Time |
Nick |
Message |
00:01 |
paramat |
there's a 90 percent chance of another level being added, so average is 10 levels but can go much higher |
00:03 |
Teckla |
My daughter has declared home decor and generative architecture her favorite two mods thus far, heh |
00:03 |
paramat |
sometimes you may need to wait up to 43 seconds for another element to spawn, usually much less. also you need to be within 32 nodes of a spawner node to activate it |
00:03 |
paramat |
good combination |
00:03 |
paramat |
empty building.. |
00:04 |
Teckla |
She's turning your generated architecture into a hotel, heh |
00:10 |
bobomb |
is there a method to pass a list of positions and get the pmin and pmax out of it? |
00:12 |
paramat |
probably |
00:21 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Bucket: Register river water bucket, add texture c4fb5bd http://git.io/vIjPD (2015-06-14T01:18:14+01:00) |
00:21 |
Sokomine |
Taoki: i'm sure it is. just keep in mind that all works pretty fine as long as you can reproduce the same world whenever mapgen throws a chunk at you. and take a look at that noise stuff. it might be very useful in this case. or perhaps at biomes. they could determine the type of buildings in one particular area |
00:39 |
bobomb |
can someone look at a gist and tell me why the result is that new_pmin and new_pmax are just replaced by the current position being tested each time? https://gist.github.com/bobombolo/f707650ab4ff7d212e2b |
00:48 |
Taoki |
Sokomine: What's important is that I on_generate fully executes between generated mapblocks. So until the 1st on_generate call doesn't finish, the 2nd one doesn't begin either. |
00:51 |
Sokomine |
Taoki: guess you'll have to talk with hmmmm about that. afaik mapgen is one of the few pieces of code where parallel execution is currently possible |
00:51 |
* Taoki |
nods |
00:52 |
Sokomine |
so this refers to the function that generates the overall structure of your town? that one which decides what gets placed where? |
00:54 |
Sokomine |
Taoki: why does the ground for the *entrie* city has to be scanned? |
00:54 |
paramat |
bobomb i can't see the error |
00:54 |
Taoki |
No... that part of the code must execute all at once, and generates a list of schematics. Problem is placing each schematic with its own on_generate function, rather than all at once which is slow. |
00:55 |
Sokomine |
Taoki: well, that's what mapgen is for? it throws a block at you - say, from -40..40 in each direction - and then you have to fill it with that part of your city that lies in that mapblock. what prevents you from beeing able to do exactly that? |
00:56 |
Sokomine |
the approach you described in the forum still sounds as if you want to spawn all at once. that doesn't go well with mapgen |
00:56 |
Taoki |
Sokomine: Nothing. Just haven't coded the mod like that initially. I want to change that soon. |
00:56 |
Taoki |
I know. It's what it's doing currently |
00:56 |
Sokomine |
ah. then you ought to change it :-) |
00:56 |
Taoki |
And I'm planning to fix it. |
00:56 |
Taoki |
Indeed |
00:57 |
Taoki |
Anyway, need to go now. Will look at this tomorrow. Night :) |
00:57 |
Sokomine |
ok. just keep in mind to write your city-planning function :-) have the entire city planned and mapped out before you start! |
00:58 |
Sokomine |
if you do that, you can even use the villages code for spawning your city |
00:58 |
Taoki |
That will obviously stay the same way... the city must be planned first :) |
00:58 |
Taoki |
Later |
00:59 |
Sokomine |
that's right :-) that's your job, to make it a nice, planned and still good looking city :-) |
01:01 |
bobomb |
paramat, i was up till 4am trying to figure out what's wrong. At every stage if you print the values it should be working. but it doesn't. I need a method to give pmin and pmax from a list of blocks to move forward with implementing LVM into my mod. |
01:11 |
paramat |
node definition defaults are in builtin/game/item.lua, 'is_ground_content' is indeed true by default |
01:11 |
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01:12 |
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01:16 |
WindHero |
ShadowNinja, are you around? |
01:20 |
Sokomine |
bobomb: what are you trying to do? |
01:20 |
* Sokomine |
looks curious |
01:27 |
WindHero |
I've been away so long... |
01:38 |
bobomb |
Sokomine, I have a block list, and I am trying to extract the pmin and pmax from it. like i think what you would call the "emergent" extent. |
01:39 |
bobomb |
so that i can use VoxelArea and VoxelManip methods. |
01:40 |
bobomb |
I don't see any VM methods to pass a block list and get the pmin and pmax or max edge min edge from it |
01:40 |
bobomb |
just starting to learn the LVM... |
01:40 |
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02:03 |
LazyJ |
VanessaE, thanks for the fixes to the well water bucket override, however, it is still a wee bit broke in one scenario. If the hot bar is full to the right of the empty, wield-hand bucket, the bucket is deleted and no water bucket is returned when used on the well. |
02:03 |
LazyJ |
Latest HomeDecor, and yesterday's Git of Minetest engine and game. |
02:06 |
LazyJ |
Posting an Issue on GitHub, awaiting some VanessaE magic. :) |
02:08 |
LazyJ |
Ugh... Right/left, left/right, your right/my left... |
02:08 |
LazyJ |
Correction... when the hot bar is full to the *left* of the wield-hand bucket. |
02:09 |
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02:16 |
LazyJ |
And... must be a single bucket, not a stack. |
02:20 |
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02:20 |
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02:24 |
Sokomine |
bobomb: ah. register_on_generated usually provides minp and maxp |
02:27 |
bobomb |
that's called after generating a block via mapgen? |
02:27 |
Sokomine |
yes |
02:27 |
Sokomine |
hmm. wait a minute... |
02:27 |
bobomb |
i need to pass a block list that i am maintaining in my mod, just a list of positions. |
02:28 |
bobomb |
and frankly I am very unsatisfied that i don't know why this approach is not working: https://gist.github.com/bobombolo/f707650ab4ff7d212e2b |
02:28 |
