Time |
Nick |
Message |
00:09 |
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00:10 |
crecca |
is it possible to grow plants like wheat, cotton, etc. underground? |
00:10 |
crecca |
or does it grow only on air? |
00:14 |
est31 |
it depends on the light around |
00:15 |
est31 |
some light sources are strong enough to make it possible to grow underground |
00:15 |
est31 |
most times you have to place them directly above or next to your plant |
00:15 |
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00:30 |
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02:05 |
Routh |
RealBadAngel: How difficult would it be to add code that adds a logical serial number to trees with spawn_tree()? The thought is to increase mod interoperability for situations like the one outlined here: https://github.com/HybridDog/treecapitator/issues/2 |
02:08 |
est31 |
I think this is more a question for paramat or hmmmm |
02:08 |
Routh |
Potential, I was directed to RealBadAngel as he coded spawn_tree() however. |
02:08 |
est31 |
Routh, go to #minetest-dev |
02:09 |
Routh |
kk |
02:30 |
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02:37 |
MinetestBot |
[git] paramat -> minetest/minetest: Minimal: Remove recently added unnecessary nodes b411b6f http://git.io/vmqCg (2015-07-14T03:33:58+01:00) |
02:37 |
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02:39 |
MinetestBot |
[git] kwolekr -> minetest/minetest: Add more robust error checking to deSerialize*String routines 6f07f79 http://git.io/vmqWe (2015-07-13T22:38:01-04:00) |
02:41 |
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02:41 |
AndroidKris |
best background noise for minetest marathon? |
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04:42 |
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04:47 |
Soni |
can we get a diffing "client chunk cache"? |
04:48 |
Soni |
it'd require a few modifications to the file format, more specifically it'd have to be made append-only |
04:48 |
Soni |
(or rather, add append-only support) |
04:48 |
VanessaE |
what would it seek to accomplish? |
04:49 |
VanessaE |
do you mean diff'ing the data written to the map against what's already there? |
04:49 |
VanessaE |
(well, against what theoretically could be there if the map were totally virgin) |
04:50 |
Soni |
I mean playing on dial-up |
04:51 |
VanessaE |
well the data stored on disk is not identical to that which is sent over the network |
04:51 |
Soni |
instead of having to redownload whole parts of the map every time you reload parts of the map, you'd keep a cache |
04:51 |
VanessaE |
however, |
04:51 |
Soni |
when you have the cache, you just send updates instead of the whole thing |
04:51 |
VanessaE |
there's been some talk of keeping a cache of the map |
04:52 |
VanessaE |
Wayward: so when you return, you'll be Abackward_one? ;) |
04:52 |
Soni |
if it's not worth sending updates (e.g. half the thing was updated) then you resend the whole thing |
04:53 |
Soni |
(I mean, you /do/ compress the data when sending it, right?) |
04:53 |
VanessaE |
I don't think it's sent compressed |
04:53 |
VanessaE |
but if you're using leveldb, the map is stored in a lightly-compressed format at least |
04:54 |
Soni |
YOU SEND WHOLE RAW CHUNKS OVER THE NETWORK?! D: |
04:54 |
VanessaE |
I don't know |
04:54 |
VanessaE |
I didn't write the network code :P |
04:54 |
VanessaE |
and besides, the engine's not really written with dial-up users in mind |
04:54 |
Soni |
please tell me you don't send raw chunks |
04:55 |
Soni |
it's like putting raw images on your webpage |
04:55 |
Soni |
would take forever to load |
04:55 |
asl97 |
iirc, the chunks is really light when compare to an image |
04:55 |
Soni |
how big are minetest chunks? |
04:55 |
VanessaE |
they're called mapblocks, 16^3 in dimension, I think some 8k in size |
04:56 |
asl97 |
4096 nodes |
04:56 |
Soni |
and how many of them do you have to send at once? |
04:56 |
VanessaE |
one at a time. |
04:56 |
VanessaE |
only the areas you visit are sent |
04:56 |
VanessaE |
(plus some surrounding data) |
04:57 |
Soni |
no way you only send 4096 nodes |
04:57 |
VanessaE |
yep. |
04:57 |
VanessaE |
this isn't minecraft |
04:57 |
Soni |
the area you load is huge |
04:57 |
Soni |
there's a lot more than 4096 nodes in it |
04:57 |
VanessaE |
we don't map out whole columns of data |
04:57 |
Soni |
yeah ik but still |
04:57 |
VanessaE |
by default only a few mapblocks are put "on the wire" at once |
04:57 |
est31 |
I have experience with playing on dialup |
04:57 |
VanessaE |
8 I think |
04:58 |
est31 |
it works |
04:58 |
est31 |
but problem is when too many players are connected to the server |
04:58 |
est31 |
then their movement coordinate updates take up all the bandwidth |
04:58 |
VanessaE |
(that's 8 blocks for all users at once, and it can be turned WAY up if desired)... but your client only needs to receive one mapblock at a time |
04:59 |
VanessaE |
one mapblock on disk is I think 16 kB, just so you know |
04:59 |
VanessaE |
but I don't think ALL of the data is sent to the client during map updates |
04:59 |
Soni |
one at a time, but it needs to request like 20 to be able to draw a reasonable amount of the world |
04:59 |
VanessaE |
or is it? I don't remember. |
05:00 |
VanessaE |
the server decides what to send, not the clienbt |
05:00 |
VanessaE |
-b |
05:00 |
Soni |
oh right minetest doesn't have view distance so it takes up all your bandwidth whether you like it or not... |
