Time |
Nick |
Message |
00:30 |
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Kray joined #minetest |
00:36 |
rubenwardy_ |
found some old MT worlds on my file system |
00:37 |
Fixer |
rubenwardy_, what worlds? |
00:37 |
rubenwardy_ |
don't know |
00:37 |
Fixer |
so open it ._. |
00:37 |
rubenwardy_ |
they're all named like "asasas" and "bestworld12" |
00:37 |
Fixer |
lol |
00:37 |
Fixer |
check them ouyt |
00:38 |
Fixer |
maybe thats red crab 0.3 server world copy |
00:39 |
Fixer |
that will be all glory |
00:40 |
rubenwardy_ |
Just found the first prototype for chatplus |
00:44 |
Fixer |
who on earth uses that? *trollface* |
00:52 |
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01:06 |
rubenwardy_ |
Fixer, chatplus sucks XD |
01:09 |
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01:27 |
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01:43 |
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01:56 |
Fritigern |
Is it possible to protect certain areas without the use of (additional) mods on a vanilla server? |
01:58 |
kaadmy |
nope |
01:58 |
kaadmy |
gotta have mods |
01:58 |
kaadmy |
technically even vanilla's got mods |
02:00 |
Fritigern |
Well, poopie. I had hoped it were possible because the locked chests get protection out of the box. As for what you said last, it's why I used the word "additional" |
02:01 |
Fritigern |
Which brings me to the following: How can a server owner remove other people's locked chests that were placed where they should not be? |
02:02 |
kaadmy |
worldedit? that requires mods tho |
02:02 |
Fritigern |
I know, is there no other way? Like and admin permissive override? |
02:03 |
kaadmy |
i think recently mt_game has allowed admins to access locked chests |
02:03 |
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02:03 |
kaadmy |
not sure tho |
02:03 |
Fritigern |
It may be planned, but it's not allowed yet. i am using latest dev build. Built fresh today |
02:03 |
kaadmy |
ah |
02:06 |
rubenwardy_ |
|
02:06 |
rubenwardy_ |
Just found a prototype of smartfs, called "fsb" - formspec builder |
02:07 |
kaadmy |
rubenwardy_: what's it do? |
02:07 |
rubenwardy_ |
It's a more OOP way of marking formspecs |
02:07 |
kaadmy |
add a simpler interface for formspec building? |
02:07 |
rubenwardy_ |
eg: local btn = s:Button(2, 3, "asas") |
02:07 |
kaadmy |
ah |
02:07 |
rubenwardy_ |
btn:onClick(function(self) self:setText("this") end) |
02:08 |
Fritigern |
Which brings me to the following: Vanilla MT desperately needs out-of-the-box anti-griefing measures. I would suggest defaults of lava sources, lava buckets, (river)water buckets and water sources disabled *IF* the mod is running on a standalone server, and creative mode enabled. AND these nodes/items not explicitly enabled. |
02:08 |
rubenwardy_ |
the prototype is ten lines, which works differently |
02:08 |
rubenwardy_ |
I don't agree, Fritigern. Server owners should mod their server to work for them |
02:08 |
rubenwardy_ |
but it should be easy to do it |
02:09 |
rubenwardy_ |
ie: mods should integrate well |
02:09 |
Fritigern |
Server owners should be able to bve server owners without having to figure out how to program in Lua |
02:09 |
rubenwardy_ |
It's a matter of installing mods to do so |
02:10 |
Fritigern |
Let's yank out all the mods then, not the dev's responsibility to have mapgens, items or whatever, right? |
02:10 |
rubenwardy_ |
I think that hosting a plain vanilla server is boring, there are already like 150 servers |
02:10 |
Fritigern |
Just a matter of installing mods |
02:12 |
rubenwardy_ |
Basically slippery slope falacy. |
02:12 |
Fritigern |
You claim that it's not te responsibility of the devs to make sure that their software is secure, don;t you?? |
02:13 |
rubenwardy_ |
Griefing doesn't necessarily make it insecure. That's like players swearing, it doesn't expose passwords but is anti-social. I don't like having gameplay depending on whether it's running on a server or not |