Sokomine |
bobomb: might not be the best example, but: take a look at this file: https://github.com/Sokomine/mines_with_shafts/blob/master/mines_create.lua |
02:28 |
Sokomine |
disregard the part that's related to the mines as such |
02:29 |
Sokomine |
only take a look at minetest.register_on_generated |
02:31 |
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02:32 |
Sokomine |
what does get_position_from_hash do? |
02:33 |
Sokomine |
new_pmin = {x=p.x, y=p.y, z=p.z} (same for pmax) - else it does not get stored the way you want it |
02:35 |
Sokomine |
new_pmin = p just isn't the same. it just lets new_pmin point to the same table as p, and if you change new_pmin.x (for example), p.x will be changed as well |
02:41 |
bobomb |
ok i am looking at that, it looks like register_on_generated is giving you the extent after a map block is generated, right? That's no use to me, I have a list of positions i am handling in-mod, in hashed form. get_position_from hash gets the pos as the standard {x,y,z} table. |
02:42 |
Sokomine |
what do you plan to do? |
02:43 |
bobomb |
it seems like a pretty standard thing to do: pass a list of positions, get the pmin and pmax from them, to get an enclosing vector for the list. then do replacements and such... |
02:44 |
bobomb |
knowatimean? |
02:45 |
bobomb |
this is not a mapgen mod i am working on. |
02:45 |
bobomb |
but the code in that gist should work and it doesn't |
02:52 |
Sokomine |
what do you plan to do with the positions? what's the goal of your mod? |
02:53 |
Sokomine |
make sure you pass all values to your variables when initializing. you need to change new_pmin = p and new_pmax = p and create a new table with all the relevant values for your variables |
02:55 |
bobomb |
so this is a problem with lua tables being passed by reference or something? |
02:56 |
Sokomine |
exactly so |
02:57 |
Sokomine |
tables are passed by reference |
03:00 |
bobomb |
dang. i knew that was the problem and it took me two days to deal with it.. hahaha. |
03:00 |
Sokomine |
you're not the only one with that problem i'm afraid :-/ these kind of languages are not always the kindest.... |
03:00 |
bobomb |
i mean, i knew that was the problem but didn't really understand. so i was actually updating the p variable indirectly. |
03:01 |
Sokomine |
that's right |
03:01 |
bobomb |
i just remade my function by breaking the positions into independent x, y, and z variables and it works perfectly now. |
03:01 |
Sokomine |
happens to all of us from time to time |
03:01 |
bobomb |
is there a way to force a table to copy without looping through each element? |
03:02 |
Sokomine |
in some situations, minetest.serialize/minetest.deserialize is used for that purpose. it can't handle userdata (i.e. functions) |
03:03 |
Sokomine |
search the web for deepcopy and lua. there are sample functions out there. the language doesn't even have a way to determine if a value is contained in a list and at which position |
03:04 |
Sokomine |
at least, no in-built, easy way. of course it can be implemented. it's just inconvenient |
03:04 |
bobomb |
what if a function returns a local table, that would copy it no? |
03:06 |
Sokomine |
not copy i think. a reference to it would be returned, and the table not removed i think |
03:06 |
bobomb |
ah |
03:06 |
Sokomine |
but yes, you can return tables that are local and work with those return values |
03:07 |
bobomb |
phew. now i can move forward. once i have these extent positions for the groups of cells i am working with I can start to use VM to do my replacements and stuff, rather than node by node with setnode. |
03:07 |
bobomb |
is your nick a reference to sokoban? |
03:07 |
Sokomine |
yes, that's where my nick comes from. this kind of game reminded me of sokoban |
03:08 |
bobomb |
i make my kids play sokoban. |
03:08 |
Sokomine |
what do you plan to do with voxelmanip eventually? you havn't told yet :-) |
03:08 |
bobomb |
here is my mod fyi:https://github.com/bobombolo/automata |
03:08 |
bobomb |
each pattern in my mod is handled internally in a table, and as they grow, they have many many block updates, especially the 3D patterns. |
03:09 |
bobomb |
so i need to switch to voxelmanip for those updates |
03:09 |
Sokomine |
bobomb: talk to rnd. i'm sure you'll have mutual intrests. he even implemented sokoban :-) and also other games. he used to have a game of life on his server. don't remember if it was him wo implemented it |
03:09 |
Sokomine |
makes sense to handle that via voxelmanip, yes |
03:10 |
bobomb |
ok, rnd. |
03:10 |
bobomb |
there is a sokoban minetest mod? |
03:11 |
Sokomine |
yes, there is |
03:11 |
bobomb |
anyway i wanted to build it one way, then convert it to voxelmanip to learn the old and the new. a lot of the internal logic of counting neighbors and assessing births/deaths will still be block by block so i think my mod will still need to keep an internal table of game states. |
03:11 |
Sokomine |
see https://forum.minetest.net/viewtopic.php?f=9&t=12235&p=179337 it might intrest you :-) |
03:12 |
Sokomine |
depends a bit on how large you want your game of life to become |
03:14 |
bobomb |
life is only fun if it can get large and go for a long time... |
03:14 |
Sokomine |
:-) |
03:14 |
bobomb |
everything has been fine until I implemented 3D automata rules. |
03:16 |
Sokomine |
you might still work with the voxelmanip data directly. you may set a cell that will come to life in the next stage to a diffrent block than one that is currently alife (and similar for a dying one) |
03:16 |
bobomb |
anyway I want to learn voxelmanip so I can move on to mapgen mods... |
03:17 |
Sokomine |
voxelmanip at its core is not too difficult. the voxelmanip you're going to use for your game is slightly diffrent from the on_generated voxelmanip, but it may not matter much |
03:17 |
bobomb |
yes I read the two different uses.. i think I will now be busy trying out all these rnd mods for a few days. |
03:17 |
bobomb |
dang |
03:18 |
bobomb |
and all of paramat's different mapgen mods. |
03:18 |
Sokomine |
just keep in mind that entries in the voxelmanip table are content_ids and not node names, and that there's a function to turn your coordinates into an index for the table |
