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 02[git] 04paramat -> 03minetest/minetest_game: Bucket: Register river water bucket, add texture 13c4fb5bd http://git.io/vIjPD (152015-06-14T01:18:14+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 01:16 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... 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. 02:16 LazyJ And... must be a single bucket, not a stack. 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 02:32 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. 05:55 srifqi the maintenance of forum.minetest has done, right? 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 Elronnd And one that shouldn't *even* matter for fbsd 06:17 Elronnd Missing 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 06:25 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 06:32 MinetestBot 02[git] 04est31 -> 03minetest/minetest: Android: bypass broken wide_to_utf8 with wide_to_narrow 1360f31ad http://git.io/vLeWg (152015-06-14T08:25:21+02:00) 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_/ 06:50 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 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 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 07:16 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 07:25 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! 07:33 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. 07:36 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. 07:45 Amaz Done. 08:02 Calinou http://www.reddit.com/r/linux/comments/39quzj/chris_aljoudis_ublock_not_gorhills_ublock_origin/ 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 08:43 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 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/ 08:52 kilbith also this would be nice to redirect the forum searching to " 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 08:57 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 09:31 est31 anybody knows a good mine-testy pangram? 09:37 MinetestBot 02[git] 04kilbith -> 03minetest/minetest_game: Improved Iron Bar texture 13d8dd933 http://git.io/vLeFV (152015-06-14T11:34:52+02:00) 10:08 CWz irc.inchra.net channel #BP-Carbone 10:08 MinetestBot 02[git] 04est31 -> 03minetest/minetest: Add UTF and other utility unit tests 13d105bf2 http://git.io/vLejr (152015-06-14T12:07:51+02:00) 10:08 CWz whoops 10:08 CWz worng chat 10:08 * CWz feels dumb 10:08 * CWz is dumb lol 10:25 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? 10:36 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) 10:48 Luke99 Thanks 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? 11:18 technomancy it seems like you use a different callback when a formspec is triggered via formspec meta vs calling show_formspec 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 ? 15:01 Sokomine hm, seems i have a problem with the forum? new posts are offered as downloads instead of just beeing links? 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 15:07 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 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 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 15:17 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 15:30 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 JBB hi 15:31 JBB theres an error with the minetest forum 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 Calinou but I also happen to use the GNU/Linux operating system 15:56 Calinou sometimes I use NT too 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 16:07 jbb but then you onley can see a small corner 16:23 Calinou yes, we know the current theme is not responsive 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 16:40 * Sokomine takes a look if shadowninja is around 16:40 Elronnd Apparently not 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 17:21 Jbb hi 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. 17:56 * 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 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. 18:14 Sokomine i'm afraid you might have to wait for paramat to show up for more details 18:14 MinetestBot 02[git] 04RealBadAngel -> 03minetest/minetest: Improved parallax mapping. Generate heightmaps on the fly. 13527b6c7 http://git.io/vLfNN (152015-06-14T20:08:16+02:00) 18:15 Sokomine how's your city generator doing? 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 18:43 brothersome Out`Of`Control, Ben jij hier? 18:44 Out`Of`Control ja 18:44 Sokomine Taoki: sounds fine :-) 18:50 Out`Of`Control Sokomine: hi 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 19:40 MinetestBot 02[git] 04RealBadAngel -> 03minetest/minetest: Improved parallax mapping. Generate heightmaps on the fly. 1343fcfbf http://git.io/vLJ3o (152015-06-14T21:13:36+02:00) 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 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 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 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 21:09 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? 21:10 bobomb or is the index relative to the area? 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 02[git] 04est31 -> 03minetest/minetest: Automated whitespace error fix for last commit 13ee38bcd http://git.io/vLJg9 (152015-06-14T23:15:20+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 21:46 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 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 02[git] 04CraigyDavi -> 03minetest/minetest: Remove reference to deprecated privilege 13ecdfbfc http://git.io/vLJKF (152015-06-14T23:53:30+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 02[git] 04SmallJoker -> 03minetest/minetest: Ignore punches with no damage in the actionstream 13bb5f830 http://git.io/vLJPU (152015-06-15T00:10:13+02:00) 22:14 paramat it might depend on whether the calculated index is < array size or not, so either garbage or nil 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 :) 23:14 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 VanessaE this ain't the solar sail ship :) 23:14 VanessaE LightSail* 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