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xfceKris |
anyone else getting connection timeouts from servers with some of the latest dev builds? |
02:25 |
xfceKris |
Or is it just me? |
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MinetestBot |
[git] neoascetic -> minetest/minetest: Fix building on OSX, broken since "Clean up threading" 588f0c1 http://git.io/vZehT (2015-09-06T05:34:02+02:00) |
03:41 |
MinetestBot |
[git] est31 -> minetest/minetest: Fix occasionally failing travis builds 31b6d26 http://git.io/vZehu (2015-09-06T05:40:15+02:00) |
03:41 |
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03:50 |
LazyJ |
I see the mini-map can be disabled from the server-side. Was this because of performance concerns or as an option so players can't use it in survival oriented servers? |
03:55 |
est31 |
mostly the last argument |
04:19 |
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04:43 |
waressearcher2 |
what lue version is used to write mods ? 5.2 ? |
04:47 |
RealBadAngel |
5.1 |
04:47 |
waressearcher2 |
so there are couple books for lue one for 5.0 version and another for 5.2 version which one is better ? |
04:47 |
waressearcher2 |
lua |
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05:23 |
RealBadAngel |
waressearcher2, differences are slight between the versions, in most cases you shouldnt care |
05:23 |
RealBadAngel |
anyway best way to learn modding is to read other mods |
05:24 |
RealBadAngel |
books wont tell you anything bout minetest ;) |
05:24 |
waressearcher2 |
if they were containing any comments |
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06:36 |
RealBadAngel |
waressearcher2, some modders do comment their code. on the other hand when mod is doing you its self explanatory |
06:36 |
RealBadAngel |
"you know what mod is doing" |
06:37 |
waressearcher2 |
what tool people use to add 3d objects ? like mobs and stuff ? |
06:37 |
waressearcher2 |
I mean where they create them, what 3d modelling software |
06:37 |
RealBadAngel |
blender |
06:37 |
waressearcher2 |
so its the 3d models that irrlicht understand right ? |
06:38 |
waressearcher2 |
what ever irrlich can load minetest can load too |
06:38 |
RealBadAngel |
irrlicht can read many formats |
06:38 |
RealBadAngel |
basically yes |
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08:01 |
swift110-phone |
Hey yepoleb |
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08:19 |
waressearcher2 |
what is the reason for a limit 68000^3 ? |
08:20 |
waressearcher2 |
why is that exact number and why to limit at all ? is there 64bit version ? |
08:21 |
DusXMT |
I think it's just an arbitrary number chosen |
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08:47 |
kaeza |
http://slash7.com/2006/12/22/vampires/ |
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08:50 |
sfan5 |
!c 2**15 |
08:50 |
MinetestBot |
32768 |
08:51 |
sfan5 |
waressearcher2: signed 16-bit integers go from -32768 to 32768, thats 65536 blocks in total, bot everything is usable though so it's just about 63000 |
08:52 |
sfan5 |
but not everything* |
08:54 |
waressearcher2 |
why not to use 32-bit intergers ? it commone to have 32bit CPUs nowadays |
08:54 |
waressearcher2 |
much more common than 30 years ago |
08:56 |
sfan5 |
minetest was developed on a 32-bit cpu (obviously) |
08:56 |
sfan5 |
the design choice probably was that 63000^3 is big enough |
08:57 |
waressearcher2 |
what if someone just wants to travel in one direction ? |
08:57 |
waressearcher2 |
not related to music band |
08:58 |
sfan5 |
then they only have 32000 nodes to go |
08:58 |
sfan5 |
(assuming they start from the middle) |
08:59 |
waressearcher2 |
how many nodes you can walk in one minetest day ? |
08:59 |
sfan5 |
no idea |
08:59 |
waressearcher2 |
I assume its just a few minetest days to reach the border |
09:00 |
sfan5 |
i doubt that |
09:00 |
sfan5 |
!c 32000/5 |
09:00 |
MinetestBot |
6400.0 |
09:00 |
sfan5 |
you'd need that much in a day |
09:00 |
waressearcher2 |
its if 5blocks/second ? |
09:00 |
sfan5 |
it isn't |
