Time |
Nick |
Message |
00:03 |
|
dprc joined #minetest |
00:05 |
Putz3000 |
I would like to setup an in-house minetest server preferably running on my fedora Linux desktop system. Do I have to install a server install or just use the normal client install? |
00:06 |
est31 |
Putz3000, if you have X installed, a client install is ok |
00:06 |
est31 |
but if not, then you can go with a server install too |
00:06 |
est31 |
the only difference are the dependencies |
00:08 |
Pilcrow |
but if you do have a client, you can run it as a headless server anyway, by using 'minetest --server' |
00:09 |
Putz3000 |
minetest --server is command line command? |
00:09 |
ShadowNinja |
Putz3000: `minetest --server` is equivalalent to `minetestserver`. The seperate executable is just so that you don't have to install the Irrlicht library and all its dependencies to just build a server. |
00:11 |
Pilcrow |
so yes, it's a command-line option. --server will allow you to run a server in a terminal, without the need to 'log in' on the server computer. |
00:11 |
Putz3000 |
OK so if I am understanding correctly I can just install the normal client install and using it launch a server instance. That works for me because sometimes I will want to just play as client. Do I place mods in a different location so users connecting to the server can use them? |
00:11 |
LazyJ |
If setting-up to run Minetest 24/7, go with minetestserver. If setting-up to play at home with your kids after work and school, regular client minetest and starting a local server from the main menu is the way to go. |
00:13 |
LazyJ |
Mods - the Minetest "server" provides the mods to the "clients", so who ever connects doesn't have to preload anything but the engine. |
00:14 |
Putz3000 |
LazyJ: but where do I place/install the mods for the server to recognize them? |
00:14 |
Pilcrow |
same place as if you were using the server computer for a local singleplayer game. |
00:15 |
Putz3000 |
oh, in the .minetest/mods folder in my home folder then? |
00:15 |
Pilcrow |
yep |
00:15 |
LazyJ |
One of two places, either in the "mods" directory or in the ../worlds/yourworldsname/worldmods/ directory. |
00:16 |
LazyJ |
If using the /mods directory, you'll have to edit the world.mt file to activate each mod. |
00:16 |
MinetestBot |
[git] kwolekr -> minetest/minetest: Add -Wsign-compare for Clang builds and fix some signed/unsigned compiler warnings 11a96e4 http://git.io/vTUva (2015-05-16T20:15:03-04:00) |
00:16 |
MinetestBot |
[git] kwolekr -> minetest/minetest: SAPI: Accept either ARGB8 table or ColorString to specify colors fb36c47 http://git.io/vTUvV (2015-05-16T20:15:03-04:00) |
00:16 |
Putz3000 |
LazyJ: what would make me pick one over the other? |
00:16 |
LazyJ |
If using the ../worlds/yourworldsname/worldmods/, then just copying the mods into the worldmods directory is enough. |
00:17 |
Pilcrow |
the worldmods folder is seperate for each world. so you could have unique mods for each world. if you want a mod to be available in all your worlds, putting them in .minetest/mods will take up less space. |
00:17 |
LazyJ |
Bingo, what Pilcrow said. |
00:20 |
LazyJ |
For me, I put mods that I use in every world in the .minetest/mods directory. These are "utility" mods that don't add any blocks to the world but are useful tools. |
00:21 |
exio4 |
Pilcrow: hi |
00:21 |
LazyJ |
"WorldEdit", "Ambience", and "Unified Inventory" are examples of "utility" mods. |
00:21 |
exio4 |
Pilcrow: did you look at the paste |
00:21 |
LazyJ |
Then I use the ../worlds/yourworldsname/worldmods/ directory to put mods that are unique to that world. |
00:21 |
Pilcrow |
Putz3000: if you have the client installed on your computer already, I find the easiest way to set it up as a 'server' is to run it normally first, create a world (let's call the world 'flump' for this example), then configure it and sign into it once as singleplayer. then exit and run minetest --server --worldname flump |
00:22 |
LazyJ |
I have one world dedicated to only the Technic mod and its support mods. |
00:23 |
LazyJ |
So "Technic", "Mesecons", "Pipeworks", "MoreTrees", "PlantLife", "MoreOres", "Carts", and "MoreBlocks" go into the worldmods directory of that world. |
00:23 |
Pilcrow |
I tend not to use worldmods much at all... |
00:23 |
LazyJ |
Then for another world that is vanilla, I just use the utility mods in the ./minetest/mods directory. |
00:24 |
LazyJ |
For my mod testing worlds, I place the mod I'm testing in the worldmods directory. |
00:24 |
LazyJ |
Each mod has its own dedicated world so that other mods don |
00:24 |
Pilcrow |
and hello exio4. I did see the paste. looks like I was massively over-thinking it, last night... :P |
00:24 |
LazyJ |
don't interfere with the evaluation and testing of the mod. |
00:24 |
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00:24 |
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00:25 |
exio4 |
Pilcrow: yeah :p |
00:25 |
exio4 |
Pilcrow: was that lua code clear enough? I tried to keep it idiomatic on both sides |
00:25 |
LazyJ |
If you are setting up a world that has mods for little kids but want a world for the grown-ups to play in, then kiddie mods in the kiddie world and the more complex mods in the grownups world. |
00:26 |
LazyJ |
The more you use Minetest, the more you'll figure out and evolve your setup to suit your needs. |
00:26 |
Pilcrow |
exio4: yes, it was clear enough. your 'boilerplate' made me smile though; you know what you're doing, but its obvious that you don't use lua very often... ;) |
00:27 |
exio4 |
Pilcrow: I don't really know Lua |
00:27 |
Putz3000 |
Thank you all. I have copied/pasted this chat so I can study over it more as I try tackling this. On the surface it seems pretty straight forward overall. The real test I think will be if SELinux try's to interfere from a "locked down port" standpoint |
00:27 |
LazyJ |
Ok, done typing my wall-o-text. :)- |
00:27 |
Pilcrow |
heh |
00:27 |
Putz3000 |
:) |
00:27 |
exio4 |
Pilcrow: what'd the idiomatic way to do that kind of stuff? |
00:28 |
hoodedice |
. |
00:28 |
hoodedice |
sorry about that. bbl |
00:29 |
Pilcrow |
exio4: s/what'd/what's/ ? |
00:30 |
Pilcrow |
give me a sec. gotta find that paste again. |
00:30 |
exio4 |
what would be the idiomatic way to do that kind of stuff? *? |
00:35 |
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00:39 |
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00:40 |
Pilcrow |
exio4: well, for one thing, iterating through the numbers can be done much more simply with a for loop. http://dpaste.com/0CTAXKV |
00:40 |
exio4 |
lool |
00:40 |
exio4 |
you're so damn right |
00:41 |
exio4 |
Pilcrow: wait, does that work? |
00:42 |
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00:42 |
exio4 |
and,that gen function now is doing something unrelated |
00:42 |
exio4 |
for i = min, max do |
00:42 |
Pilcrow |
oh acually it should be this I think: http://dpaste.com/3X9MH0Q |
00:43 |
exio4 |
gen becomes completely useless in this specific program |
00:43 |
Pilcrow |
(this is untested code, lol. step is optional for a for loop) |
00:43 |
exio4 |
Pilcrow: I think that's wrong |
00:43 |
Pilcrow |
probably |
00:43 |
exio4 |
as it'll return the first function that _always_ returns i |
00:43 |
exio4 |
which will be min |
00:44 |
Pilcrow |
just a sec, I've gotta think about it a little |
00:45 |
exio4 |
gen is useless now, you can replace it and just pass it as parameter to the loop |
00:45 |
exio4 |
unles.. that's just a syntax rule |
00:46 |
Putz3000 |
Do I need to enable "public" under the server tab when launching a local server instance of the game? |
00:48 |
Pilcrow |
Putz3000: only if you want it to be listed on the public servers list. if you're just having family/friends connect to your IP, then no. |
00:57 |
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01:00 |
Putz3000 |
Pilcrow: great, thanks |
01:13 |
MinetestBot |
[git] ShadowNinja -> minetest/minetest: Fix current mod name change missed during rebase c00b681 http://git.io/vTUtt (2015-05-16T21:12:03-04:00) |
01:16 |
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01:21 |
Putz3000 |
sorry, another question. If I create a world can "creative" be toggled on/off for that world? |
01:23 |
LazyJ |
Not while the game is running. |
01:24 |
LazyJ |
If you use Unified Inventory, that mod adds the "creative" priv which you can grant and revoke on-the-fly but the creative priv isn't quite the same as creative-mode. |
01:24 |
Putz3000 |
LazyJ: but I could turn it on for a little bit and then when we were done using it I could shutdown, turn it off, and then relaunch the world correct? |
01:25 |
LazyJ |
In creative-mod you can break the hardest objects with your hand. With the creative priv you don't have to craft items. |
01:26 |
LazyJ |
Correct. "Creative" and "Enable Damage" can be toggled on/off and relaunch the game any number of times and combinations. |
01:26 |
Pilcrow |
well, exio4, I thought I understood it, but I still don't. apparently, minetest doesn't understand the code in your original paste either though; running your code as a mod's init.lua just returns 4 instances of 2500... O_o |
01:27 |
LazyJ |
Setup your Spawnbuilding (and other primary structures, roads, wayfindings, etc) in creative-mode then switch creative-mode off for gathering and crafting challenges. |
01:29 |
Putz3000 |
LazyJ: Spawnbuilding? - you are not referring to each players house/building but instead a central spawn point? |
01:29 |
LazyJ |
"Spawnbuilding" if you use a static spawn point. |
01:30 |
Pilcrow |
exio4: http://dpaste.com/2WDYTGM |
01:30 |
LazyJ |
It doesn't have to be a building but usually it is some sort of easily identifiable structure or spot. |
01:30 |
Putz3000 |
the Static spawn point would apply to all players correct? |
01:30 |
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01:30 |
exio4 |
Pilcrow: yes, it is a standalone lua script |
01:31 |
LazyJ |
Correct. A static spawn point would apply to all players unless overridden by a mod such as the new, default 'Beds' mod. |
01:32 |
Putz3000 |
LazyJ: I am using the beds mod. so the bed would override the static spawn point and not the other way around? |
01:32 |
LazyJ |
Correct. |
01:32 |
LazyJ |
Players have to "sleep" at least once for their individual spawnpoints to be set to the bed. |
01:33 |
LazyJ |
Just clicking on the bed isn't enough; night has to be changed to day (sleep). |
01:33 |
Putz3000 |
LazyJ: Have you every played with the teleporter mod? It sounded somewhat interesting |
01:33 |
LazyJ |
There are several teleporter mods. |
01:33 |
Putz3000 |
LazyJ: what config file do I need to edit for a static spawn point? |
01:33 |
LazyJ |
We use a combination of chat-command and push-button teleporter mods. |
01:33 |
Pilcrow |
exio4: lol I know. actually didn't realize until now that there's an actual 'lua' cli executable. |
01:34 |
LazyJ |
The static spawn point is set in the minetest.conf file. "minetest.conf.example" is the list of all the possible settings. |
01:34 |
Putz3000 |
LazyJ: the one I read about allowed you to create teleporter pads and program them with coordinates. then you just walk onto the pad & it teleports you to the pre programmed destination |
01:35 |
LazyJ |
If you use a static spawn point, go there first to make sure it is a safe landing spot. I recommend placing the actual spawn point one block higher so players don't materialize in the floor and make sure the spawn point is protected so no players can block it. |