05:01 |
VanessaE |
sure it has. |
05:01 |
Soni |
then the server doesn't decide what to send |
05:01 |
VanessaE |
yes, it does. |
05:01 |
Soni |
no it doesn't |
05:01 |
VanessaE |
the client just decides whether or not to show it. |
05:01 |
Soni |
then it eats all bandwidth whether you like it or not |
05:02 |
Soni |
which's pretty damn bad |
05:02 |
VanessaE |
it only sends roughly what's right in front of you |
05:02 |
VanessaE |
not the whole map around you. |
05:02 |
Soni |
assuming you don't cache the bloody chunks and you send them raw |
05:03 |
Soni |
add a cache and compression |
05:03 |
Soni |
that should make it playable on a toaster |
05:03 |
VanessaE |
such should probably be added, yes, but you should upgrade your internet connection to something better than dial-up also :) |
05:04 |
VanessaE |
the question becomes, if compression-on-the-fly were added, is the CPU load at both ends worth the savings? |
05:07 |
mazal |
Mornings |
05:07 |
VanessaE |
hi |
05:08 |
mazal |
How's everyone today ? |
05:08 |
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jhcole left #minetest |
05:08 |
VanessaE |
oh, fair to middling. |
05:08 |
mazal |
What be middling ? |
05:08 |
Soni |
we have too much CPU power but too little RAM to go with it, also too little bandwidth usually |
05:08 |
VanessaE |
"fair to middling" means "it's okay". like saying "fair to fair" :) |
05:09 |
mazal |
Good good :) |
05:09 |
VanessaE |
too little RAM?? |
05:09 |
VanessaE |
um..... |
05:09 |
Soni |
CPU power is not the bottleneck |
05:09 |
* VanessaE |
looks at the 16GB in her PC, and the 24GB on her public server |
05:09 |
Soni |
well my iPod runs out of RAM every time I open something |
05:09 |
VanessaE |
iPod is not the state of the art in regular computing :P |
05:09 |
Soni |
but when it's not running out of RAM, it's pretty fast |
05:10 |
VanessaE |
you have to consider the server end. |
05:10 |
Soni |
the thing is most things are badly designed |
05:11 |
Soni |
what about the server? |
05:11 |
VanessaE |
imagine a server churning through a 40-50 user server instance, trying to run compression on all that data. |
05:11 |
VanessaE |
that's 50 outgoing compressed streams |
05:11 |
Soni |
add cache |
05:11 |
VanessaE |
won't help on a busy server. |
05:11 |
Soni |
bandwidth is expensive, even compressed data takes quite a bit of bandwidth |
05:11 |
VanessaE |
mapblocks will change so much that a cache at the client end is useless. |
05:12 |
Soni |
THAT'S WHAT THE "DIFFING" PART IS FOR! |
05:12 |
Soni |
meh |
05:12 |
Soni |
re-read what I said |
05:12 |
VanessaE |
... |
05:12 |
Soni |
the WHOLE convo |
05:12 |
Soni |
and try putting the pieces together on your own this time |
05:13 |
VanessaE |
why don'y you just go over to #minetest-dev and discuss this with the core devs. |
05:13 |
asl97 |
so the client upload the mapcache and server do the diff? how is that better? |
05:13 |
asl97 |
what if client upload bad data? |
05:13 |
Soni |
the client sends a SHA1 |
05:14 |
Soni |
the server calculates SHA1s from append-only data |
05:14 |
Soni |
if it can find a match, it sends the diffs |
05:14 |
Soni |
else it just re-sends the whole thing |
05:15 |
Soni |
just like how browsers do caches |
05:15 |
asl97 |
then it need to keep all changes? |
05:15 |
Soni |
not necessarily *all* changes |
05:15 |
asl97 |
map size is already pretty bloated |
05:15 |
Soni |
it could be set to keep only a few |
05:16 |
Soni |
well then compress the bloody things >.> |
05:16 |
asl97 |
it's already compress on the server side and some are over 10gb |
05:16 |
Soni |
empty chunks could be only a few bytes in size |
05:16 |
Soni |
(I mean air chunks, ofc) |
05:16 |
Soni |
meh I should write my own sandbox game :/ |
05:17 |
asl97 |
how many people build in the sky? |
05:17 |
VanessaE |
like I said |
05:17 |
asl97 |
few iirc |
05:17 |
VanessaE |
go over to #minetest-dev and discuss it with the core devs |
05:17 |
VanessaE |
meanwhile, look at this: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/stats.html |
05:17 |
asl97 |
most people dig down and travel outwards, not upwards |
05:17 |
Soni |
I'll go talk to someone I'm paying |
05:18 |
VanessaE |
that's a very active server (suddenly the most popular among the public list) |
05:18 |
Soni |
asl97, then optimize that case |
05:18 |
VanessaE |
oh I see, so you'd rather bitch at the community channel than to talk to the devs who could actually DO something with your data? |
05:18 |
VanessaE |
s/data/suggestions/ |
05:18 |
asl97 |
how would you propose it be optimize? |
05:18 |
Soni |
bigger chunks |
05:19 |
asl97 |
slower mapgen |
05:19 |
Soni |
more data = higher compression |
05:19 |
VanessaE |
aren't *mapblocks* already headerless anyway? |
05:19 |
asl97 |
less data = faster read and write |
05:20 |
Soni |
2 files with "00 00 00 00" would compress to the same thing, but 1 file with "00 00 00 00 00 00 00 00" would compress much smaller than the 2 files |
05:20 |
asl97 |
and more dupe hit |
05:20 |
VanessaE |
more data does not lead to better compression in all cases, particularly if the data is not repetitive between neighboring (in the stream) mapblocks. |
05:20 |
asl97 |
some of the database is able to dedupe iirc |
05:20 |
Soni |
hmm |
05:21 |
VanessaE |
asl97: redis I think does that. |
05:21 |
Soni |
well, store IDs first, then metadata |
05:21 |
VanessaE |
leveldb compressed. |
05:21 |
VanessaE |
compresses* |
05:21 |
Soni |