02:14 |
rubenwardy_ |
I wouldn't be against settings to do all those things |
02:14 |
Fritigern |
You just said that you were against it, so which is it? |
02:14 |
rubenwardy_ |
All those things you said have valid normal use |
02:15 |
rubenwardy_ |
the settings shouldn't be default on servers |
02:15 |
rubenwardy_ |
a |
02:24 |
sofar |
Fritigern: there's a PR pending to allow admins to remove owned chests/doors |
02:39 |
rubenwardy |
Found a copy of 0.4.dev-20120606 |
02:39 |
Fritigern |
sofar: Thank you, I was aware of the PR, but more is needed to discourage griefers and to give admins more ammo to prevent griefing.. |
02:41 |
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02:53 |
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03:03 |
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03:12 |
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03:14 |
sofar |
Fritigern: minetest_game is really a singleplayer focussed type of game, don't expect it to ever support area protection |
03:26 |
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03:33 |
steven2 |
why, if I have an area set pos1=24,31,276 and pos2=39,8,209 ,do I get pos1=24,8,276 and pos2=39,31,289 when I do /protect? |
03:34 |
steven2 |
mixed numbers |
03:39 |
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03:42 |
steven2 |
well, at least at bottom left, I see the zone correctly according to what I placed |
04:31 |
sofar |
steven2: sorting |
04:32 |
steven2 |
what do you mean? is that correct then? |
04:32 |
sofar |
the vertices are getting sorted |
04:34 |
sofar |
maybe the zone is too large? I didn't see the 276/209/289 discrepancy |
04:35 |
steven2 |
289* the first pos2 |
04:36 |
sofar |
ah then it's just sorted |
04:36 |
steven2 |
is it x,y,z? |
04:36 |
sofar |
if y2 > y1 then pos1.y = y1 and pos2.y = y2, otherwise pos1.y = y2 etc. |
04:37 |
sofar |
pos1.x <= pos2.x, pos1.y <= pos2.y etc. |
04:37 |
sofar |
sorted |
04:37 |
sofar |
if you put 1, 1, 1 for pos1 |
04:37 |
sofar |
and -1, -1, -1 for pos2 |
04:37 |
sofar |
then you get pos1 = -1, -1, -1 |
04:37 |
sofar |
and pos2 = 1, 1, 1 |
04:38 |
sofar |
steven2: get it? |
04:38 |
steven2 |
ordering in the same plane you mean? |
04:39 |
sofar |
if that's what you want to call it, yes. In minetest code terms, we call it "vertex sorting" |
04:39 |
steven2 |
let me see... |
04:40 |
steven2 |
is it x,y,x right? |
04:40 |
steven2 |
it is* |
04:40 |
steven2 |
x,y,z |
04:40 |
sofar |
no, it's always x, y, z |
04:41 |
sofar |
what mod are you using? |
04:42 |
kaadmy |
worldedit or areas? |
04:42 |
steven2 |
let me check |
04:43 |
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04:43 |
steven2 |
I have both |
04:43 |
steven2 |
online server, not mine |
04:43 |
sofar |
so, let me see if you understand what it does |
04:44 |
sofar |
please sort these two vertices: (1, 3, 1) and (3, 1, 3) |
04:44 |
steven2 |
give me some time, please, reading what you wrote :) |
04:45 |
sofar |
note that vertex sorting doesn't change the shape or size of the selected area |
04:45 |
sofar |
or even the position |
04:45 |
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04:46 |
steven2 |
ah, every value of every axis ordered |
04:46 |
sofar |
so the answer would be? :) |
04:46 |
steven2 |
it would be= 1,1,1 and 3,3,3 |
04:47 |
sofar |
steven2: congrats, you've learned something important :) |
04:47 |
steven2 |
hehe |
04:47 |
steven2 |
what kind of subject is this? :P |
04:47 |
steven2 |
or topic |
04:47 |
sofar |
vertex sorting is very important ... it's used everywhere in 3d graphics code |
04:48 |
steven2 |
first time to me :P |
04:48 |
jordan4ibanez |
What is freeminer? |
04:48 |
steven2 |
but I am open minded hehe |
04:48 |
sofar |
jordan4ibanez: minetest fork? |
04:48 |
jordan4ibanez |
Oh okay |
04:48 |
sofar |