01:36 |
LazyJ |
You can use multiple teleporting mods without affecting each other. |
01:36 |
LazyJ |
"Travelnet" is the most intuitive to use once set. |
01:37 |
LazyJ |
For more 'mystical' or sci-fi, the telepads (the mod you describe) fit the theme better. |
01:37 |
Pilcrow |
exio4: I just put your original paste into a test.lua file. this is my result: http://dpaste.com/2DE4PBF ... still not sure what it's supposed to do. I'm assuming not that. |
01:37 |
LazyJ |
TPR and Bookmarks are chat-based teleport mods. |
01:37 |
exio4 |
Pilcrow: do you understand what `count' does, now? |
01:38 |
LazyJ |
Chat-based teleporters can be used anywhere where teleport mods that require pads or booths have to be found by the players. |
01:38 |
Pilcrow |
nope. I assumed it would output different numbers. this just confused me more. |
01:38 |
LazyJ |
TPR allows players to teleport to each other. |
01:38 |
exio4 |
Pilcrow: do you have the link to the paste? :p |
01:38 |
Pilcrow |
http://dpaste.com/2YXM2KW |
01:38 |
LazyJ |
Bookmarks allows admins to set teleport locations that can be used by players. |
01:39 |
LazyJ |
Or you could grant players the "teleport" priv and they could teleport themselves anywhere. |
01:39 |
LazyJ |
That's not recommended if you are running a server with players you don't know and trust. |
01:40 |
Pilcrow |
exio4: oh, btw... one thing I actually _do_ understand is what idiv is supposed to do. idiv(x,2) can be replaced with math.floor(x/2) |
01:42 |
Putz3000 |
LazyJ: server is family based. how would I grant teleport for all players? I want to be able to go to their computer and quickly punch in their home base coordinates if they get lost |
01:42 |
LazyJ |
Add the teleport priv to the list of privs in the minetest.conf file. |
01:43 |
Putz3000 |
LazyJ: same type of thing if I want to allow flying? |
01:43 |
LazyJ |
Putz3000: default_privs = shout,interact,fast,fly,teleport |
01:44 |
LazyJ |
"no-clip" allows players to fly through solid objects. |
01:44 |
Pilcrow |
Putz3000: or, if you want to change privs for each player individually, you can do /grant playername teleport |
01:44 |
Pilcrow |
Putz3000: and /grant playername fly |
01:45 |
LazyJ |
As for "home base" coordinates, use the default "sethome" mod. |
01:45 |
Putz3000 |
LazyJ: so to default enable go to the config file and where it has default_privs just add the elements I want to allow? |
01:45 |
LazyJ |
Once a player has setup a home base, they type "/sethome" at their home base. |
01:45 |
Pilcrow |
Putz3000: that's right :) |
01:45 |
LazyJ |
To return to their home base they type: "/home". |
01:47 |
Putz3000 |
LazyJ: how does the engine know "/home" = what ever coordinate they started at or is that based on a static spawn point? |
01:47 |
LazyJ |
Unified Inventory uses two buttons, a red-arrow house for "sethome" and a green-arrow house to "gohome". It's sethome/gohome are independent and separate from the default sethome. |
01:47 |
LazyJ |
For each player, a player file is created that contains their inventory and last known location (coords). |
01:48 |
LazyJ |
Depending on the mod used, their "home" coords may be recorded there or in a single file that tracks the "sethomes" of every player. |
01:48 |
Putz3000 |
LazyJ: so really /home = either static spawn point or last place they slept (bed mod)? |
01:48 |
LazyJ |
Nope. |
01:49 |
LazyJ |
The static spawn point is a different location, the bed's spawn point different from that, and the sethome is yet another location. |
01:49 |
Putz3000 |
LazyJ: so will i find info on the wiki for the sethome command? |
01:50 |
LazyJ |
I don't know. I haven't looked at Minetest's wiki for a long time. |
01:51 |
LazyJ |
While in-game, type /help all to see a list of commands and a very brief description of them (usually just the syntax). |
01:51 |
exio4 |
grr |
01:51 |
Putz3000 |
OK - so how would I make sure each player is able to pick a "sethome" spot so they can easily teleport to it? |
01:51 |
exio4 |
Pilcrow: math.floor! I didn't know about it |
01:51 |
LazyJ |
Type: /help <command> for that specific command's info. |
01:51 |
Putz3000 |
LazyJ: OK. I can do that. thank you |
01:51 |
LazyJ |
Each player would have to "sethome" for themselves. |
01:52 |
exio4 |
Pilcrow: well, basically count, takes a function, and some data structure that can be iteratored over (like a range..) and counts how many elements match the condition, |
01:52 |
Putz3000 |
LazyJ: that I figured. Just wasn't sure if it was as easy and standing someplace and typing /sethome |
01:52 |
LazyJ |
If you are dealing with youngin's you might want to setup a teleporter at their homes for them. |
01:52 |
exio4 |
Pilcrow: I don't really know how to put this in a different way (things being the same is just because the functions happen to math nicely |
01:52 |
LazyJ |
Yup. Its just as easy as that. |
01:53 |
LazyJ |
Stand still, type /sethome and it's set for that player. |
01:53 |
Pilcrow |
exio4: what I'm really struggling to understand is what gen_ actually outputs.. |
01:54 |
exio4 |
oh |
01:54 |
exio4 |
it's an iterator |
01:54 |
Pilcrow |
is that a type of function? |
01:54 |
exio4 |
for x in gen_(max,min) do |
01:54 |
exio4 |
end |
01:54 |
exio4 |
is equivalent to |
01:54 |
exio4 |
uhh, wrong parameter order |
01:54 |
exio4 |
gen_(min,max) |
01:54 |
exio4 |
for x in min,max do |
01:54 |
exio4 |
end |
01:55 |
exio4 |
if I understand correctly |
01:55 |
exio4 |
Pilcrow: yeah, it's a bit weird, now that I look at it! |
01:57 |
Pilcrow |
'for x in min,max do' is different than 'for x = min,max do' ... I think the former will only perform the code twice (once for min and once for max), while the latter will iterate through all the in-between numbers. |
01:58 |
exio4 |
er, I don't know lua |
01:59 |
exio4 |
gen_ basically returns an iterator, from min to max, using a step = 1 |
02:01 |
Pilcrow |
I tried to plug in some different things, to understand it, but failed. print(count(f, {1,2,3,4,5})) is totally wrong (it expects a function), but print(count(f, function() return 1,2,3,4,5 end)) just freezes the interpreter. |
02:07 |
exio4 |
http://www.lua.org/pil/7.1.html Pilcrow |
02:13 |
exio4 |
Pilcrow: if count there had a type, it'd be something like |
02:13 |
exio4 |
count :: (a -> Bool) -> Iter a -> Int |
02:13 |
exio4 |
with `Iter a` being a function non-pure function like (() -> a) |
02:14 |
est31 |
-> is associative isnt it? |
02:15 |
exio4 |
I assumed (A -> B -> C) is (A -> (B -> C)) |
02:15 |
exio4 |
(note, thatg ((A -> B) -> C) is different) |
02:15 |
est31 |
ok |
02:15 |
exio4 |
it's right associativity |
02:16 |
exio4 |
I am also too used to currying, so nevermind |
02:16 |
exio4 |
A -> B -> C would be a function that takes an A, and returns a new function that'll take a new parameter B and and return a C |
02:16 |
exio4 |
in some kind of vague terms |
02:16 |
est31 |
yes |
02:16 |
exio4 |
A -> (B -> C) makes that clear |
02:17 |
est31 |
yes |
02:17 |
exio4 |
(A -> B) -> C takes a function from A to B and returns a C |
02:17 |
est31 |
yes |
02:17 |
|
est31 was kicked by ShadowBot: Message repetition flood detected. |
02:17 |
exio4 |
lol |
02:17 |
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02:17 |
est31 |
lol |
02:17 |
exio4 |
poor est31 :P |
02:18 |
est31 |
exio4, you are too right for ShadowBot. Make mistakes! |
02:18 |
exio4 |
wat |
02:18 |
exio4 |
which kind of mistakes |
02:18 |
est31 |
where I cant answer with "yes" |
02:19 |
exio4 |
lol |
02:19 |
est31 |
:) |
02:19 |
est31 |
restarting my KDE |
02:19 |
est31 |
(that ugly bug again ...) |
02:19 |
Pilcrow |
exio4: well. this is more advanced than I thought. even that explanation link doesn't make much sense to me. I feel stupid. I guess this is another of the many reasons I failed university... -_- |
02:20 |
exio4 |
don't worry, I am gonna fail too :D |
02:21 |
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02:21 |
exio4 |
Pilcrow: this is not that advanced, it's more like you have never wrote code that way, so it doesn't feel natural :p |
02:22 |
thefamilygrog66 |
has anyone else been successful getting kaeza's firearms mod to work with 0.4.12? |
02:25 |
Pilcrow |
thefamilygrog66: I've never tried it, sorry. I've got a custom spin of the old 'throwing' mod, and that's all I've ever needed for projectiles... :P |
02:25 |
exio4 |
Dan Grossman's course is prety good https://www.coursera.org/course/proglang |
02:25 |
exio4 |
http://courses.cs.washington.edu/courses/cse341/13wi/#lectures |
02:27 |
Putz3000 |
LazyJ: another Q (sorry): do I edit the mintest.conf file that is inside the worlds/<world name>/ folder that is inside the .minetest folder in my user folder? |
02:28 |
LazyJ |
Putz3000, no worries. ;) ./minetest/minetest.conf. |
02:29 |
LazyJ |
Only if you are getting really specific about a world do you get into stuff in the /worlds/yourworld/ directory. |
02:29 |
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02:29 |
thefamilygrog66 |
Pilcrow: thanks, it's odd - everything seems to work in it, though when I shoot mobs or other players, they don't take any damage at all. hopefully, it's just some minor tweaking... |
02:29 |
Putz3000 |
LazyJ: thats the folder inside my user home folder correct (linux user)? |
02:29 |
Putz3000 |
LazyJ: not inside of .bin or .var, etc |
02:29 |
thefamilygrog66 |
howdy lazy |
02:30 |
LazyJ |
Putz3000, afaik. I compile my Minetest clients as non-system wide. |
02:30 |
LazyJ |
Howdy, grog! Long time, no see ;) |
02:30 |
thefamilygrog66 |
Putz3000, do a Ctrl+H to show all the hidden folders within your home folder, and look in .minetest |
02:30 |
Pilcrow |
thefamilygrog66: do you have a link to it? If not, I can go find it myself; I'd like to poke around with it. :P |
02:31 |
thefamilygrog66 |
Pilcrow: Sure! https://forum.minetest.net/viewtopic.php?f=11&t=4562 |
02:31 |
LazyJ |
Putz3000, thefamilygrog66 has setup Minetest for "home" use with his family. He may have more insights to add. :) |
02:32 |
Pilcrow |
exio4: are those links just videos to watch and stuff to read, or would I have to somehow 'enroll' or something |
02:32 |
Pilcrow |
? |
02:32 |
thefamilygrog66 |
Howdy LazyJ, stopped into linuxgaming the other day |
02:32 |
Putz3000 |
LazyJ, thefamilygrog66: It sounds like its the folder I think it is. I edited it and I think it is working fine but I saw the user name I used listed inside the config file so that had me wondering if maybe there was another more system wide config file that I was missing. |
02:33 |
exio4 |
Pilcrow: e coursera link means you have to enroll, etc, but it's not needed, the second link gives you the lectures, all the content |
02:33 |
LazyJ |
I saw that. Sorry I could be around. I finally found a full-time job and it's kicking my butt; dead tired when I get home these days. |
02:33 |
exio4 |
Pilcrow: it's nice to take the course in the normal offerings because of the forums, though |
02:33 |
thefamilygrog66 |
Looks like Vanessa made my furniture all curvy! |
02:33 |
Putz3000 |
thefamilygrog66: basically LazyJ has been answering a ton of questions in an effort to help me setup a home server for the kids and I so we can play in the same world. |
02:34 |
thefamilygrog66 |
Oh, okay - you're all behind the same router? |
02:34 |
Pilcrow |
exio4: ah. I'll check it out, thanks. |
02:34 |
thefamilygrog66 |
Putz3000 ^^^ |
02:35 |
thefamilygrog66 |
brb |
02:35 |
exio4 |
Pilcrow: remember to do the homework! :p |
