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01:38 |
hmmmm |
Happy 4th of July everyone |
01:38 |
hmmmm |
and God Bless our Job Creators |
01:39 |
iwB |
4th of July?? o.O |
01:40 |
* hmmmm |
shoots a star spangled banner out of his ass |
01:41 |
iwB |
.-. |
01:41 |
iwB |
I dont think there is an event on 4th of July. expect Eid Mubarak 29th |
01:42 |
hmmmm |
U S A ! U S A ! |
01:42 |
iwB |
Oh |
01:42 |
iwB |
USA celebrate this =P |
01:42 |
hmmmm |
So I stood up n' told that teachin lady... |
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01:43 |
hmmmm |
The only three letters I need to know are U S and A! |
01:43 |
iwB |
XD get it |
01:43 |
hmmmm |
WHOOOOOOOOOOOIE |
01:43 |
* hmmmm |
shoots his gun into the sky |
01:43 |
hmmmm |
*clapping intensifies* |
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05:23 |
segfault22 |
I got Eclipse CDT to stop throwing so many errors - I had to add each directory or "folder" containing *.h header files for the dependencies, because it doesn't read through sub-folders for *.h files even though they are in the directory. Also, there are still a few errors thrown by eclipse, for some reason... |
05:24 |
hmmmm |
you should ask sapier about his eclipse setup if you ever catch him around |
05:24 |
segfault22 |
Okay, thank you for the pointer, I will make sure to ask sapier if he is around. |
05:28 |
segfault22 |
I remember reading somewhere that Eclipse CDT is "unstable", but this makes it unusable because I have no way to know if something I wrote is actually throwing an error... for example, it thinks "PROJECT_NAME_C" is not defined or otherwise can not be resolved... |
05:33 |
segfault22 |
maybe I should update Eclipse CDT |
05:36 |
segfault22 |
A new version, "neon" has been released. I am currently using the version "mars" |
05:39 |
hmmmm |
maybe... you're practically the only one who uses eclipse here |
05:39 |
hmmmm |
i'm sorry none of us can really help you at all with your problem |
05:54 |
segfault22 |
It's okay |
05:55 |
segfault22 |
It doesn't have to work entirely properly, it just has to show me if I typed something wrong or if the syntax is broken |
05:58 |
segfault22 |
We can't upgrade Eclipse Mars to Eclipse Neon without entirely replacing Eclipse, then redoing the entire structuring of the project... seems legit |
06:00 |
segfault22 |
Is it really bad to use Java for making a voxel game? |
06:01 |
hmmmm |
it is what it is |
06:01 |
segfault22 |
it is definitely not c++ |
06:02 |
hmmmm |
every "infiniminer-inspired" game has its ups and downs and they're written in every language you could imagine |
06:02 |
hmmmm |
what i will say is that the authors of these various games almost always adhere to the philosophy correlating to their programming language of choice |
06:03 |
hmmmm |
voxel games written in Java don't necessarily need to be slow and bloated, but they commonly are because of a domino effect of design choices they decided on early |
06:04 |
hmmmm |
there are other voxel games written in pure C as you could expect, they're snappy, lightweight, but lacking in features |
06:07 |
segfault22 |
I am going to stick with minetest because it's not finished yet and it has a lot of potential |
06:26 |
segfault22 |
I have not found any voxel game with smooth terrain, volume conservation, and a world where the farthest point south (or any direction) connects to the farthest point of the opposite direction (like "looping" but is there a better word for it?) |
06:26 |
segfault22 |
circuital? |
06:28 |
segfault22 |
There's probably a really nice single word for it in the German language (like Reißzeug for "drawing compass set") or Russian |
06:29 |
segfault22 |
English tends to use several words to explain a simple concept in a very complex fashion,... |
06:34 |
segfault22 |
If we could connect the north end of the world to the south end, and the west end to the east end, that would be a really nice way to work around the world size limit problem (until a bigger variable is used to store the node numbers thus making the possible world size much larger than current) |
06:35 |
segfault22 |
Not just teleporting the player to the other side, but actual seamless connection, where you can see the stuff on the "other side", people there can see you too, and you can break blocks "over there" while being "not over there", etc. |
06:43 |
nm0i |