steven2: you should see now that the area you protected can be described in several ways |
04:49 |
steven2 |
a fork of a fork of a fork of a fork... :P |
04:49 |
steven2 |
but scientifically talking, what would be this subject named? |
04:49 |
steven2 |
geometry? |
04:50 |
steven2 |
algebry? |
04:50 |
sofar |
steven2: 3d graphics principles |
04:50 |
steven2 |
algebra* |
04:50 |
sofar |
or matrix manipulations (not sure if that's algebra or not) |
04:50 |
steven2 |
okay, thanks, still thinking :) |
04:51 |
steven2 |
what is the objective of ordering vertexes? |
04:52 |
steven2 |
if easy answer |
04:52 |
sofar |
it makes several calculations and manipulations easier |
04:53 |
sofar |
for instance, to calculate the size of the area |
04:53 |
sofar |
you can subtract pos1 from pos2, then multiply x*y*z |
04:54 |
steven2 |
ah okay, I see, thanks, very kind |
05:17 |
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05:23 |
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06:10 |
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06:23 |
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06:32 |
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07:19 |
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07:20 |
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07:53 |
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07:57 |
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08:11 |
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08:24 |
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08:37 |
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08:54 |
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09:01 |
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09:08 |
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09:11 |
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09:14 |
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09:23 |
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09:41 |
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09:41 |
JamesTait |
Good morning all! Happy Wednesday, and happy Plimsoll Day! 😃 |
10:09 |
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10:13 |
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10:33 |
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10:42 |
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10:44 |
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10:57 |
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11:11 |
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12:11 |
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12:21 |
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12:22 |
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12:26 |
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12:27 |
Fixer |
RealBadAngel, you here? |
12:27 |
RealBadAngel |
yeah |
12:28 |
Fixer |
RealBadAngel, http://irc.minetest.ru/minetest-dev/2016-02-10#i_4530063 |
12:29 |
RealBadAngel |
you know ofc that i havent changed anything related to cracks? |
12:31 |
RealBadAngel |
but i will check that out |
12:33 |
Fixer |
RealBadAngel, maybe it is after your shader selection thing commit |
12:33 |
Fixer |
RealBadAngel, it is very noticable on multiplayer |
12:33 |
Fixer |
have not seen anything like this |
12:35 |
Fixer |
RealBadAngel, hold on, i will try 1 day earlier build |
12:45 |
ObsidianZ3R0 |
Think i found a way to build a web interface.... |
12:46 |
ObsidianZ3R0 |
the socket solution i was building pissed me off... |
12:46 |
Fixer |
hmm |
12:47 |
ObsidianZ3R0 |
there is an embedded application server i found i am playing with... it uses LUA |
12:47 |
ObsidianZ3R0 |
Fixer it worked fine via telnet... just not http |
12:47 |
ObsidianZ3R0 |
my socket solution.... |
12:50 |
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12:51 |
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12:52 |
