Time |
Nick |
Message |
00:10 |
|
DMackey joined #minetest |
00:23 |
|
STHGOM1 joined #minetest |
00:29 |
Anonyma |
Hijiri, Thanks, I'll definitely look into it. I'm heading off to bed now |
00:39 |
|
Tmanyo joined #minetest |
00:40 |
|
Volkj joined #minetest |
01:18 |
|
STHGOM joined #minetest |
01:19 |
STHGOM |
I wonder if I put "NO RULES!!!" in my server title, ill get more players... |
01:31 |
|
theTroy joined #minetest |
03:01 |
nolsen |
my supply converter is reporting "No network" but obviously, it does, any ideas why? |
03:02 |
nolsen |
0 HV -> 0 HV, now it's not working. |
03:06 |
|
LazyJ joined #minetest |
03:06 |
nolsen |
Channel died apparently. |
03:08 |
|
Freejack joined #minetest |
03:09 |
nolsen |
Hello? |
03:18 |
nolsen |
Why does this channel become dead at the strangest times ._. |
03:23 |
|
Void7 joined #minetest |
03:43 |
|
Tmanyo joined #minetest |
03:58 |
|
Miner_48er joined #minetest |
04:13 |
|
Tmanyo joined #minetest |
04:15 |
|
segfault22 joined #minetest |
04:15 |
segfault22 |
Hello everyone |
04:16 |
segfault22 |
I need an archived copy of the 0gb_us Land Claim mod, the version independent of 0gb.us_game - the integrated landclaim_0gb_us in 0gb.us_game depends on the points_0gb_us mod, which may interfere with my resources-mod or cause it to be difficult to use (it overrides defined ores) |
04:16 |
segfault22 |
does anyone have it? |
04:23 |
|
lordfingle joined #minetest |
04:24 |
segfault22 |
the ling to 0gb.us website is dead, so we can't download the mod from there |
04:26 |
segfault22 |
0gb.us domain is for sale |
04:26 |
segfault22 |
where did 0gb.us go? |
04:26 |
|
swift110-phone joined #minetest |
04:26 |
segfault22 |
welcome back |
04:29 |
|
lordfingle_ joined #minetest |
04:29 |
segfault22 |
does anyone have the latest version of the 0gb_us land claim mod independent of 0gb.us_game? |
04:31 |
swift110-phone |
nope |
04:31 |
segfault22 |
I really need it |
04:33 |
|
alkotob__ joined #minetest |
04:34 |
segfault22 |
I can't use the version in 0gb.us_game also because it replaces the claim block with a chat command |
04:34 |
swift110-phone |
oh |
04:35 |
segfault22 |
It is not better than the old version, because it depends on points_0gb_us which messes up my resources-mod and it isn't reasonable to modify the landclaim_0gb_us integrated mod to work without it |
04:36 |
|
GunshipPenguin joined #minetest |
04:36 |
segfault22 |
Surely there is someone who downloaded the independent version of 0gb_us Land Claim and could upload it to 4shared or something |
04:39 |
segfault22 |
too bad 0gb.us is gone... |
04:40 |
segfault22 |
I'm glad there are so many new servers |
04:40 |
segfault22 |
but it's too bad 0gb.us is gone, because I could have went there and asked for the old mod... |
04:41 |
segfault22 |
chances are dude probably deleted all of those old files with the server itself, and completely abandoned minetest forever. Oh well. |
04:41 |
segfault22 |
I guess I'll just have to postpone making my server until I can find the mod |
04:42 |
segfault22 |
maybe I should make a topic on the forum asking if anyone has it |
04:44 |
swift110-phone |
oh how long you been playing the game? |
04:47 |
segfault22 |
a few years |
04:48 |
segfault22 |
What are the chances that someone would have a copy of the original 0gb_us Land Claim mod? |
04:49 |
segfault22 |
!server 0gb.us |
04:49 |
MinetestBot |
segfault22: No results |
04:52 |
segfault22 |
Maybe I should go visit random servers and ask the people if anyone has a copy of 0gb_us Land Claim |
04:54 |
DI3HARD139 |
found it |
04:54 |