09:01 |
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09:02 |
sfan5 |
!c (11.5 - (-14.4)) / 5 |
09:02 |
MinetestBot |
5.18 |
09:03 |
sfan5 |
!c 32000 / 5.18 |
09:03 |
MinetestBot |
6177.606177606178 |
09:04 |
sfan5 |
waressearcher2: you walk about 5.18 nodes per second which would then mean that it takes you 6177 seconds (1.75 hours) to reach the border |
09:05 |
waressearcher2 |
and if day in minetest is 10 minutes |
09:05 |
waressearcher2 |
that makes it about 11 days ? |
09:05 |
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09:05 |
sfan5 |
!c 6177.6061 / (10 * 60) |
09:05 |
MinetestBot |
10.296010166666667 |
09:05 |
sfan5 |
yes |
09:05 |
sfan5 |
but i don't know how long a day is |
09:07 |
waressearcher2 |
but its not really matter because its still 1.75 hours of game play and its really short |
09:07 |
waressearcher2 |
is it possible to increase world size by tweaking config or doing some really minor change in source code ? or it can take actually a lot of work to do so ? |
09:08 |
sfan5 |
nah |
09:08 |
sfan5 |
it's a lot of work |
09:08 |
sfan5 |
the code is written to handle s16 ints |
09:08 |
sfan5 |
you could just change those |
09:08 |
sfan5 |
but you also need to handle the thing with positions and lua and with saving them into the map file |
09:09 |
sfan5 |
(which would additonally make old worlds unreadable) |
09:09 |
waressearcher2 |
by the way on a web site it says the size of the workd 63000^3 but who cares about 63000 blocks of hight, the mountains are average 20-50 blocks anyway and all else is just empty skies, so you should've just say 63000^2 |
09:09 |
sfan5 |
^2 would be 2D |
09:10 |
waressearcher2 |
sfan5: "make old worlds unreadable", who cares about old worlds |
09:10 |
sfan5 |
this is a 3D game though |
09:10 |
sfan5 |
lel |
09:10 |
sfan5 |
the people that play minetest obviously |
09:10 |
waressearcher2 |
sfan5: but its not a flying simulator you still kind on a plane |
09:11 |
sfan5 |
waressearcher2: mountains might not be high or the sea deep but the 63000^3 is more about the potential you have not about whats present in the world |
09:11 |
waressearcher2 |
plain |
09:13 |
sfan5 |
waressearcher2: also you should be able to get way higher mountains if you tweak some params in map_meta.txt |
09:13 |
waressearcher2 |
by the way why not to make it looped, like you go 32000 in one direction and you can continue to walk but it will appear from -32000 position and after a while will find all areas you were in previously that way you can emulate kind of infinite world, because actually you will be shifting left or right anyway and you will not encounter same areas |
09:13 |
waressearcher2 |
or even your starting position |
09:13 |
sfan5 |
that could be done |
09:14 |
sfan5 |
i think someone requested that feature already |
09:14 |
waressearcher2 |
that can be interesting |
09:21 |
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09:22 |
sfan5 |
waressearcher2: it's all about potential: http://i.imgur.com/9u9Pcow.png |
09:22 |
MinetestBot |
[git] ShadowNinja -> minetest/minetest: Use CUSTOM_LOCALEDIR if specified 645e208 http://git.io/vZvil (2015-09-06T11:21:26+02:00) |
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12:18 |
waressearcher2 |
are there any popular let's plays on youtube in minetest ? or they are all in minecraft ? and I mean not just couple videos of someone trying minetes but someone playing minetest on regular basis and making lots of videos with commentaries ? |
12:19 |
Calinou |
waressearcher2, I heard oochainlynxoo does that |
12:19 |
Calinou |
really, search for "Minetest let's play" |
12:19 |
waressearcher2 |
allright |
12:20 |
waressearcher2 |
still need to search, I thought if there are any recommended ones |
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13:10 |
waressearcher2 |
I know that mobile version of minecraft is heavily stripped down, what about minetest version for android ? is it the same or more optimised and with some stuff removed ? |
13:20 |
Krock |
it contains the same settings, graphics and feature |
