Time |
Nick |
Message |
00:01 |
RealBadAngel |
https://imgrush.com/LCf8h8L6otDY.png |
00:01 |
RealBadAngel |
this is without any maps, all is generated on the fly with shaders |
00:03 |
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00:04 |
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00:06 |
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00:22 |
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00:24 |
jordan4ibanez |
I want it NOW :O |
00:25 |
RealBadAngel |
https://imgrush.com/VXTTEprbkzMl.png |
00:25 |
RealBadAngel |
check out lava :) |
00:45 |
jordan4ibanez |
That looks a lot better than Minecraft tbh |
01:01 |
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01:07 |
jordan4ibanez |
RealBadAngel: How does water look? |
01:09 |
jordan4ibanez |
RealBadAngel: I'mma post that on reddit |
01:13 |
jordan4ibanez |
And tweet it |
01:59 |
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02:02 |
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02:28 |
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02:43 |
jordan4ibanez |
Very interesting http://freemusicarchive.org/music/BR1GHT-PR1MATE/XMAS_Compilation_2010/BR1GHT-PR1MATE_-_XMAS_Compilation_2010_-_01_JOY2WRLD |
02:50 |
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02:55 |
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03:09 |
jordan4ibanez |
So can I attach a particle spawner to an entity? |
03:12 |
kaeza |
nope |
03:13 |
kaeza |
but you can re-create a PS at the object pos every second or so |
03:13 |
kaeza |
(deleting the old one) |
03:14 |
jordan4ibanez |
Can you hack into the particle spawner and change it's location? |
03:14 |
jordan4ibanez |
But I think you're idea is better haha |
03:15 |
jordan4ibanez |
your* |
03:16 |
kaeza |
also its* :P |
03:17 |
jordan4ibanez |
No, it's is possessive! |
03:17 |
* jordan4ibanez |
pulls up his pants |
03:17 |
jordan4ibanez |
check and mate |
03:17 |
jordan4ibanez |
Lololololol |
03:26 |
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03:28 |
jordan4ibanez |
I think I scared him away |
03:34 |
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03:41 |
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03:42 |
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04:11 |
OldCoder |
Quiet tonight |
04:11 |
OldCoder |
Too quiet |
04:12 |
OldCoder |
>> |
04:12 |
OldCoder |
> |
04:12 |
jordan4ibanez |
It is |
04:12 |
jordan4ibanez |
I think we need to yell |
04:13 |
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04:40 |
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04:49 |
bobomb |
how would one employ voxelmanip to make AMBs more efficient? |
04:49 |
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04:52 |
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05:02 |
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05:04 |
est31 |
What does the ABM do? |
05:05 |
bobomb |
it grows the node but based on the presence of other similar nodes of same type (actually same metadata) |
05:06 |
bobomb |
i'm thinking: allow the abm to register all nodes it applies to to a table, then use that table to discover the pmin and pmax for the voxelmanip |
05:06 |
jordan4ibanez |
Active block modifier |
05:06 |
jordan4ibanez |
Every server step you can have it do something |
05:07 |
jordan4ibanez |
Also goodnight |
05:07 |
bobomb |
yeah i could have it all done by globalstep |
05:08 |
est31 |
if you only create one or two nodes, then you dont need a voxelmanip |
05:08 |
bobomb |
no there are lots |
05:08 |
est31 |
in fact, its far slower then |
05:08 |
bobomb |
oh |
05:08 |
est31 |
yes, but if you have the ABM run on every single node of that type |
05:08 |
est31 |
then you generate one voxelmanip on every single node |
05:08 |
est31 |
and thats horribly laggy |
05:09 |
bobomb |
i like my idea. use the abm to find the extent, then call voxelmanip on that extent |
05:09 |
bobomb |
i wish abm could look at the metadata too |
05:11 |
est31 |
minetest.get_node(node_pos) |
05:11 |
bobomb |
but another problem is that amb seems to be only applied to blocks near the player |
05:11 |
est31 |
yes of curse |
05:11 |
est31 |
only for loaded blocks |
05:11 |
est31 |
otherwise it would mean too much lag |
05:13 |
bobomb |
i mean it would be nice if the abm definition could include a field "metafield={fieldname, value}" without having to add it to the action as a filter |
05:15 |
est31 |
it can be retrieved easily |
05:15 |
bobomb |
yes i am doing that now. |
05:15 |
bobomb |
so there is NO way to query the sqlite db for all nodes of a given type? let's say i'm not scared of lag. |
05:16 |
est31 |
hehe |
05:16 |
est31 |
no there is none |
05:16 |
est31 |
at least not that I knew |
05:17 |
bobomb |
i guess if i kept my own table of all nodes placed in the world of a given type... keep track of it in-mod |
05:17 |
bobomb |
then i wouldn't need abm |
05:17 |
est31 |
that would work |
05:18 |
est31 |
but its very bad design |
05:18 |
est31 |
why is it that important to have all your nodes in the whole world grow |
05:19 |
bobomb |
