting, then that way
09:57 TheWild mhmm... os.execute
09:58 TheWild do Lua have any sandbox?
09:58 est31 yes
09:59 est31 I would also support anybody who writes an out of process OS sandbox as a second line of defense, like chrome does
09:59 est31 but I guess then people start crying "its a game!" again
09:59 est31 still I support.
10:00 est31 the client side API isn't specified yet
10:00 est31 but when it is, it will be in a way mods can't access any of the OS's resources
10:00 est31 just like javascript
10:00 est31 admittedly not as secure
10:00 est31 but still
10:02 * est31 refers to those off by one errors one can use together with weird tricks like heap spraying to write some arbitrary 8 bytes, that then are used to change some table where we run code
10:02 TheWild I like client-side scripting because of: 1. allows to implement prediction and 2. moves some work from server to client (e.g. generating signs texts from its texts stored in metadata)
10:03 est31 yea and for all those tasks, it doesnt need to access the operating system's resources
10:03 est31 crazy stuff like this ----> http://googleprojectzero.blogspot.de/2014/08/the-poisoned-nul-byte-2014-edition.html
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10:14 TheWild this crashes my client: http://pastebin.com/ddUihJKp
10:14 est31 ?
10:14 TheWild I know it should be player:get_player_name() but why it is crashing
10:15 TheWild is engine checking argument types?
10:15 est31 in multiplayer?
10:15 est31 yes
10:15 TheWild it was singleplayer
10:15 TheWild oh, I should say: it crashes the server
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10:24 ElectronLibre TheWild, you guessed what made it crash.
10:24 ElectronLibre minetest.chat_send_player(player,"msg") should be minetest.chat_send_player(player:get_player_name(), "msg")
10:26 ElectronLibre If the function is waiting for a string and get an userdata, it's like calling a method waiting for an integer with a character table. The compiler will crash.
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10:29 TheWild I expected from MT a nice message that I made a mistake in this file in this line. Most MT methods do that.
10:30 est31 yes
10:30 est31 what does it say?
10:31 TheWild nothing, crashes
10:31 est31 bad
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10:51 technomancy I wonder how hard it would be to get the minetest engine to change gravitational direction
10:54 H-H-H turn the machine running the server upside down?
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10:58 technomancy I suspect you could at least disable gravity?
10:58 technomancy "Keep the common base (the Minetest Engine) as universal as possible. I like to compare everything that goes into the engine for how well it suits a gravitation-less space game without ground surface." <- from c55's blog
10:59 Zeno` umm
10:59 Zeno` I was looking at that area of the source code the other day
10:59 * Zeno` tries to remember what he was doing
11:01 Zeno` there is 'physics_override_gravity' but I don't know how it can be changed
11:01 Zeno` surely there is something in the API
11:02 Zeno` oh duh
11:02 Zeno` settings->setDefault("movement_gravity", "9.81");
11:03 Zeno` so it's just a minetest.conf setting
11:03 Zeno` doesn't seem to be documented though
11:04 Zeno` hmm
11:04 TheWild player:set_physics_override({gravity = -1}), but... you can't jump back and you finally start going so fast that game will not be fast enough to load/generate chunks
11:04 Zeno` almost sounds like a bug
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11:06 TheWild "Keep the common base as universal as possible" - current engine seems to be quite away from this
11:07 Thron Anyone have news on the LinuxGamming server??
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11:08 TheWild IRC logs has discussion about get_pointed_thing and it's still not implemented
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11:09 Calinou it's get_pointed_thing.above or get_pointed_thing.below
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11:14 TheWild I'm talking about something that does not need any click from user
11:15 TheWild https://forum.minetest.net/viewtopic.php?id=7956, http://irc.minetest.ru/minetest-dev/2014-10-30, and someone seems implemented it his own way: https://github.com/HybridDog/technic_extras/blob/master/init.lua#L175
11:16 TheWild also not the line 177 - we can set player's eye position but no way to read it
11:17 TheWild *note
11:19 Krock * `minetest.get_pointed_thing_position(pointed_thing, above)`
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11:20 TheWild it's only helper function - in this case useless because I need pointed_thing
11:24 ElectronLibre You can get pointed_thing only with some callbacks, like punch, rightclick, etc...