or build hashes of every chunk |
05:21 |
VanessaE |
Soni: did you even bother to look at the link I pasted? |
05:22 |
Soni |
chunks that happen to be the same hash to the same thing |
05:22 |
VanessaE |
MAPBLOCKS |
05:22 |
Soni |
so you only store it once |
05:22 |
VanessaE |
not chunks |
05:22 |
Soni |
I call them chunk |
05:22 |
VanessaE |
they're not chunks. |
05:22 |
VanessaE |
this is not minecraft. |
05:22 |
Soni |
they're technically called mapblocks |
05:22 |
Soni |
as long as you can understand what I'm saying it's all that matters |
05:22 |
VanessaE |
we have a concept of a chunk also, but that's a 5x5x5 mapblock region |
05:23 |
Soni |
(it's like me speaking in portuguese and you understanding what I'm saying) |
05:23 |
VanessaE |
and is mostly meaningful only during mapgen |
05:23 |
asl97 |
hash collision |
05:23 |
Soni |
asl97, use a hashtable |
05:23 |
Soni |
and a proper hash function |
05:24 |
asl97 |
if different map block have the same hash but different content then would it get overriden which would be bad |
05:25 |
Soni |
a hashtable is designed to deal with that |
05:26 |
VanessaE |
I'll say it one last time, and then I pull out the steel-toed boots. |
05:26 |
VanessaE |
GO OVER TO #minetest-dev and discuss it there! |
05:27 |
VanessaE |
this channel is the general community channel and there are not usually any core devs here that can do anything with your comments. |
05:27 |
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05:27 |
Soni |
well it's not off-topic |
05:28 |
est31 |
first, we call them chunks |
05:28 |
VanessaE |
it's not off-topic but it's useless discussion if none of here can do much with it. |
05:28 |
est31 |
second, a hashtable is stupud |
05:28 |
est31 |
stupid* |
05:28 |
swift110-phone |
Hmm |
05:29 |
est31 |
at least for 16x16x16 sizes |
05:29 |
swift110-phone |
What makes minetest different from minecraft |
05:29 |
est31 |
yes agreed, it might make sense to compress mapblocks together |
05:29 |
est31 |
not one by one |
05:29 |
est31 |
swift110-phone, lotsa things |
05:29 |
est31 |
first its free as in freedom |
05:30 |
Soni |
ok so |
05:30 |
VanessaE |
swift110-phone: it's an entirely independent project written in C++ (as opposed to Java), with game content written mostly in Lua (instead of Java, again). It shares only rudimentary similarity to Minecraft. Does not share ANY media or other assets. Open source versus closed source. |
05:30 |
Soni |
"hot chunks" and "cold chunks" |
05:30 |
est31 |
also, we have a different network |
05:30 |
Soni |
"hot chunks" are stored on the filesystem |
05:30 |
asl97 |
est31: wouldn't that slow down read and write speed since it need to read them all? |
05:30 |
est31 |
Soni, chunks are only used for mapgen |
05:30 |
Soni |
"cold chunks" are stored on a .tar.gz or something |
05:30 |
Soni |
est31, just let me call them whatever I want |
05:31 |
VanessaE |
swift110-phone: there's about as much similarity between MC and MT as there is between, say, Lynx or Links, and Firefox. |
05:31 |
Soni |
anyway, that way we get the both of best worlds |
05:31 |
Soni |
fast access when we need it, good compression when we need it |
05:31 |
asl97 |
Soni: they are store inside a DATABASE, it's the database job to compress it |
05:31 |
est31 |
minecraft is internet exploder, minetest is firefox ! |
05:31 |
swift110-phone |
Thats cool |
05:31 |
VanessaE |
est31: I prefer chrome. firefox sucks :) |
05:31 |
swift110-phone |
What are its requirements |
05:32 |
Soni |
est31, chromium (RAM/HDD/CPU hog) would be more accurate |
05:32 |
swift110-phone |
I use Firefox or duckduckgo |
05:32 |
asl97 |
this is off topic |
05:32 |
Soni |
especially because minetest uses LuaJIT with Lua/C API |
05:32 |
Soni |
(instead of a proper C API + FFI bindings) |
05:33 |
VanessaE |
we use Lua because asking people to compile their mods is insane. |
05:33 |
est31 |
VanessaE, Soni refers to something we had a heated discussion about in SN's "bump lua version" PR |
05:33 |
VanessaE |
oh |
05:34 |
Soni |
I never said anything about compiling mods |
05:34 |
est31 |
he wants us to write the lua glue code into .lua files, not .c files anymore, so that luajit can look into the implementation |
05:34 |
Soni |
just having a C API, and then making Lua-- ugh |
05:34 |
Soni |
est31, they* |
05:34 |
Soni |
please |
05:34 |
VanessaE |
... |
05:34 |
Soni |
thanks |
05:35 |
Soni |
anyway as I was saying |
05:35 |
est31 |
Soni, we do have a c api |
05:35 |
Soni |
I never said anything about compiling mods, just having a C API, then making Lua/C API bindings, and also LuaJIT FFI bindings |
05:35 |
est31 |
just we currently do have a common lua context |
05:35 |
Soni |
when running LuaJIT, load the FFI bindings |
05:35 |
asl97 |
est31: not that long ago, someone say the c api is gone, isn't it gone? |
05:35 |
Soni |
when running plain old Lua, load the Lua/C API bindings |
05:35 |
est31 |
not that kind of a c api |
05:36 |
est31 |
its more a c++ api |
05:36 |
est31 |
"api" |
05:36 |
Soni |
(then it'd be too fast under LuaJIT) |
05:37 |
est31 |
Soni, I'm still missing your examples how to do it |
05:37 |
est31 |
also, i doubt there is much speed advantage in it |
05:37 |
Soni |
say you have function int foo(int a, int b); |
05:38 |
swift110-phone |
O |
05:38 |
Soni |
for the Lua/C API bindings, you just write int lua_foo(lua_State *L); or something |
05:39 |
Soni |
and make a call to foo and send the result back to Lua |
05:39 |
Soni |