doesn't have to be the whole world, but i am making large areas grow that often get out of sync when the player is a little too far away. also some nodes should be able to travel long distances at a predictable pace and be present where they are supposed to be if encountered. |
05:20 |
bobomb |
the large areas need to stay in sync. they aren't THAT large, but larger than the closest draw distance setting (r) |
05:20 |
est31 |
a table of nodes is faster than an abm (if you discard the fact that the table also contains the unloaded) |
05:20 |
est31 |
but still bad |
05:21 |
bobomb |
why bad? |
05:21 |
bobomb |
what if it was stored in the db not a lua variable or file in the mod folder? |
05:21 |
est31 |
because its creating lag without the player being there |
05:22 |
bobomb |
i see. on principle. i get that. but nobody interested in this mod will care, in fact they will expect it. |
05:23 |
bobomb |
and i will build in limits, to avoid infinite expansion. |
05:24 |
bobomb |
is there a way to test if a node is loaded? |
05:28 |
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05:34 |
est31 |
minetest.get_node(position) ~= nil |
05:34 |
est31 |
it returns nil if its not loaded |
05:40 |
bobomb |
oh. so is there any way to get a node or set its metadata or set it even if it is not loaded? |
05:41 |
est31 |
no |
05:41 |
est31 |
you have to force-load it |
05:41 |
est31 |
just create a small voxelmanip inside the block the node is |
05:41 |
est31 |
the voxelmanip doesnt even have to contain the node |
05:42 |
bobomb |
? a vm can be less than a node? |
05:42 |
est31 |
https://github.com/minetest-technic/technic/blob/4b179821d3bc6cc3f01a6919e2182da8a9a62ea0/technic/helpers.lua#L53 |
06:04 |
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06:18 |
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06:19 |
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06:20 |
kaeza_ |
est31, AFAIK, get_node would return a node table (not nil) whose 'name' is "ignore" |
06:22 |
kaeza_ |
Also bobomb^ |
06:22 |
est31 |
ah its get_node_or_nil |
06:23 |
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06:23 |
kaeza_ |
^ |
06:33 |
bobomb |
i've looked it up thanks. got lots of ideas to try now |
06:33 |
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06:45 |
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06:57 |
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06:58 |
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07:04 |
_Raiz |
https://youtu.be/kobrwhxgkgQ |
07:07 |
kaeza_ |
Brb |
07:08 |
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07:09 |
Ep1cMaN |
Im guessing the 7.1 one surround sound isnt supported on minetest. Or is it just my settings? |
07:11 |
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07:31 |
Calinou |
Ep1cMaN, we'll probably never support that, judging how such setups are so rare :P |
07:31 |
Calinou |
stereo master race |
07:33 |
Ep1cMaN |
yeah thought so. Would be nice, but not needed. |
07:36 |
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08:01 |
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08:07 |
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08:58 |
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08:59 |
JamesTait |
Good morning all; happy Hug Your Cat Day! 😃 |
09:07 |
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09:16 |
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09:29 |
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09:33 |
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09:33 |
* kaeza_ |
hugs sfan5 |
09:35 |
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09:35 |
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09:45 |
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09:48 |
Ep1cMaN |
should this script still work for the latest minetest ---> https://gist.github.com/sfan5/6351560 . Also I have already gathered my textures. So could I make the worlddir redirect to the gathered ones instead? Or would this just mess the script up? |
09:50 |
Ep1cMaN |
nevermind I looked closer. I get it now :P |
09:56 |
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10:14 |
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10:18 |
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10:23 |
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10:28 |
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11:31 |
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11:34 |
crazyR |
is it possible to make 1 texture cover a node that is 2 blocks in height without it repeating. the node type is a nodebox. so its effectly just 1 node |
11:36 |
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11:39 |
Megaf_ |
crazyR: you can scale a texture |
11:39 |
Megaf_ |
I mean, node |
11:57 |
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12:52 |
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12:53 |
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12:54 |
Milan |
hi there - is it possible to set a texturepack path into the minetest.conf for the server? texture_path = doesnt work |
13:01 |
est31 |
Milan, what is your engine version? |
13:01 |
Milan |