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12:53 |
Fixer |
RealBadAngel, looks like bug is older then your commits |
12:55 |
* Fixer |
reads git bisect |
12:59 |
Fixer |
will bisect that -er |
13:17 |
ObsidianZ3R0 |
nope, not what i wanted either... |
13:17 |
ObsidianZ3R0 |
back to sockets... |
13:29 |
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13:39 |
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13:45 |
kaeza |
Greetings |
13:46 |
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13:53 |
Fixer |
kaeza, |
13:53 |
kaeza |
Fixer, |
13:58 |
kaeza |
"Sucking Alternative of Minecraft" |
13:58 |
kaeza |
hah |
14:02 |
Fixer |
kaeza, "Blowing Alternative of Minecraft" |
14:03 |
Fixer |
kaeza, i'm flying on oldcoders redcrab, doing some slab repairs, and it has so much nice builds, big cities, MC just sucks quietly in a corner |
14:04 |
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14:06 |
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14:14 |
Fixer |
minetest in general has damn gooood servers with very nice builders |
14:14 |
Fixer |
it is a nice community |
14:20 |
sfan5 |
!server players:most |
14:20 |
MinetestBot |
sfan5: just test | 87.110.8.195 | Clients: 21/78, 15/27 | Version: 0.4.12-dev / minetest | Ping: 45ms |
14:21 |
Fixer |
kilometers sized railways in minetest, can't believe it |
14:22 |
Fixer |
7 nodes wide ones |
14:22 |
Fixer |
this needs at least some slaves near computer 24/7 |
14:30 |
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14:35 |
* Fixer |
slaps everyone with lag-bug |
14:37 |
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14:38 |
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14:50 |
proller |
on my server ~25 km road built, first ~10km with 3 wide |
14:58 |
kaadmy |
nice |
14:58 |
kaadmy |
by hand or worldedit? |
14:59 |
kaadmy |
!server proller |
14:59 |
MinetestBot |
kaadmy: No results |
14:59 |
kaadmy |
:( |
14:59 |
kaadmy |
!server pixture |
14:59 |
MinetestBot |
kaadmy: pixture | pixture.quelcom.xyz | Clients: 0/10, 0/2 | Version: 0.4.13-dev / pixture | Ping: 10ms |
15:00 |
proller |
by hands, also road goes to 11km high |
15:02 |
proller |
here first ~2km of road http://freeminer.setun.net/map.circles/map-road-2015-02-21-01-51.png |
15:03 |
proller |
17mb full map: http://freeminer.setun.net/map.road/map-road-2014-03-31-25k.png |
15:04 |
proller |
time to make new map! |
15:09 |
Obani |
proller, what were your goals doing this ? |
15:10 |
Obani |
Also, nice mapgen, is it a fractal one ? |
15:10 |
proller |
i'm just make map ;) |
15:10 |
proller |
no, math |
15:10 |
proller |
from freeminer |
15:10 |
proller |
one of infinity variants |
15:10 |
Obani |
I should try seriously Freeminer one day |
15:13 |
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15:14 |
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15:15 |
proller |
my best map http://freeminer.setun.net/map.circles/map-x3-2015-04-13-15-02.png |
15:15 |
proller |
part of |
15:17 |
proller |
this map http://freeminer.setun.net/map.circles/map-circles-last.png now on "four circles" server available for minetest clients |
15:21 |
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15:36 |
Fixer |
RealBadAngel, looks like your commit has a regression, need 1 more test to confirm |
15:44 |
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15:48 |
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15:52 |
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15:52 |
Open_Future |
Hi All, what is best protection mod for a newbie user to install on a server I use with my students? |
15:57 |
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15:57 |
H-H-H |
what kind of protection? |
15:57 |
Krock |
there are such with protection around a block, others have complete areas |
15:58 |
Krock |
either fixed to a grid or open |
15:58 |
H-H-H |
turn pvp of to protect the players from killing each other |