03:18 |
Sokomine |
sounds like lot of fun :) paramats mods are very nice as well |
03:19 |
bobomb |
right now i am using hash_node_position, I guess that will stop. |
03:20 |
bobomb |
i also have a lot of hard coding of neighborhood positions which I hope to replace with more elegant voxelmanip approach. |
03:21 |
bobomb |
but i needed the pmin and pmax of the initial block layout to even get started so thanks. |
03:21 |
Sokomine |
maybe a simple find_nodes_in_area might do the job for you already. that one returns positions. might be well enough for a small game |
03:22 |
Sokomine |
pmin and pmax are usually relevant in case of mapgen. in your case, you'll probably just requiest a sufficiently large piece of voxelmanip data and play your game in it, ignoring borders between mapchunks (which are only relevant at mapgen time anyway) |
03:30 |
bobomb |
the way my mod is set up the player can place cells anywhere so there is no way to guess at the extent of the play field. |
03:30 |
bobomb |
and each pattern must grow independently |
03:31 |
Sokomine |
then you need to take care of protected areas |
03:32 |
bobomb |
how do you mean? areas designated by the protected area mod? |
03:32 |
Sokomine |
maybe...you could use something more minetest-like instead of the normal game of life. decision about the future of a cell could be made inside an abm, with a certain chance. only gets tricky if there are too many cells... |
03:33 |
Sokomine |
yes, by that mod or by others. having cells violate protection would not be good |
03:33 |
bobomb |
i tried the abm approach in my first version. it didn't work well for a number of reasons. |
03:34 |
bobomb |
for one thing only the part of the pattern near the player would be assessed so the pattern would fall out of sync. also an internal table became necessary immediately because the abm would start to handle newly born cells before all the old ones were finished, so the pattern grew completely wrong. |
03:34 |
bobomb |
and it was slow |
03:35 |
bobomb |
also empty or dead cells were checked repeatedly. all this meant so many in-mod tables that I switch to a completely table based approach and everything went 10 times better immediately |
03:35 |
Sokomine |
ah. yes, that would be likely problems |
03:36 |
bobomb |
you can try it out, i spent a hell of a lot of time on the form. there is a lot more than Game of Life in my mod, all possible 1D, 2D and 3D rules are handled except the 0-neighbor births are not possible in an infinite field. |
03:37 |
bobomb |
and i have settings for staying in-plane, growing along any axis, setting the death cell to any desired, destructive / non destructive. just validating the inputs was tricky. half the mod is for the forms. |
03:38 |
bobomb |
it also imports .LIF file format for old libraries of life patterns. |
03:38 |
bobomb |
and each player can see a list of their patterns, pause and resume them. |
04:41 |
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05:52 |
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05:55 |
srifqi |
the maintenance of forum.minetest has done, right? |
05:58 |
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06:06 |
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06:07 |
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06:09 |
Elronnd |
Hi, can someone help me? I'm having trouble compiling. |
06:09 |
Elronnd |
If I understand this correctly, cmake is complaining that it can't find IRRLICHT_INCLUDE_DIR and IRRLICHT_LIBRARY |
06:11 |
est31 |
Elronnd, which os are you on? |
06:12 |
Elronnd |
FreeBSD |
06:12 |
est31 |
hmmmm has freebsd too i think |
06:13 |
* Elronnd |
finds what irrlicht is, downloads it, and prepares to build it |
06:14 |
Elronnd |
Not root, so can't use packages/ports system |
06:16 |
Elronnd |
Shit, linux-only problem |
06:16 |
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06:16 |
Elronnd |
And one that shouldn't *even* matter for fbsd |
06:17 |
Elronnd |
Missing <linux/joystick.h> |
06:19 |
Elronnd |
Well, apparently there's an ifdef of freebsd to include another joystick file |
06:19 |
Elronnd |
But can't find a config.h file |
06:19 |
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06:20 |
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06:25 |
sfan5 |
Elronnd: should be at include/IrrCompileConfig.h |
06:26 |
Elronnd |
NVM, the problem seems to be different |
06:26 |
Elronnd |
I've resorted to downloading the .h files and placing them by hand |
06:26 |
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06:30 |
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06:32 |
MinetestBot |
[git] est31 -> minetest/minetest: Android: bypass broken wide_to_utf8 with wide_to_narrow 60f31ad http://git.io/vLeWg (2015-06-14T08:25:21+02:00) |
06:39 |
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06:42 |
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06:43 |
Elronnd |
Finally, cmake has stopped complaining! |
06:46 |
WindHero |
cmake on what platform? |
06:46 |
Elronnd |
fbsd |
06:47 |
Elronnd |
And now at %15 and make hasn't given me errors \_o_/ |
06:48 |
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06:50 |
WindHero |
sugoi |
06:50 |
WindHero |
(amazing) |
06:51 |
WindHero |
I just can't cmake on win8 |
06:51 |
Elronnd |
I would provide a binary, but there's already one as part of the pkg system |
06:51 |
Elronnd |
Why are you using win8? |
06:51 |
WindHero |
And now trying to scrap together an Ubuntu/Lubuntu, I can't get the install disc to load |
06:52 |
WindHero |
Because laptop came with it |
06:52 |
Elronnd |
Hm |
06:52 |
WindHero |
Waiting til warranty goes before I swap out the system |
06:56 |
WindHero |
If I can get the ubuntu running, maybe I can finally toy with Minetest's source code... |
06:56 |
WindHero |
32-bit processor is being a problem though |
06:56 |
Elronnd |
Yeah |
06:56 |
Elronnd |
30% and still going strong! |
06:57 |
WindHero |
:D |
06:57 |
sfan5 |
WindHero: are you really sure it's a 32-bit processor |
06:57 |
WindHero |
'gratz |
06:57 |
WindHero |
Pretty much |
06:57 |
sfan5 |