for the LuaJIT FFI bindings you just ffi.cdef[[int foo(int a, int b);]] |
05:39 |
Soni |
then you can use ffi.C.foo |
05:40 |
Soni |
(do the value validation in Lua with a wrapper function) |
05:40 |
Soni |
LuaJIT FFI can be a bit more flexible than Lua/C API |
05:40 |
Soni |
as, you know, you don't have to recompile for the FFI |
05:40 |
Soni |
you do have to recompile the Lua/C API bindings tho |
05:56 |
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06:43 |
haaaaa |
Is there a problem with my syntax here, I am getting "unexpected symbol near 18.6" |
06:43 |
haaaaa |
local damage = player:get_hp() - 18.6 / (1 + 18.5 * math.pow(e, -0.085 * agingPeople[playerName].cancerDuration)) |
06:57 |
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07:11 |
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07:11 |
yang2003 |
How to make a server? |
07:24 |
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07:33 |
MinetestBot |
[git] kwolekr -> minetest/minetest: Increase limit of serialized long strings 515e702 http://git.io/vmmcA (2015-07-14T03:22:16-04:00) |
07:33 |
MinetestBot |
[git] kwolekr -> minetest/minetest: Remove raw message output on AOM deserialization failure 5006ce8 http://git.io/vmmcx (2015-07-13T23:29:29-04:00) |
07:34 |
ThatGraemeGuy |
yang2003: there are guides on https://forum.minetest.net |
07:34 |
yang2003 |
Thanks |
07:35 |
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07:42 |
Amaz |
Is it possible to have randomly selected background images on the menu? |
07:44 |
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08:02 |
haaaaa |
can pointed thing return a player? |
08:06 |
sfan5 |
yes |
08:06 |
O_o^ |
to badd command |
08:09 |
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08:44 |
haaaaa |
sfan5 how? |
08:44 |
haaaaa |
how to get said player's name |
08:45 |
sfan5 |
obj:get_player_name() |
08:46 |
haaaaa |
how to check if it is a player? |
08:46 |
sfan5 |
obj:is_player() i think |
08:46 |
sfan5 |
not sure |
08:46 |
sfan5 |
look into lua_api.txt |
08:47 |
sfan5 |
!apt |
08:47 |
sfan5 |
!api |
08:47 |
sfan5 |
MinetestBot pls |
08:47 |
Amaz |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2454 |
08:47 |
haaaaa |
thankyou |
08:49 |
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08:56 |
rubenwardy |
!server minetest.rubenwardy.com |
08:56 |
MinetestBot |
rubenwardy: No results |
08:56 |
rubenwardy |
!up minetest.rubenwardy.com |
08:56 |
MinetestBot |
minetest.rubenwardy.com:30000 is up (13ms) |
09:07 |
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09:07 |
JamesTait |
Good morning all; happy Pandemonium Day! 😃 |
09:07 |
haaaaa |
this line is crashing minetest, am I implementing incorrectly? |
09:07 |
haaaaa |
if pointed_thing:is_player() then |
09:08 |
Krock |
-> pointed_thing |
09:08 |
Krock |
> thing |
09:09 |
Krock |
Is a player a thing? |
09:09 |
asl97 |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L904 |
09:09 |
Krock |
haaaaa, see https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L904 |
09:09 |
asl97 |
xD |
09:09 |
Krock |
nuh, I got ninja'd |
09:10 |
haaaaa |
I made check for type object |
09:10 |
haaaaa |
if pointed_thing.type == "object" then |
09:12 |
asl97 |
haaaaa: the object is in ref, pointed_thing is just a table |
09:12 |
haaaaa |
oh, thank you asl97 |
09:13 |
Krock |
rubenwardy, was there a bug in /team ? |
09:14 |
rubenwardy |
I just reset the CTF state |
09:14 |
rubenwardy |
so all teams were cleared |
09:14 |
rubenwardy |
but it should work now |
09:14 |
rubenwardy |
oh, I've been disconnected |
09:15 |
rubenwardy |
step(float): A fatal error occurred: ...mes/capturetheflag/mods/capturetheflag/ctf/teams.lua:78: attempt to concatenate local 'name' (a nil value) |
09:16 |
rubenwardy |
ah, it's trying to create a new player called nil |
09:17 |
Krock |
"nil joined red team" |
09:17 |
asl97 |
lol |
09:18 |
rubenwardy |
Well, at least my VPS is working fine... |
09:19 |
rubenwardy |
It's because I did the chat command /team join krock red |
09:19 |
rubenwardy |
and it uses an outdated, broken function |
09:26 |
rubenwardy |
The kind of gameplay I want with Flash CTF is short 10 minute matches. The first minute is build defences, resources should be richer. |
09:26 |
rubenwardy |
The Firearms mod breaks on me though |
09:29 |
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09:35 |
rubenwardy |
https://forum.minetest.net/viewtopic.php?p=184417#p184417 |
09:45 |
asl97 |
i am guessing some other mod is overriding the variable, this is why people should store variable in their mod name spaces |
09:45 |
asl97 |
maybe do a grep |
09:45 |
rubenwardy |
Reading the #minetest-dev logs is so time consuming |
09:45 |
rubenwardy |
It's a local variable so shouldn't be overridden |
09:46 |
asl97 |
run this in the directory to check, just in case, `grep DB_FILE -r .` |
09:47 |
rubenwardy |
./firearmslib/pureluaentity.lua:local DB_FILE = minetest.get_worldpath().."/ple.list" |
09:47 |
rubenwardy |
./firearmslib/pureluaentity.lua:local f, e = io.open(DB_FILE, "w") |
09:47 |
rubenwardy |
./firearmslib/pureluaentity.lua:local f, e = io.open(DB_FILE) |
09:47 |
asl97 |
it would read all the file in the directory and walk into the sub-directory looking for DB_FILE |
09:47 |
rubenwardy |
Yeah, I know how grep works :P |
09:47 |
asl97 |
in the mod directory |
09:48 |
rubenwardy |
same |
09:48 |
rubenwardy |
I even included games/ and builtin/ |
09:48 |
rubenwardy |