DI3HARD139 |
https://github.com/0gb-us/0gb.us_game/tree/temp_bans/0gb.us_game/mods/landclaim_0gb_us |
04:55 |
DI3HARD139 |
@segfault22^ |
04:55 |
segfault22 |
sorry, depends.txt:points_0gb_us - this is the one I would have to modify in order to use it... but it is very close |
04:55 |
* DI3HARD139 |
continues digging for old archives of the game |
04:55 |
segfault22 |
thank you |
04:58 |
segfault22 |
All of the versions on github depend on points_0gb_us even from the initial commit |
05:00 |
DI3HARD139 |
Is it the points_0gb_us thats missing or is an updated version thats required? |
05:03 |
segfault22 |
I can not use points_0gb_us because it interferes with my resources-mod (it overrides all registered ores), and I would have to heavily modify it in order for it to work as I need it to. It would be easier to just use a copy of the original 0gb_us mod, which was on the site 0gb.us which no longer exists... |
05:03 |
segfault22 |
er, I wouldn't modify points_0gb_us at all, I would modify landclaim_0gb_us to be independent and use a land claim block instead of a chat command, or make it work with a currency mod instead of the points mod |
05:04 |
segfault22 |
either way it would have to be modified, and that would be more difficult and time consuming than downloading an archived copy of the original mod, if any exists at all... |
05:05 |
segfault22 |
0gb.us should have realized the work on that mod was important, because no other mod implements a claim system perfectly aligned with the world chunk system on all 6 sides (perfect 16^3 cubes) |
05:07 |
|
lumidify joined #minetest |
05:12 |
swift110-phone |
thats cool |
05:15 |
segfault22 |
I'm running out of options for finding if anyone has a copy of the mod,.. so I'm going to go ask on the servers with people online, and see if anyone has a copy. Since this is not likely to be effective at all, I have refrained from doing this until now. |
05:16 |
segfault22 |
If someone on this IRC is searching for the mod, thank you, and please don't stop yet because I probably won't get anything from the people on servers |
05:20 |
segfault22 |
I just tried to visit the server @test@ and it crashed |
05:20 |
segfault22 |
!server 87.101.8.185 |
05:20 |
MinetestBot |
segfault22: No results |
05:20 |
segfault22 |
!87.101.8.185 |
05:21 |
segfault22 |
!server just test |
05:21 |
MinetestBot |
segfault22: No results |
05:21 |
segfault22 |
it's crashing my client... |
05:21 |
segfault22 |
the server is still up |
05:23 |
DI3HARD139 |
Question. How long has the main website been down. Anyone know? |
05:24 |
DI3HARD139 |
Or was it more a reservation for the domain use only? |
05:28 |
segfault22 |
probably a reservation |
05:32 |
DI3HARD139 |
def not in his/her gitorious repo |
05:35 |
DI3HARD139 |
that or they didn't mirror all the files |
05:40 |
segfault22 |
I'm sorry, you don't have to search if you don't want to... maybe it's better to just modify landclaim_0gb_us to what I need... |
05:41 |
segfault22 |
I'm probably the only person with this abnormal request anyways, who else would need a true chunk protection mod |
05:42 |
|
Telesight joined #minetest |
05:42 |
DI3HARD139 |
I have spotted a few posts involving "just test". Are they related in any way? |
05:45 |
segfault22 |
I'm not sure |
05:58 |
|
burli joined #minetest |
06:05 |
segfault22 |
I am finding some copies of the 0gb.us pages on archive sites, but none of them have copies of any separate files at the website |
06:05 |
segfault22 |
they only store the pages |
06:05 |
DI3HARD139 |