laptops come with 64-bit processors since years |
06:57 |
sfan5 |
what processor is it? |
06:57 |
WindHero |
nonono, this isn't the laptop I'm talking about |
06:58 |
WindHero |
it's an old motherboard a friend gave me |
06:58 |
WindHero |
ATX |
06:58 |
sfan5 |
oh |
06:58 |
Elronnd |
Ah |
06:58 |
WindHero |
Super Micro, only supports x86 processors |
06:58 |
WindHero |
my laptop is running win8.1 just fine |
07:01 |
WindHero |
Not to mention the desktop in question has a couple odd drives and a perfectly good SATA HDD |
07:02 |
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07:02 |
WindHero |
I can get Ubuntu's install disc halfway, then it freezes in a console window |
07:02 |
Elronnd |
GTG, bye |
07:02 |
WindHero |
bye |
07:11 |
sfan5 |
<WindHero> I can get Ubuntu's install disc halfway, then it freezes in a console window |
07:11 |
sfan5 |
does it boot? |
07:11 |
WindHero |
halfway :P |
07:13 |
sfan5 |
nvidia graphics? |
07:14 |
WindHero |
integrated |
07:14 |
WindHero |
I think it's nvidia |
07:14 |
WindHero |
I have a graphics card from nvidia I want to install drivers for once the system works |
07:15 |
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07:16 |
sfan5 |
WindHero: the nouveau is probably messing it up |
07:16 |
sfan5 |
i had that on my laptop |
07:16 |
WindHero |
nouveau? |
07:16 |
sfan5 |
add nouveau.disable=1 (i think it was that) to the boot arguments |
07:16 |
sfan5 |
yes |
07:16 |
sfan5 |
nouveau is a free driver for nvidia gpus |
07:16 |
WindHero |
ohh |
07:16 |
sfan5 |
but it breaks on systems with switchable graphics |
07:16 |
WindHero |
interesting |
07:23 |
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07:25 |
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07:25 |
WindHero |
well, I'll give it another stab tomorrow. Most of the parts were recycled from old systems, so I'm sure that's no help |
07:25 |
WindHero |
But my battery is dying, so I gotta log off now. |
07:26 |
WindHero |
good night! |
07:32 |
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07:33 |
OldCoder |
someguy_irc, do you have a forum account? Log in and see if it captchas you |
07:33 |
someguy_irc |
Okay. |
07:33 |
someguy_irc |
Freak |
07:33 |
someguy_irc |
Yeah it did |
07:34 |
someguy_irc |
I was already logged in, so I had to log out and try it. |
07:34 |
someguy_irc |
now sucessfully logged in. |
07:35 |
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07:36 |
OldCoder |
Amaz, try logging into the forums |
07:36 |
OldCoder |
Log out and clear cookies first |
07:36 |
OldCoder |
Does it captcha you? |
07:36 |
OldCoder |
I think the database is corrupted |
07:36 |
est31 |
it captcha'ed me |
07:37 |
Amaz |
Yep, I get captcha'ed. |
07:37 |
Amaz |
But only after pressing login, so I have to enter my login details again. |
07:38 |
Amaz |
And it says: "You exceeded the maximum allowed number of login attempts. In addition to your username and password you now also have to solve the CAPTCHA below." |
07:38 |
OldCoder |
It's broken; will somebody report this? I am not on the best of terms with the people involved. |
07:39 |
OldCoder |
I suppose I could post about it |
07:39 |
est31 |
does that mean its broken? |
07:39 |
someguy_irc |
few days ago, the theme was messed up I think. |
07:39 |
est31 |
I can log in |
07:39 |
Cryterion |
captcha'd on login but also got the exceeded login attempt |
07:40 |
est31 |
it makes sense to require everyone to solve a captcha |
07:40 |
Amaz |
I think that the problem is that the "maximum allowed number of login attempts" is set to 0. |
07:40 |
est31 |
either because they created an account |
07:40 |
est31 |
ah I see |
07:41 |
est31 |
meh, then it seems we'll digitize some of google's house numbers and feed non-open map data sets |
07:42 |
OldCoder |
The forum is up est31 |
07:42 |
OldCoder |
But this is unintentional |
07:42 |
OldCoder |
So it is a bug |
07:42 |
OldCoder |
If somebody else will report this, this will be appreciated. I may also post it. |
07:43 |
Amaz |
Okay. |
07:43 |
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07:45 |
Amaz |
Done. |
07:53 |
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08:00 |
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08:02 |
Calinou |
http://www.reddit.com/r/linux/comments/39quzj/chris_aljoudis_ublock_not_gorhills_ublock_origin/ |
08:04 |
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08:30 |
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08:31 |
LNJ |
what do you think about short aliases (in minetest_game) |
08:31 |
LNJ |
there are already some |
08:31 |
LNJ |
for the old maps |
08:36 |
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08:43 |
rubenwardy |
LNJ, not by default |
08:43 |
rubenwardy |
it defeats the whole purpose of mod:item |
08:44 |
est31 |
LNJ autocomplete is the better solution I think |
08:44 |
rubenwardy |
a clever mechanism for /giveme could work though, where it doesn't require the modname if there is only one item of that name |
08:44 |
rubenwardy |
basically autocomplete |
08:44 |
est31 |
I had plans to add it but then I started wondering whether to add it as client side lua feature |
08:45 |
est31 |
OTOH we shouldn't add *everything* as client side feature, then people who disable it for whatever reason have problems |
08:46 |
LNJ |
@rubenwardy yeah I think thats better! |
08:47 |
LNJ |
but it is bad if you use eg mesecons and you dont know how the items called |
08:48 |
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08:48 |
kilbith |
mods topics links from Google are 404 now :( |
08:48 |
rubenwardy |
just use the creative inventory :P |
08:48 |
LNJ |
:) |
08:49 |
LNJ |
what about an option in the minetest.conf which is disabled by default |
08:49 |
rubenwardy |
kilbith, would you like to report that? |
08:49 |
kilbith |
sure |
08:49 |
rubenwardy |
Or should I? |
08:49 |
kilbith |
better you then |
08:50 |
rubenwardy |
https://forum.minetest.net/viewtopic.php?p=181778#p181778 |
08:50 |
rubenwardy |
wtf |
08:50 |
rubenwardy |
http://store.steampowered.com/app/296470/ |
08:50 |
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08:52 |
kilbith |