You overcomplicate. Just add sign on spawn saying "Whoever ges further than 2000 points in any direction from origin gets banned", and write simple mod that does so. |
06:43 |
nm0i |
This way you'd not only eliminate world growth problem but get rid of people that don't read rules. |
06:46 |
segfault22 |
I don't want to limit the world to 2000 nodes size. Some simple structures will be over 200 nodes in size, such as a factory or a mountain range. Maybe if it's a hardcore fight-or-die server, then I would just make big walls with default:cloud all the way up and a roof/cieling made of transparent unbreakable nodes |
06:47 |
segfault22 |
over 2000 nodes size,that is, 200 was an error |
06:50 |
segfault22 |
It would basically be a limit of 4,000^3 space useable for buildings, mines, farms, etc. - that may be allright when the number of player accounts ever at the server is limited to 12 orso, but when you have over 100 different player accounts, space will start to run out. |
06:52 |
segfault22 |
If the useable surface area is 4000^2, and there are only 100 player accounts, each player can use 400^2 surface area for homes or whatever. |
06:58 |
Calinou |
<segfault22> too bad OpenAL is proprietary now, so we are limited to using the old outdated versions kept up on mirror/archive sites... |
06:58 |
Calinou |
OpenAL Soft is not |
06:58 |
Calinou |
(it's available on Windows too) |
06:59 |
Calinou |
only the Windows "official" OpenAL is proprietary |
06:59 |
Calinou |
but you can use OpenAL Soft as a drop-in replacement, IIRC |
07:01 |
segfault22 |
OpenALSoft is not OpenAL; OpenALSoft is the open-source replacement, and it does pretty much the same, but OpenAL is owned by Creative Technology |
07:02 |
segfault22 |
I still use the package called "openal" from the debian or ubuntu file servers, which should not be OpenALSoft because it is called "openal" |
07:03 |
segfault22 |
if it is OpenALSoft, then the package wasn't named properly and I should use a different source. I did try to find OpenAL headers on the OpenALSoft website, but there is nothing of the sort. |
07:04 |
segfault22 |
okay /now/ it has the header files,... it didn't last time... |
07:07 |
segfault22 |
I will never by hardware from Creative Co Inc LLC GmbH (c) (r) (tm) because they call their software "open"-(anything-else-can-go-here) and it's not open-source |
07:09 |
segfault22 |
I have to go now |
07:09 |
segfault22 |
goodbye y'all |
07:19 |
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11:48 |
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11:49 |
Lithia |
Is there a place i can get the whole Minetest Documentation in Offline HTML or PDF Format? |
11:55 |
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12:07 |
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12:13 |
twoelk |
Lithia: in the docs folder of your Minetest installation you will find the Lua_api.txt - not the easiest to read but usually the most upto date documentation -> https://github.com/minetest/minetest/blob/master/doc/lua_api.txt |
12:14 |
twoelk |
more easy to read but not as complete is http://rubenwardy.com/minetest_modding_book/ |
12:39 |
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13:00 |
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13:31 |
Fixer |
A newly released exploit can disable the write protection of critical firmware areas in Lenovo ThinkPads and possibly laptops from other vendors as well. Many new Windows security features, like Secure Boot, Virtual Secure Mode and Credential Guard, depend on the low-level firmware being locked down. |
13:31 |
Fixer |
nice |
13:31 |
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15:08 |
MinetestBot |
[git] est31 -> minetest/minetest: Finally set a window icon on X11 5d4d3f8 https://git.io/vKTSt (2016-07-05T17:02:06+02:00) |
15:09 |
everamzah |
gnome users rejoice |
15:31 |
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16:33 |
whitephoenix |
quick question: how do I make a node face a player when placed? My node always faces the same direction it seems |
16:34 |
whitephoenix |
also using a nodebox model how can I change its textures after an action such as right click? |
16:36 |
sfan5 |
for the first thing: facedir |
16:37 |
sfan5 |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L558 |
16:37 |
whitephoenix |
awesome thank you |
17:01 |
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17:16 |