02:35 |
Pilcrow |
sometimes I wonder how much a certain medical condition actually affected my brain before I got it under control. I've passed out from lack of oxygen to the brain tens of times... that can't be good. I feel like I used to be smarter 5-6 years ago... :\ |
02:35 |
Putz3000 |
thefamilygrog66: yes. I want to run it on my fedora desktop and just fire it up in server mode for the kids and I from time to time. all in house, no public facing. |
02:36 |
LazyJ |
Putz3000, if you are starting the Minetest server from inside the client, then your name is added to the config file as the "admin" or "server-op"... the one Minetest is supposed to (cough, cough) obey. |
02:38 |
LazyJ |
So when you type /grant <playername> <privs>, those privs are given to that player. |
02:38 |
LazyJ |
Sort of like being the "root" in-game. |
02:39 |
LazyJ |
But if any other player, who doesn't have any special privs, tries to grant privs to themselves or others, it won't work. |
02:40 |
Putz3000 |
LazyJ: but once I launch it via command line the same config file should still be used correct? |
02:40 |
LazyJ |
Correct. |
02:41 |
LazyJ |
Once the Minetest server is running, log in and grant privs accordingly to yourself, the other "admins" (I recommend giving Mom high status) and then whatever privs you think the kids are ready for. |
02:41 |
Pilcrow |
LazyJ: just making sure, if you /grant someone the 'privs' priv, then they can use /grant to give it to others, correct? |
02:41 |
LazyJ |
Yup. |
02:42 |
exio4 |
good night |
02:42 |
LazyJ |
There is also "basic_privs" which only allows the player to grant or revoke interact, fast, and shout. |
02:42 |
Pilcrow |
bye exio4. sorry for being annoying, lol |
02:42 |
exio4 |
you aren't annoying |
02:42 |
exio4 |
duh :p |
02:42 |
Pilcrow |
eh. I just feel like it then. :P |
02:44 |
Pilcrow |
heh. don't set default_privs = privs :P |
02:44 |
Pilcrow |
of course, if you just did that, you'd have to /grant yourself interact... which would be really weird... :D |
02:50 |
LazyJ |
Putz3000, so when you are in-game, grant *yourself* all of the privs: /grant Putz3000 all |
02:51 |
LazyJ |
And then every time you add a mod, repeat the command to grant yourself any new privs that the mods may have added. |
02:51 |
LazyJ |
Also do this when updating the engine and game as good measure. |
02:52 |
Pilcrow |
thefamilygrog66: well, I poked into the firearms code, but can't figure out what the firearms.event.trigger function is supposed to do, so I don't know why it doesn't damage players/mobs. I tried but failed. sorry. :\ |
02:53 |
thefamilygrog66 |
Pilcrow, no prob - thanks for looking at it. I'll try to run into kaeza sometime soon and pick his brain. |
02:54 |
* thefamilygrog66 |
really needs to learn meshnodes... |
02:55 |
* Pilcrow |
needs to as well... |
02:55 |
thefamilygrog66 |
my own mods are using them now, or at least forks of them are, haha |
02:56 |
thefamilygrog66 |
I have to admit that the sofas look pretty slick with their curves and all now. |
02:56 |
Pilcrow |
^ it would help if I could get Blender working, but it's nearly impossible in this old, outdated distro. every package I install needs to be manually compiled, and there are a LOT I need for blender; it's just kind of a dependancy nightmare... -_- |
02:57 |
thefamilygrog66 |
yikes, which distro are you using Pilcrow? |
02:57 |
LazyJ |
Any forum posts on creating meshnodes in Blender yet? |
02:57 |
thefamilygrog66 |
LazyJ, I haven't checked, to be honest |
02:58 |
LazyJ |
Also, is there a setting to prevent Irrlicht from listing, in the logs' startup, every single meshnode loaded? |
02:58 |
thefamilygrog66 |
the first time I actually saw them being used on my lrfurn mod was when I was on your server recently |
02:58 |
thefamilygrog66 |
no idea |
02:59 |
LazyJ |
That list of meshnodes does me no good. I need the log info before and after. |
02:59 |
thefamilygrog66 |
Is minetest itself generating the list? |
03:00 |
thefamilygrog66 |
or irllicht |
03:00 |
thefamilygrog66 |
*irrlicht |
03:00 |
LazyJ |
idk. |
03:00 |
Pilcrow |
thefamilygrog66: I'm using an old 32-bit version of Chakra Linux (originally forked from arch)... the repository doesn't exist any more. It would be completely useless, if Arch and its derivatives weren't so good at building packages. I really need to just re-do this computer entirely, but I have no available backup medium right now, and no money to get one, so I'd lose a lot of stuff... |
03:02 |
thefamilygrog66 |
ah, I haven't heard of chakra. |
03:05 |
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03:09 |
thefamilygrog66 |
LazyJ: Vanessa made a script to import nodeboxes into blender: https://forum.minetest.net/viewtopic.php?p=159252 |
03:11 |
LazyJ |
Thanks, thefamilygrog66 ;) |
03:12 |
LazyJ |
I'm going to have to spend a lot of time on YouTube learning how to use Blender. |
03:12 |
LazyJ |
Too many irons in the fire, as always... as always. |
03:13 |
Pilcrow |
thefamilygrog66: do you know the difference between a fixed-release model and rolling-release? as an example, Ubuntu is fixed-released and Arch proper is rolling-release. Chakra is one of the few existant 'semi-rolling' distros; it takes the rolling principle of Arch, but freezes and bugfixes the core libraries such as the kernel, sound server etc. while updating the higer-level packages (what most people would refer to as 'applic |
03:14 |
Pilcrow |
^ this allows it to be more up-to-date than, say, ubuntu, while being more stable than Arch. I think it's the best of both worlds. |
03:15 |
Pilcrow |
the reason _my_ install is so outdated, is because I haven't used this computer in years, but recently switched back to it after my other one started getting some major heat problems... :P |
03:16 |
Pilcrow |
s/core libraries/core packages/ .... the kernel isn't a library, lol |
03:18 |
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03:18 |
Putz3000 |
LazyJ: OK, on the surface it looks like it will work or at least I appear to have a decent working start on this. I was able to connect from my laptop to the box running as a server and I spawned in the exact spot I had logged out of when I first created the world via gui application. |
03:19 |
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03:19 |
LazyJ |
Putz3000, that's a good start. \o/ |
03:20 |
LazyJ |
Keep an eye on the minetest.conf file after a few starts and shutdowns. |
03:20 |
Putz3000 |
LazyJ: next question, is there any way to make my home world or server show up or be able to join simply by entering the world name on the remote client? currently you have to know the physical IP address of the server |
03:20 |
Pilcrow |
honestly, Ubuntu is a bit of a bad example anyway, as fixed-releases go. it's based on an unstable branch of debian, so when it freezes the development, it freezes with bugs intact. that's one of the biggest reasons I hate ubuntu; it tries to be a figurehead to non-linux users, but it provides them with a system that's sometimes even buggier than windows. thus, linux is seen as a 'toy', incapable of 'real' work, by the majority of |
03:20 |
Putz3000 |
LazyJ: why, something undesirable might happen in the config file? what should I look for? |
03:20 |
LazyJ |
Minetest adds things to the minetest.conf file if you toggle something in the menu or change a setting in-game. |
03:21 |
LazyJ |
Also it's a good idea to leave notes for yourself when and what settings you manually change in minetest.conf. |
03:22 |
LazyJ |
Minetest's documentation is scattered and to sparten to make heads or tales of. Shear trial-and-error is often what it takes. |
03:23 |
LazyJ |
Setup a domain name for your intra-net and use that instead of the IP (I haven't done that myself yet so I don't know how). |
03:23 |
Pilcrow |
heh. guess I got a little ranty. just proves I love Linux though... :P |
03:23 |
Putz3000 |
Pilcrow: that would explain why one release of Ubuntu seems good and stable and the next release things are broken that was previously just fine. very frustrating. I also feel they have ditched the desktop but can't publicly say or do so...at least not at this time. Their quality control sucks and they seem to not be putting any effort into applying known fixes for some things that are well known and documented issues. |
03:24 |
LazyJ |
If you in-house server is the only one the family computers connect to to play Minetest, just logging in once is all you'll need. |
03:24 |
LazyJ |
Minetest will keep that connection info in the client's minetest.conf files. |
03:24 |
Putz3000 |
LazyJ: thats right (domain). Crap, I should have realized that - I work around networking. Personally I think it would be easier to give my box a static IP and then save it in the clients list :) |
03:25 |
LazyJ |
If they start hopping around to Minetest servers online, those will be kept in another file and show-up in the server list. |
03:25 |
Pilcrow |
Putz3000: yeah, I feel ubuntu has its reputation because it _used_ to be good. imho, though, it started going downhill way back in 8.10... |
03:25 |
Putz3000 |
LazyJ: does the minetest.conf file respect # as a REM statement so I can place notes in the file without triggering an error message? |
03:26 |
LazyJ |
Static IP, save in clients list... workable solution. |
03:26 |
LazyJ |
Yup. "#" to comment out stuff in minetest.conf. |
03:27 |
LazyJ |
Works in the world.mt and client list too. |
03:27 |
Pilcrow |
Putz3000: 8.4 was great. 8.10 had some annoying bugs but mostly worked. then 9.4, 9.10, 10.4, and 10.10 were all complete trash. I stopped checking after that. |
03:27 |
Putz3000 |
Pilcrow: I started noticing issues that really bugged me (could be old age too though) around the 9.10/10.10 range and of course Unity just tipped it for me. the very locked down nature of unity seems to defy free as in freedom. |
03:28 |
Pilcrow |
Putz3000: if you don't mind my asking, what distro do you prefer? |
03:29 |
Putz3000 |
Pilcrow: I have largely been a ubuntu or ubuntu based user with eOS being the most recent. Sadly mostly because I hated RPMs with a passion and loved command line apt-get. but I am honestly thinking fedora may have finally won me over. And RPMs have come a long way from where they used to be. |
03:31 |
Putz3000 |
Pilcrow: lol, didn't see Q until I had already posted. I am currently using fedora 21 Workstation and am thinking I am largely enjoying it. not a fan of how comlicated it is for nvidea driver but otherwise seem pretty good. I recently looked at openSUSE again and after changing file formats from default it wasn't too bad but still just didn't sit right with me. on the debian/Ubuntu side I don't mind Mint but liked |
03:31 |
Putz3000 |
aspects of eOS (elementary OS). but I am thinking I may stay fedora |
03:31 |
Pilcrow |
I definitely have a thing for semi-rolling distros, as the only ones I know of are also my favorites. I love MEPIS (a semi-rolling debian stable; hasn't been updated in a while), PCLinuxOS (a semi-rolling Mandriva; some stability issues last time I tried), and Chakra (a semi-rolling Arch; has been perfect for me, if kept up-to-date)... :) |
03:32 |
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03:33 |
Putz3000 |
Pilcrow: I haven't messed with any of those I think. had never heard of Chakra until you listed it in irc earlier. PCLinuxOS I have heard of...I think I lightly looked at it once long time ago but that was it. have never personally played with rolling releases although thought about. have hung back because if ubuntu breaking things that were broke the last time bugged me I was afraid a rolling release would potentially |