also this would be nice to redirect the forum searching to "<keyword> site:forum.minetest.net" |
08:52 |
est31 |
kilbith, yes noticed the link bug too |
08:52 |
kilbith |
instead of the phpbb one |
08:53 |
est31 |
its because id= is now t= |
08:53 |
est31 |
perhaps there should be a redirect |
08:54 |
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08:57 |
est31 |
rubenwardy, why do you have to link to a food forum page? |
08:57 |
est31 |
I'll have to go to eat now :) |
08:57 |
rubenwardy |
lol |
08:57 |
rubenwardy |
it's the first one that came to mind |
09:00 |
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09:31 |
est31 |
anybody knows a good mine-testy pangram? |
09:37 |
MinetestBot |
[git] kilbith -> minetest/minetest_game: Improved Iron Bar texture d8dd933 http://git.io/vLeFV (2015-06-14T11:34:52+02:00) |
09:38 |
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10:08 |
CWz |
irc.inchra.net channel #BP-Carbone |
10:08 |
MinetestBot |
[git] est31 -> minetest/minetest: Add UTF and other utility unit tests d105bf2 http://git.io/vLejr (2015-06-14T12:07:51+02:00) |
10:08 |
CWz |
whoops |
10:08 |
CWz |
worng chat |
10:08 |
* CWz |
feels dumb |
10:08 |
* CWz |
is dumb lol |
10:16 |
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10:22 |
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10:25 |
Luke99 |
how to "Make the gravity decrease as the player gets higher and higher up" in a minetest mod? |
10:25 |
Calinou |
Luke99, you'd have to: |
10:26 |
Calinou |
- check player height. set gravity accordingly every 5 seconds or so |
10:26 |
Calinou |
- also check it when they connect |
10:27 |
Luke99 |
ok but how to do something every 5 seconds with a player? |
10:29 |
Calinou |
Sokomine, https://forum.minetest.net/viewtopic.php?f=3&t=156&p=181779#p181414 |
10:29 |
Calinou |
hmm, looks like you're using Open Sans or Noto Sans |
10:29 |
Calinou |
Luke99, or you can be lazy and do it on every server step... |
10:29 |
Calinou |
it'll be wasteful in resources though |
10:30 |
Calinou |
minetest.register_on_globalstep |
10:35 |
clever |
and what if you just did it every 100th global step? |
10:35 |
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10:36 |
clever |
static int x = 0; x++; if (x % 100 == 0) update(); |
10:38 |
Calinou |
that'd be every 10 seconds by default |
10:38 |
Calinou |
but please, do check for what a server step is |
10:38 |
Calinou |
because it's 0.1 second by default but it can vary |
10:39 |
Calinou |
don't make your stuff tick-dependent |
10:39 |
clever |
ah, so you may want to if (x % (10 * ticksPerSecond) == 0) |
10:40 |
clever |
ive only looked at the source for minecraft mods, so i'm still used to a fixed 20 tps |
10:40 |
Calinou |
it is possible to use dtime |
10:40 |
Calinou |
which is the time spent since the last tick |
10:40 |
Calinou |
(very low in singleplayer, ~0.1 in default dedicated server configuration) |
10:44 |
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10:48 |
Luke99 |
Thanks |
10:52 |
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11:09 |
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11:14 |
technomancy |
http://dev.minetest.net/minetest.show_formspec this page mentions something called on_player_receive_fields which doesn't seem to be mentioned anywhere else in the wiki |
11:14 |
technomancy |
did that get renamed or something? |
11:17 |
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11:18 |
technomancy |
it seems like you use a different callback when a formspec is triggered via formspec meta vs calling show_formspec |
11:20 |
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14:34 |
Thron |
CWz |
14:34 |
CWz |
Thron |
14:35 |
Thron |
what is that sever again? |
14:35 |
CWz |
mtz? |
14:35 |
Thron |
yep |
14:36 |
CWz |
mtzeno.com |
14:36 |
Thron |
cool have it now.. |
14:37 |
RealBadAngel |
hi, anybody wanna test https://github.com/minetest/minetest/pull/2783 ? |
14:41 |
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15:01 |
Sokomine |
hm, seems i have a problem with the forum? new posts are offered as downloads instead of just beeing links? |
15:01 |
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15:03 |
RealBadAngel |
Sokomine, c55 mentioned some problems with forum |
15:04 |
Sokomine |
ah, ok. it worked up until a few minutes ago |
15:05 |
CWz |
will travelnets ever be upgraded to make use of meshnodes? |
15:06 |
RealBadAngel |
http://irc.minetest.ru/minetest-dev/2015-06-14#i_4287126 |
15:06 |
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15:07 |
Sokomine |
CWz: the nodeboxes ought to be translated just fine? if you're able to create a suitable mesh, please show it to me and make a pull request. just don't expect me to create any textures or models...i'm not good with that :-) |
15:07 |
RealBadAngel |
CWz, if you want something more fancy try StarGates |
15:08 |
RealBadAngel |
https://github.com/minetest-technic/stargate |
15:08 |
Sokomine |
that's right, the stargate certainly has a more fancy look |
15:09 |
Amaz |
I don't seem to be able to view any topics on the forum... |
15:10 |
Sokomine |
RealBadAngel: i don't even know what that "displacement mapping" is. best get vanessae or someone else who's got more experience with that to take a look :-) i even don't enable shaders most of the time |
15:10 |
CWz |
shaders are overrated |
15:10 |
RealBadAngel |
Sokomine, all you need is your eyes |
15:10 |
Sokomine |
Amaz: yes, it's a problem right now. i just mentionned it, and rba pointed out that celeron said something about fixing it just a few moments ago |
15:11 |
Amaz |
Ah, okay :) |
15:11 |
RealBadAngel |
Sokomine, thats pure eye candy enhacement |
15:11 |
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15:11 |
RealBadAngel |
just enable shaders, parallax and generate normal maps |
15:11 |
RealBadAngel |
new code generates also heightmaps on the fly |
15:11 |
RealBadAngel |
so it works with default textures |
15:12 |
CWz |
i am stuck with opengl2.1 so it might nor work for me |
15:13 |
RealBadAngel |
CWz, you just have to try |
15:13 |
RealBadAngel |
https://imgrush.com/h_F-0fk8FC8Z.png |
15:13 |
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15:13 |