grep | sed is the best programmers tool XD |
09:48 |
rubenwardy |
well, apart from a compiler maybe |
09:49 |
rubenwardy |
and a code editor |
09:49 |
rubenwardy |
and a debug |
09:49 |
rubenwardy |
er |
09:49 |
rubenwardy |
Let's just say it's a good tool |
09:50 |
rubenwardy |
As the variable in pureluaentity.lua is local, even if there was a global of the same name it wouldn't override it |
09:50 |
rubenwardy |
it would just use the local variable in the ple file |
09:51 |
asl97 |
you could always print it to check |
09:58 |
asl97 |
for some reason, it is turning into an function, there isn't really any spot where it could bug up though, i would put `print(DB_FILE)` after defining, before calling load and in load just to check and make sure nothing weird happen in between those code |
10:00 |
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10:01 |
rubenwardy |
the value is "/home/ruben/minetest/bin/../worlds/world/ple.list" |
10:02 |
rubenwardy |
that was printed just before the load |
10:03 |
rubenwardy |
maybe I'm not using LuaJIT? |
10:03 |
rubenwardy |
-- LuaJIT not found, using bundled Lua |
10:03 |
rubenwardy |
hmmmm |
10:05 |
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10:06 |
rubenwardy |
libluajit-5.1-2 or libluajit-5.1-dev |
10:06 |
asl97 |
did it print `[pureluaentity] Loading DB...` twice? |
10:09 |
rubenwardy |
yes |
10:10 |
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10:12 |
asl97 |
hmmm... this is weird. if it print that in load as well then it's must be cause of the cosmic rays |
10:12 |
asl97 |
`that` as in `/home/ruben/minetest/bin/../worlds/world/ple.list` |
10:15 |
rubenwardy |
okay, still happens with LuaJIT |
10:15 |
rubenwardy |
rubenDroplet1:~/minetest/worlds/world$ ls |
10:15 |
rubenwardy |
env_meta.txt force_loaded.txt ipban.txt map_meta.txt map.sqlite players world.mt |
10:16 |
rubenwardy |
rubenDroplet1:~/minetest/worlds/world$ ችችድድድድድድድድደሺት |
10:16 |
rubenwardy |
wtf? |
10:16 |
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10:16 |
asl97 |
cosmic rays O_O |
10:17 |
asl97 |
try a reboot... maybe.... |
10:18 |
rubenwardy |
nope |
10:18 |
rubenwardy |
would like to try accessing my VPS? |
10:19 |
asl97 |
not really, i don't want to be blame for breaking anything |
10:20 |
rubenwardy |
I won't give you sudo and I'll create a new user |
10:22 |
asl97 |
i doubt i would be much help, the people in dev might know about this |
10:23 |
rubenwardy |
Hmmmm |
10:23 |
rubenwardy |
It's very weird |
10:24 |
rubenwardy |
I've got other things to do, I'll just disable it for now |
10:24 |
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10:26 |
rubenwardy |
It looks like the problem is in io.open |
10:26 |
rubenwardy |
a lua bug |
10:31 |
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10:40 |
rubenwardy |
all this time I've been doing grep -r -nr |
10:40 |
rubenwardy |
when it should just be grep -nr as the -r is superflous |
10:48 |
asl97 |
Calinou: some chest at spawn disappear as well as a ladder |
10:49 |
asl97 |
well, i only notice just one chest |
10:50 |
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10:58 |
Calinou |
probably modified clients digging them |
10:58 |
Calinou |
ladders can be crafted, need to remove the recipe in More Blocks |
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11:00 |
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11:08 |
asl97 |
i mean a ladder in the lobby disappear |
11:12 |
asl97 |
i would suggest an afk mod to be added since it make it impossible for playing player to start as soon as possible due to the amount of vote needed or at least make the vote system exclude afk players, i suppose it can be figure out by checking if the player move at all during a match |
11:12 |
Calinou |
yeah, I'll add afk kick mod soon |
11:12 |
Calinou |
will set to 5 minutes of inactivity |
11:13 |
est31 |
in chat or in actions like movement |
11:13 |
Calinou |
both probably |
11:13 |
Calinou |
either you must chat, or move in 5 minutes |
11:14 |
rubenwardy |
the capturetheflag subgame is so old that grep "minetest.env" * -rn returns about 20 results |
11:14 |
* Calinou |
switched his site to use Grunt and Stylus |
11:16 |
rubenwardy |
https://github.com/rubenwardy/capturetheflag/commit/9f12a17ef29da534aac2168217398e501a020d6a |
11:16 |
rubenwardy |
XD |
11:17 |
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11:17 |
asl97 |
Calinou: i suddenly drop from the lobby :| |
11:18 |
asl97 |
i am falling :| |
11:20 |
rubenwardy |
Why do I get 2015-07-14 12:18:05: ERROR[main]: Client::getMesh(): Mesh not found: "stairs_stair.obj" |
11:20 |
rubenwardy |
when there is /home/rubenwardy/dev/minetest/games/capturetheflag/mods/stairs/models/stairs_stair.obj |
11:23 |
rubenwardy |
!up minetest.rubenwardy.com |
11:23 |
MinetestBot |
minetest.rubenwardy.com:30000 is up (8ms) |
11:23 |
rubenwardy |
nevermind |
11:29 |
rubenwardy |
!up minetest.rubenwardy.com |
11:29 |
MinetestBot |
minetest.rubenwardy.com:30000 is up (9ms) |
11:29 |
rubenwardy |
There we are |
11:29 |
rubenwardy |
Krock: I've fixed the flag delete bug (hopefully) |
11:31 |
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11:36 |
asl97 |
Calinou: hmmm, once i figure it out, it was easy. (the parkour) |
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11:46 |
Calinou |
it really is :) |
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12:02 |
rubenwardy |
I just keep finding more and more bugs - it's back online now |