engine? you mean minetest version? 0.4.12-2 |
13:01 |
est31 |
-2 ?? |
13:01 |
Milan |
arch |
13:02 |
Milan |
community/minetest-server 0.4.12-2 [Installiert] |
13:02 |
est31 |
texture_path = only works on git versions of minetest |
13:02 |
Milan |
thats good to know for the main server ^^ |
13:02 |
est31 |
its not released yet |
13:03 |
Milan |
oh, i see :D |
13:03 |
est31 |
with "released" meaning inside an official release |
13:03 |
Milan |
any other solutions? or i have to replace all textures on the testserver again? :D |
13:05 |
est31 |
compiling minetest isnt hard at all |
13:05 |
Milan |
another question ... after a git pull its enough to do a 'make', not cmake, right? |
13:05 |
est31 |
it depends on the change |
13:05 |
Milan |
no, but replace the textures by hand isnt funny xD |
13:05 |
est31 |
always do cmake to be secure |
13:06 |
Milan |
okey, thanks for the info :) - maybe so i bring the buckets back to work on the main server :P |
13:10 |
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13:15 |
Milan |
(dont understand me wrong - the buckets are broken since we installed the server from git...) |
13:16 |
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13:20 |
crazyR |
millan. why dont you use a media server and then updating your textures is much easier |
13:23 |
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13:24 |
Milan |
crazyR, maybe ... but we have our texture pack on github, so its not bad to work mit push&pull too :P |
13:25 |
Milan |
well thats funny texture_path seems dont work on fresh installed minetest server from git too :D |
13:25 |
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13:27 |
crazyR |
clone all your textures from github to a webserver... then in your conf. set your "remote_media = http://domain.com/media/" |
13:27 |
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13:28 |
Milan |
interesting o.O will test this! |
13:32 |
CWz |
just sad, https://travis-ci.org/freeminer/freeminer/builds |
13:32 |
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13:37 |
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13:37 |
CWz |
and this person thinks it's ok to spam chat https://forum.minetest.net/viewtopic.php?t=12462&p=180788#p180788 |
13:38 |
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13:43 |
Milan |
remote_media = https://map.tchncs.de/media/ ... i have access to the pictures...not to the directory... is that a problem? there are no new textures with that option enabled^^ |
13:46 |
Milan |
https://map.tchncs.de/media/default_wood.png no problem... but minetest says no xD |
13:46 |
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13:50 |
TheWild |
nobody said anything since 5 min, so I'll bring a little theory about one "thing done right": the MapBlock and it's name-id mapping. |
13:50 |
TheWild |
Minetest uses name-id mapping per MapBlock to translate between node name and it's local ID, what causes: |
13:51 |
TheWild |
1. the MapBlock format itself is not a limiting factor* for number of nodes registered (unlike Minecraft) and |
13:51 |
TheWild |
2. Modder don't have to think about past, present and future when claiming block ID (also unlike Minecraft). Even more: a modder is only using node names - IDs are left only to the engine's interest. |
13:51 |
TheWild |
* MapBlock holds 16x16x16 = 4096 nodes, but can map 65536 node names. Because number of nodes required to hold in MapBlock is less than number of nodes possible to map in MapBlock, we can theoreticaly register even 1000000 nodes and not reach any limit (except operating memory installed in computer which size varies) |
13:51 |
TheWild |
MapBlock uses 16 bits per node, but because MapBlock can hold max 4096 nodes, we're using only lowest 12 bits - 4 bits remain unused, am I right? |
13:58 |
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14:01 |
est31 |
TheWild, try it, I wonder whether deflate will eat the difference up or not |
14:02 |
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14:02 |
est31 |
also the way we store param1 and 2 is extremely wasteful |
14:02 |
est31 |
but I guess the deflate makes it good again |
14:05 |
TheWild |
yeah, deflate (more specifically it's zlib, but since zlib supports only deflate for now...) saves us from bloating our disks. I was wondering if we could use additional 4 bits in any way. Maybe store light parameter here instead of abusing param1. |
14:10 |
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14:17 |
Milan |
crazyR, now i have an index file created ... the result is, my client "couldn't resolve adress" ?? o.O |
14:25 |
Milan |
crazyR, lol corrected all to www-data:www-data ... client can connect to server again and use the default textures :D |
14:28 |
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15:30 |
hoodedice |
anyone knows if Scite has a fork that is still developed? |
15:30 |
ReactOsItaly |
hi |
15:31 |
hoodedice |
ello |
15:32 |
ReactOsItaly |
how you going? |
15:33 |
hoodedice |
I'm not going anywhere... |
15:42 |
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16:33 |
Krock |
hi |
16:37 |
twoelk |
hi hi |
16:41 |
twoelk |