RealBadAngel |
this is how it looks like |
15:14 |
RealBadAngel |
but static screenshot doesnt give the right feel |
15:14 |
RealBadAngel |
you have to walk around some nodes |
15:16 |
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15:17 |
Sokomine |
that's right; static screenshots do not seem to be the same |
15:25 |
Sokomine |
RealBadAngel: i'm afraid i'm really not the right one to test that change. i work with the default, tiny textures...and with those, most shaders don't work too well. whenever i enable shaders at all, it's for the waving plants. i really like those. plus the water source height change |
15:25 |
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15:29 |
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15:30 |
JBB |
the minetest forums server is dow |
15:30 |
JBB |
there is an error "file not found" |
15:31 |
ElectronLibre |
Apparently the devs are on it, don't worry, it will come back soon. |
15:31 |
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15:31 |
JBB |
hi |
15:31 |
JBB |
theres an error with the minetest forum |
15:36 |
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15:37 |
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15:37 |
jbb |
a the forums are back! (-: |
15:38 |
Dartmouth |
It still wants to download viewtopic.php... |
15:38 |
Krock |
502 Bad Gateway |
15:38 |
jbb |
yes |
15:38 |
Krock |
I wouldn't call that "back" |
15:38 |
jbb |
for a short while it works |
15:38 |
Krock |
s/works/worked/ |
15:38 |
jbb |
wants the error with the forum? |
15:39 |
Dartmouth |
phpbb is the error |
15:39 |
Krock |
s/wants/what's/ |
15:39 |
jbb |
oh |
15:39 |
Krock |
php is the error :3 |
15:39 |
jbb |
but PHBB uses really much forums |
15:39 |
jbb |
willl the bug be fixed soon? |
15:40 |
Krock |
help the devs in #minetest-dev |
15:40 |
jbb |
ok |
15:41 |
CWz |
Krock: u sent him to his doom |
15:42 |
CWz |
the devs will get mad and ban hammers will go flying |
15:42 |
Krock |
I sent him to his graveyard |
15:42 |
ElectronLibre |
That's mean, but still strangely funny to imagine when it will happen. |
15:43 |
Krock |
ElectronLibre, it's mean against the devs and just funny about kidding with someone |
15:43 |
ElectronLibre |
I never said it was mean against him :° |
15:43 |
Krock |
xD |
15:44 |
jbb |
celeron55 says the forums wont come back |
15:44 |
ElectronLibre |
This is a joke jbb. |
15:44 |
ElectronLibre |
And also the best IRC log ever : http://irc.minetest.ru/minetest-dev/2015-06-14#i_4287249 |
15:44 |
Krock |
ssht, ElectronLibre. |
15:44 |
jbb |
yes i thinked this |
15:45 |
ElectronLibre |
s/thinked/thought |
15:45 |
jbb |
irregular verbs )-; |
15:45 |
ElectronLibre |
Anyway, just wait, it will be back soon or later. |
15:45 |
ElectronLibre |
Yes, they are a pain to learn, but not when you have to use them every days. |
15:46 |
jbb |
ok |
15:48 |
jbb |
to write something on the forums or n the irc is googd for learning english |
15:49 |
Calinou |
I builded this and I thinked it would have letted me done this! |
15:49 |
ElectronLibre |
Spoken/usual english, yes, but with people who fully understand it and write it correctly. Also, listening to TV shows or those kind of things helps. |
15:49 |
ElectronLibre |
Calinou: My eyes are bleeding. |
15:50 |
ElectronLibre |
My english teacher would make you eat your keyboard's keys one per one for saying such bad words :° |
15:50 |
jbb |
do yu know when the minetest 0.5 probably relases? |
15:51 |
Calinou |
when France gets a new president, of course |
15:51 |
jbb |
and when is this? |
15:51 |
ElectronLibre |
Calinou: 2017? We'll see. |
15:51 |
jbb |
oh this is long |
15:51 |
ElectronLibre |
jbb: We don't know, maybe in the third quarter of the year. |
15:52 |
jbb |
but there wouldnt be a 0.4.13 |
15:52 |
ElectronLibre |
Next release will surely be 0.4.13. |
15:52 |
jbb |
ah really? |
15:53 |
ElectronLibre |
Since the last release, whenever someone added something breaking the game (breaking the backward compatibility to be exact) they also had to add a way for old versions to work without this feature. |
15:53 |
ElectronLibre |
Basically: No protocol break/No major change = No 0.5.x |
15:54 |
jbb |
are 127 peoples in #minetst online? |
15:54 |
jbb |
on the left side of my pidgin window is this number |
15:55 |
Calinou |
most are idling. |
15:55 |
jbb |
the forum is back |
15:56 |
jbb |
are you using linux ? |
15:56 |
Calinou |
yes I use the Linux kernel |
15:56 |
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15:56 |
Calinou |
but I also happen to use the GNU/Linux operating system |
15:56 |
Calinou |
sometimes I use NT too |
15:58 |
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15:59 |
jbb |
Im normaly using debian linux with my personal oenbox settings |
16:00 |
jbb |
can you sent files and pictures per irc? |
16:01 |
jbb |
I know its working with jabber |
16:01 |
Elronnd |
no |
16:01 |
Elronnd |
You can send links, though |
16:01 |
Calinou |
upload images to lut.im |
16:01 |
Calinou |
audio, SVGs and videos to imgrush.com |
16:02 |
ElectronLibre |
You could try to use DDC SEND, but you have to open a port, make the person you want to send to open a port, and some few other things I don't remember. |
16:02 |
ElectronLibre |
Uploading is better. |
16:02 |
jbb |
yes i know |
16:02 |
jbb |
Links are supportes |
16:03 |
Calinou |
DCC is very complicate,d better not even bother with it |
16:04 |
jbb |
do you know my latest post on the mietest forum? I want a minetest forum theme for mobile phones |
16:04 |
Calinou |
we could add one, there are tons of them |
16:05 |
Calinou |
actually I think we should switch to some kind of Bootstrap-based theme... |
16:05 |
jbb |
Ive areally small phone |
16:05 |
jbb |
you cant read anything on this disaplay |
16:06 |
jbb |
you have to zoom in very much |
16:06 |
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16:07 |
jbb |
but then you onley can see a small corner |
16:09 |
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16:18 |
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16:20 |
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16:23 |
Calinou |
