Time |
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00:58 |
blert |
easy way to convert vm_index into bm_index? |
01:01 |
MinetestBot |
[git] RealBadAngel -> minetest/minetest: Mapblock mesh: Allow to use VBO f9d7277 https://git.io/v200N (2016-02-26T00:51:01Z) |
01:01 |
MinetestBot |
[git] RealBadAngel -> minetest/minetest: Remove new_style_water 8eb7ddb https://git.io/v200A (2016-02-26T00:50:46Z) |
01:01 |
MinetestBot |
[git] rubenwardy -> minetest/minetest: Cache some settings 4efb7eb https://git.io/v200x (2016-02-26T00:50:39Z) |
01:04 |
Fixer |
._. |
01:13 |
OldCoder |
Fixer, ? |
01:13 |
Fixer |
VBO is finally here, amen |
01:14 |
Fixer |
for years it was elusive |
01:19 |
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02:44 |
Hijiri |
>sqlite sum function returns NULL for empty results rather than 0 |
02:44 |
Hijiri |
aaaa |
02:44 |
Hijiri |
do all sql DBs do this? |
02:45 |
est31 |
dunno |
02:45 |
est31 |
guess the answer is no |
02:45 |
est31 |
because there is huge difference in behaviour of SQL DBs |
02:45 |
est31 |
large lock in effect :) |
02:47 |
Hijiri |
well coalesce exists apparently |
02:47 |
Hijiri |
I'll just use that |
03:10 |
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05:49 |
MinetestBot |
[git] Jeija -> minetest/minetest: Fix minetest.request_insecure_environment() always returning nil 033a510 https://git.io/v20FM (2016-02-26T06:36:48+01:00) |
05:49 |
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sofar |
http://i.imgur.com/AihRZKv.png |
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09:22 |
Niebieski |
Hey, is it possible that Minetest enters Google summer of code this year ? |
09:34 |
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10:52 |
yyt16384 |
VBO is giving big FPS boost for me |
10:53 |
yyt16384 |
I can get 60 FPS in the most heavy scene |
10:53 |
yyt16384 |
And one month ago I'm only getting 10 |
10:54 |
yyt16384 |
Maybe I can enable some eye-candy options now |
10:56 |
VanessaE |
don't enable shaders yet. |
10:56 |
VanessaE |
the benefits offered by the VBO commit are best without. |
10:56 |
VanessaE |
also make note of your view range - it's now a fixed distance (instead of auto-tuning) |
10:57 |
VanessaE |
so you may even be able to increase it |
10:58 |
yyt16384 |
I'm not going to increase view range |
10:58 |
yyt16384 |
It's 48 now, enough for me |
10:58 |
VanessaE |
ok. |
10:58 |
VanessaE |
fwiw, I get about 80% better frame rate for a given distance, now. |
10:59 |
Obani |
yyt16384, the thing is with fixed viewing range, lag is again minimized |
10:59 |
yyt16384 |
I was having fixed distance before |
10:59 |
est31 |
with fixed viewing range lag is not minimized |
11:00 |
est31 |
that was what adjusting viewing range was about |
11:00 |
est31 |
a fixed FPS |
11:00 |
est31 |
and then try to get there |
11:00 |
est31 |
using varying viewing range |
11:01 |
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11:04 |
VanessaE |
(frankly I'm a little ... disappointed ... by the removal of the auto-tune feature) |
11:11 |
Obani |
why ? |
11:11 |
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11:17 |
Obani |
VanessaE, jumping mod still works in 0.4.13 ? 0.o |
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12:38 |
Taoki |
Hi... I have a mapgen related question: How do I make sure that the node_dust defined in minetest.register_biome does not spawn on top of some decorational nodes? Like for instance if I have grass on the biome, how can I prevent snow blocks appearing on top of grass? |
12:38 |
CWz |
VanessaE, what does auto tune do? |
12:41 |
VanessaE |
it used to vary your view distance according to your FPS |
12:41 |
VanessaE |
too much FPS, it increases the view distance, and vice-versa. removed recently as it didn't work well. |
12:42 |
Taoki |
VanessaE: It did work well for me. But apparently some people thought otherwise... |
12:44 |
CWz |
what about quicktune? that is accessed by pressing the page up and page down key. which is that used for |
12:45 |
VanessaE |
no idea |
12:46 |
CWz |
it's been there for years |
13:02 |
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13:41 |
Wuzzy |
What is contained in the “insecure envinronment� |
13:41 |
Wuzzy |
I get it by calling minetest.request_insecure_environment() |
13:45 |
est31 |
Wuzzy, you get stuff to escape the lua sandbox |
13:45 |
est31 |
its planned to get enabled by default in the future |
13:45 |
Wuzzy |
Is the minetest table contained as well? |