15:59 |
Krock |
turn fire off to protect the players from killing each other |
15:59 |
H-H-H |
yeah that 2 lol |
16:00 |
Open_Future |
students have made homes and want to protect the home and a small area around it |
16:01 |
Open_Future |
so rogue players cant move or take stuff |
16:01 |
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16:02 |
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16:08 |
RealBadAngel |
Fixer, and? |
16:11 |
Fixer |
RealBadAngel, it is your commit yes |
16:11 |
Fixer |
RealBadAngel, Use tangent space meshes only when shaders are enabled |
16:18 |
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16:18 |
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16:19 |
Open_Future |
Hi all, is there a way to have more than one "home" maybe a second location called 'shop' so that you can quickly move to one or the other? |
16:20 |
Open_Future |
I read about this in forums but link to mod is dead. Has this been incorporated to main game? |
16:24 |
H-H-H |
you could use the mod compassgps or travelnet |
16:26 |
H-H-H |
in your situation i would recomend compassgps as it allows bookmarks that can be teleportded to and from but allows the user to select if the bookmarks are private or public but it also allows and admin ie you to set bookmarks for cool places or whatever and everyone gets them |
16:27 |
kaeza |
you may also find travelnet mod interesting |
16:27 |
H-H-H |
^^^ mentioned to |
16:28 |
Obani |
Open_Future, the dirty way : just copy the home code by replacing "home" with "shop" :p |
16:33 |
RealBadAngel |
Open_Future, or fancy and cool way for travelling: https://github.com/minetest-mods/stargate |
16:33 |
H-H-H |
does that still work ? |
16:34 |
H-H-H |
ahh cool it wasnt the one i was thinking of ty RealBadAngel |
16:40 |
H-H-H |
hey RealBadAngel do you have a write up anywhere detailing adding technic support to a machine made in a different mod? |
16:40 |
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16:40 |
RealBadAngel |
no, you have to read code from technic |
16:41 |
RealBadAngel |
get music player, its the most simple powered machine |
16:41 |
H-H-H |
ok thanks |
16:42 |
H-H-H |
then i need to figure out pipes to and digilines but one thing at a time :) |
16:44 |
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16:46 |
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16:48 |
Open_Future |
Obani, you mean copy code that allows ability to make home, rename it shop and then players can have a home and shop location to teleport to? |
16:48 |
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16:48 |
Open_Future |
Which file do I edit to do this? |
16:51 |
Sokomine |
i just read that the raspberry pi now seems to support opengl experimentally to a degree. wonder if that'll help with mt performance on it? phones and tablets do very fine already |
16:51 |
Krock |
if we had batter hardware support, yeah. |
16:51 |
sfan5 |
if you want to run minetest on an rpi just use ogles |
16:51 |
sfan5 |
don't bother with opengl |
16:52 |
sofar |
it's an underpowered machine. it'll be underwhelming at best. |
16:52 |
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16:52 |
sofar |
DISCLAIMER: I work for intel. |
16:52 |
sfan5 |
it's not the cpu power that matters |
16:52 |
kaeza |
burn the witch |
16:52 |
sfan5 |
also the second rpi is not so bad |
16:52 |
Sokomine |
:-) |
16:52 |
sofar |
OpenGL ES support in minetest would be interesting, for sure |
16:53 |
Sokomine |
phones do handle the game quite well. guess they come with better graphics hardware |
16:53 |
Krock |
stone him |
16:53 |
sfan5 |
sofar: no |
16:53 |
sfan5 |
it would not be "interesting" |
16:53 |
sfan5 |
it's already done |
16:53 |
sfan5 |
also the support needs to come from irrlicht not minetest |
16:53 |
sofar |
oh, didn't know |
16:53 |
sfan5 |