yep. Im waiting for Windows to finish searching for any files tied to 0g.us |
06:06 |
DI3HARD139 |
Maybe I have a hidden file somewhere |
06:06 |
segfault22 |
Thank you |
06:08 |
segfault22 |
none of the server-kiddies (in the game) respond when I ask anything, much less if it's about some mod that isn't on the internet any more |
06:09 |
segfault22 |
they say "once you put it up on the internet it's there forever" but that is not true. |
06:09 |
segfault22 |
they, as in the people who say don't put your personal files on the internet. |
06:09 |
swift110-phone |
lol |
06:10 |
DI3HARD139 |
Would you happen to have the ip address to the server? |
06:10 |
segfault22 |
no, I don't... |
06:11 |
segfault22 |
I regret downloading it when it was available in the past, but I didn't know about it |
06:11 |
segfault22 |
regret not |
06:11 |
DI3HARD139 |
damn. That would've made things easy. assuming the webserver portion is still active |
06:16 |
segfault22 |
Too bad the IP address sites on the internet don't record the actual IP address of websites, and just get the IP address of the domain name host |
06:16 |
DI3HARD139 |
ikr |
06:20 |
DI3HARD139 |
tbh I like the original MT layout better |
06:21 |
DI3HARD139 |
for the forums anyways |
06:24 |
DI3HARD139 |
The only thing I see being viable is porting over the dependencies to the other mods u were gonna use. |
06:24 |
|
namach_ joined #minetest |
06:26 |
|
Trustable joined #minetest |
06:28 |
segfault22 |
I will probably just have to modify the landclaim_0gb_us mod anyways, which would be better in the end because I can customize it more and it is more updated (there may be less problems in the "nitty-gritty" part of the code) and I can make it work with a currency mod or whatever other method of costing the player some resource in order to claim areas... |
06:38 |
|
basxto joined #minetest |
06:42 |
|
namach_ joined #minetest |
06:42 |
DI3HARD139 |
heading off for the night. cya |
06:59 |
|
jojoa1997 joined #minetest |
07:03 |
|
Hawk777 joined #minetest |
07:10 |
|
Darcidride joined #minetest |
07:22 |
|
lumidify joined #minetest |
07:26 |
|
CWz joined #minetest |
07:29 |
|
davisonio joined #minetest |
07:30 |
|
Markow joined #minetest |
07:31 |
|
est31 joined #minetest |
07:39 |
swift110-phone |
ok |
07:43 |
|
davisonio joined #minetest |
07:43 |
|
Nosrick joined #minetest |
07:49 |
|
aheinecke joined #minetest |
08:00 |
namach |
morning all :) |
08:00 |
namach |
is minetest as a software product limited to how much system resources it can use? |
08:01 |
|
theTroy joined #minetest |
08:05 |
sfan5 |
namach: obviously yes |
08:06 |
namach |
sfan5: so if i have a minetest server hosted on a machine with 16 Gb RAM, the game will not utilize them all? |
08:07 |
sfan5 |
oh i took your question the other way |
08:07 |
sfan5 |
minetest will use as much as it needs |
08:07 |
sfan5 |
but it doesn't need 16 GB of ram |
08:08 |
|
shamoanjac joined #minetest |
08:11 |
namach |
sfan5: it was just an example. So if i use the most powerfull machine ever build the minetest server will support 9999999 quarries running at the same time and bunch of other complex game functions with no lag and issues |
08:11 |
namach |
and wit 999999 players online? :) |
08:12 |
sfan5 |
theoretically yes |
08:13 |
Hijiri |
minetest is webscale |
08:15 |
shamoanjac |
does it support running on a cluster tho |
08:15 |
shamoanjac |
distributed minetest |
08:15 |
namach |
what does it mean "webscale" (sorry for the noob Q) :) |
08:16 |
shamoanjac |
it scales upppppppppppppp! |
08:16 |
namach |
i can interpret this in million ways |
08:17 |
