Time |
Nick |
Message |
00:10 |
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00:11 |
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00:14 |
luizrpgluiz |
I never thought I generate a single tree was so complicated |
00:24 |
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01:52 |
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01:55 |
exio4 |
!tell calinou what do you think about http://www.extremetech.com/computing/205382-ssds-can-lose-data-in-as-little-as-7-days-without-power ? |
01:55 |
MinetestBot |
exio4: yeah, sure, whatever |
01:56 |
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01:57 |
LedInfrared |
"With SSDs, you can’t necessarily depend on more than 12-24 months of longevity" |
01:57 |
VanessaE |
exio4: sure, it you run them at like 90C or something, and that's not for consumer drives. |
01:57 |
LedInfrared |
wot |
01:58 |
exio4 |
VanessaE: the title is a bit misleading |
01:58 |
VanessaE |
yes |
01:58 |
exio4 |
VanessaE: there was a different article about how _it_ did happen, but it was 3~ months |
01:58 |
exio4 |
notn 7 days |
01:58 |
exio4 |
and it was a controlled environment |
01:58 |
exio4 |
and a consumer drive |
02:00 |
exio4 |
I'll try to find it |
02:00 |
exio4 |
VanessaE: https://blog.korelogic.com/blog/2015/03/24#ssds-evidence-storage-issues |
02:01 |
exio4 |
well, it talks about the same with less nice graphs |
02:01 |
exio4 |
but still, it has anecdotal evidence! proof! |
02:01 |
VanessaE |
thing is, that's all about data retention *without power* |
02:02 |
exio4 |
yes |
02:02 |
exio4 |
I just happened to have my desktop offline for 3~ weeks, too |
02:02 |
VanessaE |
and unless you're a total idiot, you don't leave your computer powered-off for years-at-a-time with no backup plan. |
02:03 |
exio4 |
still, the fact that it can lose data being powered-off is a bit scary |
02:03 |
VanessaE |
yeah |
02:04 |
exio4 |
anyway, I found old HDDs |
02:04 |
VanessaE |
glad I keep my machines on all the time, and I keep incremental backups :) |
02:04 |
exio4 |
IDE, 30~ gb, I plugged and found old data and programs I wrote as child |
02:04 |
VanessaE |
cool |
02:04 |
exio4 |
pretty much 6+ years without being plugged |
02:05 |
exio4 |
and in a harsh environment eh, like |
02:05 |
exio4 |
uh, I don't know anything similar more than saying I happened to have it in a box w/o books |
02:06 |
VanessaE |
bbiab |
02:21 |
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02:22 |
luizrpgluiz |
I just wanted to create a simple tree in the mapgen minetest without relying on other mods :( |
02:55 |
RealBadAngel |
luizrpgluiz, https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2837 |
02:55 |
luizrpgluiz |
RealBadAngel: I'm trying to generate a tree of dev.minetest using the l-system system and treedef |
02:55 |
RealBadAngel |
here you have ready example |
02:56 |
luizrpgluiz |
yes |
02:56 |
luizrpgluiz |
:( |
02:57 |
RealBadAngel |
just put that in your mod |
02:58 |
RealBadAngel |
thats all you need to spawn a tree |
03:01 |
luizrpgluiz |
RealBadAngel: can you help me remote access, at least to show me an example? |
03:05 |
luizrpgluiz |
RealBadAngel: I am using version 0.4.12 is it why does not generate the tree? |
03:24 |
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03:24 |
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03:31 |
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03:35 |
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03:39 |
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03:39 |
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03:52 |
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04:03 |
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04:16 |
sofar |
can I override minetest.set_timeofday() somehow to catch other mods and calls to /time ? |
04:21 |
OldCoder |
Hm |
04:21 |
OldCoder |
Explain sofar |
04:21 |
OldCoder |
BTW Does anybody know a "JP" or "JP2" ? |
04:41 |
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04:41 |
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04:45 |
Pilcrow |
luizrpgluiz isn't on here any more is he? |
04:45 |
RealBadAngel |
OldCoder, if you mean popes, both are dead ;) |
04:46 |
RealBadAngel |
Pilcrow, hes gone |
04:46 |
RealBadAngel |
half an hour ago or so |
04:47 |
Pilcrow |
OldCoder: ah, ok. shucks. I just spent some time making a simple tree-genning mod for him to use as an example... :( |
04:47 |
RealBadAngel |
he asked for it here too |
04:48 |
OldCoder |
Popes? |
04:48 |
OldCoder |
Ah |
04:48 |
RealBadAngel |
John Paul |
04:48 |
OldCoder |
His New York City is up now |
04:48 |
OldCoder |
Was checking the nick for credits |
04:48 |
OldCoder |
Was there a JP2 here ? |
04:49 |
OldCoder |
server minetest.org port 30016 New York City is Not Itty Bitty |
04:49 |
Pilcrow |
I know he was asking in here; I was reading the logs, and decided to make someithing and pop in to surprise him with some help! But, I guess I'm too late tonight. Maybe tomorrow. :P |
04:50 |
RealBadAngel |
hmmm, im wondering now if minimap should work always in full bright or show terrain with current light |
04:51 |
Pilcrow |
RBA: I know I'd prefer full bright, but perhaps a poll would be the best choice of action... |
04:52 |
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04:52 |
RealBadAngel |
hi Zeno` |
04:52 |
Zeno` |
hi :) |
04:52 |
RealBadAngel |
Zeno`, <RealBadAngel> hmmm, im wondering now if minimap should work always in full bright or show terrain with current light |
04:52 |
Pilcrow |
hello Zeno` |
04:52 |
Zeno` |
most games show it full bright |