https://www.youtube.com/watch?v=whnn9ReUV04 |
16:44 |
Krock |
If I just could be that productive |
16:49 |
hoodedice |
hehe |
16:49 |
rubenwardy |
3 years ago I worked with a project called 3M. I've only just realised that 3M = 3 x M = Minetest Mod Manager |
16:49 |
rubenwardy |
It just never occured to me XD |
16:49 |
hoodedice |
what did you work as? |
16:50 |
rubenwardy |
I created the server side system |
16:50 |
rubenwardy |
!g minetest extensions |
16:50 |
MinetestBot |
rubenwardy: http://wiki.minetest.com/wiki/Mods |
16:50 |
rubenwardy |
:( |
16:50 |
rubenwardy |
http://github.com/rubenwardy/minetest-extensions |
16:52 |
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16:53 |
rubenwardy |
3M was a client program, it used MTE as a mod store. |
16:54 |
hoodedice |
at least you now have something new to write in your signature =) |
16:54 |
hoodedice |
Calinou, atom is beautiful |
16:54 |
hoodedice |
got a 32 bit build from a webupd8 ppa |
16:55 |
rubenwardy |
I use atom, it's pretty good. |
16:56 |
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17:00 |
Calinou |
hoodedice, build from source :P |
17:00 |
Calinou |
easy, and you get features before everyone else |
17:01 |
hoodedice |
it won't compile, like godot |
17:01 |
hoodedice |
:p |
17:01 |
Calinou |
what error? |
17:01 |
hoodedice |
ws jk |
17:03 |
twoelk |
what a stupid name godot is, it's hard to not make remarks about waiting for it ;D |
17:06 |
rubenwardy |
slowdot? |
17:07 |
hoodedice |
bloatdot? |
17:07 |
rubenwardy |
Doesn't rhyme :P |
17:07 |
Calinou |
god-ot |
17:07 |
Calinou |
inb4 oh-my-godot |
17:10 |
twoelk |
argh, don't tell the secret meaning Samuel Becket tried to hide |
17:11 |
hoodedice |
youneedteethreedee |
17:13 |
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17:14 |
hoodedice |
heya Wuzzy |
17:14 |
Wuzzy |
hi |
17:16 |
CWz |
rubenwardy: ABJ disapproves of Limiting chat message length probably because he think is acceptable to flood chat. it's the only reason i can think of. I witnessed ABJ attitude on the other thread before. |
17:17 |
hoodedice |
ABJ is prolly a kid |
17:17 |
hoodedice |
script kiddie moreso |
17:17 |
hoodedice |
we've had tons of them |
17:17 |
rubenwardy |
If that thread was on GitHub issues, it'd be that c guy |
17:18 |
rubenwardy |
but it's on the forum, so it's ABJ :D |
17:23 |
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17:26 |
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17:26 |
LNJ |
HI |
17:26 |
hoodedice |
. |
17:26 |
LNJ |
Does smb. know how to make mgv7 biomes |
17:27 |
LNJ |
(best with a easy fuc.) |
17:27 |
rubenwardy |
It's undocumented because it's liable to change |
17:28 |
LNJ |
what is liable |
17:28 |
LNJ |
my english isn't so good! |
17:28 |
rubenwardy |
https://www.dropbox.com/s/llwlj2ua0aozkly/BiomeAPI.odt?dl=0 |
17:29 |
rubenwardy |
It may change, they don't know yet if it will |
17:29 |
LNJ |
thanks I look |
17:29 |
rubenwardy |
I'm not sure how up to date that it |
17:29 |
LNJ |
ok |
17:29 |
rubenwardy |
*is |
17:29 |
rubenwardy |
also see https://forum.minetest.net/viewtopic.php?f=3&t=10860 |
17:29 |
LNJ |
Thanks for your help! |
17:31 |
Calinou |
+1 for .odt |
17:33 |
rubenwardy |
I don't even have office on my computer. I use libreoffice. Jordach wrote that, btw |
17:33 |
hoodedice |
+1 for +1 #Google+ |
17:34 |
Calinou |
+1 for +1 for +1 |
17:34 |
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17:37 |
rom1504 |
+1 |
17:38 |
Calinou |
±1 |
17:38 |
rom1504 |
[0,2] |
17:41 |
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18:02 |
Calinou |
PSA: my mod repos are back on GitHub, NotABug won't be updated anymore |
18:02 |
VanessaE |
what prompted you to move back? |
18:05 |
Calinou |
everyone is there :/ |
18:05 |
hoodedice |
=( |
18:05 |
Calinou |
right now GitHub isn't hell |
18:05 |
Calinou |
but it'll probably end up having ads or such |
18:06 |
hoodedice |
github already has a bitch of an SJ movement going along |
18:08 |
sfan5 |
hoodedice pls |
18:08 |
hoodedice |
w0t |
18:08 |
hoodedice |
djang or something: changed "master/slave" notation because feels |
18:09 |
sfan5 |
django |
18:09 |
hoodedice |
thank you |
18:09 |
sfan5 |
and how does that make github worse |
18:09 |
Calinou |
we know GitHub is a nice trolling platform |
18:09 |
Calinou |
that sometimes benefits me :P |
18:09 |
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18:09 |
hoodedice |
okay, why don't we look at the actual administration of github itself? |
18:09 |
hoodedice |
they support this kind of shenanigans |
18:10 |
sfan5 |
surely they do |
18:13 |
Calinou |
they rarely ever ban people |
18:13 |
Calinou |
and I think asking such questions in issues is fine; it's the spirit of issues |
18:14 |
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18:14 |
hoodedice |
"rarely ever ban people" http://tech.slashdot.org/story/13/12/14/1618239/github-takes-down-satirical-c-plus-equality-language?utm_source=atom1.0mainlinkanon&utm_medium=feed |
18:15 |
Niebieski |
Guys, I'm trying to build Minetest but I'm getting undefined references on leveldb for snappy. |
18:15 |
hoodedice |