11:26 ElectronLibre It would be good to have something like player:get_pointed_thing().
11:27 ElectronLibre This is possible I think, the engine checks every time what the player is pointing (for infotexts, and debug mode informations - itemstrings, textures).
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11:29 Krock the client does, but not the server
11:29 TheWild yes, it would be good and I believe it is possible (the reason you said already) and this is one of the missing essentials.
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12:02 technomancy TheWild: "current engine seems to be quite away from this" anything in specific that's refering to?
12:06 technomancy I wonder if you could implement vacuum as a fluid.
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12:07 TheWild no way to set player velocity/acceleration, workaround needed to get what is player looking at (without forcing him to click it)...
12:07 TheWild wait a moment and I'll bring more
12:07 technomancy how feasible would it be to build a game set on a spaceship with the minetest engine?
12:09 TheWild ^ that one would be interesting ;D
12:09 technomancy I think representing vacuum and playing with gravity would be the primary challenges.
12:10 TheWild just see, someone made a portal gun mod for Minecraft. It's bit sad it's not possible to program in Minetest. It's not because I'm not skilled enough, but because the engine does not give me the ability to do so.
12:10 technomancy shame
12:13 TheWild the same problem when I want to program a cannon that shoots a player to another floating island. Or a hostile mob comes (e.g. goat) and kicks the player up.
12:16 TheWild and with get_pointed_thing - we could make a mob say something when player is looking at it long enough, or attack, or escape. Or a selection helper for worldedit (at least for singleplayer, because we don't have client-side scripting yet)
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12:18 TheWild or overriding lighting calculation methods or the way fluid flows... well, at this point I'm not sure Lua would be fast enough
12:37 technomancy setting velocity would be great
12:37 technomancy does it use regular lua or luajit?
12:37 technomancy the cannon makes me think of secret of mana =)
12:38 technomancy i assume the portal thing is impossible because you also can't set position? or what
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12:55 TheWild technomancy, actually position can be set (travelnet box uses it)
12:58 technomancy so portal not being possible is more about not being able to see through it like in Portal the game?
13:01 TheWild this thing has unclear complexity for me (I'm beginner with GL) and I do not demand it from engine
13:01 TheWild I just want to be able to set player's velocity/acceleration as I can do it with other objects now.
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13:24 MickeySoFine Hi all
13:24 MickeySoFine anyone know any good teleporters?
13:27 rubenwardy !mod TravelNet
13:27 MinetestBot rubenwardy: travelnet teleporters/bookmarks [travelnet] by Sokomine - https://forum.minetest.net/viewtopic.php?t=4877
13:29 TheWild is there any difference between unlicense and WTFPL?
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13:37 Zeno` lol
13:37 Zeno` gotta be careful of them grues
13:37 deezl haha
13:37 deezl howdy
13:40 rubenwardy unlicensed is copyright all rights reserved
13:40 rubenwardy TheWild
13:40 rubenwardy WTFPL is public domain, you can do anything you want with it
13:41 CWz dang zeno left
13:41 deezl he'll be back
13:41 deezl he's rebooting
13:41 TheWild I made few lines of code unlicensed. Though it states anyone can use the code and do anything with it, should I change it to WTFPL?
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13:42 technomancy TheWild: the main thing is to avoid just saying "this is in the public domain" because that doesn't work in certain copyright jurisdictions
13:43 technomancy https://en.wikipedia.org/wiki/Moral_rights_%28copyright_law%29
13:43 technomancy WTFPL/CC0 are like public domain, but in a way that works worldwide
13:44 technomancy the main difference being that CC0 actually had people looking at it who understand international copyright law
13:44 TheWild it makes me think the WTFPL was made offensive this way to get rid of any doubts
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13:45 technomancy maybe, but it's also amateurish
13:48 technomancy so if you've got an empty game but you want to place some blocks, how does that work?