04:52 |
Zeno` |
hi Pilcrow |
04:53 |
RealBadAngel |
but since i moved scanning to mapblock mesh updates we can have night maps |
04:53 |
Zeno` |
I can't think of a game where the minimap is dark because it's night time |
04:53 |
Zeno` |
hmm. What's it look like? |
04:54 |
RealBadAngel |
it will look the same as the actual terrain, with lights |
04:54 |
RealBadAngel |
and radar mode can work as night vision |
04:54 |
Zeno` |
might be a refreshing change from what's "normal" |
04:54 |
Zeno` |
yeah sounds interesting |
04:54 |
Pilcrow |
seems like it would take quite a bit of coding to implement a minimap with light-level support. would it not slow things down? |
04:55 |
RealBadAngel |
no |
04:55 |
RealBadAngel |
i do scanning now in mapblock mesh updates |
04:55 |
RealBadAngel |
light data for each node is already here |
04:56 |
Zeno` |
*nod* |
04:56 |
Pilcrow |
Ah. So it's just a matter of using a variable versus a static number then, huh? That sounds like it should be a config option... |
04:56 |
Zeno` |
hmm. What about when GPU lighting is implemented? |
04:57 |
Zeno` |
Although I guess talking about something akin to Duke Nukem Forever is pointless |
04:57 |
RealBadAngel |
http://i.imgur.com/eDhCBdV.png |
04:57 |
RealBadAngel |
as u can see radar is able to show terrain shape |
04:58 |
Zeno` |
yeah I like that |
04:58 |
Pilcrow |
it does look very nice |
04:58 |
* Pilcrow |
wants to use it now, lol |
04:59 |
RealBadAngel |
gonna test that idea how it will look and feel |
05:00 |
RealBadAngel |
imho that can make minimap less of a cheat and kinda original |
05:00 |
Zeno` |
yes |
05:00 |
Zeno` |
I don't think it's really a cheat btw |
05:00 |
Zeno` |
no more than using a GPS is cheating |
05:01 |
Pilcrow |
I'm just wondering how it will look at night, is all. maybe some lower limit is in order, so that when there's NO light, there's still something visible (just dark)... |
05:01 |
Zeno` |
I guess if you were an explorer from 1200AD you might consider it cheating |
05:01 |
RealBadAngel |
hehe |
05:01 |
RealBadAngel |
i will code that feature and try it |
05:02 |
RealBadAngel |
i think i will be ready to show that later today, now im refactoring all the scanning |
05:02 |
Pilcrow |
Zeno`: but explorers from 1200AD didn't have a constantly-updating "you are here" arrow on their maps. ;) |
05:03 |
Pilcrow |
^ unlike this mod |
05:03 |
RealBadAngel |
minimap is not a mod, it will be engine feature |
05:04 |
Pilcrow |
that's actually just what I was going to ask... "or is it a mod?" :P |
05:05 |
Pilcrow |
that's better anyway. as a mod, a minimap would be (and is) painfully slow... :P |
05:06 |
exio4 |
I don't think it'd be that slow |
05:06 |
exio4 |
it'd be laggy though |
05:06 |
RealBadAngel |
atm minimap runs at 15fps (desired) and 60fps for world |
05:06 |
RealBadAngel |
on my box ofc |
05:07 |
exio4 |
that's realtime-ish |
05:07 |
RealBadAngel |
when i move all to threads it will run at same frame rate as world |
05:08 |
exio4 |
:( |
05:08 |
RealBadAngel |
but even 15fps is enough for it to show movement and node placing smoothly |
05:08 |
Pilcrow |
yeah, I guess it's not as bad as I thought. I just have slow hardware. |
05:09 |
Pilcrow |
oh and hello exio4. why are you frowning? |
05:09 |
exio4 |
because my arduino doesn't like me |
05:09 |
exio4 |
yay it worked |
05:09 |
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05:10 |
Pilcrow |
exio4: wha'cha tryin' ta do wif it, mayt? (hooray for horrible english!) :P |
05:11 |
sofar |
OldCoder: I don't see an on_timechange() event I can catch, but I want to see when the gametime manually changes |
05:12 |
sofar |
OldCoder: I can either have an event called every step and read the clock, but overloading the set_timeofday() call seems cheaper |
05:12 |
OldCoder |
I'm certain this is possible, if not it must be added |
05:12 |
OldCoder |
Falling asleep so can't make a patch presently |
05:12 |
OldCoder |
You simply want |
05:12 |
OldCoder |
to detect a time change? |
05:13 |
sofar |
yes |
05:13 |
OldCoder |
There has got to be a way to do that |
05:13 |
OldCoder |
Check drowning code |
05:13 |
OldCoder |
Lots of things |
05:13 |
OldCoder |
Operate based on steps |
05:13 |
OldCoder |
Steps not sufficient? |
05:13 |
sofar |
well I want to detect a manual time change, not a step |
05:13 |
OldCoder |
Manual? |
05:13 |
OldCoder |
Then overload may be best |
05:13 |
sofar |
user calling /time, or mod calling minetest.set_timeofday() |
05:14 |
VanessaE |
you'll have to redefine the set_timeofday() call and the override the /time command. |
05:14 |
sofar |
both? |
05:14 |
VanessaE |
yeah |
05:14 |
VanessaE |
well maybe |
05:14 |
exio4 |
Pilcrow: it was just using it for controlling a few leds remotely |
05:14 |
OldCoder |
VanessaE, PM |
05:15 |
Zeno` |
wait, you're putting the minimap in a thread? |
05:17 |
Pilcrow |
VanessaE and sofar: I just looked into builtin, and it seems /time actually calls core.set_timeofday iteself. therefore, overloading core.set_timeofday (aka minetest.set_timeofday) will change /time as well... |
05:17 |
VanessaE |
oh ok |
05:17 |
sofar |
yeah I was just reading that |
05:17 |
sofar |
so I need to overload core.set_timeofday |
05:20 |
Pilcrow |
yeah, I think that'll work. I've never done such a thing though, lol. |
05:20 |
sofar |
gonna try |
05:20 |
sofar |
I'll explain later, hopefully in working code form :^) |
05:21 |
Pilcrow |
is it a new mod, or related to crops? :3 |
05:22 |
sofar |
new mod, not entirely related to crops but likely useful to every server out there |
05:22 |
Pilcrow |
kewl |
05:25 |