(bitbucket took it down as well) |
18:15 |
Niebieski |
I'm using Ubuntu 12.04 |
18:15 |
hoodedice |
> 12.04 |
18:15 |
hoodedice |
pls |
18:16 |
hoodedice |
oh wait, I remember you, you're the 1GB RAM guy! |
18:16 |
Niebieski |
LOL, no I have limited free disk space. |
18:16 |
Niebieski |
xD |
18:16 |
hoodedice |
xubuntu >_> |
18:16 |
hoodedice |
git it |
18:17 |
Niebieski |
You meant get it ? |
18:17 |
Calinou |
hoodedice, it went on Gitorious then |
18:17 |
zat |
undefined references sounds like it can't link? |
18:17 |
Calinou |
and I guess they're on GitLab now |
18:17 |
Calinou |
Gitorious did not do anything |
18:17 |
sfan5 |
Niebieski: update to a newer ubuntu version |
18:18 |
Calinou |
obviously, because the organization was inactive before it was bought out… just like the software |
18:18 |
sfan5 |
Niebieski: libleveldb is broken on 12.04 |
18:18 |
hoodedice |
hahahaha |
18:18 |
hoodedice |
nice one Cal |
18:18 |
hoodedice |
brb btw |
18:19 |
CWz |
1GBRam_Guy. the fastest swap spacer In the WildWest |
18:19 |
Niebieski |
sfan5, there is no way of fixing it ? |
18:19 |
CWz |
Even 3GB is barely enough nowdays |
18:19 |
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18:20 |
sfan5 |
Niebieski: compile leveldb yourself and install it |
18:21 |
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18:21 |
twoGBRAMguy |
also, ddr2 |
18:21 |
sfan5 |
>not ddr3 |
18:22 |
twoGBRAMguy |
2006, m8 |
18:22 |
sfan5 |
E: Execution failed: Exec format error |
18:22 |
sfan5 |
goddamnit cdebootstrap |
18:23 |
twoGBRAMguy |
!g cdebootstrap |
18:23 |
MinetestBot |
twoGBRAMguy: https://wiki.debian.org/cdebootstrap |
18:29 |
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19:03 |
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19:06 |
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19:08 |
Wuzzy |
Sneaking is weird. |
19:08 |
Wuzzy |
You can drop from 100 nodes high and still suffer no fall damage if you drop on a corner sneaking... |
19:08 |
Calinou |
yeah |
19:08 |
Calinou |
sneaking code needs to be redone entirely |
19:08 |
Calinou |
to support nodeboxes |
19:09 |
est31 |
I like it this way |
19:10 |
Wuzzy |
this behaviour is totally unacceptable for competivie games |
19:10 |
est31 |
(the nodebox way) |
19:10 |
Wuzzy |
ah |
19:10 |
est31 |
that you are elevated to a whole node number |
19:10 |
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19:11 |
Xenoth |
I've often used that.. *ahhem* "feature" to jump from a roof and land on snow. It's common, and I incur no damage whatsoever. Of course, it doesn't make a whole lot of sense. |
19:11 |
Wuzzy |
yeah, that one is weird, too |
19:11 |
Xenoth |
Fixing this would render sneakladders useless, though |
19:11 |
Wuzzy |
it also defeats fall damage |
19:11 |
Wuzzy |
Well, it is mostly fixed |
19:11 |
Wuzzy |
except the nodeboxes |
19:11 |
Wuzzy |
well |
19:11 |
Wuzzy |
it is not REALLY fixes |
19:12 |
Wuzzy |
instead, you have to use set_physics_override xD |
19:12 |
Wuzzy |
you can disable your magic sneaking and even the sneak glitch |
19:12 |
Calinou |
Xenoth, we can already disable sneak ladders |
19:12 |
Wuzzy |
I think the only use case of those sneak elevators is for creative servers |
19:13 |
Wuzzy |
for competivive games, however, it destroys a lot of gameplay IMO |
19:13 |
ElectronLibre |
I'm really wondering if it is the same rubberduck who did this as the one we know : http://addons.supertuxkart.net/addons.php?type=tracks&name=beehive--beta- |
19:13 |
Wuzzy |
so basically, you'd need to disable sneak glitch AND sneaking for those games |
19:13 |
Wuzzy |
probably yes |
19:14 |
Calinou |
yes it is, ElectronLibre |
19:14 |
Calinou |
he also worked on Stunt Rally |
19:15 |
ElectronLibre |
Oh. |
19:15 |
Wuzzy |
would it be controversial if the magic sneaking power (no fall damage, sneak elevators) would be removed completely from the Hungry Games? |
19:15 |
Wuzzy |
so sneaking only makes you walk slower, but that's it |
19:15 |
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19:15 |
est31 |
sneaking has other features too |
19:15 |
est31 |
that you can walk a bit in the air |
19:15 |
est31 |
not much |
19:16 |
est31 |
a bit |
19:16 |
Wuzzy |
yes |
19:16 |
Wuzzy |
thats the main use |
19:16 |
est31 |
yes |
19:16 |
Wuzzy |
or the "official" one xD |
19:16 |
Wuzzy |
with disabling sneaking completely, you would just drop off the corner if you continue walking |
19:17 |
Wuzzy |
the negation of fall damage is the thing which really bothers me |
19:18 |
CWz |
what point does sneak serve. in minecraft it hide the player name tag and maybe lower players footprints sound. |
19:18 |
est31 |
I see it as one of the features you can use in order to win :) |
19:18 |
est31 |
like you can sprint on the hungry games server, or you can also never spring |
19:19 |
est31 |
sprint* |
19:19 |
Calinou |
what's the IP of hungry games server? |
19:19 |
est31 |
minetest.gunshippenguin…:30001 |
19:19 |
CWz |
There 2 hunger game servers |
19:20 |
Wuzzy |
minetest.gunshippenguin.com |
19:20 |
Wuzzy |
port 30001 |
19:20 |
est31 |
minetest.org:30015 |
19:20 |
Wuzzy |