13:21 |
Krock |
s |
13:21 |
Krock |
^ waressearcher2 |
13:22 |
* Krock |
thinks that the new google logo is worse as the one before |
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14:53 |
luizrpgluiz |
hi all |
14:53 |
waressearcher2 |
hi whateveryournameis |
14:55 |
swift110-phone |
Lol |
15:00 |
RealBadAngel |
waressearcher2, only difference for android is lack (or not working ok) of shaders |
15:00 |
RealBadAngel |
apart from that game content is exactly the same |
15:00 |
RealBadAngel |
so on the server you can meet players playing on different platforms, including mobile ones |
15:00 |
waressearcher2 |
RealBadAngel: and all mods for PC version also installable for android ? |
15:01 |
RealBadAngel |
mods are server side |
15:01 |
RealBadAngel |
client just gets media needed |
15:02 |
RealBadAngel |
no matter what platform you have youre able to connect to the server |
15:02 |
RealBadAngel |
ofc version should match |
15:03 |
RealBadAngel |
but thats not general rule ;) |
15:05 |
RealBadAngel |
we do have lotsa compability code which personally i dont like ;) |
15:06 |
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15:07 |
waressearcher2 |
is it possible to make such mod, or if there one allready, with earthquakes ? like may just roam around and then tremulous and in some places blocks start to fall down to the lava layer and after some time a huge deep and wide cracks in the ground appeared, is it possible to make something like this ? |
15:07 |
RealBadAngel |
just code it |
15:09 |
waressearcher2 |
so far its just an idea, but do you make tremulous or shaky screen ? |
15:11 |
RealBadAngel |
hmm |
15:12 |
waressearcher2 |
of course the world is not shaking just your visuals |
15:12 |
RealBadAngel |
theres no ability to change camera atm |
15:12 |
waressearcher2 |
but it would be nice to see falling trees |
15:12 |
RealBadAngel |
but that was requested already for another things |
15:12 |
waressearcher2 |
to make effect more realistic |
15:13 |
RealBadAngel |
but that would require engine changes with api for mods |
15:14 |
RealBadAngel |
engine already can change camera position, see 3rd person view |
15:14 |
RealBadAngel |
so just shakin a camera a bit would do |
15:19 |
CWz |
wow there is new save your self of damage bug in latest dev |
15:24 |
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15:25 |
luizrpgluiz |
can anyone help me, spawn_tree command is not working in my treedef |
15:27 |
luizrpgluiz |
where I'm missing the code? |
15:28 |
luizrpgluiz |
I do not want to use other external mods to spawn the treedefs trees |
15:31 |
Sokomine |
luizrpgluiz: i havn't got to that yet. but i'm working on trees and want their definition and spawning to be unified so that other mods can plug in and use trees as well |
15:33 |
Sokomine |
waressearcher2: the adventuretest game has spider poision that sets your view angle to a random position at random times. very irritating. if you combine that with some jumping up and down, removing the blocks below the player occasionally etc., it might do for an earthquake |
15:35 |
luizrpgluiz |
Sokomine: minetest.spawn_tree (pos, treedef) is not working, I put positions in xyze she is not born in mapgen |
15:35 |
Sokomine |
luizrpgluiz: actually letting those saplings grow is a step i need to do soon. i'll encounter the problem of spawning l-system trees then as well i guess. i plan to take a look at moretrees/biome |
15:36 |
Sokomine |
luizrpgluiz: no, not at mapgen time. put an _ongen sapling there at mapgen time. let the tree grow with an abm later on using the spawn_tree. that's afaik the recommended version |
15:38 |
Sokomine |
RealBadAngel: it would be nice to be able to spawn an l-system-tree "manually" - that is, inside a luavoxelmanip area :-) but perhaps that'd be too much effort for very little gain |
15:38 |
luizrpgluiz |
Sokomine: the version I use is the 0.4.13 |
15:39 |
Sokomine |