what do you think that android uses for rendering? |
16:53 |
sfan5 |
surely not the normal opengl |
16:53 |
sofar |
right, hadn't given that any thought |
16:54 |
ShadowNinja |
The RPF recently announced an OpenGL driver in Raspbian, and the RPi2 is decently powerfull, so you should be able to play it, although it will likely look just about as good as the Android version does (tiny view range). |
16:55 |
ShadowNinja |
The GPU shouldn't be the limiting factor here though. |
16:55 |
Sokomine |
hm. is the raspberry really that poor regarding graphics hardware compared to i.e. a 40 euro tablet? the later one can handle mt (it just suffers from not-enough-ram) |
16:55 |
ShadowNinja |
Sokomine: It can decode h.264 in 1080p live. |
16:56 |
Sokomine |
ShadowNinja: ah, thanks. that's what i was trying to talk about |
16:56 |
ShadowNinja |
The graphics chip is pretty good if you've got the driver to use it. |
16:56 |
sfan5 |
ShadowNinja: that doesn't say anything about the graphics performance |
16:56 |
Sokomine |
the opengl issue. not sure about h.264. guess that's done in hardware |
16:56 |
sfan5 |
hwdec isn't impressive |
16:57 |
sofar |
hw decode pipes are one trick ponies |
16:57 |
ShadowNinja |
I could actually test this right now -- I've got a RPi2 right next to me. |
16:57 |
sofar |
Alton Brown would frown at unitaskers ;) |
16:57 |
Sokomine |
well, the raspberry manages to run that other blocky game. while that other blocky game does not really run on the gpu of a celeron g1610 |
16:57 |
ShadowNinja |
The compilation is going to probably take hours though. |
16:57 |
ShadowNinja |
Unless I just grab it from the repos. |
16:58 |
sfan5 |
the repos most likely have the version with opengl |
16:58 |
sfan5 |
Sokomine: the rpi runs a specially optimized minecraft pi, not the usual version |
16:58 |
ShadowNinja |
I'm running Arch on it -- so if the driver isn't included with the standard set I won't get acceleration. |
16:59 |
sfan5 |
i'm pretty sure arch has the driver too |
16:59 |
Open_Future |
kaeza, burn the witch! ;-) |
16:59 |
Sokomine |
the article in the news was about it beeing added experimentally to raspian |
17:06 |
ShadowNinja |
Looks like the Arch ARM project hasn't compiled it, I'll have to do it myself. |
17:08 |
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17:12 |
melzua |
I just test the RPI2 with OpenGL and played for a 'decent' 7 fps in pixture server, 1920x1080 and limiting range min/max view at 32 (no shaders, opaque trees, no mimap, etc...). |
17:13 |
melzua |
compiling minetest takes 'only' about 25 minutes |
17:13 |
sfan5 |
i'd suggest trying with opengl es for better fps |
17:14 |
sofar |
yeah that's playable |
17:14 |
* sofar |
hears some more "burn the witch" |
17:17 |
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17:23 |
proller |
g s |
17:24 |
Fixer |
40 euro tablet? is this even possible? |
17:24 |
sofar |
yes |
17:25 |
sofar |
I think there's even a kindle tablet out for that much on sale this week |
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17:51 |
kaadmy |
on the pixture server, i get about 20 fps at 1440x900, no shaders, simple leaves(not opaque, not fancy) |
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18:09 |
Calinou |
<sofar> hw decode pipes are one trick ponies |
18:09 |
Calinou |
it must be Rainbow Dash |
18:23 |
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18:23 |
afflatus |
Is there a known limit to the area you can edit in worldedit? |
18:23 |
afflatus |
What does it depend on? |
18:24 |
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18:25 |
afflatus |
//deleteblocks for instance seems to be able to handle quite large areas - several million nodes - it just takes rather a long time. |
18:27 |
afflatus |
And I would just love to be able to convert area selections to worldedit selections and vv |
18:27 |
afflatus |
That must be scriptable ... |
18:44 |
kaadmy |