by OldCoder |
19:20 |
Calinou |
I saw it in list |
19:20 |
Wuzzy |
ALMOST always empty ... |
19:20 |
est31 |
never figured out how to use bow and arrow |
19:20 |
Wuzzy |
but GunshipPenguin's server is currently a bit weird |
19:20 |
Wuzzy |
some griefers managed to mess up the spawn |
19:21 |
Wuzzy |
I have still no clue how they did it |
19:21 |
Wuzzy |
even the glass form the lobby was removed O_O |
19:21 |
Calinou |
whoa so many people stuck at spawn |
19:21 |
Calinou |
no one can move |
19:21 |
Calinou |
this server is out of date… old skin, no client side animations |
19:21 |
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19:21 |
Wuzzy |
client-side animations? |
19:22 |
Calinou |
predicted animations, supported since 0.4.10 |
19:22 |
Calinou |
also I can't move away from spawn, I'm stuck in grey space |
19:22 |
Wuzzy |
yes, this is thanks to some griefers |
19:22 |
Wuzzy |
well, the player model thing could be fixed. I have written a mod for that. |
19:22 |
Wuzzy |
but then it must be stripped from default |
19:23 |
Wuzzy |
but that should be totally doable |
19:23 |
CWz |
If I recall Hungrygame is very outdated |
19:23 |
Wuzzy |
I am working on it! |
19:23 |
Wuzzy |
xD |
19:23 |
Wuzzy |
the biggest issues are balancing and oh my gosh how did they manage to grief this spawn?!? |
19:25 |
Wuzzy |
But I don't think it needs to follow Minetest Game for every little thing |
19:25 |
Wuzzy |
for example, many items are useless or even harmful on Hungry Games |
19:25 |
Wuzzy |
and many crafts should not exist |
19:26 |
Wuzzy |
like you can craft wool, chests and furnaces |
19:26 |
est31 |
hehe yes, |
19:26 |
Wuzzy |
even locked chests >_> |
19:26 |
est31 |
one strategy to survive a long time is to mine just down as fast as you can |
19:27 |
est31 |
then come up |
19:27 |
est31 |
and either kill the last remaining person, or dont kill them |
19:27 |
CWz |
sounds like an issue as well |
19:28 |
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19:29 |
Wuzzy |
you can't mine in GunshipPenguin's server anymore |
19:29 |
Wuzzy |
at least, I thought so |
19:29 |
Wuzzy |
or how else did the griefers break the glass?!?! :-( |
19:30 |
Wuzzy |
it is also strange because apparently, they also managed to obtain lava buckets |
19:30 |
Wuzzy |
probably buckets must be removed entirely from this subgame |
19:32 |
CWz |
maybe they got there hands on an admin account |
19:36 |
Wuzzy |
I don't know.. |
19:37 |
CWz |
world seem pretty much stoned to me |
19:38 |
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19:40 |
OldCoder |
The glass wall issue is a known problem |
19:40 |
OldCoder |
Wuzzy, my world is sometimes quite crowded |
19:40 |
OldCoder |
And people are not frozen in glass there :P |
19:40 |
* OldCoder |
waves to all the people frozen in glass at Gunship Penguin's server |
19:40 |
OldCoder |
o/ |
19:41 |
Wuzzy |
do you know how to break the glass? |
19:41 |
OldCoder |
I did so before; but the fix is on the server side |
19:41 |
Wuzzy |
O RLY? |
19:41 |
OldCoder |
The safest thing for him to do is to regenerate though |
19:41 |
OldCoder |
He just needs |
19:41 |
Wuzzy |
urgh |
19:41 |
OldCoder |
to copy his master back |
19:41 |
OldCoder |
It's like 3 seconds |
19:41 |
Wuzzy |
urrrrghghhhhghhghg |
19:42 |
OldCoder |
If he lost it, he can borrow mine as a starting point but I'm sure he has a backup |
19:42 |
Wuzzy |
the best solution would be to ensure the block never breaks |
19:42 |
OldCoder |
Which block? Sorry |
19:42 |
Wuzzy |
ah, you mean backup |
19:42 |
Wuzzy |
the glass block |
19:42 |
OldCoder |
Hungry Games is not for building |
19:42 |
OldCoder |
So he should have |
19:42 |
Wuzzy |
yes, I know |
19:42 |
OldCoder |
a master copy to reset, right? |
19:42 |
Calinou |
https://github.com/The-Yak/NobiaxTexturePack |
19:42 |
OldCoder |
Do you know what triggered the issue? |
19:42 |
OldCoder |
R |
19:42 |
Wuzzy |
how inefficient would that be? |
19:43 |
Wuzzy |
to reload the entire world of 400×400×IDONTKNOWHOWHIGH |
19:43 |
OldCoder |
Not very |
19:43 |
OldCoder |
3 seconds |
19:43 |
OldCoder |
What is Nobiax |
19:43 |
OldCoder |
*google* |
19:43 |
OldCoder |
Wuzzy the map is only like 5MB in size |
19:43 |
OldCoder |
It is a 3 second copy to fix this |
19:44 |
Wuzzy |
I still think the best solution would be to make sure the world can not actually be griefed to begin with ... |
19:44 |
OldCoder |
All right |
19:44 |
OldCoder |
Explain what happened; or I will scroll up |
19:44 |
Wuzzy |
but backups are always goo |
19:44 |
Wuzzy |
good |
19:44 |
OldCoder |
goo |
19:44 |
OldCoder |
ah |
19:44 |
Wuzzy |
XD |
19:44 |
OldCoder |
Wait |
19:44 |
Wuzzy |
typo of the day |
19:45 |
OldCoder |
He turned off mining |
19:45 |
OldCoder |
So how did they grief? |
19:45 |
Wuzzy |
THATS THE QUESTION |
19:45 |
OldCoder |
Hm |
19:45 |
CWz |
How does one turn off minning? |
19:45 |
OldCoder |
You have posted it? |
19:45 |
OldCoder |
He added this to the mod |
19:45 |
OldCoder |
Check out his fork |
19:45 |
OldCoder |
It is a configurable feature |
19:45 |
Wuzzy |
one possibility would be to make all blocks unbreakable by definitoin |
