Time |
Nick |
Message |
00:02 |
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00:37 |
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00:37 |
redblade |
hi |
00:37 |
redblade |
i've been having some crashes on my server lately, relating to doors |
00:37 |
redblade |
this is the crash |
00:38 |
redblade |
ERROR[Main]: ServerError: Lua: Runtime error from mod '' in |
00:38 |
redblade |
callback item_OnPlace(): {REMOVED}/minetest_game/mods/doors/ini |
00:38 |
redblade |
t.lua:159: attempt to perform arithmetic on local 'state' (a string value) |
00:38 |
redblade |
{REMOVED} i removed from the message |
00:39 |
redblade |
dont know where that's coming from but it happens every day or two now |
00:39 |
redblade |
it appears to be unrelated to where players are |
00:40 |
redblade |
is it homedecor related? i recently updated that mod on my server, but that crash is from doors |
00:43 |
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00:43 |
kaen |
dwarf fortress adventure mode + nethack + azure dreams + minetest |
00:49 |
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00:55 |
kaen |
does anyone know why block faces are aligned to 0.5? it has weird ripples throughout the code like this float reader trying to ensure proper float truncation: https://github.com/minetest/minetest/blob/master/src/util/numeric.h#L290-L297 |
00:55 |
kaen |
seems a lot more convenient for block boundaries to align with integer boundaries |
01:21 |
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01:38 |
paramat |
nolsen moretrees is slow, also it's not needed if you use etherial |
01:38 |
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01:39 |
paramat |
that way you can avoid the shadow bugs too |
01:41 |
paramat |
etherial is a lua mod but defines biomes for the C++ biome API, just like MTGame does, so core mapgen remains fast |
01:49 |
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02:00 |
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02:16 |
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02:17 |
kaen |
man this half unit block offset is actually causing a lot of trouble for me in lua |
02:17 |
kaen |
I think I have to simulate the float truncation there :v |
02:18 |
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02:48 |
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02:53 |
paramat |
kaen node centres are more important than edges, 'node' means a point, the centre point of the cubes. it's actually a nice system |
02:55 |
kaen |
well, that seems like a matter of perspective. While implementing a custom collision detector the faces are definitely more importing :P |
02:55 |
kaen |
important, even |
02:55 |
paramat |
nolsen also disable plantlife and biome_lib if you have those |
02:56 |
kaen |
but like everything else in engineering it's just a matter which side of the tradeoff you take |
02:57 |
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02:58 |
paramat |
yeah some things are made harder, but overall i get the feeling this is a better system |
03:00 |
kaen |
well, I'm still disappointed you didn't preemptively optimize for my specific and highly unusual use case several years in advance :P |
03:00 |
kaen |
but I'll try to get over it and push forward |
03:02 |
paramat |
:] |
03:04 |
swift110-phone |
cool |
03:10 |
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05:34 |
sea` |
kaen: custom collision detector? |
05:38 |
kaen |
yeah, I'm setting physical = false on everything and hijacking the CD/physics |
05:39 |
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05:45 |
kaen |
it's working out pretty well, I'm able to run my mod in isolation without a minetest process by mocking out the pathfinder and map data |
05:46 |
sea` |
What alternative geometry are you going to give the world? |
05:47 |
kaen |
it's the same geometry actually, but I need to be able to run unit tests without minetest and part of that is hijacking the physics |
05:53 |
sea` |
aww, I was looking forward to something exotic. Okay then. |
05:59 |
Hijiri |
kaen: is this going to be something modular that can be used in other mods? |
06:01 |
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06:13 |