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12:25 |
rubenwardy |
asl97, what even: https://gist.github.com/rubenwardy/863ac7642b28fe995d40 |
12:26 |
asl97 |
error in your mod, maybe |
12:26 |
rubenwardy |
But no useful error message |
12:27 |
rubenwardy |
actually line 1 is |
12:27 |
rubenwardy |
I see |
12:28 |
asl97 |
player not define? |
12:28 |
rubenwardy |
can you see the problem? https://github.com/rubenwardy/capturetheflag/blob/flash/mods/capturetheflag/ctf_flag/flag_func.lua#L113 |
12:28 |
rubenwardy |
I refactored code and forgot add local name = clicker:get_player_name() |
12:29 |
asl97 |
line 105 use clicker |
12:29 |
rubenwardy |
I really should make unit tests |
12:35 |
asl97 |
isn't unit tests impossible for mods? |
12:36 |
rubenwardy |
It would have to be done at run time |
12:36 |
rubenwardy |
It's just Lua code |
12:36 |
rubenwardy |
The majority of the code doesn't interact with the map |
12:36 |
rubenwardy |
so it should be fine |
12:37 |
asl97 |
but doesn't it use object and other stuff? wouldn't that mean you have to dummy them? |
12:37 |
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12:37 |
rubenwardy |
object = entity? |
12:37 |
asl97 |
players + maybe entity |
12:38 |
rubenwardy |
Hmmmm |
12:38 |
rubenwardy |
oops |
12:38 |
rubenwardy |
You wouldn't be able to unit test everything |
12:38 |
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12:39 |
rubenwardy |
I'd only do the ctf_core - adding to teams, etc. |
12:39 |
rubenwardy |
Server's back up |
12:39 |
rubenwardy |
bug fixed, and the on_punch thing added |
12:39 |
asl97 |
oh turret |
12:40 |
rubenwardy |
ctf_turret is so broken and laggy :P |
12:40 |
rubenwardy |
what's the best way to make a large barrier? I want to make it so that for the first 60 seconds of a match, players can't attack each other |
12:40 |
asl97 |
there is another turrent that was use on landrush |
12:40 |
rubenwardy |
Lua entity? |
12:41 |
asl97 |
just disable damage |
12:41 |
rubenwardy |
the turret is auto firing - is the landrush one the same? |
12:41 |
asl97 |
yea |
12:41 |
asl97 |
https://github.com/Bremaweb/turrets |
12:41 |
asl97 |
another old mod |
12:41 |
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12:42 |
rubenwardy |
I just don't want them going into the other player's territory at all. Can I disable damage between two players dynamically? Ie: for friendly fire: |
12:42 |
asl97 |
from the look of the code, it doesn't seem much better.... |
12:42 |
rubenwardy |
I want to utilise firearms eventually |
12:42 |
rubenwardy |
so no entities |
12:44 |
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12:44 |
asl97 |
rubenwardy: (replying about friendly fire): maybe with the new on_damage function? (or whatever it is call) |
12:44 |
rubenwardy |
It doesn't say who it's from |
12:44 |
rubenwardy |
if you mean on_hpchange |
12:45 |
rubenwardy |
the name tags colors are awesome - makes it much easier to see teams |
12:46 |
asl97 |
i find the walk speed a little slow (mostly cause most ctp is fast pace) |
12:47 |
H-H-H |
how long is a minetest day? |
12:49 |
asl97 |
did it crash? |
12:49 |
rubenwardy |
yeah |
12:49 |
asl97 |
i just crafted a furnace, it couldn't be me... |
12:49 |
asl97 |
H-H-H: it depend on your setting |
12:50 |
asl97 |
well, the server settings |
12:50 |
rubenwardy |
it was "LazerMan" |
12:51 |
asl97 |
iirc, furnace can't be dug if there is item in them making them good for protecting the flag |
12:51 |
H-H-H |
its whatever is set as default which after reading the wiki seems 72 |
12:53 |
MinetestBot |
[git] RealBadAngel -> minetest/minetest_game: Better default stone normalmap, sharpened a bit 2ddbf68 http://git.io/vmOmh (2015-07-14T14:53:13+02:00) |
12:53 |
rubenwardy |
asl97: https://github.com/rubenwardy/capturetheflag/commit/774e318e1d7284ca2388652782a6c433639464f2 |
12:53 |
rubenwardy |
I was a silly programmer |
12:54 |
asl97 |
oh lol, the missing to_number bug |
12:55 |
rubenwardy |
I also realised that if a player exits the game, they take the flag with them... |
13:04 |
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13:06 |
* H-H-H |
is waiting to see if his wood rotting mod works |
13:07 |
asl97 |
H-H-H: is it available for all? |
13:09 |
H-H-H |
its a mish mash of several i found on wiki lol but yeah it will be eventually it rotts food aswell and im contemplaating adding it so that crops can rot to |
13:13 |
asl97 |
i mean will the source of the mod be release |
13:14 |
rubenwardy |
okay, that bug is now fixed asl97. Now I'm just waiting for the next one, lol. |
13:15 |
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13:28 |
H-H-H |
yeah it will |
13:30 |
rubenwardy |
hmmm, how could we make a cool down respawn timer? |
13:31 |
asl97 |
see hunger game |
13:31 |
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13:32 |
rubenwardy |
ah |
13:34 |
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13:37 |
asl97 |
crash? |
13:37 |
rubenwardy |
yay! next bug |
13:37 |
rubenwardy |
void Server::step(float): A fatal error occurred: ..../games/capturetheflag/mods/capturetheflag/ctf/teams.lua:26: attempt to concatenate local 'name' (a nil value) |
13:37 |
rubenwardy |
At least I can push my small fixes as well, now |
13:40 |
rubenwardy |
Basically it crashed on printing an error that team nil does not exist |
13:40 |
rubenwardy |
* warning |
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14:04 |
SopaXorzTaker |