13:46 |
est31 |
yes |
13:46 |
Wuzzy |
really? |
13:46 |
est31 |
i think so not sure |
13:46 |
Wuzzy |
weird, in my experiments it was not contained |
13:46 |
Wuzzy |
I need to escape the directory restriction, to be precise |
13:47 |
Wuzzy |
and need to call minetest.create_schematic, which contains a filename |
13:47 |
Wuzzy |
to be precise, I want to write schematics in a mod directory |
13:47 |
Wuzzy |
in a subdirectory actually |
13:48 |
Wuzzy |
btw, is it permitted to write into subdirectories without any insecure environment? |
13:48 |
est31 |
its permitted to write to world dir |
13:48 |
est31 |
but not to mod dir |
13:49 |
Wuzzy |
ok but how to do it with the insecure enviroment |
13:49 |
Wuzzy |
? |
13:49 |
est31 |
perhaps its even permitted to mod dir |
13:49 |
Wuzzy |
no |
13:49 |
est31 |
but only during the load |
13:49 |
est31 |
and only for the curren mod |
13:49 |
Wuzzy |
okay, I am asking this for the Tutorial subgame |
13:49 |
Wuzzy |
It does not work with mod security and I am trying to fix it |
13:50 |
Wuzzy |
Loading data works fine now, does not require insecure environment |
13:50 |
Wuzzy |
but there are two commands /tsave and /tsave_entities which write world data into mod dir |
13:50 |
est31 |
why do you need to save to the mod dir? |
13:51 |
Wuzzy |
the world data is in mod directory to load the world data from schematics |
13:51 |
Wuzzy |
it is used for updating the map |
13:51 |
Wuzzy |
its complicated, its how the tutorial works |
13:51 |
Wuzzy |
previously, the tutorial shipped the world as a world directory |
13:52 |
Wuzzy |
now it is stored in mod dir and the mod will load it and generate the map from there |
13:52 |
Wuzzy |
and saving is needed whenever someone want to update/edit the world |
13:52 |
Wuzzy |
its complicated xD |
13:52 |
Wuzzy |
anyways, it seems that my insecure environment does, in fact, NOT contain minetest table :-( |
13:53 |
Wuzzy |
which means that insecure_environment.minetest.create_schematic(bla, bla, bla) does not work |
13:53 |
Wuzzy |
but insecure_environment.io.open(whatever) works |
13:54 |
Wuzzy |
minetest.create_schematic alone does not work cuz Minetest comlpains I am outside of permitted directories |
13:54 |
Wuzzy |
Do you think it is a bug I don't have the minetest table in my insecure env.? |
13:56 |
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14:12 |
stormchaser3000_ |
hi |
14:13 |
stormchaser3000 |
there we go |
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15:01 |
est31 |
Wuzzy, have you checked that the insecure environment returns for you what you need? |
15:04 |
est31 |
Wuzzy, you might want to try "core" instead of "minetest" |
15:05 |
est31 |
even though Wuzzy I dont think you need the insecure environment for storing schematics |
15:05 |
est31 |
I mean you dont need to store schematics for the tutorial |
15:05 |
est31 |
not in the mod dir |
15:05 |
est31 |
perhaps in the world dir, i dont know |
15:05 |
est31 |
but there is no use case I can think of where you should put it in the mod dir |
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15:36 |
Megaf |
Hi |
15:36 |
Megaf |
What do you prefer? sire.com/subsite or subsite.site.com? |
15:37 |
everamzah |
documentaries.reddit.com or reddit.com/r/documentaries |
15:37 |
everamzah |
depends on my mood |
15:37 |
everamzah |
(don't forget /r/lectures) |
15:41 |
kaadmy |
is there interest in recreating the "original" minetest? |
15:41 |
kaadmy |
ie. 0.2-0.3? |
15:42 |
Megaf |
we have that already |
15:42 |
CWz |
voxelands |
15:42 |
Megaf |
indeed |
16:17 |
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16:17 |
nanovad |
. |
16:26 |
Wuzzy |
est31: core didn't work either. I tried insecure_environment.core.create_schematic. For some reason Minetest complains about accessing an external file. |
16:26 |
Wuzzy |
Whyyyyyyyyy? I thought that's the point of insecure environment? |
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17:10 |
kaadmy |
redcrab has posted again on the forum on the redcrab server thread! |
17:10 |
Indohmo |
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
17:10 |
kaadmy |
previous post was june 2015 |
17:10 |
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18:37 |
paramat |
Taoki, dust won't be placed on top of 'buildable_to' nodes (long grasses, flowers), so control it that way |
18:38 |
Taoki |
paramat: Nice! Though, does that mean grass will make holes in the ground? |
18:38 |
Taoki |
eg: Flowers cause dust nodes not to spawn there. |