kaen |
yeah, that's pretty straightforward actually. The physics/CD is basically just a single function you could hook onto any object you like, and the map data mocks are drop-in replacements for the minetest methods |
06:17 |
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07:00 |
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07:08 |
Chinchou |
Having a spot of trouble here with migrating to 0.4.14 from 0.4.13... Using an old world that was made entirely in 0.4.13 and running minetestserver from 0.4.14(git, no older than a few hours), I can log in once to the old 0.4.13 world. After that one successful login, any additional login attempts result in a message from the client of "Protocol version mismatch. Server supports protocol versions between 13 and 24. We support |
07:08 |
Chinchou |
protocol versions between 25 and 27." |
07:09 |
Chinchou |
What gets me is that the server is 0.4.14 and the world was made well after the change in the way passwords were stored. |
07:10 |
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07:10 |
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07:15 |
Chinchou |
An update: Trying to connect with the wrong password results in a normal connection attempt. Using the correct password again then results in a successful login. After logging out, the same "Protocol mismatch" problem occurs. |
07:16 |
Chinchou |
And more: It actually looks like every second login fails with that. |
07:17 |
Makyuu |
The server and client are the same build right now. |
07:18 |
Makyuu |
I can git clone a new copy into a chroot if needed. |
07:32 |
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07:56 |
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08:11 |
alkotob__ |
Hey would anyone be interested in a mod that makes node-ownership a tradeable item? |
08:11 |
alkotob__ |
Like a "house deed" |
08:12 |
alkotob__ |
You equip it and select the nodes you want to attach to it. |
08:12 |
alkotob__ |
Or admins can specify the plots ahead of time. |
08:12 |
alkotob__ |
I think that would help servers significantly. |
08:13 |
alkotob__ |
You can probably clone it to give to others. |
08:17 |
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09:01 |
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09:05 |
JamesTait |
Roses are red, Or sometimes white, Or yellow, This poem is rubbish. Happy Bad Poetry Day! 😠|
09:08 |
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11:00 |
Volkj |
weird minetest behavior, in multiplay i try to change sound volume via ESC -> Sound Volume but once i click exit it segfaults and, worse than that, it seems to download 3~5 MB of something |
11:00 |
Chinchou |
Having a spot of trouble here with migrating to 0.4.14 from 0.4.13... Using an old world that was made entirely in late 0.4.13(from git, not "stable"). Running minetestserver from 0.4.14(git), I can log in once to the world(again, the one made in late 0.4.13, after the changes to the password-storage system). After that one successful login, the next login attempt results in a message from the client of "Protocol version |
11:00 |
Chinchou |
mismatch. Server supports protocol versions between 13 and 24. We support protocol versions between 25 and 27." After the error, the next connection attempt is made successfully, and it alternates(every second attempt results in the error.) (Yes, I can use GDB and/or make another build in a chroot if it is needed.) |
11:06 |
Volkj |
just crashed in gdb, keeps receiving mb's of data at 200/300 KB/s speed, could it be something from serverside? |
11:08 |
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11:10 |
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11:10 |
Chinchou |
Does that happen on every server? |
11:14 |
Volkj |
trying to rebuild minetest as it says version of installed irrlicht is different from the one compiled, and the segfault in gdb seems irrlicht related |
11:14 |
Volkj |
0x083915a3 in GUIVolumeChange::OnEvent(irr::SEvent const&) () |
11:18 |
Chinchou |
Ah yeah, differing lib versions can sometimes cause strange behaviour. That doesn't explain the network activity, however... |
11:28 |
sfan5 |