Pilcrow |
I'm so absent-minded when it comes to modding. I constantly jump back and forth between different, unfinished, mods. some of them are -mostly- working now, but that's why I've never really released anything so far. my hoverbot is probably the closest. it's at least on my github, and works... :P |
05:26 |
sofar |
well crops is stable, so I'm exploring some other ideas that add some basic framework code to handle more mundane things nicely and mod-wide |
05:26 |
sofar |
I may add more crops later and tune it, but I'm letting it simmer a bit first :) |
05:28 |
Pilcrow |
heh. yeah, I didn't mean your crops was 'unfinished' necessarily. I assumed you were doing more with it eventually, but I was mostly just commenting about my own habits. |
05:29 |
sofar |
I do that too :^) |
05:32 |
exio4 |
lovely, by lovely I mean, rly lovely |
05:32 |
sofar |
:w |
05:33 |
exio4 |
network heavily lagged after just 20 seconds, hate this crappy wifi |
05:33 |
Pilcrow |
recently I've been experimenting with globalsteps. I want to see if it would be practical to have a globalstep that 'checks' things, and a function that registers new things to check and what to do if the check succeeds. in practise, it would be a command that sort-of creates new callback functions (such as on_playerjump, or on_hp_change)... |
05:35 |
Pilcrow |
obviously that would create some stress for the server. I want to know how much stress it would cause though. might be worth it... :P |
05:36 |
Zeno` |
hmmm |
05:36 |
Pilcrow |
Zeno`: hmmm? |
05:37 |
Zeno` |
well... |
05:37 |
Zeno` |
I'd implement your idea |
05:37 |
Zeno` |
I don't think it'd stress the server toooo much with LuaJIT |
05:37 |
Zeno` |
but in the long run it might be worth adding to the engine |
05:38 |
sofar |
Pilcrow: VanessaE: overloaded core.set_timeofday() and works as expected - /time triggers it |
05:38 |
VanessaE |
good deal |
05:38 |
Pilcrow |
sofar: awesome |
05:40 |
sofar |
is there an easy way to store a value in env_meta.txt? |
05:40 |
sofar |
or is there no lua interface into it? |
05:42 |
Zeno` |
There doesn't seem to be a lua interface for it |
05:43 |
Zeno` |
m_env->saveMeta() is only used twice in server.cpp and nowhere else |
05:43 |
sofar |
I'll make my own file |
05:43 |
sofar |
I don't want to put stuff in the mapgen file |
05:43 |
Pilcrow |
Zeno`: I don't know C/C++, so I wouldn't personally be able to add the callback thing to the engine, but I'm doing my best to implement the idea in lua. It -might- not be worth using, depending on how much system stress it causes, but it intrigues me; at this point it's mostly just an exciting experiment... :D |
05:44 |
Zeno` |
The thing is it might even be faster in Lua |
05:45 |
Zeno` |
because there would be no "context" switches to/from C++/Lua |
05:46 |
Pilcrow |
I guess you've got a point... but it kind of depends on what's being checked, too... |
05:46 |
Zeno` |
of course |
05:46 |
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05:51 |
Pilcrow |
the idea is very meta though. the only way I can think to do it involves quite a few nested functions... |
05:54 |
Pilcrow |
as in, feeding a function two arguments, which are also functions (check and exec), which are then added to a table of functions in a certain order, etc. then a globalstep that runs each of those check functions on each player, and, if they return true, run the corresponding exec function on the same player... |
05:54 |
Pilcrow |
does that makes sense? it did in my head... :P |
05:55 |
Zeno` |
yeah it makes sense |
05:55 |
Zeno` |
what for though? |
05:59 |
Pilcrow |
well, the initial function is for creating the new 'callback' to begin with. it would need a function describing how to check what needs to be checked, and a second function describing what to do if that check succeeds. then the globalstep actually executes the functions... |
05:59 |
Zeno` |
ah, I see. Cool |
06:00 |
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06:00 |
Pilcrow |
this is on the level of "almost painful but I think I can make it work" :P |
06:01 |
exio4 |
which kind of checks would you add there |
06:01 |
exio4 |
Pilcrow: I don't see how an high-order function is meta |
06:02 |
exio4 |
also, working with high-order functions is going to be extremely nice with Lua, and extremely painful with pre-C++11 C++ :D |
06:03 |
exio4 |
wait, lua functions are just a normal value in the stack, so nvm |
06:03 |
Pilcrow |
exio4: I was more or less thinking functions within functions etc. was meta. but my definition of that term may well be wrong... :P |
06:03 |
exio4 |
local functions is a normal thing on my side of the world |
06:05 |
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06:07 |
exio4 |
having a list of functions is also common |
06:08 |
Pilcrow |
ok. well neither are something I've done much at all. |
06:08 |
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06:08 |
exio4 |
Pilcrow: I opened a random .hs file on my ~/Dev/Haskell/random directory http://dpaste.com/3785B9K |
06:09 |
exio4 |
an high order function + a list of functions + mapM_ over the list :p |
06:10 |
Pilcrow |
heh. honestly, I can barely follow that, lol. |
06:11 |
exio4 |
count takes a function, and a list, and counts elements that match a predicate |
06:11 |
exio4 |
it's equivalent to count f = sum . filter f |
06:11 |
exio4 |
that's an inlined version, I was benchmarking it IIRC |
06:12 |
exio4 |
ls is just the list of functions from int to bool (aka predicates) |
06:12 |
exio4 |