did something change with model animations recently? |
18:44 |
Fixer |
kaadmy, block placing/dig? |
18:44 |
kaadmy |
pixture now spams the "Could not find character.png" warnings and the stand animation only plays one frame then resets |
18:44 |
kaadmy |
nope, standing |
18:44 |
kaadmy |
it worked last i checked |
18:45 |
kaadmy |
let me check something |
18:46 |
Calinou |
kaadmy, look at the screenshots: http://community.ioquake.org/t/higher-resolution-lightmaps/480 |
18:46 |
Calinou |
I wanted to use ioquake3 for my FPS, but taking out the Q3 assets is a pain, and the OpenArena assets are not really compatible with the latest engine |
18:46 |
Calinou |
need to write my own .shader files, etc |
18:48 |
kaadmy |
wow, didn't know ioquake3's gotten that far |
18:48 |
Calinou |
it even has stuff like PBR |
18:48 |
kaadmy |
wow |
18:48 |
Calinou |
the new renderer has some caveats, like, its SSAO is crap |
18:48 |
Calinou |
but other things work fine |
18:48 |
kaadmy |
haven't been following ioq3's progress |
18:51 |
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18:51 |
Open_Future2 |
Hi All, is there a way as admin to see what players have in a locked chest? |
18:52 |
sfan5 |
you can patch minetest_game to allow that |
18:52 |
sfan5 |
https://github.com/minetest/minetest_game/pull/602 |
18:53 |
ShadowNinja |
kaadmy: Is that OpenGL over LLVMpipe? |
18:53 |
ShadowNinja |
I'm only getting 2 FPS. |
18:54 |
kaadmy |
i'll try updating to latest git MT |
18:54 |
Out`Of`Control |
sfan5: why its not in main repo? |
18:55 |
sfan5 |
¯\_(ツ)_/¯ |
18:55 |
sfan5 |
no idea |
18:55 |
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18:56 |
kaadmy |
hmm, an older version of MT(on a different machine tho) works fine |
18:57 |
kaadmy |
someone else has also been having my problems |
18:57 |
kaadmy |
DS-minetest |
18:57 |
kaadmy |
with images not showing up on formspecs, like in the nav:map |
18:59 |
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19:01 |
ShadowNinja |
kaadmy: Oh, wait, NVM, I see you're talking about something else. |
19:02 |
ShadowNinja |
melzua: Are you using OpenGL over LLVMpipe? (Irrlicht should say if you use minetest --info) |
19:05 |
kaadmy |
nope, still having animation problems with latest git minetest |
19:06 |
kaadmy |
is anybody else having problems (latest git pixture and minetest) with the console being filled with the "Could not character.png" warnings? |
19:07 |
ShadowNinja |
kaadmy: That's been an issue for a long time. I think .x embeds the texture name and Irrlicht tries to load it directly instead of waiting for MT to load it from the texture= def. |
19:08 |
ShadowNinja |
b3d seems to embed it too. |
19:09 |
ShadowNinja |
You can try converting it to .obj and see if it goes away. |
19:09 |
kaadmy |
no, i'm using .b3d |
19:09 |
kaadmy |
ah nvm just re-read what u said |
19:10 |
kaadmy |
and this problem is recent, happend in the last couple weeks |
19:10 |
kaadmy |
haven't changed anything related to to models in pixture for months now |
19:10 |
sofar |
I had a PR open to move character.png, but that's something not even merged yet |
19:10 |
kaadmy |
and android versions of mt have no problem, older versions of mt also work correctly |
19:11 |
sofar |
it seems something broke the model in core, perhaps? |
19:11 |
kaadmy |
yes |
19:11 |
kaadmy |
and some images aren't working in formspecs |
19:11 |
kaadmy |
did something change with texture loading recently? |
19:11 |
kaadmy |
both problems i'm having could be related |
19:11 |
sofar |
did you pull latest git for core? |
19:12 |
kaadmy |
sofar: latest git minetest, latest git pixture |
19:12 |
kaadmy |
not minetest_game |
19:12 |
sofar |
it now uses meshes to display the inventory |
19:12 |
kaadmy |
could someone else try using latest git pixture and minetest |
19:12 |
kaadmy |
go to third person and walk around |
19:13 |
kaadmy |