namach |
my issue was that a guy (a moderator in a server) just told me "minetest software architecture has a limit on the system resource it can use", therefor it is impossible to create a server with bunch of mods and users without lag |
08:18 |
sfan5 |
namach: what he probably meant is that minetest does not utilize multi-threading well |
08:21 |
namach |
i guess this means performing multiple tasks at the same time? |
08:22 |
namach |
(sorry, i am not into programming, but i am mega curious) |
08:22 |
shamoanjac |
multiple threads, yes |
08:23 |
namach |
what he told me makes a lot of sense now :) thank you both :) |
08:36 |
|
Szkodnix joined #minetest |
08:37 |
|
jin_xi joined #minetest |
08:46 |
|
JamesTait joined #minetest |
08:47 |
|
Ronsor joined #minetest |
08:49 |
JamesTait |
Good morning all! Happy Wednesday, and happy Pluto Demoted Day! 😃 ♇ |
09:13 |
|
Megaf joined #minetest |
09:13 |
|
SylvieLorxu joined #minetest |
09:14 |
|
Dolus joined #minetest |
09:23 |
|
Dolus joined #minetest |
09:25 |
|
LNJ2GO joined #minetest |
09:32 |
|
Jordach joined #minetest |
09:42 |
|
alkotob joined #minetest |
09:44 |
swift110-phone |
lol |
10:00 |
|
Twirlimp joined #minetest |
10:01 |
|
PseudoNoob joined #minetest |
10:17 |
|
Samson1 joined #minetest |
10:17 |
|
couchakrobat joined #minetest |
10:17 |
|
couchakrobat left #minetest |
10:17 |
|
Fixer joined #minetest |
10:18 |
Megaf |
This is cool https://github.com/drac/Material-Design-Color-Palette-for-Inkscape |
10:18 |
Megaf |
Calinou: ^ |
10:20 |
|
couchakrobat joined #minetest |
10:21 |
Megaf |
oh, cool, I can just drag and drop a color from the pallete to the object I wat to color on Inkscape |
10:21 |
Megaf |
that's cool |
10:26 |
|
lumidify joined #minetest |
10:30 |
|
FirePowi joined #minetest |
10:35 |
Calinou |
this is great |
10:57 |
|
prrmypx joined #minetest |
11:06 |
|
namach joined #minetest |
11:08 |
|
Samson1 joined #minetest |
11:09 |
|
couchakrobat joined #minetest |
11:11 |
|
couchakrobat left #minetest |
11:12 |
|
couchakrobat joined #minetest |
11:19 |
|
nosrick joined #minetest |
11:32 |
Jordach |
Megaf, neat |
11:38 |
Megaf |
:) |
11:38 |
Megaf |
Just made my custom Debian wallpaper with the palette |
11:40 |
Jordach |
Megaf, meanwhile i've just dealt with life |
11:41 |
Jordach |
and VE is going to drive me mad with curves in a cube game |
11:48 |
Megaf |
Jordach: My life sycks at the moment, in real life I am streesed, disolated and terrified. I rather isolate myself in some art, internet and minetest |
11:48 |
Megaf |
life sucks |
11:48 |
Jordach |
Megaf, at least your not as angry as i am when it comes to blender's cycles |
11:49 |
Megaf |
lol |
11:49 |
Megaf |
At the moment I'm angry at license stuff |
11:49 |
Megaf |
I want to publish some photographic work. Not sure if I use this https://creativecommons.org/licenses/by-nc-nd/3.0/ or this https://creativecommons.org/licenses/by-nd/3.0/ |
11:50 |
Jordach |
nc, you might thank me later when someone nicks it |
11:50 |
Jordach |
i've seen it way too many times now |
11:51 |
Jordach |
Megaf, this is the noise issue specifically related to Polaris; http://i.imgur.com/sB2voR5.png |
11:51 |
Megaf |
Gonna use this https://creativecommons.org/licenses/by-nc-nd/4.0/ |
11:51 |
* Megaf |
now opens Jordachs link |
11:52 |
Megaf |
Jordach: that GPU is supposed to work great on Linux |
11:52 |
Jordach |
Megaf, ikr, it's a launch day card |
11:52 |
Jordach |
i literally got the last one |
11:54 |
Jordach |
it also killed my old mobo |
11:54 |
Jordach |
pci-e socket was already fried from a 770 |