yes, we know the current theme is not responsive |
16:29 |
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16:36 |
Elronnd |
Well, apparently it *is* possible to subvert the ports system! |
16:36 |
Elronnd |
So I *don't* have to manually build it from source and get all sorts of errors! |
16:37 |
Elronnd |
On the other hand, I'm worried that my CPU will overheat |
16:38 |
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16:40 |
* Sokomine |
takes a look if shadowninja is around |
16:40 |
Elronnd |
Apparently not |
16:42 |
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16:46 |
Sokomine |
hm, i'm having trouble with the new security feature. but that was to be expected |
16:48 |
jbb |
sokomeine |
16:48 |
jbb |
i send you the screenshot with the cottages bug |
16:48 |
jbb |
onthe forum |
16:48 |
Sokomine |
ah, thanks |
16:52 |
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17:21 |
Jbb |
hi |
17:36 |
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17:49 |
Taoki |
Hello. Anyone know what the easiest way is to get biome heat and humidity at a given location? I need to get it from on_generate, which I understand should be the easiest way. |
17:53 |
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17:56 |
* Sokomine |
points to paramat |
17:56 |
Sokomine |
maybe a bit too early in the day for him to show up, but: afaik paramat wrote/maintains the current biome api |
17:57 |
Sokomine |
or do you mean the biomemap, like the hightmap, that is supplied in on_generated? |
17:59 |
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17:59 |
Taoki |
Possibly. Don't know which is best... just need to know biome heat / humidity for the area being generated |
18:01 |
Sokomine |
local heightmap = minetest.get_mapgen_object('heightmap'); in on_generated works. the doc lists a biome- and a heatmap as well that can be obtained in a similar way. i don't know which values it contains |
18:01 |
Sokomine |
keep in mind that those maps do not cover the shell around the mapblock (where cavegen eats through its neighbours) |
18:04 |
Taoki |
I pretty much need to know the biome really. Needs to work with any mapgen however. |
18:10 |
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18:14 |
Sokomine |
i'm afraid you might have to wait for paramat to show up for more details |
18:14 |
MinetestBot |
[git] RealBadAngel -> minetest/minetest: Improved parallax mapping. Generate heightmaps on the fly. 527b6c7 http://git.io/vLfNN (2015-06-14T20:08:16+02:00) |
18:15 |
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18:15 |
Sokomine |
how's your city generator doing? |
18:36 |
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18:37 |
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18:37 |
Taoki |
Sokomine: Very well so far! Still a lot of work to do, but my experimental branch includes a new gradual mapgen system :) |
18:38 |
Taoki |
RealBadAngel: Awesome! |
18:38 |
RealBadAngel |
Taoki, hold on a bit more |
18:38 |
RealBadAngel |
there was an issue, we are working on it |
18:39 |
Taoki |
Oh... ok |
18:41 |
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18:43 |
brothersome |
Out`Of`Control, Ben jij hier? |
18:44 |
Out`Of`Control |
ja |
18:44 |
Sokomine |
Taoki: sounds fine :-) |
18:49 |
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18:50 |
Out`Of`Control |
Sokomine: hi |
18:51 |
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18:56 |
Sokomine |
hi player with a strange name :-) |
19:01 |
Out`Of`Control |
Sokomine: its me Evil |
19:03 |
Calinou |
the hunger games server should kick players on death |
19:03 |
Calinou |
or teleport them to spawn |
19:03 |
Calinou |
I won \o/ |
19:04 |
Sokomine |
aah. why did you change a new name? was the normal one already used on irc? |
19:05 |
Out`Of`Control |
no, i have 2 names |
19:10 |
Sokomine |
two at the same time? |
19:10 |
* Sokomine |
tries to bring Out`Of`Control back under control! :-) |
19:10 |
Out`Of`Control |
hehe |
19:13 |
Calinou |
lost :( two diamond swords on the same map |
19:31 |
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19:40 |
MinetestBot |
[git] RealBadAngel -> minetest/minetest: Improved parallax mapping. Generate heightmaps on the fly. 43fcfbf http://git.io/vLJ3o (2015-06-14T21:13:36+02:00) |
19:44 |
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19:51 |
Sokomine |
Calinou: lost against whom? |
19:51 |
Calinou |
RedRaven |
19:51 |
Calinou |
they had diamond sword just like me |
19:52 |
Calinou |
I was 2nd, the only survivor with them |
19:52 |
Calinou |
(50 % of people idle at spawn, 20 % don't pick up any items, the other 30 % are actual players...) |
19:55 |
Sokomine |
...and you attack each other with swords? |
19:55 |
Sokomine |
in such a case, i'd idle at spawn as well :) |
19:55 |
Sokomine |
...or hide behind a convenient mob or boulder |
19:56 |
Calinou |
no mobs on that server |
19:57 |
Calinou |
anyway one way to win is let other players die of thirst or hunger |
19:57 |
Calinou |
there's no real point in killing idlers and noobs at spawn :p |
19:58 |
Taoki |
Huh... I am surprised at how easily the voxel manipulator can fail to replace some nodes x_x |
19:59 |
Sokomine |
how comes, taoki? |
20:00 |
Taoki |
I thought it should be flawed from forgetting to spawn nodes at all |
20:02 |
* Sokomine |
looks puzzled |
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20:41 |
Taoki |
I was wondering: Is it possible to choose an area (between two corners) where to have the mapgen no longer generate anything, and simply disable world generation there? |
20:41 |
Taoki |
Obviously before anything generated there to begin with. |
20:41 |
Taoki |
Just have everything be "air" |
20:43 |
Taoki |
Hopefully without being limited by mapblock resolution however. |
20:43 |
VanessaE |
use the singlenode mapgen mode and a custom mapgen mod :P |
20:44 |
Taoki |
No way that works with all mapgens? |
20:44 |
Taoki |
Even in on_generate, to cancel generating that area |
20:52 |
Sokomine |
why do you want that, taoki? |
20:52 |
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20:52 |
Taoki |
