Time Nick Message 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 02:24 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. 02:46 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? 06:54 Krock moin 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 09:05 CaveJohnson Calinou: hi 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) 09:18 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 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 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 10:14 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 10:24 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 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 10:51 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? 10:58 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 11:06 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?? 11:08 TheWild IRC logs has discussion about get_pointed_thing and it's still not implemented 11:09 Calinou it's get_pointed_thing.above or get_pointed_thing.below 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)` 11:20 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). 11:29 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. 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 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) 12:18 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 12:55 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. 13:24 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? 13:37 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 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 13:45 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? 13:51 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? 14:10 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 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 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 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 15:10 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 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 19<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 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 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 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 02[git] 04Zeno- -> 03minetest/minetest: Change lower limit of display_gamma to 1.0 (linear light) 135a1975a http://git.io/vUcZX (152015-05-11T02:03:09+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 * 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 ? 16:29 * TheWild is back 16:34 TheWild technomancy: where you found that skybox? 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 18:07 Krock http://imgur.com/gallery/EuobYaO 18:11 deezl dats a happy pup 18:14 Krock yup 19:03 OldCoder woof 20:32 kaeza_ Greetings 20:38 gamemanj kaeza_: Hello. 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 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 21:26 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 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 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