Time |
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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 |
02:22 |
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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. |
02:30 |
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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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Krock |
moin |
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08:19 |
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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 |
08:45 |
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09:05 |
CaveJohnson |
Calinou: hi |
09:06 |
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09:06 |
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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) |
09:17 |
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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 |
09:40 |
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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 |
10:07 |
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10:07 |
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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 |
10:22 |
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10:23 |
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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. |
10:29 |
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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 |
10:32 |
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10:33 |
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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? |
10:56 |
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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 |
11:05 |
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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?? |
11:07 |
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11:08 |
TheWild |
IRC logs has discussion about get_pointed_thing and it's still not implemented |
11:09 |
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11:09 |
Calinou |
it's get_pointed_thing.above or get_pointed_thing.below |
11:13 |
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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)` |
11:19 |
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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). |
11:28 |
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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. |
11:51 |
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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. |
12:07 |
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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) |
12:17 |
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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 |
12:46 |
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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. |
13:07 |
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13:24 |
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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? |
13:31 |
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13:37 |
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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? |
13:42 |
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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 |
13:44 |
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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? |
13:49 |
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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? |
14:09 |
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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 |
14:30 |
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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 |
14:58 |
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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 |
15:04 |
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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 |
15:09 |
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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 |
15:27 |
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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 |
15:49 |
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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 |
15:50 |
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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? |
15:51 |
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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? |
16:10 |
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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 ? |
16:22 |
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16:29 |
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16:29 |
* TheWild |
is back |
16:34 |
TheWild |
technomancy: where you found that skybox? |
16:35 |
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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 |
17:05 |
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18:07 |
Krock |
http://imgur.com/gallery/EuobYaO |
18:11 |
deezl |
dats a happy pup |
18:14 |
Krock |
yup |
18:36 |
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19:03 |
OldCoder |
woof |
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20:32 |
kaeza_ |
Greetings |
20:33 |
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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 |
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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 |
21:24 |
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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* |
21:27 |
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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 |
21:33 |
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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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