19:45 |
Wuzzy |
xD |
19:45 |
OldCoder |
Hm |
19:45 |
Wuzzy |
maybe he forgot glass XD XD XD |
19:46 |
OldCoder |
Is this possible at the mod level? |
19:46 |
OldCoder |
Wait I will look |
19:46 |
Wuzzy |
yes |
19:46 |
OldCoder |
*look* <- sound effect |
19:46 |
OldCoder |
Wait |
19:46 |
Wuzzy |
but it is a bit tricky to ensure it is REALLY unbreakable |
19:46 |
Wuzzy |
(ignoring minetest.remove_node for now) |
19:46 |
Wuzzy |
I even wrote a thread about that |
19:46 |
Wuzzy |
and a mod, see [bedrock2] |
19:47 |
OldCoder |
--Set what players can dig, should be modifyed along with glass_arena.replace |
19:47 |
OldCoder |
-- (See Above Section) |
19:47 |
OldCoder |
--Values "none" (can't di |
19:47 |
est31 |
I have a theory on how it would have worked |
19:47 |
Wuzzy |
nooooope noep nope nope nope nopen |
19:47 |
Wuzzy |
nope nope nope |
19:47 |
OldCoder |
He redefines hand |
19:47 |
Wuzzy |
the glass arena mod is only for the big glass walls in the border |
19:48 |
est31 |
15 |
19:48 |
Wuzzy |
NOT for the glass in the center of the map, this is just default:glass |
19:48 |
OldCoder |
Interesting |
19:48 |
OldCoder |
It does not really prevent digging |
19:48 |
OldCoder |
Just turns off all of the usual tools... |
19:48 |
Wuzzy |
ahh |
19:48 |
OldCoder |
He does not disable lava |
19:48 |
OldCoder |
Is that how they did it? |
19:48 |
Wuzzy |
that would only explain the stone |
19:49 |
Wuzzy |
but not how the glass has been removed |
19:49 |
OldCoder |
He basically changes the tools |
19:49 |
OldCoder |
To impact only flesh |
19:49 |
Wuzzy |
thats a good idea |
19:49 |
OldCoder |
So you can smack somebody with a shovel |
19:49 |
Wuzzy |
maybe he forgot one tool? |
19:49 |
OldCoder |
Could be; you can read for yourself; hold on |
19:49 |
Niebieski |
sfan5, I built leveldb and I know have the libleveldb.a. I put it into /usr/lib but same errors appear. |
19:49 |
Wuzzy |
I don't get it |
19:49 |
sfan5 |
you need to build leveldb completly |
19:50 |
sfan5 |
not just the .a |
19:50 |
OldCoder |
http://minetest.org/hungry-weapons.txt |
19:50 |
Wuzzy |
the hand has crumbly, snappy and oddly_breakable_by hand |
19:50 |
OldCoder |
Wuzzy, ^ |
19:50 |
sfan5 |
Niebieski: leveldb should have a method to install itself |
19:50 |
sfan5 |
you shouldn't need to copy any files manually |
19:50 |
Niebieski |
I cloned it and then issued 'make. |
19:50 |
Wuzzy |
OldCoder, where did you get that code? |
19:50 |
Wuzzy |
this is not the code I have |
19:50 |
OldCoder |
I checked it out of his github |
19:51 |
OldCoder |
Are you working from |
19:51 |
OldCoder |
upstream or his fork? |
19:51 |
sfan5 |
Niebieski: try running sudo make install |
19:51 |
OldCoder |
He explains this in his thread |
19:51 |
Wuzzy |
I am working upstream on his fork, yes. |
19:51 |
OldCoder |
This is a recent copy of his weapons.lua |
19:51 |
OldCoder |
Let's see if he's modified it... |
19:51 |
Wuzzy |
post link please! |
19:52 |
Wuzzy |
I have no weapons.lua |
19:52 |
Niebieski |
"No rule to make target 'install'. stop." |
19:52 |
OldCoder |
Wait |
19:52 |
Wuzzy |
what commit do u use? |
19:52 |
Wuzzy |
I use c9afd9445064e1dccf7e8ce266b48fa452ae8a9c |
19:53 |
sfan5 |
Niebieski: where did you clone leveldb from? |
19:53 |
OldCoder |
You have the wrong release I think |
19:53 |
Wuzzy |
most certainly not |
19:53 |
OldCoder |
git clone https://github.com/gunshippenguin/hungry_games.git |
19:53 |
Niebieski |
https://github.com/google/leveldb |
19:53 |
Wuzzy |
This is where I posted all my PRs |
19:53 |
OldCoder |
Wuzzy you are no longer fuzzy as here is the link I think in pixel ink |
19:53 |
OldCoder |
git clone https://github.com/gunshippenguin/hungry_games.git |
19:53 |
OldCoder |
^ Link |
19:53 |
Wuzzy |
This is where I posted all my PRs |
19:53 |
OldCoder |
kk |
19:53 |
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19:53 |
Wuzzy |
most of them were accepted |
19:53 |
OldCoder |
Well, weapons.lua is there |
19:53 |
Wuzzy |
and are now part of the server |
19:53 |
sfan5 |
hm |
19:54 |
OldCoder |
It appears to be identical to my version |
19:54 |
OldCoder |
Though I have made fixes of my own |
19:54 |
OldCoder |
I fixed the random teleport to 0,0,0 for example |
19:54 |
OldCoder |
I have given the fix to him but he is not using it |
19:54 |
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19:54 |
Wuzzy |
OldCoder, I see no weapons.lua |
19:54 |
Wuzzy |
https://github.com/GunshipPenguin/hungry_games/tree/master/mods/default |
19:55 |
Wuzzy |
look here |
19:55 |
OldCoder |
It is under hungry_games |
19:55 |
Wuzzy |
:O |
19:55 |
OldCoder |
look there |
19:55 |
OldCoder |
It is under hungry_game * |
19:55 |
OldCoder |
It is under hungry_games * plural |
19:55 |
Wuzzy |
omg |
19:55 |
sfan5 |
Niebieski: sudo cp libleveldb.* /usr/lib |
19:55 |
OldCoder |
rootrobert-temp:/opt/minebest/worlds/hungry/hungry_game/mods/upstream# ls hungry_games/mods/hungry_games/weapons.lua |
19:55 |
OldCoder |
hungry_games/mods/hungry_games/weapons.lua |
19:55 |
Wuzzy |
now I see some serious problems |
19:55 |
Wuzzy |
hand is defined 2 times |
19:55 |
OldCoder |
ono |
19:56 |