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13:51 deezl technomancy, you mean there are no surfaces to place a node on?
13:51 technomancy deezl: exactly
13:51 deezl use worldedit
13:51 technomancy I'll look that up; thank you
13:52 deezl no problem, I can get you the link
13:52 deezl here is the mod on github: https://github.com/Uberi/Minetest-WorldEdit
13:54 technomancy nice; thanks
13:55 deezl yw :D one of my favorite mods
13:56 rubenwardy TheWild, I tend to due license between CC0 and WTFPL.
13:56 rubenwardy *dual
13:57 rubenwardy Write "Dual licensed under CC0 or WTFPL, you can follow which terms you like" They're exactly the same, anyway, but people dislike WTFPL's swearing
13:58 technomancy deezl: ooh this looks handy
14:00 deezl haha, yep, you can do some really neat things with it
14:09 TheWild I've switched from CRLF to LF make linux users happy. Now that idiot (git) converts all LF's back to CRLF's when commiting. Is this ok?
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14:10 rubenwardy A first simple step would still be in a .gitattributes file:
14:10 rubenwardy *.txt -crlf
14:11 rubenwardy http://stackoverflow.com/questions/2517190/how-do-i-force-git-to-use-lf-instead-of-crlf-under-windows
14:11 ElectronLibre CRLF will make your files compatible with MacOSX, Windows and GNU/Linux standards as far as I know.
14:19 technomancy I'm getting load errors on my init.lua that say to check debug.txt, but nothing's been written to debug.txt for days
14:20 technomancy oh hah; it's writing to ~/debug.txt
14:20 technomancy ._.
14:20 Zeno` deezl, any progress on mtz?
14:21 deezl pretty much ready when you are sir
14:21 TheWild anyway, I just threw it to the public. https://github.com/beyondlimits/mt-lib-php
14:21 Zeno` well so am I :)
14:24 deezl I gues the only real stumble at this point is how to direct people to the new address
14:24 deezl new players won't have any issues, but players that just click on the one in their favorites may get confused
14:25 Zeno` I can update mtzeno.com I guess
14:25 CWz deezl didn't want to do  tests i suggested
14:25 Zeno` it should take < 24hrs (if that)
14:26 rubenwardy mtz?
14:27 deezl mtz-basic (onez minetest server) will be moving to my VPS soon
14:27 CWz so when will we be starting work
14:28 deezl CWz wants me to do some stress testing before we make it official, not a bad idea I suppose
14:28 CWz zeno should join us
14:30 Zeno` testing?
14:30 Zeno` live on the edge!
14:30 CWz before the transfer deezl would need to download latest version
14:30 Zeno` testing smesting
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14:30 deezl haha
14:30 Zeno` yeah he can do that
14:31 deezl Zeno` it's running on my server address at port 30200 right now
14:31 Zeno` I can't remember how to connect
14:31 Zeno` hahaha :D
14:36 CWz we are wating for the zeno
14:41 deezl Zeno`, going to join us?
14:41 CWz Zeno` is avoding jury doody
14:43 rubenwardy oooh
14:43 rubenwardy new client serverlist!
14:43 CWz what?
14:44 CWz looks the same to me
14:44 rubenwardy icons on serverlist
14:44 rubenwardy Admittly I don't play it that much
14:44 CWz i think it was that way for a while
14:44 rubenwardy lol
14:46 Zeno` sowwy :(
14:47 Thron anyone word on LinuxGaming?? how the server coming
14:56 Thron anyone?? are the server going up again soon??