Volkj: are you sure the network activity comes from minetest? |
11:29 |
sfan5 |
Chinchou: that doesnt make any sense to me, 0.4.14git should always offer the latest protocol version |
11:29 |
Chinchou |
sfan5: Exactly. That's what gets me. |
11:30 |
Chinchou |
My guess is that, rather than actually using the wrong protocol version, the client is misdetecting the protocol version. |
11:30 |
Chinchou |
It could be something even earlier than that, I can't really tell |
11:32 |
Chinchou |
sfan5, I'm using the same build for both minetestserver and the client. Oh, and considering that connections succeed on every second attempt, I'm quite sure that the server is indeed using the correct protocol. |
11:34 |
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11:44 |
Volkj |
sfan5: not sure as netactview don't show the network speed, but i don't see any other connection established but just the udp ones. are there other network trackers programs? |
11:44 |
Chinchou |
Perhaps nettop? |
11:45 |
Chinchou |
Wireshark's a bit much for just this, but it'd answer your question... |
11:46 |
Chinchou |
jnettop should do it. |
11:47 |
Volkj |
installing nettop and iftop |
11:51 |
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11:55 |
Volkj |
tested with the repo version (library mismatch) and it's the server address that generates that activity. will test recompiled version later (it doesn't say irrlicht version mismatch anymore) |
11:55 |
sfan5 |
Chinchou: can you run minetestserver with --verbose and do it again? |
11:58 |
Chinchou |
sfan5: Nothing in the server's terminal when that happens, even with verbose. |
11:58 |
sfan5 |
are you piping to to a logfile perhaps? |
11:58 |
Chinchou |
s/in the/from the |
11:58 |
Chinchou |
Nope, just running straight. Everything's going to the terminal. |
11:59 |
sfan5 |
well save all of that and pastebin it |
11:59 |
Chinchou |
There /is/ a lot of stuff in the terminal, but nothing new on the "failed" connection attempts. |
12:00 |
sfan5 |
just pastebin all of it |
12:01 |
Chinchou |
... I just had an idea, and... you're going to love this... |
12:01 |
Chinchou |
The client does that /even when the server is not running/. |
12:01 |
Chinchou |
On the "good" half, it of course times out, as expected. On the "error" half, I instantly get "protocol mismatch". |
12:02 |
Chinchou |
Now unless there's a server youkai living in my machine, I'm pretty sure that such a thing should never happen. |
12:04 |
sfan5 |
.... |
12:05 |
sfan5 |
have you considered taking your computer to church? |
12:05 |
Chinchou |
There's a reason I don't go into places like that D: |
12:06 |
Chinchou |
Running the client with --verbose, I can see timeout messages on "good" connection attempts, but /nothing/ on "error" connection attempts. |
12:07 |
Chinchou |
So... I'm pretty sure that the client is not even successfully starting the network system on the "error" attempts. |
12:07 |
Chinchou |
Is "protocol mismatch" being used as a generic failure message? |
12:08 |
sfan5 |
no |
12:08 |
sfan5 |
can you post a log of what the client says on a "bad" connectiobn attempt |
12:08 |
sfan5 |
with --verbose please |
12:08 |
Chinchou |
It gives, literally, no output during the "bad" attempts - and that's with --verbose, yes. |
12:09 |
sfan5 |
just post the whole log |
12:09 |
sfan5 |
i don't care whether it outputs anything |
12:09 |
Chinchou |
Alright then. |
12:10 |
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12:10 |
Chinchou |
Would --trace be of any help? |
12:10 |
sfan5 |
no idea, maybe |
12:11 |
sfan5 |
oh yes --trace should be even better |
12:11 |
Chinchou |
Wow. Even then nothing is output during the bad attempts... Well, I'll pipe this to a file and try to get to some sort of paste service. |
12:12 |
Chinchou |
I can't access pastebin from here. |
12:18 |
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12:46 |
Chinchou |
sfan5: Apparently --trace and --logfile do not get along. The file has only the standard output, and not the trace output. |
12:47 |
sfan5 |
hm |
12:58 |
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13:03 |
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13:11 |
Volkj |