luizrpgluiz: doesn't have too much to do with the version. moretrees just places the sapling at mapgen time - and, in order to distinguish it from manually placed saplings, uses an extra node name with _ongen added |
15:41 |
luizrpgluiz |
Sokomine: just that I do not want to depend on these mods |
15:42 |
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15:43 |
Sokomine |
you don't have to depend on other mods for that. it's just the way it's done in another mod. if yours doesn't work, you can try out that method |
15:44 |
luizrpgluiz |
Sokomine: I just want to generate the trees without using seeds in mapgen, only using the definition of l-treesystem tree |
15:50 |
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15:53 |
luizrpgluiz |
I mean without using saplings of trees |
15:54 |
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16:04 |
luizrpgluiz |
Sokomine? |
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17:16 |
Sokomine |
Lunatrius: there is an issue on github where that's beeing discussed. it was mentionned that using ongen saplings which later grow using an abm are the best approach to l-system. that's all i can tell you about it |
17:16 |
Sokomine |
it's possible that either rba or vanessae or paramat may have further information |
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18:09 |
RealBadAngel |
Sokomine, whats the problem with spawn a tree? |
18:09 |
RealBadAngel |
you can do that by having pos and treedef and calling api function |
18:10 |
RealBadAngel |
i remember i made trees spawning sticks for testing purposes |
18:11 |
RealBadAngel |
so i was walking with those stick and happily populated world with first lsystem trees ;) |
18:14 |
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18:29 |
rubenwardy |
Calinou |
18:29 |
rubenwardy |
"Why Godot? Because it is the best open-source game engine available." |
18:31 |
Calinou |
where did you find that? |
18:31 |
rubenwardy |
http://kobuge.org/about/ |
18:31 |
RealBadAngel |
and wtf is Godot in the first place? ;) |
18:31 |
rubenwardy |
A game engine |
18:31 |
rubenwardy |
!g godot |
18:31 |
MinetestBot |
rubenwardy: http://www.godotengine.org/ |
18:32 |
Calinou |
cool, you going to join the Church of Godot :) |
18:32 |
RealBadAngel |
http://opengameart.org/sites/default/files/oga_9.png |
18:33 |
RealBadAngel |
cool |
18:33 |
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18:33 |
nicoalta_ |
hi |
18:33 |
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18:33 |
RealBadAngel |
that engine can render pink spermatozoids |
18:34 |
RealBadAngel |
it MUST be the best then ;) |
18:35 |
Calinou |
rubenwardy, I want to make a realistic FPS in Godot some day, but I'm waiting for better 3D and networking |
18:35 |
rubenwardy |
What is Godot written in? |
18:35 |
Calinou |
C++ |
18:35 |
RealBadAngel |
judging the screenshots in LOGO :P |
18:36 |
alket |
its the best engine yo :p |
18:36 |
Calinou |
it has a GDScript API, so you can write games both in C++ and GDScript |
18:36 |
Calinou |
but you can write games in 100% GDScript |
18:36 |
RealBadAngel |
mt is using half or even less the power irrlicht can provide |
18:37 |
RealBadAngel |
not to mention effects |
18:37 |
RealBadAngel |
and yet folks are looking for a better one |
18:37 |
RealBadAngel |
dats a bit weird |
18:37 |
Calinou |
a voxel game in Godot is theoretically possible, you could write mods in GDScript |
18:37 |
Calinou |
but core would probably stay in C++ to be fast |
18:37 |
Calinou |
someone tried making a pure GDScript voxel game, it was very slow |
18:38 |
Calinou |
GDScript is as slow as Python 3 in release mode :P |
18:43 |
Calinou |
rubenwardy, https://github.com/minetest/minetest.github.io/issues/29 -> I think any project benefits from a task runner |
18:43 |
Calinou |
eg. for minifying files, for linting, concatenating and all that |
18:44 |
rubenwardy |
SCSS can do 1. and 3. |
18:44 |
rubenwardy |
for Linting, maybe travis could work |
18:44 |
Calinou |
I'm talking about the JavaScript mostly |
18:44 |
rubenwardy |
if travis is used, then you guarantee that it is checkect |
18:44 |
Calinou |