18:38 |
Taoki |
Or do they spawn on top of dust nodes? |
18:38 |
kaadmy |
Taoki: i think so |
18:38 |
Taoki |
ok |
18:38 |
kaadmy |
i think they're ignored |
18:38 |
Taoki |
Better than nothing I guess |
18:38 |
paramat |
correct |
18:39 |
paramat |
not ideal but simple |
18:39 |
paramat |
for a snowy biome you would want 'dirt with snow' at ground level anyway |
18:40 |
paramat |
ie as 'top' node |
18:41 |
Taoki |
paramat: Problem is that the biomes I'm using have dirt_with_grass as the duster node. Yes, I know that's not ideal... I just need the other slots to be free. |
18:41 |
Taoki |
I use node_top to spawn dirt. |
18:42 |
Taoki |
Sadly you can't define your own layers. |
18:44 |
Taoki |
The story's a bit like this: My game will have a more unique setup. The normal node is of course stone. But on top of stone comes gravel. On top of that gravel comes normal dirt. Then on top of that dirt, dirt_with_grass. |
18:45 |
Taoki |
Ah. A workaround might be to spawn only default:dirt. Then in on_generate, I check each default:dirt node and if it's topside, I turn it into default:dirt_with_grass. I have my own dirt <-> dirt_with_grass function anyway (coded my own ABM), so I could do it in its definition function. |
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18:57 |
ShadowNinja |
kaadmy: Maybe he'll ban the bot that's been spamming his forum... |
18:59 |
paramat |
ah, not enough biome layers for you |
19:28 |
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19:49 |
magnate |
Hi folks. Every time I create a world in minetest, it has no trees or grass, only water and stone. Makes it hard to craft a pickaxe! Am I doing something wrong? |
19:50 |
Krock |
mapgen v5 or v7, I guess |
19:50 |
sfan5 |
yes you are doing something wrong |
19:50 |
magnate |
I've tried v6 and v7 |
19:50 |
sfan5 |
the question is what |
19:51 |
magnate |
ok |
19:51 |
Krock |
v6 gives you regular terrain all the time |
19:51 |
magnate |
Is it a config setting somewhere? |
19:51 |
magnate |
What is the best mapgen for a normal (diverse) world? |
19:51 |
sfan5 |
usually not |
19:51 |
sfan5 |
v6 |
19:51 |
paramat |
you using MT v0.4.13? |
19:51 |
magnate |
0.4.10 (Debian Jessie package) |
19:51 |
paramat |
ah |
19:52 |
paramat |
mgv5 mgv7 are just stone and water back then |
19:52 |
paramat |
use mgv6 or use latest MT version |
19:52 |
magnate |
ok thx |
19:53 |
paramat |
there should be recent builds available somewhere, or compile it yourself |
19:53 |
everamzah |
https://packages.debian.org/jessie-backports/games/minetest |
19:54 |
magnate |
thx everamzah |
19:54 |
everamzah |
you're quite welcome |
19:56 |
paramat |
in 0.4.13 mgv7 is the most developed mapgen |
20:00 |
magnate |
Time to upgrade to stretch! Thanks all ... |
20:01 |
everamzah |
be bold |
20:05 |
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20:12 |
Cava |
#minetest |
20:18 |
everamzah |
you are here |
20:20 |
Cava |
ciao |
20:21 |
everamzah |
hello |
20:22 |
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20:29 |
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20:29 |
Mati^1 |
hi all |
20:30 |
Mati^1 |
sorry but my englisch ist not too god but i have BAD massage about RealBadAngel Maciej Kasatkin |
20:31 |
Mati^1 |
if someone is online from minetest cooder ? |
20:34 |
paramat |
bad message? |
20:34 |
paramat |
i am a core dev who works with RBA |
20:37 |
Mati^1 |
moment |
20:38 |
paramat |
is he in hospital again? |
20:39 |
Mati^1 |
http://wloclawek.naszemiasto.pl/artykul/dramat-na-ul-piekarskiej-straznicy-miejscy-pomogli-uratowac,3659920,art,t,id,tm.html |
20:39 |
Mati^1 |
yesterday |
20:40 |
Mati^1 |
in the hospital |
20:41 |
Mati^1 |
massive heart attack |
20:42 |
Mati^1 |
not regained consciousness |
20:42 |
sofar |
oh goodness |
20:42 |
sofar |
that's terrible news :() |
20:42 |
Mati^1 |
this foto ist real in web |
20:43 |
Mati^1 |
for me too 26yers best frend |
20:44 |
Mati^1 |
transported to another city Torun |
20:45 |
Mati^1 |
30min resuscitation :( |
20:45 |
sofar |
thank you for telling us. Paramat and me and others talked with him on a daily basis |
20:45 |
paramat |
very worrying news. thanks for letting us know. we knew he was having heart problems |
20:46 |
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20:48 |
Mati^1 |
no problem :( how I will know something more, will write |
20:48 |
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20:48 |
sofar |
thank you |
20:48 |
Mati^1 |
okay |
20:49 |
Mati^1 |