testing with the recompiled client: no crash so far changing the sound volume, i'll have to report a bug in the distro bug report |
13:12 |
Volkj |
no activity closing with ctrl+c from terminal, trying to close client via kill -9 |
13:15 |
Volkj |
got network activity from server, as if the server keeps trying to check if the client is still alive |
13:15 |
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13:19 |
Volkj |
got the same on another server, if the client disappears with no notice (kill -9 or client crash) the server generates a traffic of about 1~3 Mbit/s for ~10 seconds |
13:19 |
sfan5 |
that seems a lot of Mbits for just checking whether the client is alive |
13:19 |
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13:22 |
Volkj |
testcase: connect to a server then kill minetest with kill -9 $(pidof minetest) |
13:55 |
Darkside_ |
damn kids keep stealing my minecart lol glad i got loads of iron ;) |
13:56 |
Darkside_ |
ok back to work ;) |
14:02 |
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14:49 |
alkotob__ |
Let me know if anyone noticed my messages above |
14:49 |
alkotob__ |
I'd like an honest opinion |
14:51 |
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14:53 |
aix |
i need more stuff to run on my new box |
14:54 |
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15:04 |
TechnoryGaming |
hi |
15:05 |
Chinchou |
o/ |
15:07 |
TechnoryGaming |
hi |
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16:41 |
Darkside_ |
Travelnet another bug? i just dug dirt from underneath one of my own Travelnets, it dropped with removing the station from network |
16:42 |
Darkside_ |
now i just placed that travelnet again with new name, now there 2 options to travel to same location with only one physical travelnet ;) |
16:42 |
Darkside_ |
*it dropped without removing the travelnet from network* |
16:43 |
Chinchou |
Well, yes. Update the travelnet by punching each station, that should fix it. |
16:43 |
Chinchou |
Travelnets don't update automatically, as far as I know. |
16:43 |
Darkside_ |
i did lol updated all of them still they all have two buttons to that one travelnet :D |
16:43 |
Chinchou |
Oh, now that /is/ strange. |
16:44 |
Darkside_ |
yeah funny bug :D |
16:45 |
Chinchou |
Sorry, dunno what to tell you. I know just enough code to be a pain in the arse. |
16:45 |
Darkside_ |
haha lol |
16:46 |
Chinchou |
Too much to relearn, too little to have a good foundation... Never take formal classes. |
16:50 |
Darkside_ |
i put some dirt around the travelnet so they can't dig underneath, now im gonna see if i could steal somebody elses travelnet on protected ground without touching it 0_o |
16:51 |
Chinchou |
... Ohhh. That would be... bad. |
16:51 |
Chinchou |
Does a travelnet station really need ground underneath it? |
16:57 |
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17:30 |
aix |
is there a way to check if a certain node was generated by the mapgen or placed manually? |
17:30 |
Darkside_ |
nah travelnets can be placed floating as wel, but i would only do that on protected ground as players like to put saplings under things ;) |
17:31 |
Darkside_ |
yes but i don't know how |
17:32 |
Darkside_ |
stone generated by mixing water with lava can be Rolled-back too :) |
17:39 |
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17:57 |
Nosrick |
Hey folks |
17:57 |
Darkside_ |
hi |
17:59 |
Krock |
yeh Kcirson |
17:59 |
Darkside_ |
im working on me city on the Darkside server, later on i work on my home at Megaf server wich i made realy cool looking already yesterday :) |
18:00 |
Nosrick |
Nice! |
18:00 |
Darkside_ |
my home on megaf server looks like a tiny PVP arena very futuristic look :) |
18:00 |
Nosrick |
I don't have a home. :( |
18:06 |
Krock |
Nosrick, build a cobblestone one |
18:06 |
Nosrick |
Or better yet, a dirt hut. ;) |
18:06 |
Krock |
or better yet, dig into a mountain. Your house will be extendable and secure |
18:07 |
Darkside_ |
on the Darkside server theres a Treasure Chest for each player that logs in gets a free set bronze armor and Tools, that should help a bit to mine and gather stuff faster :) |
18:07 |
Nosrick |
Oh man, I love making a hovel in the side of a mountain. |