Wuzzy |
I wonder which definition “wins†|
19:56 |
* OldCoder |
work is done :P |
19:56 |
OldCoder |
Glad to be of clarification |
19:56 |
Wuzzy |
well |
19:56 |
OldCoder |
1st or 2nd one? |
19:56 |
sfan5 |
Niebieski: and sudo cp -Rvf include/leveldb /usr/include |
19:56 |
Wuzzy |
weird |
19:56 |
OldCoder |
sfan5, couldn't he symlink? |
19:56 |
Wuzzy |
what happens if you do minetest.register_tool(":") two times? |
19:56 |
Wuzzy |
which definition “wins� |
19:56 |
* OldCoder |
has no iea |
19:56 |
OldCoder |
idea * |
19:57 |
sfan5 |
OldCoder: why would he? the goal isn't to preserve the broken libleveldb |
19:57 |
* OldCoder |
wants to know about that 2GB texture pack |
19:57 |
Wuzzy |
And why is it that in Hungry Games, it is apparently ALWAYS the definition on hungry_game |
19:57 |
Wuzzy |
And why is it that in Hungry Games, it is apparently ALWAYS the definition on hungry_games |
19:57 |
Wuzzy |
oops sorry |
19:57 |
OldCoder |
sfan5, ok |
19:57 |
Wuzzy |
maybe its because hungry_games comes later in alphabet than default? XD |
19:57 |
Wuzzy |
Well, I haven't really found the source of this yet. :-( |
19:58 |
Wuzzy |
(source of error) |
19:58 |
Niebieski |
sfan5, I'm building now, lets see what will happen. |
19:59 |
Wuzzy |
who the hell is so crazy and creates a 2 GB texture pack? lol |
20:03 |
Niebieski |
sfan5, same errors. |
20:04 |
sfan5 |
ah right |
20:06 |
sfan5 |
Niebieski: edit build_detect_platform line 199 to " if [ false ]; then", run make again and after that run the cp commands again |
20:09 |
Wuzzy |
okay, I just updated the player model on my Hungry Games “forkâ€, a pull request is in the air. :-) |
20:10 |
Wuzzy |
because someone compained about the outdated player model |
20:11 |
Wuzzy |
what should be added later would be selectable skins. I wonder which mod would work best for that |
20:12 |
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20:13 |
hoodedice |
make your own |
20:13 |
hoodedice |
=) |
20:13 |
OldCoder |
Wuzzy there is a skins mod |
20:13 |
OldCoder |
Only 5 screens or so though |
20:13 |
Wuzzy |
screens? |
20:14 |
OldCoder |
I prefer player_textures because any skin can be used |
20:14 |
OldCoder |
You get about 30 skins to choose from |
20:14 |
OldCoder |
Not enough |
20:14 |
OldCoder |
I prefer player_textures because any skin can be used |
20:14 |
OldCoder |
But server owner must install them |
20:14 |
OldCoder |
I may add an upload capability |
20:14 |
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20:14 |
Wuzzy |
how? |
20:14 |
Wuzzy |
would it work ingame? lol |
20:14 |
OldCoder |
How to which part? |
20:14 |
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20:15 |
OldCoder |
Must restart |
20:15 |
Wuzzy |
uploading |
20:15 |
OldCoder |
to activate skins |
20:15 |
OldCoder |
or people turn solid colors |
20:15 |
OldCoder |
Web link |
20:15 |
OldCoder |
Easy |
20:15 |
OldCoder |
Trivial almost |
20:15 |
Wuzzy |
BUT I LOVE SOLID COLORS! |
20:15 |
Wuzzy |
XD |
20:15 |
OldCoder |
Players prefer not to be all pink or green |
20:15 |
OldCoder |
They rather it were skins |
20:15 |
Wuzzy |
haha I am just messing around |
20:16 |
OldCoder |
kk |
20:16 |
hoodedice |
eyyo RBA |
20:17 |
Niebieski |
sfan5, do I have to do 'make clean' to clean the previous make ? |
20:17 |
sfan5 |
can't hurt |
20:17 |
sfan5 |
you possibly need to do that |
20:18 |
Niebieski |
I do it anyway. |
20:18 |
Niebieski |
but since the built files are deleted, it starts all over, which takes some time. |
20:19 |
Wuzzy |
Calinou: <https://github.com/GunshipPenguin/hungry_games/pull/15>. It just waits to be merged by GunshipPenguin. :P |
20:20 |
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20:21 |
Niebieski |
sfan5, same errors. :( |
20:22 |
sfan5 |
it must be linking to the wrong library |
20:23 |
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20:24 |
Niebieski |
Do you want to see the error ? |
20:28 |
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20:31 |
hoodedice |
Niebieski, doesn't hurt to paste ;D |
20:32 |
hoodedice |
sfan loves p.pomf.se |
20:32 |
hoodedice |
hiya kaeza |
20:34 |
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20:35 |
diemartin |
hoodedice, o/ |
20:35 |
Niebieski |
Here it is http://pastebin.com/P4sbtv2N |
20:36 |
hoodedice |
\o |
20:36 |
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20:47 |
TheWild |
GUI: instead of GUI scale factor I would be more happy with Gamma setting. GUI scale factor setting currently sucks the way a tiny black triangle is clicked, it changes its position because GUI scale changes. It goes even worse with scrollbar. |
20:48 |
TheWild |
did anyone test it before approving? |
20:48 |
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21:05 |
Niebieski |
I'm building the game with leveldb disabled eventually. |
21:11 |
TheWild |
in meantime testing minetest.write_json. It works for most cases but not always: minetest.write_json({}) produces nil, minetest.write_json({[0]="test"}) produces nil |
21:24 |
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diemartin |
asdf |
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