03:33 |
Putz3000 |
be worse |
03:35 |
Putz3000 |
Ok guys, I have to run out for a bit so I am shutting down irc for now. thank you all for the help, suggestions, and conversation. my experience in this channel has probably been one of the best in years. |
03:37 |
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03:38 |
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03:38 |
Pilcrow |
heh. it's nice when you can have fun conversations on here. Putz3000 seems pretty cool. :) |
03:39 |
Pilcrow |
that Pilcrow guy, though, he's just fricking annoying. :P |
03:41 |
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03:42 |
LazyJ |
Hehehe... the channel was spared only a couple of my walls-o-text and Putz3000 survived. :0) |
03:43 |
LazyJ |
Yeah. Nice to have a civilized and friendly conversation. |
03:43 |
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03:44 |
Pilcrow |
LazyJ: it would seem you and I are both 'walls of text'-type people... ;P |
03:53 |
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04:02 |
Pilcrow |
I hope I can catch luizrpgluiz tomorrow; he was trying to figure out how to generate a tree, so I created a simple example mod for him (using the set_node() method)... |
04:03 |
Pilcrow |
^ https://github.com/Pilcrow182/alien_trees :P |
04:03 |
VanessaE |
Pilcrow: he's trying to figure out how to place a tree (by whatever method) with biome capability -- without relying on a third-party mod |
04:04 |
VanessaE |
and he can't use the engine's deco system (no l-system support yet) |
04:04 |
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04:06 |
Pilcrow |
VanessaE: ah, ok. guess my example is useless to him then. oh well; it only took 10min to throw together anyway... :P |
04:06 |
VanessaE |
heh |
04:06 |
VanessaE |
99 cobble says he looks at your code and *still* doesn't understand how to do it :) |
04:07 |
Pilcrow |
heh |
04:07 |
Pilcrow |
99 cobble, huh? :P |
04:07 |
VanessaE |
I'ma cheapskate :D |
04:07 |
VanessaE |
I'm a* |
04:08 |
Pilcrow |
so, is he trying to get minetest to make trees on_generated, but obey some biome properties directly, instead of by node name? |
04:08 |
MinetestBot |
[git] kwolekr -> minetest/minetest: Add optional buffer param for bulk data array writes in Lua 3ffb5f5 http://git.io/vTUzz (2015-05-17T00:07:45-04:00) |
04:08 |
MinetestBot |
[git] kwolekr -> minetest/minetest: Noise: Fix interpolation at negative coordinates 28b2476 http://git.io/vTUzg (2015-05-17T00:04:51-04:00) |
04:10 |
Pilcrow |
^ 0_o I didn't know interpolation was even broken at negative coords... :P |
04:13 |
Pilcrow |
VanessaE: there's probably better ways to make a simple tree than my example anyway. I'm not a big fan of scematics, and L-System is for big complicated things, but I'm thinking VM could be used for tree-generating... |
04:14 |
VanessaE |
actually set_node() is the simplest way really |
04:14 |
Pilcrow |
yeah? |
04:14 |
VanessaE |
yeah. slowest, of course, but simplest |
04:14 |
VanessaE |
VM would be faster for this, but harder for him to understand, I think |
04:15 |
VanessaE |
the really tricky part of course is deciding just where to actually put the structure |
04:15 |
VanessaE |
terrain evaluation and biome control is Hardâ„¢ |
04:16 |
VanessaE |
(particularly if you wanna do it fast and do so after core mapgen runs) |
04:17 |
Pilcrow |
yup yup. vm would be harder for me, too; I only have a tentative grasp on vm, really. I can make a simple lua landgen, but haven't actually figured out how to shift it up/down to create things like foatlands, nether, etc... :P |
04:18 |
Pilcrow |
^ not that it's particularly complex. I've just never devoted much time with it... heh |
04:19 |
Pilcrow |
s/with/to |
04:19 |
VanessaE |
ditto. I've only ever looked into VM's once, and that was when there was an engine glitch that caused snow mod to not work alongside plants_lib many months ago |
04:20 |
VanessaE |
and then, I didn't really look into it enough to learn much :P |
04:21 |
Pilcrow |
heh. yeah. I still wonder if using vm to alter a 1x1 area (i.e. a single node) would be faster or slower than using set_node() |
04:21 |
hmmmmm |
why don't you like schematics? they were basically made for trees |
04:24 |
Pilcrow |
hmmmmm: I don't know, really. I guess mostly because the official minetest ones are compressed, or binary or something, instead of text... I liked using the old .we files, where I could easily alter a schematic with sed... but I never used those for trees, either... :P |
04:25 |
hmmmmm |
for what it's worth, you can just define them in lua |
04:26 |
hmmmmm |
check this out: https://github.com/paramat/biomesdev/blob/9b1a4b8d1d6253736f60df916f1f6219405239ad/tree.lua |
04:26 |
hmmmmm |
you can also translate an .mts file into the text for a lua table in that format |
04:28 |
Pilcrow |
hmmmmm: alright then. I suppose I misspoke; I don't particularly dislike them, I just don't use them because they were just never very high on my priorities for figuring out. |
04:29 |
hmmmmm |
if you want to add some kind of bulk nodes very quickly, you should try to learn more about schematics |
04:29 |
hmmmmm |
it's worth it because you can do things with schematics you cannot do with anything else |
04:30 |
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04:32 |
Pilcrow |
Alright, hmmmmm. Thanks for the tip! I'll probably figure them out eventually; I do have a few home-spun mods that do that kind of thing, so it would probably be worth it to learn... :) |
04:34 |
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04:34 |
* Pilcrow |
idly wonders if there will ever come a point where there's nothing left to learn about minetest... :P |
04:35 |
Pilcrow |
^ if that ever happened, though, I'd probably get bored of it. or contribute to core development. yeah, not very likely I'll reach that point... :P |
04:36 |
hmmmmm |
it's unfortunate to say, but the only ones who actually understand what's going on are the core developers |
04:38 |
hmmmmm |
it's ironic, because the original selling point for the lua api was that it was "sinfully easy" |
04:38 |
hmmmmm |
well, sinfully easy didn't scale up :p |
04:41 |
Pilcrow |
well, lua has a shallow learning curve, but even it can get complicated. not to mention the extra core functions that are able to be called from lua. with schematics, vm, etc... I feel like I'm getting to the complicated parts of modding now... :P |
04:42 |
hmmmmm |
the voxelmanipulator in particular exposes some internals of minetest out of necessity you might not have known about |
04:46 |
Pilcrow |
yeah, I've already seen how useful it can be... it's definitely something I'm trying to get better with. some day I may make a vm clone of paramat's -old- floatlands (the ones in which the islands were small and sort of oval-shaped, and made entirely of floatstone and floatsand with a little mese and float-crystal rarely mixed in)... I really miss that old mod... but it was HORRIBLY slow... :D |
04:47 |
Pilcrow |
and yes, I know he expanded floatlands and made them vm-based later, but I miss the island shape, etc. of floatlands ~2.0 :P |
04:47 |
hmmmmm |
it might seem to people like i don't really do anything for minetest, but i'm trying pretty hard to make mods fast |
04:48 |
hmmmmm |
it's all behind the scenes |
04:51 |
Pilcrow |
hmmmmm: if people feel like you don't do much, it's probably because most minetest users stick to the lua-side and sort of ignore the core developers. sad, but true... I've seen some of the awesome things you've put work into, at least. I'll often watch the engine commits just to see what new features get added, lol. |
04:51 |
VanessaE |
we know you're working hard on it |
04:51 |
VanessaE |
it's just that there are tons of visible, user-facing issues that need dealt with, and not enough people to work on them |
04:52 |
Pilcrow |
VanessaE: like that entity ghosting bug that keeps showing up, getting squashed, and coming back? :P |
04:53 |
VanessaE |
Pilcrow: well I wasn't thinking of that, specifically. |
04:53 |
VanessaE |
what's needed right now, imho, is a bug-squashing period - almost like a feature freeze prior to a release, but without the release. Something that goes on for weeks and weeks |
04:54 |
VanessaE |
after which normal dev continues. |
04:55 |
Pilcrow |
VanessaE: maybe, but there are always so many new feature requests, if all the devs decided to do that, the requests would build up to daunting levels, wouldn't they? |
04:55 |
VanessaE |
some might say that such requests already *are* at "daunting" levels |
04:55 |
hmmmmm |
there is an incredible amount of technical debt |
04:56 |
hmmmmm |
nobody is going to work on that however, it's not scratching their own itch and it's not fun |
04:56 |
VanessaE |
exactly. |
04:56 |
VanessaE |
however: |
04:56 |
hmmmmm |
this is what happens when your developers are all volunteers |
04:56 |
hmmmmm |
I at least tried something by adding unit tests |
04:57 |
VanessaE |
wouldn't scratching one's own itch also include making sure that your code is bug-free, seeing as how you would theoretically also experience the same bugs as the average users do? |
04:57 |
VanessaE |
(not you personally, hmmmmm) |
04:57 |
hmmmmm |
you'd freaking expect that to be the case! |
04:57 |
hmmmmm |
but evidently not |
04:58 |
VanessaE |
unit tests are good |
05:01 |
Pilcrow |
then again, how often do most core developers get the chance to just play for recreation (i.e. not testing new stuff)? I know even for me as a mod programmer, probably 70% or more of my 'minetest time' is either spent making new code, or testing new code. I kind of forget about the older mods, until something goes horribly wrong... and that's just lua-side... |
05:02 |
VanessaE |
it's about the same for me |
05:02 |
VanessaE |
70-80% of minetest time spent in code instead of in-game just playing |
05:03 |
Pilcrow |
btw, hmmmmm, your unit tests do seem to be helping people though. just so you know. just a day or two, someone on here was using them. (est31 I think?) |
05:03 |
Pilcrow |
* a day or two ^[ago] |
05:05 |
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05:09 |
hmmmmm |
cool |
05:12 |
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05:12 |
MinetestBot |
[git] paramat -> minetest/minetest: Mapgen v5/v7: Detect sandstone, enable sandstone brick dungeons c0edb8e http://git.io/vTUwX (2015-05-17T06:07:39+01:00) |
05:13 |
Sinkidonk |
can anyone show me a example of how I can use the texture colorize? I try but I don't know what format they what me to use for the color. |
05:18 |
Sinkidonk |
is anyone on at this late at night? just what to know before I wait hear for to long thinking someone listening. |
05:19 |
Pilcrow |
hello Sinkidonk |
05:20 |
Sinkidonk |
ok people are on this late at night |
05:20 |
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05:21 |
Pilcrow |
Sinkidonk: it's usually kind of slow at this time of night, but minetest has users and developers from all over the place, so there's usually at least -some- people in here... :) |
05:21 |
Pilcrow |
Sinkidonk: I've never used colorize before, but this might help: http://dev.minetest.net/texture |
05:22 |
Pilcrow |
looks like textures can be colorized with #RGB, #RGBA, #RRGGBB, #RRGGBBAA |
05:22 |
Zeno` |