Sokomine: Thought it could help improve performance a bit in areas where towns generate, since I delete the generated area anyway |
20:52 |
Sokomine |
mapblock resolution is always relevant... |
20:52 |
Taoki |
But probably not |
20:52 |
Sokomine |
you might still wish for the area below the town to be generated |
20:53 |
Sokomine |
a significant amount of time is taken for *reading* and *writing* voxelmanip data. that costs time, though alltogether not too much |
21:07 |
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21:07 |
Sokomine |
it could perhaps help a bit if you don't read the voxelmanip data and just write it back. but then, the speedup gained may not be significant |
21:07 |
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21:09 |
bobomb |
voxel area:index(p), does this index change when the emin and emax change or is it a more permanent index like hash_node_position? |
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21:10 |
bobomb |
or is the index relative to the area? |
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21:18 |
Sokomine |
bobomb: judging from the heightmap, i'd say that the indices are absolute and not relative; so you can't re-use them. best use the index function to iterate through them... |
21:18 |
MinetestBot |
[git] est31 -> minetest/minetest: Automated whitespace error fix for last commit ee38bcd http://git.io/vLJg9 (2015-06-14T23:15:20+02:00) |
21:25 |
bobomb |
but if i defined another voxel area with the same emin and emax i should be able to reuse them... |
21:26 |
OldCoder |
C55 and I have debugged some forum issues |
21:26 |
OldCoder |
http://forum.minetest.org/ is now a read-only snapshot of the primary forum |
21:26 |
OldCoder |
If the primary forum goes down, the snapshot may be used temporarily for reference |
21:43 |
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21:46 |
Sokomine |
OldCoder: that's good to hear! thank you |
21:47 |
paramat |
Taoki https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2773 heatmap, humiditymap, biomemap, all are 2D arrays |
21:47 |
Taoki |
paramat: Ok. How do I know the heat at an exact location however? |
21:47 |
Taoki |
From that map |
21:48 |
paramat |
bobomb, area:index(p) is relative to emin/emax |
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21:48 |
bobomb |
paramat if you try to index a position outside of area, you still get an index, is it just garbage? |
21:48 |
paramat |
Taoki calculate the index |
21:49 |
paramat |
garbage probably, there are no checks for a p outside the area |
21:49 |
paramat |
.. for speed and simplicity |
21:50 |
paramat |
index = (z - minp.z) * chunksidelength + (x - minp.x) |
21:51 |
paramat |
.. for a 2D array |
21:52 |
* Taoki |
really wishes there was a builtin function for that still |
21:53 |
paramat |
Taoki, area:index(p) might do that |
21:54 |
paramat |
should work for 2D also, might need to add or subtract 1 due to lua indexing from 1 and c++ indexing from 0 |
21:58 |
paramat |
probably index from 0 since the mapgen objects are c++ stuff |
21:59 |
paramat |
> "if i defined another voxel area with the same emin and emax i should be able to reuse them" yes i think so |
22:02 |
MinetestBot |
[git] CraigyDavi -> minetest/minetest: Remove reference to deprecated privilege ecdfbfc http://git.io/vLJKF (2015-06-14T23:53:30+02:00) |
22:05 |
paramat |
note chunksidelength = maxp.x - minp.x + 1 |
22:06 |
Sokomine |
for the height map at least, indices outside the area returned nil. i'm not sure if that was changed recently? there was a commit regarding height maps |
22:12 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Ignore punches with no damage in the actionstream bb5f830 http://git.io/vLJPU (2015-06-15T00:10:13+02:00) |
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22:14 |
paramat |
it might depend on whether the calculated index is < array size or not, so either garbage or nil |
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22:42 |
VanessaE |
hey all right - Philae lander has woken up from hibernation |
22:55 |
Sokomine |
sounds good! hope it won't go to sleep again soon |
23:08 |
VanessaE |
the article says it's got a 24-watt power input from its panels and is running at -35C and is "doing well" |
23:08 |
VanessaE |
the next few months should be scientifically exciting ;) |
23:09 |
est31 |
24 watt |
23:09 |
VanessaE |
yeah |
23:09 |
VanessaE |
no idea how much energy it's pulling over any timespan though |
23:09 |
* est31 |
wonders how much ray tracing voxel rendering philae's processor can do |
23:09 |
est31 |
that would be hell of a game |
23:10 |
VanessaE |
but 24W is enough to run its comms gear at least |
23:10 |
est31 |
imagine a wifi minetest server |
23:10 |
est31 |
on a comet |
23:11 |
est31 |
lets hope it collects some data before sun destroys it |
23:11 |
VanessaE |
yeah but with a 30 minute lag it'll be ....hard to play ;) |
23:11 |
est31 |
yea bad for pvp |
23:12 |
VanessaE |
besides, I doubt that little guy has much of a CPU :) |
23:13 |
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23:14 |
VanessaE |
article says the lander has buffered about 8000 more packets than have been sent, so it actually woke up somewhat earlier and just couldn't reach Rosetta yet |
23:14 |
est31 |
as long as no csv file causes the box to freeze |
23:14 |
est31 |
too large csv file* |
23:14 |
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23:14 |
VanessaE |
this ain't the solar sail ship :) |
23:14 |
VanessaE |
LightSail* |
23:15 |
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23:18 |
Taoki |
https://forum.minetest.net/viewtopic.php?f=9&t=5524&p=181848#p181848 First description and screenshot of the new distributed mapgen system in Structures, which allows creating really huge towns |
23:19 |
VanessaE |
neat |
23:19 |
est31 |
cool |
23:19 |
VanessaE |
Taoki: time to work on that Simcity importer ;) |
23:20 |
Taoki |
^^ |
23:22 |
Taoki |
My ultimate goal is a town that's one kilometer long and wide. Yeah, one in-game kilometer :) |
23:22 |
Taoki |
Since one node is 1m and my target is 1000 nodes. The city in that screenshot is just a little below 500 |
23:22 |
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