mapM_ (print . (`count` [1..n])) ls <- this is a monadic map, basically, iterating over a list and doing something "effectul" (in this case, printing to screen) |
06:13 |
exio4 |
expanded, not point free, it'd be mapM_ (\f -> print (count f [1..n])) ls |
06:13 |
exio4 |
which, in turn, could be seen as something like |
06:13 |
exio4 |
for f in ls: |
06:13 |
exio4 |
print (count f [1..n]) |
06:14 |
exio4 |
now, the [1..n] is a list from '1' to 'n' |
06:14 |
exio4 |
so [1..10] is [1,2,3,4,5,6,7,8,9,10] |
06:14 |
exio4 |
in this case, n happens to be a top-level value, 50 million |
06:15 |
exio4 |
so it basically counts how many times "f" is valid from 1 to 50M |
06:15 |
exio4 |
and prints the result to the screen (it'll be a number, as seen by count's type) |
06:15 |
Pilcrow |
yeah, I can see it counts from 1 to 50 million. what I don't get is how it evaluates weather 'f' is valid |
06:16 |
exio4 |
f is valid? |
06:16 |
exio4 |
what do you mean? |
06:17 |
exio4 |
f will first 'even', then 'odd', then 'even . (`div` 2)', then 'odd . (`div` 2)', the last two can be seen as \x -> even (x `div` 2) and \x -> odd (x `div` 2) |
06:17 |
Pilcrow |
well, it counts how many times f is valid. how does it know if f is valid or not? or is there something I'm missing? (darn this 1AM brain, lol) |
06:17 |
exio4 |
'f' is a parameter |
06:18 |
exio4 |
you give it a predicate, function, and counts how many times _that_ f "is true" |
06:20 |
exio4 |
the predicates, in this case, come from the list |
06:20 |
exio4 |
that list* |
06:21 |
Pilcrow |
yes, what I'm saying is, where does it actually check weather that particular f is true? |
06:21 |
exio4 |
the list has the predicates that, check if a number is even; if a number is odd; if the half (integer division, so 5/2 = 2) is even; and if the half (again integer division) is odd |
06:21 |
exio4 |
Pilcrow: I don't understand the question, you mean "where" it applies the f? |
06:21 |
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06:23 |
exio4 |
'iterating' over the list, in this case, is done using mapM_ |
06:25 |
Pilcrow |
so... ls is a function, and it executes ls with each number from 1 to n, then prints the number if ls returns true? is that right? |
06:26 |
exio4 |
ls is a list of functions |
06:26 |
exio4 |
Pilcrow: no :p |
06:27 |
exio4 |
will start explaining count alone, count takes some function as parameter (f), and a list, any list, right? |
06:27 |
Pilcrow |
oh. wait. so... it runs each function in ls, with each number, and prints the number if one of those functions returns true? |
06:28 |
exio4 |
neither :p |
06:28 |
exio4 |
count, takes a single function/predicate, iterates over the list, and keeps counting how many values from the list matched to that predicate, lemme write some lua |
06:30 |
Pilcrow |
for one thing, I don't completely understand what 'predicate' means in the context of programming; I've only ever heard it used for grammar, and only had a tentative grasp of it then... |
06:30 |
exio4 |
predicate is just a fancy name for a function that takes something and returns a boolean |
06:31 |
Pilcrow |
oh |
06:33 |
Pilcrow |
I've got to go to bed soon. my sister goes to bed at 1:30AM and if I'm up past then, I'll keep her awake... it's 1:33 now. :\ |
06:34 |
exio4 |
well, I'll !tell you a rewrite of this in Lua |
06:34 |
exio4 |
it may be useful to see what this is with a familiar syntax |
06:36 |
Pilcrow |
alright, thank you. I really would like to understand it, I just don't have the time to learn right now. thanks for the conversation, and goodnight exio4 (and anyone else who's still around)... o/ |
06:36 |
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06:36 |
jin_xi |
hey its morning here! |
06:37 |
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06:37 |
exio4 |
lol |
06:37 |
exio4 |
good night Pilcrow |
06:37 |
Pilcrow |
lol alright, good morning to those of you who are in daylight hours. as for me, I'm going to sleep. :P |
06:43 |
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07:15 |
exio4 |
!tell Pilcrow naive (but faithful, map <-> for, but I don't know Lua, but whatever) http://dpaste.com/2YXM2KW |
07:15 |
MinetestBot |
exio4: I'll pass that on when Pilcrow is around |
07:17 |
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08:30 |
technomancy |
digilines has an LCD screen node; is it subject to the same memory leak as dronetest where textures don't get garbage-collected? |
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09:00 |
jin_xi |
technomancy: yes |
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10:09 |
claudia |
hi, I'm new to minetest and my children love to play it |
10:09 |
claudia |
so i set up on ubuntu and android a server and clients |
10:10 |
claudia |
in multiplayer mode we can not craft TNT ... |
10:10 |
ElectronLibre |
That's normal. |
10:10 |
claudia |
OK |
10:10 |
ElectronLibre |
In multiplayer it's disabled by default. |
10:10 |
claudia |
I see.... |
10:11 |
ElectronLibre |
Shut the server down, close the clients, open minetest.conf and add the specific line to enable it. |
10:11 |
* ElectronLibre |
looks for it... |
10:11 |
claudia |
especialy my son like to blow up things ;-) |
10:11 |
ElectronLibre |
Hmm, wait. |
10:12 |
ElectronLibre |
There is no config line for this. You will have to edit a line in the code. |
10:12 |
ElectronLibre |
Can you locate minetest_game in your file system? (maybe in ~/.minetest/games) |
10:12 |
claudia |
that sounds difficult |
10:13 |
claudia |
MomP |
10:13 |
ElectronLibre |
Nevermind, I found it : |
10:13 |
ElectronLibre |
enable_tnt = true |
10:13 |
ElectronLibre |
In minetest.conf |