or a named colour |
05:23 |
Sinkidonk |
yea that look like it will help me at the very least I now know the format that they me to use |
05:24 |
Pilcrow |
^ Zeno` would probably know more about it than me. but glad we could help! :) |
05:25 |
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05:25 |
Pilcrow |
btw, hello Zeno`! didn't see you sign in, as I was busy typing! :P |
05:26 |
Zeno` |
hi :) |
05:27 |
Pilcrow |
Zeno`: how are you this fine day? (irony: it is neither fine nor day where I am; it's a stormy night, lol) |
05:27 |
Zeno` |
haha, |
05:28 |
Zeno` |
I'm tired but ok :) |
05:28 |
Zeno` |
3:28PM here btw :P |
05:28 |
Zeno` |
and kind of drizzling rain |
05:30 |
Pilcrow |
ah. 12:28AM here and I will be going to bed in about an hour. I'm uh-mur-u-kin, lol. |
05:31 |
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05:31 |
Pilcrow |
hello again Putz3000! |
05:31 |
Putz3000 |
Hello |
05:32 |
Pilcrow |
Putz3000: how are you this [fine|stormy] [day|night]? :P |
05:32 |
Putz3000 |
another question or two :) I edited the minetest.conf file and added the default_priv command that I thought included home but the only user that can use /sethome is my login. Is this a Mac issue you think I need to edit the file differently? |
05:33 |
Putz3000 |
Pilcrow: night would be wet/rainy but a little calmer than earlier :) |
05:33 |
Pilcrow |
lol |
05:36 |
Pilcrow |
Putz3000: as far as I knew, anyone could use /sethome... but I'm not really the person to ask, as I use a mod that does it for me with buttons in my inventory. |
05:37 |
Pilcrow |
^ speaking of which, weren't you going to check out Unified Inventory? I think it has sethome/gohome buttons, as well... |
05:38 |
Sinkidonk |
well thank you Pilcrow, and Zeno for the help would mine if I added your irc names to my mod basically saying thank for showing me that resource |
05:38 |
Putz3000 |
Pilcrow: bummer :) thanks though. I also have to find out how to submit bug stuff for the Mac builds. I am hoping it plays well enough because most of the machines in the house are iMac's including two really old ones. |
05:38 |
Zeno` |
in default game you need the "home" priv |
05:39 |
Zeno` |
Sinkidonk, what does your priv line look like? |
05:39 |
Putz3000 |
Pilcrow: I did grab and play around with Unified Inventory. It's OK but I think I largely prefer not using it. I don't like everything it does to the inventory window. I also think I lose the purpose of the game if I have everything unless I am only trying to build with it. I know, I am weird. |
05:40 |
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05:40 |
Zeno` |
anyway, just add ,home to it |
05:40 |
Pilcrow |
Sinkidonk you can add me if you want, but all I did was show you a link. honestly, if it weren't for dev.minetest.net, I probably wouldn't even understand how to mod... ;) |
05:41 |
Putz3000 |
Zeno: How do I enable that on a server instance? I edited the minetest.conf file in the worlds folder and added a default_priv line that included it but it only works for my login not the other users connecting remotely. |
05:41 |
Zeno` |
and don't paste your password here if you do happen to paste the line in auth.txt lol |
05:41 |
Putz3000 |
can I login and just do a /grant <user name> home or something like that? |
05:42 |
Zeno` |
you can do it that way, sure |
05:42 |
Sinkidonk |
yep that will work |
05:42 |
Putz3000 |
Zeno: is there a better or easier way? |
05:44 |
Zeno` |
yeah |
05:44 |
Zeno` |
well.. you can add default_privs = interact, shout, home to minetest.conf |
05:44 |
Pilcrow |
Putz3000: Honestly, I agree with you about Unified Inventory. I never did like it much. I use Zeg9's Inventory++, because it's mostly like the default but can have 'plugin' mods for doing more stuff. It doesn't get updated very often, though... |
05:45 |
Zeno` |
if you do it that way everyone will have the "home" priv automatically |
05:45 |
Zeno` |
(except for existing users I think) |
05:46 |
Zeno` |
(for existing users edit auth.txt and change :shout,interact: to :shout,interact,home:) |
05:46 |
Pilcrow |
^ ah. yeah. users that already exist won't be granted the new privs. default_privs only affects -new- players |
05:48 |
Putz3000 |
actually I just looked at my config file and I guess I included everything EXCEPT home. So I killed the server, edited the file and relaunched the server. My guess is it will work now |
05:48 |
Putz3000 |
OK, time for a father & daughter test run with this thing. see you all later. |
05:48 |
Pilcrow |
Putz3000: for future reference, Krock's mod-searcher is awesom for finding mods that people mention on irc by name. http://nimg.pf-control.de/MTstuff/modSearch.php |
05:49 |
Pilcrow |
*awesome |
05:49 |
Putz3000 |
cool. thank you. |
05:49 |
Pilcrow |
np. have fun with your daughter! :) |
05:50 |
Zeno` |
bye |
05:50 |
Putz3000 |
will do l8tr |
05:51 |
Pilcrow |
does anyone else use inventory++ any more? I feel like it's gotten almost completely eclipsed by unified inventory... :P |
05:52 |
Zeno` |
no, but I use Zeg9's craft guide |
05:54 |
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05:55 |
Pilcrow |
yeah? I always thought ui had a better craft guide... at least the nodes are easier to search for. but I like the look and feel of i++ more, and it's easier to expand/customize... |
05:55 |
Pilcrow |
I just wish someone would split ui's craft guide and node searching into a i++ plugin. I'd do that myself, but figuring out other peoples' formspecs makes my brain hurt :D |
05:56 |
Zeno` |
When my server was new I really wanted things as lightweight as possible |
05:56 |
Zeno` |
formspecs are fugly |
05:58 |
Pilcrow |
I don't care much about making things lightweight, but I want them to -feel- lightweight and easy to manage. I get why people like ui, but it feels big and clunky to use, for me... |
05:59 |
Pilcrow |
^ not that it's badly coded, at all. just not to my taste. |
06:02 |
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06:02 |
Pilcrow |
really, I just wish zeg9's craft guide had a text search box, for finding a node by description or node-name, similar to the one in unified inventory. that's the only thing I really feel is missing. |
06:03 |
Pilcrow |
instead, I've gotta flip through 10+ pages of nodes to find the one I'm looking for. which becomes even worse if I'm trying out a new texture pack or something and don't actually know what the node I'm searching for -looks- like... :P |
06:11 |
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06:11 |
thecatplayer |
hello? |
06:12 |
thecatplayer |
how does this work? |
06:12 |
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06:14 |
hmmmmm |
oh god i am not good with computers how did i get here |
06:15 |
Pilcrow |
heh |
06:15 |
Pilcrow |
I was busy with something |
06:16 |
Pilcrow |
irc is kind of hard to stumble upon by accident... :P |
06:18 |
* Pilcrow |
wishes there were such a thing as voice-over-irc... :P |
06:18 |
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06:20 |
Sinkidonk |
I guess it somewhat easy if there was a link to the irc |
06:21 |
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06:25 |
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06:26 |
Pilcrow |
Sinkidonk: well, I suppose so, but in order to stumble into here by accident, you'd have to navigate to the minetest website, click/hover-over community, click IRC, and click #minetest... not to mention the fact that if someone was 'not very good with computers', they probably won't have heard of minetest. which makes me wonder how they'd stumble into the main site in the first place... :P |
06:26 |
Pilcrow |
btw, hello RBA |
06:28 |
Pilcrow |
haha. someone actually attempted to make a voice-over-irc... http://ecc-comp.blogspot.ca/2014/09/b64oirc-base64-over-irc.html |
06:30 |
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06:30 |
Sinkidonk |
that is a good point |
06:36 |
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06:41 |
Pilcrow |
time for me to go to bed. have a great [day|night] everyone! o/ |
06:42 |
Sinkidonk |
yep night |
06:52 |
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07:47 |
Krock |
4 people on the forum have their birthday and the youngest is th only with more than 0 posts. |
07:48 |
Krock |
somehow strange |
07:52 |
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08:04 |
MinetestBot |
[git] kwolekr -> minetest/minetest: SAPI/Noise: Add PerlinNoiseMap:getMapSlice() function 4c9a8a9 http://git.io/vTTeO (2015-05-17T04:04:17-04:00) |
08:18 |
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08:43 |
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08:43 |
Matsetes |
Hi! |
08:43 |
Matsetes |
Is there any mod that adds something like barrels but pipeworks compatible? |
08:46 |
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10:29 |
Megaf |
Hi all, what is this Initialising Nodes? |
10:29 |
Megaf |
Why does it take so long? |
10:34 |
Matsetes |
Dunno, but charging a world is so long... |
10:34 |
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11:05 |
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11:09 |
est31 |
jin_xi, you might want to talk to RealBadAngel. |
11:09 |
RealBadAngel |
bout what? |
11:09 |
est31 |
irrlicht particles |
11:10 |
est31 |
https://github.com/obneq/minetest/tree/scenenodeparticles |
11:10 |
RealBadAngel |
i wasnt playing with particles at all |
11:10 |
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11:10 |
est31 |
do you know who could help? |
11:11 |
RealBadAngel |
no idea. but whats the problem anyway? |
11:11 |
est31 |
I think jin_xi wants feedback about the general approach of their changes |
11:12 |
est31 |
jin_xi you should update the existing PR, thats better than opening a new one. A new pr is ok if discussion starts to get too long. |
11:12 |
est31 |
https://github.com/minetest/minetest/pull/2587 |
11:13 |
est31 |
RealBadAngel ---> http://irc.minetest.ru/minetest-dev/2015-05-16#i_4251981 |
11:14 |
jin_xi |
better look here https://github.com/obneq/minetest/tree/scenenodeparticles than that PR for now |
11:14 |
jin_xi |
can a PR be updated to use a different branch? |
11:14 |
est31 |
no |
11:14 |
est31 |
but you can set the branch to the content of the other branch |
11:15 |
est31 |
you will have to update it every time you do changes on the original branch |
11:15 |
est31 |
but will work |
11:15 |
jin_xi |
what a mess |
11:15 |
est31 |
why not use the original branch? |
11:15 |
jin_xi |
was checking out different approaches |
11:16 |
est31 |
and you want feedback which one to use? |
11:16 |
est31 |
or have you already decided on one |
11:18 |
technomancy |
has anyone worked on modding digilines LCDs to allow two of them to work side-by-side? |
11:18 |
technomancy |
the limitations of 12x5 chars are pretty >_< |
11:23 |
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12:03 |
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12:21 |
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12:22 |
YuGiOhJCJ |
hello, do you see why my seeds give a bad result on this part of my dirt ? http://yugiohjcj.free.fr/minetest-seed.png |
12:25 |
est31 |
YuGiOhJCJ, its because of a shadow in the air |
12:26 |
est31 |
update to latest git, that bug got resolved since 0.4.12 |
12:26 |
est31 |
you'll still have to remove the existing shadow though |
12:26 |
est31 |
this can be done with worldedit |
12:26 |
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12:27 |
est31 |