and "acquire" a nav:map (/giveme nav:map) and see if there's a blue bullseye thing in the map's center |
19:18 |
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19:40 |
ShadowNinja |
Just checked the code. Irrlicht's b3d loader always loads textures automatically and there's apparently no way to disable it. You'll just have to remove the TEXS section from the b3d file. |
19:55 |
kaadmy |
has that been added recently? |
19:57 |
sofar |
Date: Mon Jan 26 10:23:25 2015 +0100 |
19:57 |
sofar |
no |
19:58 |
kaadmy |
because the problem's fairly recent, and someone else has been having the same problem |
20:01 |
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20:01 |
ShadowNinja |
Turns out removing the b3d texture section just pegs the CPU. |
20:01 |
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20:03 |
kaadmy |
heh |
20:03 |
sofar |
yikes |
20:04 |
kaadmy |
ShadowNinja: https://forum.minetest.net/viewtopic.php?p=206966#p206966 |
20:04 |
kaadmy |
samd problem with someone else |
20:04 |
kaadmy |
same* |
20:07 |
melzua |
ShadowNinja: I'll try later, kodi doesn't like the rpi's opengl driver and now it's on the nonopengl one. |
20:08 |
melzua |
non opengl* |
20:09 |
melzua |
RPi2 must be rebooted to select the opengl driver again and I can't do it now. |
20:09 |
melzua |
or my kids will kill me :-P |
20:13 |
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20:22 |
Hijiri |
fall damage doesn't do damage of any specific damage type, right? |
20:24 |
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20:25 |
DatJohnDoe |
Hey, do you guys know any good building servers? |
20:25 |
melzua |
kaadmy: about the problem with the animation, don't happens to me now. But I saw it sometimes before in local tests. |
20:26 |
melzua |
kaadmy: and I can confirm the problem with the map. Latest git MT has the problem but an older one no. |
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20:44 |
kaadmy |
melzua: same here |
20:44 |
kaadmy |
animations work on your pixture server, but break in singleplayer |
20:45 |
melzua |
kaadmy: breaks using latest mt server? |
20:45 |
kaadmy |
works fine with your pixture server |
20:46 |
kaadmy |
animations work in multiplayer, but the map still has invisible images |
20:46 |
melzua |
the minetestserver binary that is on the server is not the latest git one |
20:46 |
kaadmy |
ah |
20:47 |
melzua |
but it's pretty stable :) |
20:58 |
DatJohnDoe |
Does anyone know of any servers? |
20:58 |
kaadmy |
DatJohnDoe: any requirements? |
20:59 |
DatJohnDoe |
Building or just for fun |
20:59 |
kaadmy |
try |
20:59 |
kaadmy |
!server pixture |
20:59 |
MinetestBot |
kaadmy: pixture | pixture.quelcom.xyz | Clients: 0/10, 0/2 | Version: 0.4.13-dev / pixture | Ping: 32ms |
20:59 |
DatJohnDoe |
like rubenwardys ctf |
20:59 |
DatJohnDoe |
Ok |
20:59 |
kaadmy |
^ more of a survival server tho |
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21:32 |
sfan5 |
!server players:most |
21:32 |
MinetestBot |
ValueError: Expecting ',' delimiter: line 1 column 73799 (char 73798) (file "/usr/lib/python3.4/json/decoder.py", line 359, in raw_decode) |
21:33 |
kaadmy |
heh |
21:35 |
sfan5 |
!server players:most |
21:35 |
MinetestBot |
sfan5: skyblock server | shivajiva101.servegame.com:30001 | Clients: 17/40, 16/22 | Version: 0.4.13-dev / minetest | Ping: 45ms |
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23:14 |
jordan4ibanez_ |
Is there a way to make a 3d marker in the world that's visible from everywhere like a player name |
23:19 |
sofar |
Closest you can get is a particle, but that's not permanent |
23:20 |
sofar |
plus it's not the same size from every distance |
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23:26 |
kaadmy |
jordan4ibanez_: you can have waypoints |
23:27 |
jordan4ibanez_ |
kaadmy, any mods that use waypoints? |
23:27 |
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