10:14 |
ElectronLibre |
minetest.conf.example doesn't talk about it... I even doubt it is up-to-date... |
10:15 |
claudia |
yes it works, thank you very much |
10:15 |
ElectronLibre |
You're welcome. |
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11:31 |
kahrl |
ElectronLibre, it's in minetest_game/minetest.conf.example |
11:32 |
ElectronLibre |
Oh, thanks for the clarification. |
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14:36 |
TheWild |
We have get_look_pitch, get_look_yaw, set_look_pitch, set_look_yaw. However, I've noticed that player's model does not change its pitch. Is this because model has bone missing or because it isn't yet implemented in Minetest? |
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14:53 |
* CWz |
wonders if the minetest devs ever met eachother IRL |
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15:02 |
VanessaE |
TheWild: it's because of bugs in the way animations work - set pitch would in theory adjust the *head* pitch but to do so requires blending that change with the regular dig/walk/etc animations |
15:02 |
VanessaE |
(this is also why the player model's head doesn't turn/pitch during normal gameplay either) |
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15:05 |
Calinou |
we can partially adjust the whole player model. |
15:05 |
Calinou |
multiply pitch deviation by 0.25, and you're done. |
15:06 |
Calinou |
this is what Quake 2 did 18 years ago before us |
15:06 |
luizrpgluiz |
hi all |
15:06 |
Calinou |
how many times did I say this… :/ |
15:06 |
Calinou |
it's a hack, but it works |
15:06 |
Calinou |
it does its job |
15:06 |
luizrpgluiz |
? |
15:06 |
VanessaE |
true but who wants to just pitch the whole player model? |
15:07 |
* TheWild |
just launches the Blender |
15:07 |
Calinou |
it's a temporary solution, until we get skeletal transforms |
15:07 |
Calinou |
something we probably will never have |
15:08 |
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15:09 |
TheWild |
it seems that player's head turning is not a part of animation |
15:11 |
Calinou |
it should not be :P |
15:14 |
exio4 |
>.> |
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17:08 |
CN87ham |
I want to add mobs |
17:09 |
ElectronLibre |
Use this : https://forum.minetest.net/viewtopic.php?f=9&t=9917 |
17:11 |
CN87ham |
Thanks. I'll give it a try. |
17:17 |
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17:19 |
Putz3000 |
I installed the mod MAPP and do not see any error on launching and playing but when I try crafting a map from dirt I am offered no map. Does it no longer work or is there something I may need to do to get to work? |
17:23 |
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17:24 |
Krock |
Putz3000, "use" (click, punch) something with that item after you crafted it |
17:27 |
Putz3000 |
Krock: the problem is I am unable to craft. The wiki or forum post says dirt dirt dirt on the bottom row and I believe one dirt in the middle of the middle crafting row. That gives me no output. Nothing shows up as being crafted nothing shows up as an option |
17:28 |
Krock |
that's a missing feature. say /giveme mapp:map |
17:28 |
VanessaE |
Putz3000: get rid of that mod entirely. |
17:28 |
Krock |
^ solves the problem too |
17:28 |
VanessaE |
there's a new in-engine minimap coming soon |
17:28 |
Krock |
>soon |
17:29 |
VanessaE |
Krock: as in a few days by my guess |
17:29 |
Krock |
Already? I thought there were still some requests |
17:29 |
Putz3000 |
VanessE: so you recommend getting rid of it and go without a map for now? Its my understanding there is no built in one as of yet correct? |
17:29 |
VanessaE |
Putz3000: correct on all counts., |
17:30 |
* Krock |
points at the TAB key, it allows to autocomplete names on good IRC clients |
17:30 |
Putz3000 |
VanessaE: Ok - thanks. Any suggestions then for finding my way back to a build spot if lost? |
17:31 |
VanessaE |
Putz3000: use waypoint markers |
17:31 |
Krock |
"There's no way back" - Like in many movies |
17:31 |
VanessaE |
Unified Inventory mod has those |
17:31 |
Putz3000 |
Krock: Thanks for weighing in on this as well |
17:31 |
Krock |
:D |
17:32 |
Putz3000 |
Krock: No way back a joke or are you saying once you stray to far from what you are working on it goes away? |
17:33 |
VanessaE |
Putz3000: another trick some people use is to build a really tall column of say, dirt, and put torches at the top |
17:33 |
Krock |
Putz3000, re-phrase pls.. I don't get your question |
17:33 |
VanessaE |
you can see such things in all-view-range mode ("R" key) |
17:33 |
Krock |
VanessaE, client unloads the cunks over time and the server owners love those |
17:33 |
Krock |
*chunks |
17:34 |
VanessaE |
true |
17:34 |
Krock |
double-true |
17:35 |
VanessaE |
or you can use the overview mapper and view its output using any image viewer |
17:35 |
VanessaE |
that depends of course on the server owner having created overview maps for you to look at, if you're not in singleplayer mode |
17:36 |
Putz3000 |
OK, will give the suggestions some try. The house being built is on top of very tall mountain and has torches on outside but I have never been able to find it again. Its weird. I am now trying to fly at night in hopes of spotting it. As an FYI, I am playing local right now - not on a server |
17:37 |
Krock |
F5 is your friend. don't go too far away |
17:37 |
Putz3000 |
Krock: F5? |
17:38 |
Krock |
The magical key to view the coordinates |
17:38 |
Krock |
mostly you spawn around 0,0,0 |
17:38 |
Krock |
+/- 200m |
17:39 |
Putz3000 |