select the area and then do //replace air air |
12:27 |
Krock |
(best is when you do this when the wielditem gets bright again) |
12:28 |
Krock |
(fly up) |
12:29 |
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12:36 |
YuGiOhJCJ |
worldedit ? you speak of this project ? http://www.enginehub.org/worldedit |
12:38 |
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12:40 |
YuGiOhJCJ |
hmm... maybe this : https://forum.minetest.net/viewtopic.php?id=572 |
12:41 |
est31 |
yes |
12:56 |
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13:07 |
YuGiOhJCJ |
OK the MOD is installed and now I am able to type commands like "/help /copy" so it seems to work but I don't see the WorldEdit GUI in my inventory pressing the "i" key... Is it normal? |
13:10 |
Krock |
!mod worldedit |
13:10 |
MinetestBot |
Krock: WorldEdit [worldedit] by sfan5 - https://forum.minetest.net/viewtopic.php?t=572 |
13:11 |
technomancy |
I have to know what S-named thing sfan5 is a fan of |
13:12 |
technomancy |
spiderman? selenium? sicilian pizzerias? |
13:13 |
technomancy |
https://en.wikipedia.org/wiki/S_Club |
13:16 |
Krock |
solid silver structured statue surprisingly sold since sunday |
13:22 |
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13:46 |
technomancy |
maaaaan I wish there were an actual terminal working ._. |
13:47 |
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13:49 |
technomancy |
well, a https://en.wikipedia.org/wiki/Character-oriented_terminal to be specific |
13:51 |
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14:10 |
est31 |
if we get a client scripting API, we can add key press callbacks |
14:12 |
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14:33 |
technomancy |
that would be awesome |
14:34 |
technomancy |
is that still in the planning stages or what? |
14:34 |
est31 |
yes |
14:36 |
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14:36 |
technomancy |
well I know it's not exactly a democracy, but that gets all my votes |
14:41 |
est31 |
its one of the defining features of the next minetest release (at least that's the plan) |
14:42 |
est31 |
nice features that already are implemented are modding security and srp for authentication |
14:42 |
est31 |
but those aren't so visible to the end user |
14:42 |
hmmmm |
i don't think the next version needs to be 1.0.0 or whatever |
14:42 |
hmmmm |
0.4.13 |
14:43 |
hmmmm |
i'd do a release, except there are too many bugs that weren't fixed yet |
14:44 |
sfan5 |
the next release being 1.0.0 would raise too many hopes |
14:45 |
technomancy |
what's modding security about? |
14:45 |
technomancy |
sandboxing? |
14:45 |
jin_xi |
rockclimbing |
14:46 |
hmmmm |
it makes mods not be able to rm -rf /* or fetch http://badsite.ru/trojan && ./trojan |
14:46 |
technomancy |
shelling out specifically? |
14:47 |
hmmmm |
it's a sandbox yeah |
14:47 |
hmmmm |
shadowninja can explain it best |
14:49 |
est31 |
when its enabled, we can start discussing about a mod store with lax checking again |
14:54 |
technomancy |
will it be optional? |
14:55 |
sfan5 |
yes |
14:55 |
est31 |
security is already there |
14:55 |
est31 |
inside the master branch |
14:57 |
technomancy |
cool |
14:57 |
ElectronLibre |
Hmm, why is the default value for movement_gravity 9.81? With this value players can't even jump or they kill themselves again the node below them. |
14:57 |
technomancy |
9.81 is earth-normal |
14:57 |
technomancy |
meters per second per second that is |
14:58 |
technomancy |
maybe the units are screwed up |
14:58 |
sfan5 |
m/s² |
14:58 |
ElectronLibre |
Yes, but, try it. |
14:59 |
ElectronLibre |
You will not even be able to jump one node. |
14:59 |
ElectronLibre |
I know it is the earth-normal value, but it doesn't work for minetest (default gravity seems to be around 0.5/0.7). |
14:59 |
technomancy |
guess it's specified in m/s² when it's expecting Gs |
15:00 |
ElectronLibre |
Anyway, the default value isn't good, and if someone use it he/she will be stuck. |
15:01 |
technomancy |
is it possible you pulled and reloaded the lua without recompiling the C? |
15:03 |
ElectronLibre |
No, I always recompile after pulling. |
15:03 |
ElectronLibre |
And this isn't a recent change. |
15:03 |
technomancy |
weird |
15:03 |
ElectronLibre |
Try with this : http://pastebin.ubuntu.com/11187994/ (modname : gravity) |
15:04 |
hmmmm |
hmm |
15:04 |
hmmmm |
where should I post an informational post on how to use a new set of lua api functions |
15:04 |
hmmmm |
on the forum |
15:04 |
VanessaE |
engine dev |
15:05 |
ElectronLibre |
And knowing that there is no way to get a player's gravity value, well, I have to use a random one, because the setting's one is broken.. |
15:05 |
hmmmm |
the target audience is modders though |
15:05 |
Calinou |
Modding Discussion then |
15:05 |
kahrl |
ElectronLibre, set_physics_override takes multipliers, not absolute values |
15:05 |
kahrl |
so the default would be 1 |
15:05 |
ElectronLibre |
Thanks karhl. |
15:05 |
Wayward_Tab |
Just added movement_gravity = 9.81 tobmy minetest.conf, and it seemed normal |
15:06 |
Wayward_Tab |
*to my |
15:06 |
Krock |
isn't it default? |
15:06 |
ElectronLibre |
My mistake. I didn't see it was a multiplier. |
15:06 |
ElectronLibre |
Well, it was written.. |
15:06 |
* ElectronLibre |
hides |
15:08 |
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15:10 |
Krock |
http://usvsth3m.com/wp-content/uploads/2013/08/gb0F132.gif |
15:12 |
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15:14 |
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15:20 |
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15:20 |
rubenwardy |
Hi all! |
15:20 |
srifqi |
Hi rubenwardy |
15:20 |
ElectronLibre |
Hello rubenwardy. |
15:20 |
Krock |
hi rubenwardy |
15:21 |
rubenwardy |
Do they not get it? https://forum.minetest.net/viewtopic.php?p=178675#p178675 |
15:21 |
rubenwardy |
I propose extreme bumps should have the post deleted, and the user given a warning by PM |
15:21 |
rubenwardy |
They do that on other forums |
15:22 |
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15:22 |
srifqi |
How about auto-lock old posts? |
15:22 |
rubenwardy |
That as well. Or require premoderation for users with under 100 posts |
15:22 |
Calinou |
premoderation is way too much hassle |
15:22 |
Calinou |
maybe we could premoderate the first 5 posts, but not more |
15:23 |
rubenwardy |
I meant require premoderation for users with under 100 posts who are replying to a topic which has not been posted on for over a year |
15:24 |
Calinou |
that's too complex to implement |
15:24 |
Calinou |
don't make gas factories just because you can make them :P |
15:27 |
rubenwardy |
It's good to dream |
15:27 |
Krock |
http://games.usvsth3m.com/apple-watch/ score 12 |
15:29 |
rubenwardy |
https://www.phpbb.com/community/viewtopic.php?f=70&t=2088095 |
15:31 |
Krock |
+1 |
15:32 |
YuGiOhJCJ |
est31, thank you it works, I have installed the "Minetest-WorldEdit-1.0" MOD on "Minetest 0.4.12" then I have selected the region and I have typed "//replace air air". After that, my seeds give a good result :) http://yugiohjcj.free.fr/minetest-seed-2.png |
15:37 |
est31 |
gread :) |
15:37 |
est31 |
t* |
15:38 |
thefamilygrog66 |
I would like a train mod |
15:39 |
ElectronLibre |
You have carts. |
15:39 |
thefamilygrog66 |
I know, was being jerky. |
15:40 |
thefamilygrog66 |
That said, I would like smooth/non-glitchy carts and other vehicles. |
15:40 |
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15:44 |
thefamilygrog66 |
I know I asked this yesterday, but... |
15:44 |
thefamilygrog66 |
Has anyone here had any success getting the firearms mod to work with 0.4.12? |
15:45 |
ElectronLibre |
thefamilygrog66, do you have a link for it please? |
15:46 |
ElectronLibre |
Nevermind, I've got it. |
15:46 |
thefamilygrog66 |
oh, cool. It seems to work except that when I shoot other players or mobs, they don't take any damage. |
15:47 |
ElectronLibre |
Which way do you see it? |
15:47 |
thefamilygrog66 |
What do you mean? |
15:47 |
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15:47 |
ElectronLibre |
How do you know they don't get damaged? |
15:48 |
thefamilygrog66 |
I've tested it locally, logged into the same server a few times as different usernames. |
15:48 |
ElectronLibre |
Ok. |
15:48 |
thefamilygrog66 |
Also, I've modified the mobs mod I'm using so that it's obvious (read: bloody and loud) when they get hit |
15:58 |
ElectronLibre |
Players get damages for me, but I can only load the weapons at the end of the list. |
16:05 |
ElectronLibre |
Which is logic, because the weapons at the beginning of the list aren't supposed to be working ._. |
16:06 |
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16:16 |
hmmmm |
https://forum.minetest.net/viewtopic.php?f=47&t=12178 |
16:17 |
exio4 |
https://www.kickstarter.com/projects/krita/krita-free-paint-app-lets-make-it-faster-than-phot?ref=card |
16:18 |
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16:24 |
Calinou |
nice ref |
16:25 |
Putz3000 |
I have an iMac w/ client connecting to local fedora based Minetest server (doubt that matters). One of the mods running on server is More Ores. My daughter mined enough copper & Tin to make 4 bronze bars. She tried making a Bronze pickaxe but it won't let her. Is a heard of issue or just unique to me? OSX related or Mod related? |
16:26 |
Calinou |
to make bronze, you use Steel + Copper. |
16:26 |
Calinou |
More Ores is basically obsolete |
16:26 |
Calinou |
I don't suggest anyone using it now |
16:26 |
Calinou |
it's pretty much a legacy mod |
16:26 |
Calinou |
back when the game had only 3 ores |
16:29 |
jojoa1997 |
I remember those day |
16:30 |
jojoa1997 |
days |
16:30 |
jojoa1997 |
hi Calinou. How's it going? |
16:30 |
Calinou |
hi |
16:31 |
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16:33 |
Putz3000 |
Sorry, my bad, she is was trying to make Brass. But I am thinking that making a Brass item is not supported. Would that be correct? |
16:33 |
nore |
Putz3000: it exists in technic |
16:34 |
nore |
are you using it? |
16:34 |
Krock |
brass also exists in homedecor AFAIK |
16:34 |
nore |
yes |
16:35 |
nore |
but I can't find a craft for homedecor's brass |
16:36 |
Calinou |
there are no brass tools |
16:36 |
Putz3000 |
So it is probably only craftable for something within another mod and not for default in game items such as sword or pick |
16:37 |
hmmmm |
hmm |
16:37 |
Putz3000 |
nore: technic? is that another mod? |
16:37 |
nore |
yep |
16:37 |
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16:37 |
nore |
brass items do not exist in minetest_game |
16:37 |
nore |
there are only bronze ones |
16:37 |
hmmmm |
can somebody take the information from that post i just made and format it into the article for PerlinNoiseMap on the dev wiki |
16:38 |
Putz3000 |
OK, thanks. I will probably pull the more ores mod off the server then. its more pain then its worth. I was just trying to give us more to mine and more qty as I think the game is super stingy on spawning ore qty and types |
16:39 |
Putz3000 |
Does any one know the best way to submit bug type information for the OS X build? |
16:39 |
Calinou |
there are enough ores if you go deep (-256 and below) |
16:40 |
Calinou |
Putz3000, to submit bugs, do it on GitHub: https://github.com/minetest/minetest/issues |
16:40 |
Calinou |
you need a (free) account |
16:41 |
Putz3000 |
Calinou: even for OSX specific issues for the OSX builds? |
16:43 |
Putz3000 |