also gulp allows for easy, cross-platform Browsersync usage |
18:44 |
Calinou |
it's really an useful development tool, trust me :D |
18:46 |
twoelk |
hm------seems my vista hard-disk has finally failed :( |
18:46 |
Calinou |
twoelk, I migrated a laptop away from Windows yesterday, did not regret it :) |
18:46 |
Calinou |
now Windows sits in a VM |
18:47 |
twoelk |
the last thing I did before it failed was run a minetest server |
18:48 |
Calinou |
Minetest server on Windows... heh, I did that years ago |
18:48 |
Calinou |
to play with friends |
18:48 |
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18:49 |
rubenwardy |
woah |
18:49 |
rubenwardy |
!server Capture the flag |
18:49 |
MinetestBot |
rubenwardy: Capture the Flag (quick matches) | minetest.rubenwardy.com | Clients: 23/25, 7/24 | Version: 0.4.13-dev / capturetheflag | Ping: 1ms |
18:49 |
twoelk |
I ran my roman map from that machine - because - well that was where I started the map, all the other maps that went public now and then lived on a xubuntu system |
18:50 |
Calinou |
twoelk, I migrated the laptop to Fedora 22 |
18:51 |
Calinou |
so far so good, had to tweak font rendering and - of course - add many external repos |
18:51 |
Calinou |
Mumble isn't in official Fedora repos, since nobody's maintaining it :( |
18:51 |
Calinou |
thankfully Copr is easy to use, better designed than Ubuntu PPAs overall IMO |
18:51 |
rubenwardy |
the server's really struggling |
18:51 |
Calinou |
rubenwardy, my VPS can't really handle more than 20 players |
18:51 |
Calinou |
only 1 CPU core, 1 GB RAM |
18:52 |
Calinou |
I got 19 players on a regular basis before, but now nobody plays on my hunger games |
18:52 |
rubenwardy |
I was probably a little optimisitic with how much I could take |
18:52 |
rubenwardy |
lol |
18:52 |
Calinou |
join server, kick players randomly, ???, PROFIT |
18:53 |
sfan5 |
rubenwardy: digitalocean nl? |
18:53 |
rubenwardy |
Yeah, DO, what do you mean 'nl'? |
18:53 |
sfan5 |
nl = netherlands |
18:53 |
rubenwardy |
Yes |
18:53 |
rubenwardy |
Amsterdamn |
18:54 |
sfan5 |
without the n |
18:54 |
rubenwardy |
It seemed the most liberal in DO's selections |
18:54 |
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18:54 |
sfan5 |
having one in US or SG would get you a bad ping on the server list |
18:55 |
rubenwardy |
where is the server list? |
18:55 |
rubenwardy |
on DO nl? |
18:55 |
sfan5 |
amsterdam |
18:55 |
sfan5 |
not DOP |
18:55 |
sfan5 |
DO* |
18:55 |
sfan5 |
waveride.at |
18:55 |
twoelk |
the minetest cache is quite a monster loads and loads of tiny files with little data needing several times its size to store |
18:56 |
rubenwardy |
twoelk, client side? |
18:56 |
twoelk |
yeah |
18:56 |
rubenwardy |
Would you recommend waveride.at, sfan5? |
18:56 |
sfan5 |
pretty cheap & works good |
18:56 |
sfan5 |
yes |
18:57 |
twoelk |
visit ten servers with massive game media and you get gigabytes of madia in the cache |
18:57 |
sfan5 |
gigabytes? |
18:57 |
sfan5 |
i doubt that |
18:58 |
twoelk |
cant access the disk to check at the moment ;-( |
19:01 |
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20:22 |
red1 |
can one mod use the prefix of an other? |
20:23 |
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20:23 |
red1 |
for registering nodes |
20:27 |
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20:30 |
bas080 |
red1: it should use it's own prefix. You can however overwrrite nodes within another mod |
20:30 |
bas080 |
red1: it is also possible to get node definitions |
20:31 |
bas080 |
red1: plus i don't think it's possible what you are mentioning |
20:31 |
bas080 |
what are you trying to achieve? |
20:35 |
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20:42 |
red1 |
bas080 an api for a mod that registers block and can be called from other mods |
20:44 |
red1 |
never mind |
20:44 |
red1 |
I had to and a : to the begging of the perfix |
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21:06 |
kaeza |
greetings |
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