Krock: Huh... Is there a way to force a spawn or jump to a coordinate? In this case if I could get to original spawn spot when game launched I could easily get to where I wanted to be |
17:40 |
ElectronLibre |
Putz3000, set `static_spawn_point` in minetest.conf . |
17:40 |
Krock |
Use /teleport if you're in singleplayer |
17:41 |
ElectronLibre |
Sorry, static_spawnpoint. |
17:42 |
Putz3000 |
Krock, ElectronLibre, VanessaE: Awesome, thank you. Maybe I can still get that dad of the year award once I get back to the build site. |
17:42 |
VanessaE |
heh |
17:43 |
Krock |
lol |
17:44 |
ElectronLibre |
You have your chances. |
17:44 |
Putz3000 |
It was all because I wanted to be a cool dad and wanted sand for cool glass walls. stupid, stupid, stupid. :) |
17:44 |
VanessaE |
why not play in creative mode? :) |
17:45 |
ElectronLibre |
And if you really can't find it, use the minetestmapper to build a 2D map of the map. |
17:46 |
Putz3000 |
VanessaE: what does creative do outside of no mobs? Does it give full inventory of items? |
17:46 |
VanessaE |
it presents a selection inventory next to your working inventory |
17:46 |
VanessaE |
as for mobs, no, that's up to the author of the mod that provides them |
17:46 |
ElectronLibre |
And you can use infinite amount of the items and nodes. |
17:46 |
VanessaE |
yep |
17:47 |
VanessaE |
I highly recommend getting the Unified Inventory mod |
17:47 |
VanessaE |
it presents a much easier to use creative inventory panel than the default code |
17:47 |
Putz3000 |
VanessaE: Interesting. I will have to look into it then. & I am looking into the Unified Inventory mod now |
17:50 |
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17:57 |
luizrpgluiz |
anyone here besides the vanessa, already managed to generate a tree using treedef biomes without relying on other mods? |
17:57 |
VanessaE |
*headdesk* |
17:57 |
luizrpgluiz |
^^ |
17:58 |
VanessaE |
luizrpgluiz: there's no such thing as a "treedef biome". |
18:00 |
VanessaE |
I already explained what you have to do. |
18:01 |
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18:01 |
VanessaE |
either use a bunch of set_node() calls to build your tree, or use a schematic, or learn minetest's L-systems implementation and use a tree model in that. |
18:01 |
VanessaE |
but that's only to create the tree |
18:01 |
VanessaE |
you're gonna have to write your own code to figure out where to PUT it. |
18:02 |
VanessaE |
(if you don't want to rely on some extra mod) |
18:06 |
luizrpgluiz |
but there is some code in dev.minetest calling the tree by treedef? |
18:07 |
VanessaE |
wtf is dev.minetest?? |
18:07 |
luizrpgluiz |
:D |
18:07 |
VanessaE |
and I told you already, the spawn_tree() call works with L-systems models, but you have to write some code to determine where on your world to PUT THE TREE. |
18:09 |
luizrpgluiz |
well, I'd put the spawn in coordinated 0 5 0 |
18:11 |
luizrpgluiz |
but the problem is that he did not appear in this coordinated |
18:11 |
VanessaE |
*headdesk* |
18:11 |
VanessaE |
do you even understand what you're trying to do here? |
18:12 |
luizrpgluiz |
well |
18:16 |
VanessaE |
bbl |
18:17 |
Krock |
s/coordinated/coordinates/ |
18:20 |
est31 |
good ol sd problems, you're not the only ones having them :) |
18:20 |
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18:20 |
est31 |
s/ones/one/ |
18:20 |
hoodedice |
Isn't #2196 a lua/modding side issue? |
18:20 |
hoodedice |
https://github.com/minetest/minetest/issues/2196 |
18:21 |
est31 |
? |
18:21 |
hoodedice |
since the main menu is all lua-side IIRC |
18:21 |
est31 |
yes it is, so? |
18:21 |
hoodedice |
just saying |
18:22 |
est31 |
you mean it should be in minetest_game? |
18:22 |
hoodedice |
the issue sounds like it is a C/C++/engine side issue |
18:22 |
hoodedice |
...yes |
18:22 |
hoodedice |
...or no |
18:22 |
est31 |
mainmenu is in minetest core repository |
18:22 |
hoodedice |
I dunno. Because the modding store is not under minetest_game |
18:22 |
est31 |
yes |
18:22 |
est31 |
therefore thats right |
18:22 |
est31 |
and yes it is an engine side issue |
18:22 |
hoodedice |
therefore I was less right |
18:22 |
est31 |
mostly bout formspec rendering |
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19:28 |
MinetestBot |
[git] est31 -> minetest/minetest: Finalize init packets and enable protocol v25 8dbf683 http://git.io/vTfN4 (2015-05-16T21:17:28+02:00) |
19:34 |
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19:36 |
iio7 |
I have set up a small minetest server on our home lan for the family. We're running both server and all clients (different Linux distros) using version 0.4.12, but we keep getting this very annoying serialization error when trying to connect: http://pastebin.com/aCQjePt4 |
19:37 |
iio7 |
A client then have to reconnect, reconnect many many times before one of us finaly gets in. |
19:38 |
Calinou |
did you self-compile all clients and the server? |
19:38 |
Calinou |
to make sure they run the same version |
19:38 |
iio7 |
Yes, all are self compiled |
19:38 |
iio7 |
And all are running 0.4.12 |
19:39 |
iio7 |
I can confirm this bug: https://github.com/minetest/minetest/issues/2373 |
19:40 |
Calinou |
well, confirm the issue on GitHub, so that we know it still exists |
19:40 |
Calinou |
if you don't have an account I can do it for you |
19:40 |
ElectronLibre |
When did you compile them? |
19:40 |
iio7 |
Using the clients I have compiled I can connect to different 0.4.12 servers on the internet without this issue, could this be anyway related to the "speed" of LAN sending data very fast? |
19:40 |
iio7 |