nore: homedecor crafting guide: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/homedecor-crafting-guide/homedecor-craft-guide.html |
16:44 |
nore |
hm.. |
16:44 |
Putz3000 |
nore: but I think it is so complicated with what is needed to craft before crafting final product that its so much easier to just enable unified inventory to gain access to all those items. |
16:46 |
Calinou |
Putz3000, yes, OS X-specific issues go there too |
16:46 |
Calinou |
please mention if your build is official, self-built or unofficial |
16:48 |
Putz3000 |
Calinou: honestly I am thinking all of them or somewhat unofficial unless there is an official dirty release. Even what the forum page calls stable still shows in game as dirty :( |
16:48 |
Calinou |
dirty means it's been modified from release tag |
16:48 |
Calinou |
nothing bad |
16:49 |
Putz3000 |
Calinou: oh ok. So what is the actual stable release version of Minetest? My fedora repo install is 0.4.11 but what seems to be called stable on the OSX build is 0.4.12 |
16:53 |
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16:55 |
Calinou |
yes, latest stable is 0.4.12 |
16:55 |
Calinou |
almost all distributions have outdated versions |
16:55 |
Calinou |
blame them for not being rolling release |
16:57 |
gaming |
What is the other irc server for minetest? The one that most minetest servers are on? Isn't horus.net or something? |
16:57 |
gaming |
isn't it*** |
16:59 |
gaming |
nvm |
16:59 |
gravgun |
(this #minetest is the only real one isn't it?) |
16:59 |
rubenwardy |
This is the official one |
17:00 |
rubenwardy |
But there are others on gaming IRC networks |
17:00 |
rubenwardy |
inchra maybe |
17:01 |
Putz3000 |
Calinou: I'm not blaming anyone for that. I just wasn't sure which version was really stable vs non-stable from a fedora vs OSX build. Should I look into figuring out how to install 0.4.12 on fedora to upgrade it - would I gain anything? |
17:02 |
CWz |
That mobs-redo chicken just egg bombed a large area. |
17:06 |
Calinou |
it wouldn't fix your issue, but you'd have lots of enhancement |
17:07 |
Putz3000 |
Calinou: OK, enhancement can be worth the work. Do you have any Linux experience? I am curious if it is a big deal to swap out the yum install with a more current one? |
17:08 |
Calinou |
yes, you need to build it yourself |
17:08 |
Calinou |
read the https://github.com/minetest/minetest/ readme |
17:08 |
Calinou |
1) clone the Git repository |
17:08 |
Calinou |
2) install dependencies |
17:09 |
Calinou |
3) type: cmake . -DENABLE_GETTEXT=1 -DENABLE_FREETYPE=1 inside the cloned folder |
17:09 |
Calinou |
4) type: make |
17:09 |
Calinou |
and that's it |
17:11 |
Putz3000 |
Calinou: does step 4 install or is step 5 run installer that step 4 made? |
17:12 |
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17:14 |
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17:15 |
Calinou |
the step 3 makes the Makefile, the step 4 uses that Makefile to build the program |
17:16 |
Putz3000 |
Calinou: Does the Makefile script also place the built program icon in the Applications list? |
17:17 |
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17:17 |
Calinou |
nope |
17:17 |
Calinou |
for that, use sudo make install |
17:18 |
Putz3000 |
Calinou: I do make install AFTER step 4 not in place of any of the first 4 steps correct? |
17:18 |
Calinou |
yes, after step 4 |
17:18 |
Putz3000 |
Calinou: Awesome thank you. |
17:19 |
Putz3000 |
I again want to thank everyone in this room. You have put up with my questions for past 4 days which has got me up and running as a singleplayer then got me up and running w/ local server that allowed me to bond w/ my daughter for like 4 hours late last night (3am MST :) ) |
17:20 |
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17:20 |
Putz3000 |
So to everyone who answered questions Thank you. And those that may be Minetest developers or Mod developers thank you for all the work you put into this game for people like me |
17:20 |
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17:26 |
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17:36 |
CWz |
wow i was able to join singleplayer with another client |
17:42 |
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17:46 |
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17:53 |
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17:57 |
Taoki |
Hi. Can anyone explain what active_object_count means in register_abm? The Lua API doesn't seem to document this. |
17:59 |
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17:59 |
Calinou |
the number of active objects, probably… |
17:59 |
hmmmm |
to be completely honest, I'm not quite sure what the purpose of it is |
18:00 |
hmmmm |
it looks useless. can somebody check out a first-generation mod created by celeron himself and see how it's used? |
18:00 |
hmmmm |
we can remove it and gain a small performance boost |
18:01 |
Taoki |
I'm refractoring the spawn function of my simplemobs fork, and I noticed that it existed there... not sure what to do with it. |
18:02 |
Taoki |
I assume it's how many ABM's of the same type can exist in the world at once? Although that makes no sense either. |
18:02 |
Taoki |
I think I'm going to remove it. |
18:03 |
hmmmm |
nope, it's simply, the number of active objects inside of that block |
18:04 |
Taoki |
Ok. Seems useless yeah. |
18:04 |
hmmmm |
hrmm. this could have possibly been to make mob spawning more convenient |
18:04 |
Calinou |
yes, keep it |
18:04 |
hmmmm |
so there is use. it's just useful in a very specific edge case, and does not belong as a parameter to ABM callbacks to be calculated each and every time |
18:05 |
hmmmm |
make it a separate API instead |
18:05 |
Calinou |
it doesn't belong in ABM yes |
18:05 |
Taoki |
Still can't fully understand what it's meant to do |
18:05 |
hmmmm |
get_active_object_count_in_radius() |
18:06 |
hmmmm |
Taoki: this is entirely conjecture, but to limit the amount of mobs spawned in a specific area |
18:06 |
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18:06 |
Taoki |
Ahhh |
18:06 |
hmmmm |
let's see if simple_mobs or mobf uses it |
18:06 |
Taoki |
So the spawn won't happen if there are other spawns of the same type in the given radius? |
18:06 |
hmmmm |
no, just too many spawns in general |
18:06 |
hmmmm |
or players |
18:07 |
Taoki |
Simplemobs at least does |
18:07 |
Taoki |
Ok |
18:07 |
hmmmm |
well instead of guessing, let's see for sure |
18:07 |
Taoki |
The limit seems to be set to 1, yet it allows more than 1 mob at once |
18:08 |
hmmmm |
herm |
18:08 |
hmmmm |
if you take a look at pilzadam's mob mod, you'll see it is used |
18:09 |
hmmmm |
this is extremely inefficient though |
18:09 |
hmmmm |
i don't normally advocate doing this, but do you think we could have modders who do use it to change their mods? |
18:09 |
Taoki |
I know, the code exists in my fork too. That's why I asked. |
18:10 |
Taoki |
I think I'll hard-code it to 1 |
18:13 |
hmmmm |
needless to say minetest was not written with efficiency in mind |
18:14 |
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18:14 |
hmmmm |
the way ABMs are implemented makes it necessary to have a C++ -> Lua transition for each and every single node inside the mapblock |
18:14 |
hmmmm |
perhaps we should just deprecate ABMs altogether and encourage people to use a better framework |
18:15 |
hmmmm |
one that actually scales |
18:15 |
LedInfrared |
aside for the fact that it's not coded in java :P |
18:15 |
Taoki |
I think Minetest is a pretty good engine. Just still unfinished from many perspectives. |
18:15 |
hmmmm |
frankly i wouldn't be surprised if minecraft were faster than minetest. |
18:15 |
Taoki |
It's probably as efficient as a voxel engine can be. |
18:15 |
hmmmm |
it's not. |
18:15 |
hmmmm |
it really isn't |
18:16 |
Taoki |
Ok |
18:16 |
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18:16 |
Taoki |
Also, irony makes it that Minecraft has better FPS at the same draw distance and complexisy than Minetest. But this is probably mostly Irrlicht suff. |
18:17 |
Taoki |
I probably shouldn't bring up the VBO code again :) |
18:18 |
LedInfrared |
"unfinished" is correct since it's still in development. :P |
18:18 |
exio4 |
Minetest can be anything but efficient :p |
18:18 |
LedInfrared |
still more efficient then minecraft |
18:18 |
exio4 |
hmmmm: I give you that one, which kind of framework do you have in mind for the replacement? |
18:18 |
Taoki |
exio4: It can and likely will become more efficient. |
18:19 |
hmmmm |
one which operates on entire mapblocks |
18:19 |
hmmmm |
not single nodes at a time |
18:19 |
Taoki |
In its CURRENT stage... well I have to agree |
18:19 |
exio4 |
Taoki: I am talking about present |
18:19 |
LedInfrared |
the software render is a nice idea though :P |
18:19 |
hmmmm |
open up a voxelmanipulator for that block and its neighbors, pass the same LVM to each and every ABM callback |
18:19 |
* Taoki |
nods |
18:19 |
hmmmm |
honestly, ABMs are slow because of the sheer amount of unnecessary overhead |
18:20 |
gravgun |
hmmmm: Optimize! Zoom! Enhance! |
18:20 |
hmmmm |
if we get it right then we can crank up the active abm range from... 2... to something real |
18:20 |
Taoki |
My biggest issue with the Minetest engine is the networking. Sometimes it's so slow that it takes minutes to even open a door on a server with relatively okay ping! |
18:20 |
Taoki |
Many people blame mods however, not sure how often that's the case. |
18:20 |
Taoki |
I need to test this with more attention. |
18:21 |
hmmmm |
instead of confirming there is a problem it's much more helpful to solve the problem |
18:21 |
hmmmm |
we don't have enough people coding real solutions to things |
18:21 |
gravgun |
Taoki, you need to... Mine-test this! |
18:21 |
Taoki |
Indeed |
18:21 |
* gravgun |
gets out |
18:21 |
hmmmm |
so like |
18:21 |
Taoki |
=) |
18:21 |
hmmmm |
we have the occasional contributor who just scratches their own itch |
18:21 |
hmmmm |
implements a very specific feature they wanted |
18:22 |
Taoki |
Hopefully I can try to help more with the code too. Minetest is virtually the onlt C++ code which is clean enough for me to understand and work with. |
18:22 |
hmmmm |
we have the occasional contributor who is great at coding, and fixes some bugs |
18:22 |
hmmmm |
but the problem is they're all very part time and occasional |
18:23 |
exio4 |
maybe if we got a successful kickstarter... :p |
18:23 |
sofar |
eugh.... all that work and override_day_night_ratio() doesn't do what I thought it did :(((( |
18:24 |
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18:24 |
Taoki |
I think Minetest will get far. Could get even farther if there was even more development, of course |
18:26 |
jin_xi |
Taoki: did you ever try pathfinding again recently? the weird 'optimization' is gone and some bugs fixed, so it should be better now |
18:26 |
Taoki |
jin_xi: I need to do that, yeah. Tried it briefly and didn't seem to get as many errors, but mobs couldn't follow the points properly. |
18:26 |
Taoki |
I might need to tweak the following code |
18:27 |
LedInfrared |
it would probably do better then manic digger |
18:27 |
LedInfrared |
anyone remember that? |
18:28 |
jin_xi |
one thing about mt is that often you'll hear phrases like 'but thats probably due to irrlicht' or 'for when we want to switch to ogre' |
18:28 |
Taoki |
Yeah... a very simplistic engine :) Was a bit fun |
18:28 |
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18:29 |