nm0i |
Door griefing |
17:16 |
nm0i |
Mod makers, please add is_protected checks whenever it makes sense. |
17:19 |
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17:23 |
MinetestBot |
[git] tenplus1 -> minetest/minetest_game: Game_api.txt: Add position table reference 98551ed https://git.io/vKktM (2016-07-05T18:18:45+01:00) |
17:23 |
MinetestBot |
[git] tenplus1 -> minetest/minetest_game: Game_api.txt: Add API information for sethome functions c5b0fe7 https://git.io/vKktD (2016-07-05T18:17:22+01:00) |
17:24 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Default/mapgen: Simplify iron ore registrations d42f77c https://git.io/vKkty (2016-07-05T18:16:52+01:00) |
17:24 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Default/mapgen: Add ores above y = 1024 d476d01 https://git.io/vKktS (2016-07-05T18:16:52+01:00) |
17:24 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Default/mapgen: Clean up ore registrations 1886d29 https://git.io/vKkt9 (2016-07-05T18:16:52+01:00) |
17:24 |
MinetestBot |
[git] tenplus1 -> minetest/minetest_game: Bucket: Correct liquid placing in protected areas 21b457c https://git.io/vKktH (2016-07-05T18:15:35+01:00) |
17:50 |
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17:56 |
MinetestBot |
[git] rubenwardy -> minetest/minetest: Remove cinematic toggle on F8 538af97 https://git.io/vKksh (2016-07-05T19:50:30+02:00) |
18:08 |
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18:21 |
whitephoenix |
player:get_inventory():remove_item("main", player:Get_wielded_item():get_name()) should work right? |
18:21 |
whitephoenix |
without the capitalized g |
18:25 |
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18:33 |
MinetestBot |
[git] Snipie -> minetest/minetest: Fix for cropped text "Toggle Cinematic" 6014e72 https://git.io/vKkl6 (2016-07-05T20:29:41+02:00) |
18:35 |
Fixer |
sfan5: i've noticed some sfan branch in minetest repo, what is it? |
18:36 |
sfan5 |
that's githubs fault and is for https://github.com/minetest/minetest/pull/4239 |
18:36 |
est31 |
I'm preparing to merge that pr |
18:36 |
est31 |
once thats done the branch will be deleted |
18:37 |
Krock |
it's always github's fault :P |
18:38 |
est31 |
branch deleted! |
18:38 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Use mathematical function to determine yaw direction 7a53205 https://git.io/vKk4O (2016-07-05T20:36:05+02:00) |
18:40 |
Calinou |
https://github.com/vhf/free-programming-books |
18:43 |
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18:47 |
whitephoenix |
Oh can you not use remove_item on the itemstack the player is wielding? |
18:51 |
whitephoenix |
this is weird, apparently I can't remove whatever itemstack is selected in the hotbar |
18:51 |
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19:21 |
Nyarg |
hi all ) I have a question. Where do I may find explane how minetest get textures for mesh ? |
19:21 |
Nyarg |
for example http://i5.imageban.ru/out/2016/07/05/7885fa3399221ab78a18b2f6cdc99d67.jpg |
19:21 |
Nyarg |
have some textures and materials |
19:21 |
Nyarg |
as wiki sayd minetest ignore materials |
19:22 |
sfan5 |
it uses one texture and puts it onto the mesh somehow |
19:22 |
sfan5 |
refer to the player model and the player texture for an example |
19:23 |
Krock |
\o/ Windows XP user |
19:23 |
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19:23 |
* Krock |
high-fives Nyarg |
19:23 |
Nyarg |
one texture at whole mesh ? ) |
19:23 |
Nyarg |
example mesh isn't my its as I know Garrys's mod model ) |
19:25 |
whitephoenix |
Is not being able to remove what is in the selected hot bar slot intended? |
19:31 |
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19:43 |
MinetestBot |
[git] Foghrye4 -> minetest/minetest: Adding minetest.clear_craft 281e9f3 https://git.io/vKkV7 (2016-07-05T21:40:13+02:00) |
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22:35 |
whitephoenix |
is it impossible to update textures and models? |
22:43 |
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22:48 |
whitephoenix |
also is there a way to get an itemstack by its pos? |
22:49 |
everamzah |
like an dropped item? |
22:49 |
whitephoenix |
yeah |
22:49 |
everamzah |
probably. somethng something getluaentity, i never tried |
22:49 |
whitephoenix |
I'll have a look at that |
22:49 |
everamzah |
haha |
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