18:07 |
Nosrick |
Sometimes, just sometimes, I make a skull fortress. |
18:07 |
Darkside_ |
and at Megaf server theres shops and a network of travelnets to mines etc i got a full set Mithril armor first day and build nice home in 2 days :) |
18:08 |
Nosrick |
Wow! |
18:21 |
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18:37 |
shamoanjac |
homes are for boys |
18:37 |
shamoanjac |
real men travel |
18:40 |
Nosrick |
How's your mod going, shamoanjac? |
18:41 |
shamoanjac |
which one? |
18:41 |
shamoanjac |
the development of banners is somewhat slowed |
18:41 |
shamoanjac |
I'm focusing more on factions |
18:42 |
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18:56 |
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19:02 |
Nosrick |
Either of them, really. How's factions coming along? |
19:11 |
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19:20 |
alkotob_ |
Hello :) |
19:20 |
alkotob_ |
Any idea which is the most popular ownership mod? |
19:21 |
alkotob_ |
I want to use it to make the Deed mod. |
19:21 |
alkotob_ |
So node-ownership would be attached to a Deed item that can be transferred between players. |
19:21 |
alkotob_ |
Combined with the Exchange-Box mod this should make plots tradeable. |
19:22 |
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19:27 |
Hijiri |
alkotob_: areas or protector |
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19:57 |
kaen |
can anyone give me a hint regarding "ERROR[Server]: Pathfinder: failed to update cost map" and how I might prevent it? |
19:58 |
kaen |
I'm doing a maybe 10-20 pathing calls per frame when this happens |
19:58 |
Nosrick |
Why are you calling a pather 10-20 times a frame? |
19:58 |
MinetestBot |
[git] obnequsers.noreply.github.com -> minetest/minetest: Mapblock mesh: Fix updateFastFaceRow tiling issue 7f4c6f3 https://git.io/v6i7j (2016-08-18T20:45:18+01:00) |
19:58 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Script API: Make the craft recipe field 'method' consistent 5c0e659 https://git.io/v6i5e (2016-08-18T20:43:49+01:00) |
19:58 |
kaen |
for 10 -20 object pathing at once |
19:58 |
kaen |
I would expect it to be slow, but not to make the pather error out |
19:58 |
Nosrick |
Oh, okay. I thought you were doing it for one. |
19:59 |
kaen |
slowness is actually fine for a series complicated, unrelated reasons. But I really need the pather to succeed when there really is a path |
19:59 |
Nosrick |
I'm not sure why it'd be failing. |
19:59 |
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20:00 |
kaen |
me either, source diving to figure it myself :/ |
20:00 |
kaen |
happens with both A* and djikstra |
20:00 |
kaen |
the actual paths it should generate are pretty trivial, basically two diagonal moves then a straight line |
20:00 |
kaen |
about 30 blocks in length |
20:07 |
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20:16 |
kaen |
hmm could it be caused by using set_node between the successive pathing calls? |
20:18 |
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20:24 |
kaen |
does anyone know why we return false here? Seems like we should return true and just stop recursion for this branch: https://github.com/minetest/minetest/blob/master/src/pathfinder.cpp#L1175 |
20:24 |
kaen |
both of the cost updaters have similar conditions |
20:25 |
kaen |
but I could definitely be misunderstanding this part |
20:28 |
shamoanjac |
Nosrick, it's me from the /v/ thread |
20:28 |
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20:28 |
Nosrick |
Haha, I thought it might be. |
20:28 |
shamoanjac |
who said the thing about buffs |
20:29 |
Nosrick |
Oh, I thought that was you! |
20:29 |
kaen |
yep definitely misunderstanding this, returning true still gives me the same problem |
20:29 |
kaen |
well shit |
20:30 |
shamoanjac |
it wasn't a question, it was an affirmation |
20:30 |
shamoanjac |
[it was me] who said the thing about buffs |
20:33 |
Nosrick |
Oh, sorry. |
20:33 |
Nosrick |
Yeah, I've written a system that adds/subtracts direct damage from punches and shit, so you could use that if you like. |
20:34 |
shamoanjac |
I'll take a look at it |
20:34 |
shamoanjac |
you were also writing that magic mod, weren't you? |