ElectronLibre, I have compiled on different days. |
19:40 |
ElectronLibre |
Recompile everything. |
19:41 |
iio7 |
Calinou, I don't, please confirm. |
19:41 |
iio7 |
ElectronLibre, why? |
19:41 |
ElectronLibre |
The first thing to do is always to be sure either you have all your clients at 0.4.12-release, or HEAD. |
19:41 |
ElectronLibre |
Because it might be an issue solved recently during a network rewrite, or caused by it. |
19:42 |
iio7 |
ElectronLibre, so you want me to test running dev? |
19:42 |
ElectronLibre |
You should rather have them all at 0.4.12-release. |
19:42 |
iio7 |
That's what I alreay have |
19:43 |
iio7 |
When I compiled I checked out 0.4.12 from git |
19:43 |
ElectronLibre |
They all are 0.4.12-release? Oh.. |
19:43 |
iio7 |
YEs. |
19:43 |
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19:43 |
ElectronLibre |
This is an incompatibility issue, then something was wrong with either the server or the client.. |
19:44 |
ElectronLibre |
Did you do an update of your system since you compiled one of both? |
19:44 |
iio7 |
Yes, all systems are running different Linux distributions, but all updated. |
19:45 |
iio7 |
I suspect dependencies are met using different versions of packages perhaps? |
19:45 |
ElectronLibre |
Yes. |
19:45 |
ElectronLibre |
Or you updated one of these before recompiling. |
19:45 |
ElectronLibre |
That's the only logical way you can get such an error. |
19:46 |
iio7 |
Then that should be specifically mentionen in the Minetest wiki perhaps. |
19:46 |
iio7 |
ElectronLibre, yes, it sounds resonable. |
19:46 |
iio7 |
Hmm, that's gonna be a problem then. |
19:47 |
ElectronLibre |
And that's also why I wanted you to recompile, because if it was an update of the system, then recompiling now would equalize every client. However if these are different distributions.. |
19:48 |
iio7 |
They are all different distributions.. but this seems to be a problem we need to address on the wiki since lots of people use different distros. |
19:48 |
iio7 |
On this page: http://dev.minetest.net/Compiling_Minetest |
19:48 |
iio7 |
I have successfully compiled Minetest on Debian, Mint, Ubuntu, Alpine Linux and FreeBSD. |
19:49 |
iio7 |
Yet, these all use different versions of say "libjpeg8" for example. |
19:49 |
ElectronLibre |
Just in case, update, and compile. |
19:49 |
iio7 |
That's not gonna do it, packages will still be different. |
19:49 |
ElectronLibre |
So if it were two versions with a compatibility issue fixed later, then it's the only way you can fix it. |
19:50 |
iio7 |
What package are handling "decompressZlib"? |
19:50 |
ElectronLibre |
It's something like libzlib-dev I think.. |
19:51 |
ElectronLibre |
libbz2-dev maybe. |
19:51 |
est31 |
wtf, do these libraries really not interoperate between versions? |
19:51 |
Calinou |
zlib1g-dev? |
19:51 |
est31 |
how to browsers even work then??? |
19:52 |
ADFENO |
Hi everybody, I have a question regarding [give_initial_stuff] and [homedecor], how can I make a player receive a written book (from [homedecor]) when he joins the server? |
19:52 |
ElectronLibre |
est31: I don't have a clue, but I already saw that. |
19:53 |
ElectronLibre |
ADFENO, copy one of the lines in init.lua in give_initial_stuff, replace the itemstring with the book's one, and add homedecor as a dependency of give_initial_stuff in its depends.txt |
19:53 |
ADFENO |
I have tryied using Lua's long brackets to put the book-related stuff in a variable, but I don't know how to pass this variable to Minetest's :add_item. |
19:54 |
ADFENO |
Hm... |
19:54 |
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19:54 |
ADFENO |
Interesting.... |
19:54 |
iio7 |
Ok, I have libbz2-dev on version "1.0.6-7+b2", on the server, on one client it is "1.0.6-7+b3", and on another client "1.0.6-5", so they don't match exactly, but this should not cause a problem with serialization. |
19:54 |
iio7 |
Is it possible to disable compression on serialization? |
19:54 |
sfan5 |
zlib would matter more |
19:54 |
sfan5 |
and no, you can't disable it |
19:55 |
sfan5 |
actually you could with some hacks while staying compliant with other clients |
19:55 |
iio7 |
sfan5, I can't see zlib dependency on the wiki compile page. |
19:55 |
iio7 |
Only bz2 |
19:55 |
ADFENO |
Thank you very much. |
19:55 |
sfan5 |
someone must've forgot that |
19:55 |
sfan5 |
but minetest uses zlib |
19:55 |
iio7 |
On windows only I think. |
19:55 |
sfan5 |
uhhh |
19:55 |
sfan5 |
how would that work |
19:56 |
sfan5 |
it needs/wants to do compression on all platforms |
19:56 |
sfan5 |
also: |
19:56 |
iio7 |
Dependencies are list here: http://dev.minetest.net/Compiling_Minetest |
19:56 |
sfan5 |
"21:34:12: ERROR[main]: decompressZlib: inflate failed" |
19:56 |
sfan5 |
>decompressZlib |
19:56 |
iio7 |
No zlib on Linux. |
19:56 |
sfan5 |
(stefanstefan-pc) ~/minetest/bin % ldd minetest | grep z |
19:56 |
sfan5 |
libz.so.1 => /usr/lib/libz.so.1 (0x00007f6e4c666000) |
19:57 |
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19:58 |
ElectronLibre |
ADFENO, the red book's itemstring is homedecor:book_red for example : http://pastebin.ubuntu.com/11172250/ |
19:59 |
iio7 |
I have "zlib1g-dev" installed on the server, but it is not listed as a dependency on the wiki. |
19:59 |
iio7 |
Are the wiki outdated? |
19:59 |
ADFENO |
Yes... I do understand the itemstring... :D |
19:59 |
iio7 |
No, 16 feb 2015, last update. |
20:00 |
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20:00 |
ADFENO |
Howver I would like to give the player an already written book... :D |
20:00 |
ADFENO |
Well... |
20:00 |
iio7 |