Can I message some Minecraft offtopic? |
14:06 |
rubenwardy |
There's a #minecraft channel |
14:06 |
rubenwardy |
If that's what you'd like |
14:07 |
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14:14 |
SopaXorzTaker |
Oh, ok. |
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14:34 |
rubenwardy |
When you type "make -j3" as your password, on impulse. |
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14:48 |
rubenwardy |
<rubenwardy> If that's what you'd like |
14:48 |
rubenwardy |
I mean't "if that's the sort of thing you wanted" |
14:48 |
rubenwardy |
SopaXorzTaker |
14:48 |
rubenwardy |
I wasn't hating MC |
15:02 |
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15:39 |
rubenwardy |
Is it me, or do the majority of players go around clicking and rightclicking randomly? |
15:42 |
VanessaE_ |
yep |
15:42 |
VanessaE_ |
or timing out. a lot. |
15:43 |
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15:45 |
rubenwardy |
I'm running a flash capturetheflag server |
15:45 |
rubenwardy |
Every time a team wins, the game is reset |
15:45 |
rubenwardy |
but nobodies doing anything other than wondering around aimlessly |
15:45 |
rubenwardy |
flash as in fast, not the software |
15:46 |
rubenwardy |
people are actually mining, lol |
15:48 |
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15:49 |
rubenwardy |
https://cdn.pbrd.co/images/1XhzE0dJ.png |
15:49 |
rubenwardy |
seriously, that's the wrong flag you're guarding |
15:49 |
VanessaE_ |
heh |
15:50 |
Calinou |
https://forum.minetest.net/viewtopic.php?f=9&t=12720&p=184419#p184419 |
15:50 |
Calinou |
this should be put in default game in some way... |
15:50 |
rubenwardy |
Do with have colored chat yet? |
15:50 |
rubenwardy |
*we |
15:50 |
Calinou |
nope, the PR was never merged... |
15:51 |
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15:52 |
rubenwardy |
I think it was into 0.5, then 0.5 was dropped |
15:53 |
nrzkt |
i forget sth ? |
15:54 |
rubenwardy |
probably to fix your bugs |
15:54 |
rubenwardy |
:P |
15:54 |
rubenwardy |
the problem is that color chat spams older clients with numbers |
15:55 |
rubenwardy |
like, 04<rubenwardy>07sdlmsdlmsdlmsdlmsd00 |
15:58 |
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16:00 |
yaman |
how to tell what item is in player hand? |
16:01 |
nrzkt |
my bugs ? |
16:01 |
nrzkt |
wtf i haven't commit since a long time :) |
16:01 |
yaman |
nvm |
16:04 |
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16:28 |
crazyR |
rubenwardy if thats the case wouldnt a client version check be the right way to deal with it. send it in 2 diffrent formats. old format and new format?? |
16:28 |
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16:35 |
rubenwardy |
probably |
16:35 |
MinetestBot |
[git] nerzhul -> minetest/minetest: connection.cpp: remove unused constructor 8ac0cf5 http://git.io/vm35j (2015-07-14T18:33:20+02:00) |
16:41 |
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16:59 |
TBC_x |
anyone else using st & tmux? |
17:03 |
MinetestBot |
[git] kahrl -> minetest/minetest: Make serialization error message translatable b30e8d8 http://git.io/vmsfq (2015-07-14T19:01:33+02:00) |
17:13 |
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17:18 |
rubenwardy |
Do we have anything like this in MT? |
17:18 |
rubenwardy |
http://lua-users.org/wiki/SortedIteration |
17:21 |
Calinou |
I keep reminding myself that More Blocks slopes are awesome |
17:21 |
Calinou |
they let you build so much more stuff |
17:28 |
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17:29 |
AndroidKris |
Is it possible to remove a shadowed area caused by a lightning glitch? My crops aren't getting light to grow, and I don't want to rearrange my entire farm for one small area of bad lighting. |
17:29 |
Calinou |
possible, but difficult |
17:29 |
Calinou |
you can use maptools:lightbulb for invisible light-emitting nodes |
17:31 |
twoelk|2 |
there is also the mapfix mod |
17:31 |
AndroidKris |
I can't use...say worldedit, to select the affected area (3 dimensional space) and replace the nodes with air? then just rebuild what it removes |
17:31 |
AndroidKris |
link to mapfix mod twoelk|2 |
17:31 |
AndroidKris |
?? |
17:32 |
twoelk|2 |
https://forum.minetest.net/viewtopic.php?t=10662 |
17:32 |
AndroidKris |
gracias |
17:33 |
AndroidKris |
I think I'll give it a try. |
17:33 |
AndroidKris |
git syncing now. |
17:34 |
AndroidKris |
Or rather, cloning, not syncing. two different things. |
17:34 |
AndroidKris |
lol |
17:34 |
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twoelk |
mapfix works nice on singleplayer but may freeze a server if used wrong |
17:35 |
AndroidKris |
Good thing I don't host any servers.haha |
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17:39 |
twoelk |
actually I'm using it on a server just now ;-P |
17:39 |
Krock |
AndroidKris, hint: !mod [modname] |
17:40 |
Krock |
tells you the forum link |
17:45 |
AndroidKris |
nice. Thanks for the hint Krock |
17:45 |
AndroidKris |
!mod mapfix |
17:45 |
MinetestBot |
AndroidKris: Map Fixer [mapfix] by Gael de Sailly - https://forum.minetest.net/viewtopic.php?t=10662 |
17:45 |
AndroidKris |
sweet. |
17:45 |
AndroidKris |
Had to test it out to make sure i got it right. |
17:47 |
AndroidKris |
AWESOME. Thanks twoelk, worked perfectly. This mod's a keeper |
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18:21 |
wischi2 |