20:35 |
Nosrick |
Yup! |
20:36 |
Nosrick |
Just wrestling with formspecs at the moment. |
20:37 |
shamoanjac |
formspecs suck, yeah |
20:37 |
Nosrick |
I made a match-3 game! |
20:38 |
Hijiri |
give it microtransactions |
20:38 |
Hijiri |
put in a gold ingot to reset the screen |
20:41 |
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20:46 |
Nosrick |
Hijiri, you're a GENIUS |
20:47 |
Nosrick |
I'll make so much moolah |
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21:03 |
Hijiri |
someone should make a microtransactions mod, then we can have donation benefits like in minecraft servers |
21:04 |
Nosrick |
I despise the Minecraft community for that. |
21:04 |
shamoanjac |
do you mean pay-to-win? |
21:05 |
Hijiri |
yes, donate $5 and get 99 diamond blocks and two weeks of increased ore drops |
21:05 |
shamoanjac |
at least the Minetest license allows it |
21:05 |
Elench |
I wouldn't mind that if it were purely for prestige items like cool hats |
21:05 |
Elench |
Which reminds me, I need to work on my cool hats :þ |
21:05 |
shamoanjac |
I'm not sure many people would pay to get an advantage on a single depopulated server |
21:06 |
Hijiri |
start with a populated server then hold everyone's buildings hostage |
21:08 |
shamoanjac |
lel |
21:09 |
shamoanjac |
minetest gold farming |
21:09 |
Hijiri |
I thought of a good way to avoid bloat in the standard mob interface |
21:09 |
Hijiri |
I can make it required for all mobs to incorporate an entity component system |
21:09 |
Hijiri |
pattern |
21:09 |
Hijiri |
I think it would be easy to make it easy for mob makers to integrate |
21:10 |
Hijiri |
if you combine it with punch callbacks, death callbacks, etc. you could use it to do things like playereffects on the mobs, like nosrick was doing |
21:10 |
Hijiri |
but you wouldn't have to override every mob to do it |
21:10 |
Hijiri |
I was working on a chemistry mod and this would allow me to add reagents to mobs that implement the interface also |
21:11 |
Nosrick |
Hm, that's pretty good. |
21:13 |
Hijiri |
Nosrick: were you the one asking about the attributes thing from minecraft? |
21:13 |
Hijiri |
I've never modded MC, but this sounds like something similar |
21:13 |
Hijiri |
but only for mobs |
21:14 |
Hijiri |
the thing where you can attach arbitrary stuff to mobs, items, players etc. |
21:14 |
Hijiri |
players you can sort of already do because any mod that operates on players implicitly adds behavior to them |
21:17 |
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21:19 |
Hijiri |
components could also implement unique IDs |
21:23 |
Nosrick |
I was, yeah. |
21:24 |
Nosrick |
Sorry, was doing chores. |
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21:52 |
Popcorn |
hello? |
21:53 |
Popcorn |
I have a problem with minetest |
21:53 |
Nosrick |
Hello! |
21:53 |
Nosrick |
I can try to help. |
21:53 |
Popcorn |
Wait, never mind |
21:53 |
Popcorn |
I was just stupid |
21:53 |
Popcorn |
Thanks anyway |
21:58 |
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22:00 |
nolsen |
mfw Virtualbox won't work on the latest mainline kernel. |
22:07 |
Nosrick |
Anyone know why my player's inventory isn't saving? |
22:07 |
Nosrick |
Or rather, why one of my custom inventories isn't saving. |
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22:48 |
Darkside__ |
lol bump.. |
22:48 |
Darkside_ |
bump :D |
22:49 |
Darkside_ |
now 2 linux systems working :) |
23:04 |
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23:16 |
Hijiri |
Nosrick: post code |
23:16 |
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23:16 |
hawksquawks |
Evening |
23:16 |
Hijiri |
only reason anyone would know without seeing your code is if it was a well-known engine bug |
23:17 |
hawksquawks |
anyone know an uptodate minetest-server ppa for ubuntu ? |
23:18 |
est31 |
there is even an official one https://launchpad.net/~minetestdevs/+archive/ubuntu/daily-builds |
23:20 |
hawksquawks |
seems it does not have the minetest-server file |
23:21 |
hawksquawks |
if i run apt-get install minetest-server it downloads minetest-server 0.4.13 not 0.4.14 |
23:52 |
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