bay bay Regards |
20:49 |
paramat |
my thoughts and best wishes will be with him |
20:49 |
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21:37 |
ssieb |
paramat: do you have any idea why clay doesn't get generated on either v6 or v7 mapgen? I see it listed as an "ore" in the mapgen.lua file |
21:40 |
paramat |
it does, but was a little rare in 0.4.13 stable, fixed now |
21:40 |
ssieb |
ok, fixed in minetest_game or engine? |
21:40 |
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21:41 |
paramat |
it needed fixes in both |
21:41 |
ssieb |
and it's more than rare, it's very non-existant on any games I've tested (I scanned the database) |
21:41 |
paramat |
weird should be some |
21:42 |
ssieb |
I used a tool to look in the world database and it didn't find any blocks with "clay" in the name |
21:45 |
ssieb |
paramat: is there any information on what the difference is between the mapgens and which one should be used? |
21:48 |
paramat |
no :) try them to see the difference. they should all be used, but mgv7 is the most developed and most complex |
21:51 |
paramat |
mgv6 is 'stable', we promise to not break worlds by changing the mapgen. mgv5/mgv7 are near-stable. mgvalleys is still in development |
21:52 |
paramat |
flat and fractal are near-stable |
22:01 |
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22:05 |
ssieb |
paramat: last time I was using minetest (probably about a year ago) mgv7 was only stone :-) It does have some interesting features: http://sieb.net/mtv7square.png |
22:05 |
paramat |
heh those are fixed now |
22:06 |
paramat |
they were slices of dungeons |
22:06 |
paramat |
i liked them though, there were just too many of them |
22:06 |
ssieb |
minetest monoliths |
22:06 |
paramat |
exactly |
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22:22 |
sofar |
hmm, I'm glad people like the fencegate model. I wanted to make a gate that is easily recognizable and different enough, but also something that blends in well with fences |
22:22 |
sofar |
I had seen blockmen's gate but I didn't care for it, it looked off too much |
22:38 |
paramat |
yeah the triangular shape is nice and fresh |
22:44 |
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22:44 |
sofar |
also, I purposely chose to allow anyone to open it (digging can be protected, of course, through a protection mod) |
22:44 |
sofar |
since it's easily jumpable |
22:46 |
paramat |
makes sense |
23:02 |
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23:45 |
ssieb |
Does anyone know if flowers are supposed to multiply? They used to. You could plant one and over time, others of the same kind would show up in the general vicinity. |
23:46 |
Hijiri |
I don't know, they do so in 0.4.13 stable at lesat |
23:46 |
Hijiri |
least |
23:47 |
ssieb |
hmm, I have biomes and plantlife mods. I wonder if they interfere with that |
23:47 |
ssieb |
because it doesn't seem to be working |
23:50 |
paramat |
they still do, or should do |
23:52 |
LazyJ |
Flowers grow/spread very slowly, require full(?) light and a lot of space. Plus, players have to be in the same area to keep the area active. |
23:55 |
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23:56 |
LazyJ |
I've found that flowers are not something you can reliably cultivate in production fields. The best method I've been able to come up with (in survival-mode) is to plant random colors in the area I'm building in and then as soon as a second flower grows, pick it and plant it away from the others. |
23:57 |
Hijiri |
How do I make mods show up in the server list, do they need to be in the server config? |
23:57 |
Hijiri |
rather than in the world's mod list |
23:57 |
LazyJ |
But that only works when I'm working on a big enough project that will take time to complete, allowing time for the flowers to spread while I'm in the area keeping it active. |
23:57 |
Hijiri |
what I do is plant all my flowers near the spawn area |
23:58 |
Hijiri |
so other people will keep it active |
23:58 |
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23:58 |
LazyJ |
Hijiri, the mods shown on the server list might only be the ones in the /minetest/mods directory. |
23:58 |
Hijiri |
(it still slows down due to flower overcrowding though) |
23:58 |
Hijiri |
it's in the .minetest/mods directory |
23:58 |
Hijiri |
and then the world is configured to use them |
23:59 |
Hijiri |
I don't mean that they were in a world mods directory |
23:59 |
LazyJ |
Ah. Well, so much for that idea. |