14:56 deezl I haven't heard anything Thron
14:57 deezl even the IRC for LG is down
14:57 deezl and haven't seen LazyJ in nearly a week
14:57 Thron ..this sucs man, i dont even have a offline of all my creations :(
14:58 exio4 hai
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14:58 technomancy I'm working on a mod where I've got a block type copied from default:steel_block, but when I place it, the block is only rendered when it's up against a glass block.
14:58 technomancy that is, I can only see the side that's visible through the glass
14:58 Thron no admins to, Miner_48er.. all just off :(
14:59 Thron deezl, do you have offline copy?
15:00 technomancy http://p.hagelb.org/steel-norender.png <- am I doing something stupid? the white light-emitting block works fine.
15:01 deezl unfortunately, no Thron, I don't
15:02 sfan5 technomancy: can you paste your nodedef somewhere?
15:02 technomancy sfan5: sure: http://p.hagelb.org/calandria%252Fnodes.lua.html
15:03 technomancy btw, is this the right channel for mod development questions, or is that #minetest-dev?
15:03 sfan5 no
15:03 sfan5 this channel is right
15:03 sfan5 hm
15:04 technomancy cool
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15:04 sfan5 technomancy: what happens when you make the drawtype of calandria:glass "grasslike_framed"
15:06 technomancy sfan5: http://p.hagelb.org/blue-steel.png very strange
15:07 technomancy now the light block exhibits the same problem
15:07 sfan5 uh huh
15:07 sfan5 no idea
15:08 sfan5 you have a weird problem
15:08 technomancy yes, I agree =)
15:08 technomancy ah, the light nodes only render correctly if the drawtype is glasslike_framed_optional
15:09 technomancy I changed them to default and they stopped rendering in the blue-steel screenshot
15:09 technomancy that's not from changing glass's drawtype
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15:10 technomancy changing steel's drawtype to allfaces_optional makes them render opaquely, but as completely black; their texture is now ignored
15:11 technomancy happens with OpenGL, software rendering, and burning
15:12 TheWild note the maximum value for light_source is 14
15:12 technomancy TheWild: good to know; thanks
15:13 Thron were can i find Miner_48er  ?
15:14 TheWild technically for 4 bit value it should be from 0 to 15, but I'm not sure if Minetest utilizes 15 in some specific way (e.g. sunlight calculations).
15:14 TheWild Torches are defined to have light_source = 14
15:25 ElectronLibre 15 is sunlight.
15:25 ElectronLibre So it's used, for air/ignore.
15:26 ElectronLibre (In direct contact with the sunlight)
15:26 technomancy sfan5: so is this a problem you've seen before?
15:26 sfan5 no
15:26 technomancy hum; ok
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15:27 technomancy I could just set steel to nodebox of the full cube I guess
15:28 ElectronLibre Could you paste the register_node of this block please?
15:28 ElectronLibre (In a paste)
15:28 sfan5 <technomancy> sfan5: sure: http://p.hagelb.org/calandria%252Fnodes.lua.html
15:28 sfan5 there
15:29 ElectronLibre Thanks.
15:30 ElectronLibre calandria:steel so. I will test this.
15:30 technomancy ok, this is even weirder
15:31 technomancy I created a nodebox node for stairs, and it works great
15:31 technomancy if I register it as calandria:stairs, fine
15:31 technomancy if I register it as calandria:steel, it renders as black
15:31 sfan5 maybe you need to sacrifice a goat to someone for it to work
15:32 technomancy huh, placing and breaking a light next to it fixed that
15:32 sfan5 maybe your light nodes are the problem
15:33 technomancy nodebox of {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5} seems to do the trick now
15:33 ElectronLibre technomancy, could you also send your textures (just to see if they are the cause).
15:33 technomancy for newly-placed nodes anyway
15:33 ElectronLibre +please?
15:33 technomancy ElectronLibre: they're copied straight from minetest_game; just default_steel_block.png
15:34 ElectronLibre calandria_steel.png <= I had this one, but if it bugs even with the default ones, I will test them.