hi guys. is it possible to disable nodes/items for players without patching them out of the mod? Some mods offer settings to do so, but many do not. is it possible anyway? tried to overwrite the node_register and hook node_register (and block unwanted nodes/items) but this does not seem very elegant. is there a better way to achieve that? thx in advance |
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RealBadAngel |
wischi2, you can override definitions |
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18:28 |
wischi2 |
i know, but this do not "unregister" crafting recipes. is there a way to override/unreg them? |
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18:29 |
RealBadAngel |
im not sure, there was a pr with such thingy |
18:30 |
AndroidKris |
most realistic texture pack? |
18:30 |
AndroidKris |
suggestions |
18:30 |
RealBadAngel |
16px + normals ;) |
18:31 |
RealBadAngel |
jokin, but it starts to look real good imho |
18:31 |
RealBadAngel |
https://imgrush.com/6dq_0kzJKBY6.png |
18:32 |
Routh |
I like that RBA |
18:32 |
RealBadAngel |
but this is not texture pack, this is how default game will look like |
18:32 |
wischi2 |
@RealBadAngel: thanks. BTW saw some of your minetest(_game) and mod contributions. great work ;-) |
18:32 |
Routh |
Yeah I've been following that. I like it. |
18:33 |
AndroidKris |
How about the trees, grass and water RealBadAngel? |
18:33 |
AndroidKris |
that brick looks amazing though. |
18:33 |
RealBadAngel |
AndroidKris, you can try HDX or Haven |
18:34 |
RealBadAngel |
HDX is usually up to date with everything around, its made by VanessaE |
18:34 |
RealBadAngel |
im responsible for Haven, but dont have time to maintain it |
18:34 |
AndroidKris |
I'm on hdx 128 now. looks good, but I'm looking for something with more super realism...I think thats how it's described. |
18:35 |
RealBadAngel |
AndroidKris, when relief mapping is in, i will update Haven with proper normalmaps |
18:35 |
RealBadAngel |
but honestly, idk when |
18:36 |
AndroidKris |
What was the one in the screen shot you linked? |
18:36 |
AndroidKris |
16px? |
18:36 |
sfan5 |
RealBadAngel: great work for the desert cobble |
18:36 |
RealBadAngel |
AndroidKris, in the screenshot you can see default 16x16 textures |
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18:37 |
AndroidKris |
I think I'll just brows the forums and look at the ones you suggested. (aside from hdx, which I'm already using. hehe) |
18:38 |
* twoelk |
wonders wether there could be similar versions for clay like brick and cobble, maybe tiles and terazzo? |
18:39 |
RealBadAngel |
sfan5, thx, i will make a pr with it soon |
18:39 |
RealBadAngel |
twoelk, im doing the maps one by one. |
18:40 |
RealBadAngel |
theyre not automated, heightmaps are done by hand |
18:40 |
twoelk |
sounds like work |
18:40 |
RealBadAngel |
but effects are far better than autogen, dont you think so? |
18:41 |
RealBadAngel |
old, poor default game starts to look modern and eye candy :) |
18:41 |
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18:42 |
* twoelk |
puts on his cool sunglasses to not get dazed by RBA's radiant sparkletest |
18:49 |
RealBadAngel |
twoelk, https://www.youtube.com/watch?v=X2LTL8KgKv8 |
18:49 |
wischi2 |
;-) |
18:55 |
twoelk |
oh dear, I remember dancing to that in some weird places in some obscure towns ;-P |
19:07 |
RealBadAngel |
well, gravel seems to be done i think... |
19:07 |
RealBadAngel |
https://imgrush.com/ax5ssmI-0yu2.png |
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19:11 |
Krock |
RealBadAngel, that looks great :) |
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19:30 |
Routh |
How do we deal with mod name conflicts? |
19:31 |
Routh |
Water_mobs and programmable turtles have a name conflict. |
19:31 |
Krock |
rename one |
19:31 |
Routh |
I don't develop either of them |
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19:48 |
Routh |
Anyone here used paramats moonrealm |
19:48 |
Routh |
? |
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20:00 |
Testman |
hey est |
20:05 |
est31 |
hey testman |
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20:24 |
Testman |
can the admin of lord of the test lift the ban on my user? |
20:25 |
Testman |
it said one hour but its bast that |
20:25 |
Calinou |
Testman, ask on the forum topic of the server |
20:25 |
Calinou |
we can't lift bans on other people's servers |
20:25 |
Calinou |
(don't create a new forum topic either) |
20:26 |
Routh |
Alternatively you could try #lordofthetest |
20:26 |
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20:26 |
Testman |
but i don't have an acount |
20:27 |
Testman |
yeah i tried lordofthetest |
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20:32 |
zat |
http://ibin.co/28djqg5QcvLl :D ! |
20:33 |
Krock |
I'd say eeks but I think you like that |
20:33 |
zat |
ever tried those? |
20:33 |
Krock |
shells? |
20:33 |
zat |
yes |
20:34 |
Krock |
To be honest.. not yet |
20:35 |
zat |
that eeks is out of context then lol |
20:37 |
Krock |
Yeah kinda.. I prefer to say eeks instead of trying it :P |
20:37 |
zat |
you should try it before eek |
20:38 |
zat |
that applies to absolutely everything |
20:42 |
* Krock |
looks dubiously at the message above |
20:42 |
zat |
thrat includres evren Krocks. |
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21:05 |
Amaz |
The dev wiki seems to be down... I'm getting a 502 Bad Gateway |
21:05 |
Amaz |
+error when trying to open it |
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