But those are the exact same version on the different boxes. |
20:01 |
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20:01 |
ADFENO |
Perhaps I can give the player a LV music player (from [technic]) and insert the message in the first audio track. :D |
20:01 |
farfadet46 |
hello |
20:02 |
ElectronLibre |
ADFENO, well, then... Get a pointer to the itemstack of the book, open it's metadatas, and use the format from homedecor to pre-write in it. |
20:02 |
ElectronLibre |
And finally give the player the book. |
20:02 |
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20:04 |
iio7 |
Alright, I give up for now, I will make a github user and confirm the bug for now. |
20:04 |
Calinou |
iio7, did it for you |
20:05 |
iio7 |
Calinou, thanks |
20:05 |
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20:07 |
iio7 |
Calinou, I am wondering if this information if of any value, but our server gets connected to from outside our lan too by another family, also running different versions of minetest and distros etc., they have no problem connecting. When we use our clients to connect to public minetest servers, we too have no problems, only on LAN there is a problem. |
20:08 |
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20:08 |
est31 |
weird... |
20:08 |
est31 |
what might be a problem is the length |
20:09 |
est31 |
err |
20:09 |
est31 |
no |
20:09 |
est31 |
that doesnt have to be it |
20:09 |
iio7 |
Yes, very, I am running gigabit lan, I was just thinking that "speed" might be an issue for some reason. |
20:09 |
iio7 |
Sending receiving data quickly. |
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20:13 |
hoodedice |
hello hmmmmmm how ya doin? |
20:13 |
est31 |
bad internez I guess |
20:17 |
MinetestBot |
[git] est31 -> minetest/minetest: Fix build since last commit c297a75 http://git.io/vTJLV (2015-05-16T22:14:15+02:00) |
20:31 |
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22:12 |
MinetestBot |
[git] LeMagnesium -> minetest/minetest: Added hour:minute format to time command d647eaa http://git.io/vTJPE (2015-05-16T18:08:25-04:00) |
22:17 |
MinetestBot |
[git] LeMagnesium -> minetest/minetest: Added hour:minute format to time command f264212 http://git.io/vTJXL (2015-05-16T18:15:34-04:00) |
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23:06 |
MinetestBot |
[git] ShadowNinja -> minetest/minetest: Add core.get_dir_list 8f9af57 http://git.io/vTJdG (2015-05-16T18:33:22-04:00) |
23:06 |
MinetestBot |
[git] ShadowNinja -> minetest/minetest: Add core.request_insecure_environment() 6c06330 http://git.io/vTJdZ (2015-05-16T18:33:19-04:00) |
23:06 |
MinetestBot |
[git] ShadowNinja -> minetest/minetest: Add core.mkdir 05ab997 http://git.io/vTJdn (2015-05-16T18:32:37-04:00) |
23:06 |
MinetestBot |
[git] ShadowNinja -> minetest/minetest: Add mod security 3a8c788 http://git.io/vTJdc (2015-05-16T18:32:31-04:00) |
23:17 |
Pilcrow |
hello all. how do I make a duohedron in minetest? *trollface* |
23:23 |
sfan5 |
Pilcrow: maybe you noticed, i made a new build (partially because i saw someone[you] was in need of a new one) |
23:24 |
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23:25 |
Pilcrow |
oh, thanks sfan5. just wasn't sure what build to use for windows. I'm used to compiling my own in linux... :D |
23:25 |
Pilcrow |
and no, I didn't notice, but I'll go check it out. :) |
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23:29 |
MinetestBot |
[git] ShadowNinja -> Uberi/MineTest-WorldEdit: Fix existence check trying to open files for writing https:/ http://git.io/vTJNU (2015-05-16T19:27:27-04:00) |
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23:30 |
hmmmmmm |
yeah sorry guys |
23:30 |
Pilcrow |
sorry about what, hmmmmmm? |
23:30 |
hmmmmmm |
there was a gigantic hailstorm in my area, heavy weather causes my internet to bounce |
23:31 |
hmmmmmm |
i don't normally do that kind of crap |
23:31 |
sfan5 |
there's lots of other people parting an joining inbetween |
23:31 |
sfan5 |
you quitting once isn't an annoyance or anything like that |
23:34 |
Pilcrow |
ah, looks like hmmmmm has been signing in a lot today, according to the logs. no need to apologize though, mate. crappy internet happens to everybody once in a while... :) |
23:34 |
hmmmmm |
yeah but i see the people who do that and man is it annoying |
23:34 |
* Pilcrow |
just ignores it most of the time |
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23:38 |
Pilcrow |
!seen luizrpgluiz |
23:38 |
MinetestBot |
Pilcrow: luizrpgluiz was last seen at 2014-12-23 18:46:14 UTC on #minetest |
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23:42 |
Pilcrow |
wait... 2014? I think something's wrong with !seen ... |
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23:43 |
est31 |
!seen Pilcrow |
23:43 |
MinetestBot |
est31: pilcrow was last seen at 2014-02-21 08:36:06 UTC on #minetest |
23:43 |
Pilcrow |
lol |
23:43 |
Pilcrow |
that is definitely wrong... |
23:43 |
est31 |
~whois MinetestBot |
23:43 |
ShadowBot |
est31: MinetestBot, based on phenny (~MinetestBunaffiliated/sfan5/bot/minetestbot) has been on server holmes.freenode.net since 03:55 AM, May 01, 2015 (idle for 41 seconds) and is an op on #minetest. |
23:44 |
est31 |
sfan5, ^ |
23:47 |
MinetestBot |
[git] ShadowNinja -> Uberi/MineTest-WorldEdit: Use minetest.mkdir when available https:/ http://git.io/vTJxd (2015-05-16T19:46:33-04:00) |
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23:53 |
MinetestBot |
[git] ShadowNinja -> Uberi/MineTest-WorldEdit: Fix leaking {safe,check}_region https:/ http://git.io/vTJhU (2015-05-16T19:52:48-04:00) |