jin_xi |
but i think no matter what the 3d engine, if its used as half assedly as minetest does it hardly matters |
18:29 |
LedInfrared |
anyone remember the whole OUTRAGE about manic digger? XD |
18:29 |
Taoki |
LedInfrared: People offended that someone else dared to make a game similar to Minecraft? Haha, yeah |
18:29 |
Taoki |
That existed / exists about Minetest too up to some point |
18:30 |
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18:34 |
gravgun |
That's why I'm making a clone of THE original game |
18:34 |
gravgun |
Infiniminer |
18:35 |
exio4 |
as long as you don't clone humans, I think it is ok |
18:35 |
gravgun |
Hum that was part of my plan :/ |
18:35 |
gravgun |
Right now I'm expanding the engine to support "infinite" worlds |
18:36 |
gravgun |
And at the same time implement a block (node) metadata store |
18:36 |
gravgun |
Hopefully I locally use git, so if something breaks, detached HEAD, copy, paste |
18:37 |
exio4 |
as a matter of fact, pretty much the only Minecraft server I happened to play has a few worlds, and pretty much 'all' of them were restricted to 6000x6000(x256) worlds |
18:37 |
exio4 |
+-3000 in both directions |
18:38 |
gravgun |
That's like 10x less than MT |
18:38 |
gravgun |
int64_t lolol |
18:39 |
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20:12 |
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20:19 |
Taoki |
Hmm... is it wrong to change the speed and yaw of entities (mobs) frequently, from a networking perspective? Like if mobs change their rotation each frame, will that mean a greater packet flood on the network? |
20:19 |
VanessaE |
probably will, yes |
20:19 |
Calinou |
a network frame is 0.1s by default |
20:19 |
Calinou |
keep in mind that some people will change it |
20:19 |
Calinou |
so do not make your stuff network-dependent |
20:19 |
Calinou |
it could also behave worse in local games |
20:20 |
VanessaE |
reminds me of a hack kaeza did once to support movable players' head, it sent head position info every tick, caused a 100 kB/sec network flood :) |
20:20 |
Taoki |
I can only test this properly on local which is why I'm asking |
20:21 |
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20:22 |
Taoki |
I'll probably add an angle and velocity difference tretshold to prevent this |
20:22 |
Calinou |
test on local game, and on server + client |
20:22 |
Calinou |
(separate processes) |
20:22 |
Calinou |
start a dedicated server on your PC, connect to it using client tab |
20:22 |
Calinou |
test both |
20:23 |
* Taoki |
nods |
20:26 |
Jordach |
damn my laptop sounds like a jet |
20:33 |
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20:33 |
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20:33 |
catninja |
this is the minetest-dev-ish channel? |
20:34 |
VanessaE |
this is general discussion |
20:34 |
VanessaE |
#minetest-dev is for core development stuff. |
20:34 |
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20:35 |
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20:36 |
catninja |
VanessaE: well I seem to have joined the inchra #minetest that was full of serverchat |
20:36 |
VanessaE |
you're there too, yeah |
20:36 |
catninja |
so scrap the dev part, but something more serious |
20:37 |
catninja |
VanessaE: You have servers that run the serverchat to irc-mod right? |
20:37 |
VanessaE |
yep |
20:39 |
catninja |
I was wondering if someone had any idea why I suddenly got the irc content in the chat msg'd to me from the server. I seem to have disconnected without the server registering it and then I started getting the server msgs |
20:39 |
catninja |
Interesting bug |
20:39 |
VanessaE |
that happens to me, too |
20:39 |
VanessaE |
no idea why though - but if you msg the bot to "logout" then the echoes go away |
20:40 |
VanessaE |
(it only happens if you are also logged-in from IRC for the purpose of routine server commands) |
20:43 |
Jordach |
eh |
20:43 |
Jordach |
i'm getting real ready to leave now |
20:43 |
VanessaE |
? |
20:43 |
Jordach |
i miss polish |
20:43 |
Jordach |
the API got lost |
20:43 |
catninja |
VanessaE: and the ecoes come back when you login again |
20:43 |
catninja |
hmmm |
20:43 |
Jordach |
performance is horrifying |
20:43 |
VanessaE |
catninja: yeah |
20:44 |
Jordach |
and the devs hold a dick waving contest about licenses every few days |
20:44 |
VanessaE |
er, ok |
20:45 |
Jordach |
fact: i get with 4gb allocated to MC with 179 mods 60fps at 1080p: MT doesn't do that even with low settings with ~30 mods |
20:46 |
jin_xi |
VanessaE, kahrl re particles faucet bug: it goes away if you add && 0 to the check in line 446, collision.cpp |
20:46 |
VanessaE |
jin_xi: you mean #2690 |
20:46 |
VanessaE |
? |
20:47 |
jin_xi |
yes |
20:48 |
VanessaE |
how far along are you with your -to-irrlicht rewrite? |
20:48 |
VanessaE |
(I've not been following to closely) |
20:54 |
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20:57 |
jin_xi |
VanessaE: tbh i don't know if i like that combination of 'how far' and 'rewrite' |
20:57 |
VanessaE |
heh |
20:57 |
VanessaE |
well I just wondered how it was going.. :P |
20:58 |
jin_xi |
as far as i see it it's more like some research into the matter in the hope someone competent would like to connect the dots |
20:58 |
jin_xi |
might well be its all completely stupid |
20:59 |
jin_xi |
but yeah this development model does not work. i was hoping i could submit half assed PRs/Bug reports someone(tm) could look at and quickly fix properly but that does not seem to work out very well |
20:59 |
jin_xi |
so i might need to reconsider my abilities to contribute |
21:00 |
VanessaE |
:( |
21:00 |
jin_xi |
... anyways, checked out homedecor for testing, nice piece of work |
21:00 |
VanessaE |
thanks :) |
21:01 |
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21:12 |
Taoki |
Also: I updated my pathfinding system in order to test it even more easily. What I noticed is that, pathfinding is even more broken than before x.x |
21:13 |
catninja |
if someone connected to your server and said that they used the same name as another player on another server, because they liked that player; would you grant them interact? |
21:13 |
Taoki |
In the past, it worked at least sometimes. Now it only works through a miracle |
21:13 |
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21:16 |
jin_xi |
weird |
21:17 |
luizrpgluiz |
hi, I remembered that I had made a mod for ceramic decoration |
21:17 |
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21:18 |
jin_xi |
Taoki: i found paths well and consistently using Dijkstra, but i only did set node along the path, never tried making a mob follow it |
21:19 |
jin_xi |
A* and variants will often produce messy blobs of nodes, which i suspect was the reason for the broken line of sight optimization |
21:19 |
Calinou |
I don't bother with pathfinding with mobs |
21:19 |
Calinou |
dumb mods are part of the game |
21:19 |
jin_xi |
which would happily throw away any found path if there is LOS between start/goal |
21:20 |
jin_xi |
Calinou: there can be other games on mt engine |
21:20 |
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21:21 |
Calinou |
https://forum.minetest.net/viewtopic.php?f=47&t=12178&p=178792#p178792 |
21:21 |
Calinou |
does this make Lua mapgens faster? |
21:21 |
jin_xi |
use less memory mainly |
21:21 |
Taoki |
Aha... that one seems to work a bit better, yeah |
21:22 |
kaeza_ |
Greetings |
21:22 |
jin_xi |
Taoki in this issue is some messy lua code to visualize paths, its good to get a feel for it |
21:22 |
jin_xi |
https://github.com/minetest/minetest/issues/2614 |
21:23 |
Taoki |
nice |
21:23 |
jin_xi |
one problem i think is paths with restricted height, below trees |
21:23 |
jin_xi |
so mobs cant pass |
21:24 |
jin_xi |
i think pathfinding needs additional parameters, like nodes to avoid and headroom needed |
21:24 |
Taoki |
Well, with the Djirka engine, mobs can at least go around trees with path finding |
21:26 |
jin_xi |
flocking mobs that 'create' paths like desire paths and so reuse and build up paths could be nice |
21:26 |
jin_xi |
or if you could say how much a mob can climb/how steep a path can be |
21:26 |
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21:27 |
Taoki |
One question though: Does the formula only create corners, or add every node along the way? Since what I need here is the second solution, otherwise mobs get caught up |
21:27 |
jin_xi |
add every node |
21:27 |
Taoki |
Ah :/ |
21:27 |
Taoki |
I probably need to extract the corners myself then |
21:28 |
jin_xi |
yes, the idea is good but LOS is not the way to do it |
21:30 |
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21:32 |
catninja |
OldCoder: you joined here but your client disconnected from other channels? |
21:32 |
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21:35 |
OldCoder |
I needed to reset my connection catninja |
21:37 |
catninja |
OldCoder: hm but the private msg to you has the right parameters but you did not reappear in the conversation. Strange, but I cannot say that I'm that familiar with IRC/irssi to be certain |
21:42 |
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21:53 |
Pilcrow |
sofar: what were you expecting override_day_night_ratio() to do? |
21:58 |
Pilcrow |
^ were you expecting it to make the day/night cycle longer/shorter? or perhaps make nights longer than days and vice versa? I think there is a way to do the former, but not the latter (that I know of)... |
22:31 |
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22:34 |
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23:06 |
exio4 |
RealBadAngel: some of us are waiting for fresh brains |
23:14 |
OldCoder |
brains it shall rains |
23:24 |
YvesLevier |
is there a way to put our wheat in bales to entrepose in the granery? |
23:24 |
YvesLevier |
Heya btw :) |
23:25 |
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23:26 |
Pilcrow |
exio4: no brains for you! :P |
23:26 |
exio4 |
</3 |
23:26 |
Pilcrow |
only livers. |
23:27 |
* Pilcrow |
is reading about the Sega Dreamcast for no reason... :P |
23:35 |
Pilcrow |
OldCoder: why were you a 'guest'? :P |
23:35 |
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23:36 |
OldCoder |
Pilcrow because I restarted my Internet connection |
23:37 |
OldCoder |
When I connected to IRC, the previous me was probably still here |
23:37 |
OldCoder |
When he timed out, I switched nicks |
23:38 |
Pilcrow |
OldCoder: yeah, I kind of figured that was the case. I was mostly just wondering why your alt nick is 'guest__' :P |
23:42 |
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23:44 |
YvesLevier |
VanessaE: does your textures work with : |
23:44 |
YvesLevier |
[Mod] cottages [cottages] (medieval, farming, country life) |
23:44 |
YvesLevier |
by Sokomine » Sat Mar 16, 2013 02:54? |
23:45 |
VanessaE |
some stuff works there, yes |
23:45 |
OldCoder |
Pilcrow, I think it isn't; not sure about what happened there |
23:45 |
VanessaE |
HDX needs some love. |
23:45 |
OldCoder |
It is lovely |
23:45 |
OldCoder |
There |
23:45 |
Pilcrow |
OldCoder: heh. strange things happen, I guess |
23:46 |
OldCoder |
There are stranger things in Heaven and Earth Horatio |
23:47 |
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23:47 |
OldCoder |
Than are dreamt of in your philosophy |
23:49 |
Pilcrow |
OldCoder: isn't it 'there are more things'? |
23:50 |
Pilcrow |
props for quoting frickin Shakespeare though, lol |