15:37 ElectronLibre No problem at all with any of them.. https://lut.im/WRnxoYaD/AyAE8gJ7
15:38 TheWild I'm also unable to reproduce
15:38 technomancy ElectronLibre: thanks for giving it a look. I'll run with my tacky nodebox workaround for a while and try to debug later once I've got a better feel for how this whole thing works.
15:39 ElectronLibre Just to be sure, could you send a screenshot of the problem?
15:42 technomancy ElectronLibre: sure: http://p.hagelb.org/busted-steel.png
15:42 technomancy highlighted is one steel block that's fully invisible; next to it is one that's half-visible
15:42 technomancy one side is visible through glass, I found out that adding and breaking a node next to the steel one also allows it to be visible
15:43 technomancy note this is in a brand new subgame, not in minetest_game
15:43 technomancy I'm kinda surprised 14 is the max light level. it seems quite dim.
15:44 Zeno` any more an the recursive function that propagates light would probably bring things to a grinding halt, heh
15:45 technomancy gotcha, hah
15:45 technomancy I guess "moody" is something I can shoot for
15:47 TheWild I was blaming Minetest due to its darkness (ahh... it's hurting my eyes)
15:47 Zeno` change gamma
15:47 TheWild but lastly I discovered that... right, Zeno` already said when I was typing this
15:48 technomancy Zeno`: where's that set?
15:48 Zeno` before I became a dev that was the only thing I wanted to add roflol
15:48 TheWild there is gamma setting, however it is not accessible through GUI. You have to set it in minetest.conf
15:48 technomancy heh, right
15:48 Zeno` so I added it (eventually)
15:48 ElectronLibre technomancy, I know this thing.
15:48 Zeno` https://github.com/minetest/minetest/blob/master/minetest.conf.example#L118
15:49 TheWild display_gamma = 1
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15:49 ElectronLibre What you show on your screenshot isn't new. First, when did you update minetest the last time?
15:49 TheWild the lower value the brighter it is, but values below 1 seems not work
15:49 technomancy ElectronLibre: I did a git pull last week I think
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15:50 Zeno` TheWild, that's because I added code that if it was less it just sets it to the minimum (which is 1.1, not 1.0)
15:50 technomancy ElectronLibre: further discovery: it's not whether a node is placed next to a steel node, it's whether any block has *ever* been placed there
15:50 Zeno` unless I changed it and forgot to update the minetest.conf.example file :3
15:50 ElectronLibre This is weird ._.
15:50 technomancy pulled may 5; sha of 2b44e75442
15:50 ElectronLibre technomancy, update again.
15:51 TheWild Zeno`, for what is that limit?
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15:51 ElectronLibre And enable shaders (or disable them if they are enable).
15:51 ElectronLibre Thron, ^
15:51 technomancy ElectronLibre: sure thing; recompiling
15:52 Zeno` yikes
15:52 Zeno` I *did* forget to update the minetest.conf.example
15:52 Zeno` oh, nope
15:52 Zeno` gamma = rangelim(gamma, 1.1, 3.0);
15:52 Zeno` phew
15:53 Zeno` TheWild, 1.1 to 3.0
15:53 Zeno` I might look at changing that tomorrow though
15:53 Zeno` I can't remember why I chose 1.1 as the lower limit
15:54 TheWild AFAIR the final value is calculated from value ^ gamma (value is each of the channels from RGB and in range 0 to 1)
15:55 Zeno` that's correct (basically)
15:56 TheWild not allowing to set 1.0 is like not allowing to pass value as is
15:56 TheWild and generally I feel limiting it to specific range is just limiting the functionality
15:57 Zeno` The comment I wrote for the function does say that 1.0 is ok (i.e. linear) so I'm not sure why I changed the lower limit to 1.1
15:58 Zeno` *perhaps* it was because the other devs asked me to change it. Whatever the case was I should have added a comment indicating why it's limited that way
15:59 Zeno` hmm
15:59 Zeno` I may change that now
16:00 technomancy ElectronLibre: still getting the same behaviour with the latest from git
16:03 ElectronLibre And with shaders?
16:03 ElectronLibre Or without shaders.
16:03 technomancy tried it both ways
16:03 ElectronLibre ._.
16:03 MinetestBot [git] Zeno- -> minetest/minetest: Change lower limit of display_gamma to 1.0 (linear light) 5a1975a http://git.io/vUcZX (2015-05-11T02:03:09+10:00)
16:03 ElectronLibre Then I have no idea.
16:04 technomancy it's getting late here; I've pushed my subgame out to github: https://github.com/technomancy/calandria but I don't expect you to go tracking down my bugs while I sleep =)
16:05 ElectronLibre I will take a look at the whole subgame.
16:06 technomancy I think you need to place initial blocks using worldedit because it'll start completely empty
16:07 ElectronLibre Ok, I will.
16:07 CWz if zeno makes lighting use gpu than zeno will be minetest hero
16:07 technomancy ElectronLibre: thanks a bunch! if I'm not around I'll have my bouncer up, so I'll still see PMs even if I reply late
16:09 TheWild wondering: is setting gamma to 0.9 or even 0.5 really bad idea that requires preventing an user from doing so?
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16:10 * TheWild is temporarily unavailable
16:11 Zeno` TheWild, try it
16:11 Zeno` change line 91 of light.cpp
16:11 Zeno` the reasoning behind it is to stop cheating
16:12 Zeno` also, 0 is always 0 so if it's < 1 then the gradient between the light value 0 and light value 1 is quite jarring and not nice to look at
16:13 TheWild yeah, everything <= 0 has sense being disallowed
16:13 Zeno` *gone* :)
16:13 Zeno` I mean < 1
16:13 Zeno` like I said :P
16:13 Zeno` e.g. 0.7
16:17 gtest Thron ?
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16:29 * TheWild is back
16:34 TheWild technomancy: where you found that skybox?
16:35 luizrpgluiz joined #minetest
16:35 luizrpgluiz hi
16:36 TheWild I was searching through the network and couldn't find sensible one
16:42 luizrpgluiz the minetest the engine allows to have text with colors?
16:43 VanessaE no
16:43 VanessaE though there's a pull request for it
16:43 VanessaE formspecs can have colored text I think, but not chat
16:47 luizrpgluiz is a pity that the engine does not accept colorful chat
16:50 rubenwardy https://forum.minetest.net/viewtopic.php?p=178187#p178187
16:51 rubenwardy I suggest we have a policy of deleting posts which bump old posts, and giving warnings
16:54 TheWild was it finally fixed then? https://forum.minetest.net/viewtopic.php?p=178187#p178187
16:54 TheWild oops, https://github.com/minetest/minetest/issues/1091
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18:07 Krock http://imgur.com/gallery/EuobYaO
18:11 deezl dats a happy pup
18:14 Krock yup
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19:03 OldCoder woof
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20:32 kaeza_ Greetings
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20:38 gamemanj kaeza_: Hello.
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21:05 Megaf_ VanessaE: Hi, are you there?
21:05 Megaf_ I do need you
21:06 Megaf_ I can't get rid off vines
21:06 Megaf_ I have disabled the mod and created several aliases to turn them into air
21:06 Megaf_ but my map still full of unkown blocks
21:06 Megaf_ any idea?
21:07 Megaf_ other problem is, vines are spawing in ALL trees again
21:08 Megaf_ jaming all automated tree farms that people made.
21:08 Megaf_ so it would be great if I could remove vines once and for all
21:08 Megaf_ if anyone can help me with that I apreciate
21:08 VanessaE if your map still has lots of unknown blocks, well, you need to fix your aliases :P
21:09 VanessaE as for them growing on default trees, just modify the code to use jungle leaves instead of default leaves
21:09 Tux[Qyou] joined #minetest
21:09 Megaf_ these are the aliases Im using http://paste.debian.net/plain/174616
21:10 VanessaE default:air??
21:10 VanessaE it should be just "air".
21:10 VanessaE s/default:air/air/g
21:15 VanessaE just delete lines 29 and 51. to stop vines from growing on default trees.
21:15 VanessaE of plantlife/vines/vines.lua
21:16 VanessaE meanwhile I've just pushed a fix for that.
21:18 * VanessaE pokes Megaf_
21:18 Megaf_ VanessaE: ok, thanks, the issue was my mistake with the air thingy,
21:19 Megaf_ VanessaE: fix for what? Aren't vines suposed to grow on regular trees now a days/
21:19 VanessaE not as part of the plantlife modpack
21:19 VanessaE the original mod did but my version wasn't supposed to do that.
21:19 VanessaE I forgot to make that change when I pulled bas080's latest code
21:22 Megaf_ I see
21:23 Megaf_ well, I managed to remove all vines and roots with aliases, map is much cleaner now, thanks
21:23 VanessaE no prob
21:23 VanessaE suggestion:
21:23 Megaf_ by the way, I do like them, but they just spread and grow too much
21:23 VanessaE write an alias to get rid of them by checking if neighbor = default leaves
21:24 VanessaE then you can re-enable the mod with the tweak I just pushed, and only vines on jungle trees will persist
21:24 VanessaE er not an alias, I meant an ABM
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21:26 VanessaE Megaf_: try this:  http://pastebin.ubuntu.com/11068401/
21:27 VanessaE that SHOULD clean up your map without you having to remove vines mod
21:27 VanessaE well fix thde spelling of "interval" :P
21:27 VanessaE the*
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21:27 VanessaE wait, no it won't.. hm
21:28 VanessaE lemme rewrite it slightly
21:28 Megaf_ I have removed everything already
21:28 Megaf_ don't worry
21:28 VanessaE aliases don't actually change a node
21:28 VanessaE they only stay in effect for as long as the alias is kept
21:28 VanessaE if you delete the alias, the unknown nodes will still be there
21:28 Megaf_ hm
21:29 Megaf_ well, so my map actually have lots and lots of unkown blocks that I have changed to air using alias
21:29 VanessaE yep
21:30 Megaf_ won't a //replace air air do the trick?
21:30 VanessaE http://pastebin.ubuntu.com/11068433/
21:30 VanessaE there, try that
21:30 VanessaE this will get rid of any vine within 10 meters of default tree leaves
21:31 VanessaE yeah, you could worldedit, but that ^^^ abm would be much easier
21:31 VanessaE (assuming I wrote it correctly)
21:31 VanessaE left out the comma on line 6.  fix that.
21:32 Megaf_ heh, I apreciate that but I think it wont be necessary
21:32 VanessaE well copy it and test it out anyway
21:32 VanessaE in case you want to re-enable vines mod, you'll need it to clean up your map.
21:32 Megaf_ Somehow I did manage to actually replace nodes by air using alias in the past,
21:32 Megaf_ ok
21:33 Megaf_ lol, I have to login to download that as text
21:33 Megaf_ why not just use a button 'Plain' ?
21:33 exio4 that's the only reason for my dislime to pastebin.ubuntu.com :p
21:33 VanessaE http://pastebin.com/raw.php?i=ZdxqnPB2
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21:33 VanessaE there's the raw text.
21:34 Megaf_ I hate everything that Canonical do :)
21:35 Megaf_ VanessaE: I will test that tomorrow, I'm way too tired now, I'm having a bad day
21:35 Megaf_ good night everyone
21:35 VanessaE wait
21:35 VanessaE one more tweak..
21:36 VanessaE hm, no, leave it at that.
21:37 Megaf_ :)
21:37 * Megaf_ is not longer here
21:38 Megaf_ s/not/no
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