11:56 |
Jordach |
Megaf, http://i.imgur.com/eYTwxRr.jpg :D |
11:56 |
Megaf |
I wonder if I can change the background color of a layer on inkscape |
11:56 |
Megaf |
beautiful card man |
11:57 |
Jordach |
it's the 8GB model |
11:57 |
Jordach |
rendering won't run out of memory ever :D |
11:57 |
Megaf |
heh, it might |
11:57 |
Megaf |
just add too many threads |
11:57 |
Jordach |
in like 6 years |
11:57 |
Jordach |
most apps still don't need more than 4g |
11:58 |
Calinou |
<Megaf> I want to publish some photographic work. Not sure if I use this https://creativecommons.org/licenses/by-nc-nd/3.0/ or this https://creativecommons.org/licenses/by-nd/3.0/ |
11:58 |
Calinou |
use neither |
11:58 |
Calinou |
use CC0, CC BY, CC BY-SA |
11:59 |
Calinou |
CC-NC/ND don't deserve any users |
11:59 |
Calinou |
(even Creative Commons is starting to think so) |
11:59 |
Jordach |
Megaf, i need 32^2 samples just to remove said noise; http://i.imgur.com/UMh8zDZ.png |
12:00 |
Megaf |
Calinou: I will use this https://creativecommons.org/licenses/by-nc-nd/4.0/ |
12:00 |
Calinou |
I saw, but well |
12:00 |
Calinou |
it's a stupid choice IMO |
12:00 |
Megaf |
why? |
12:00 |
Calinou |
we don't need more proprietary culture, we need more free culture :) |
12:00 |
Megaf |
can you give me the link to a good choice? |
12:01 |
Megaf |
ok, hold on |
12:01 |
Jordach |
Calinou, seen way too many companies stealing art without proper credit and or licensing |
12:01 |
Calinou |
https://creativecommons.org/licenses/by-sa/4.0/ |
12:01 |
Calinou |
something like that |
12:01 |
Jordach |
even with CC-BY |
12:01 |
Calinou |
Jordach: CC BY-SA prevents exactly that |
12:01 |
Calinou |
if they don't give attribution, you can take legal action |
12:01 |
Megaf |
Calinou: https://creativecommons.org/licenses/by-nc-sa/4.0/ |
12:01 |
Megaf |
this? |
12:01 |
Calinou |
no, it has the same problem as the BY-NC license |
12:05 |
|
PseudoNoob joined #minetest |
12:27 |
Markow |
I see you! 👀 |
12:29 |
|
alkotob_ joined #minetest |
12:33 |
|
rubenwardy joined #minetest |
12:36 |
Jordach |
emojis in IRC |
12:36 |
Jordach |
get out |
12:37 |
rubenwardy |
😂 |
12:39 |
Jordach |
no |
12:39 |
Jordach |
just, no |
12:40 |
* Megaf |
can't see emojis, thankfully |
12:40 |
rubenwardy |
the font is really ugly |
12:40 |
Markow |
;) |
12:40 |
Jordach |
http://i.imgur.com/aqtiGIp.gif |
12:41 |
Markow |
I think they're pretty cool for IRC |
12:41 |
Jordach |
NO |
12:42 |
rubenwardy |
my IRC has quite a small line height, which makes it nice and compact |
12:42 |
rubenwardy |
unicode emojis don't look good :( |
12:47 |
Calinou |
😂_😂 |
12:47 |
Calinou |
happy glasses |
12:47 |
Jordach |
>has windows 10 pro |
12:47 |
Jordach |
>can see emoji anywhere |
12:47 |
Calinou |
>doesn't have Windows 10 Enterprise |
12:47 |
Jordach |
>TFW not AU due to blacklisting at the asus router |
12:48 |
Jordach |
plus some crazy level brain removal |
12:49 |
Jordach |
cortana has 0 function at ths point; http://i.imgur.com/nAYV6lk.png |
12:53 |
Megaf |
Windows problems.. |
12:53 |
Megaf |
And Ubuntu too |
12:53 |
Megaf |
both are the same thing |
12:54 |
Jordach |
i've even gone as far as to almost nuke all default apps |
12:55 |
Megaf |
It would be great if Linus was just as intuitive to use as Windows, wouldnt t? |
12:55 |
Megaf |
With a control panel like the windows has |
12:55 |
Jordach |
the issue i've seen so far is, that choice stalls user adoption |
12:55 |
Jordach |
"which DE", "which distro" |
12:57 |
Jordach |
if i had the choice of any unix-like system, i'd end up with a mac on one rule; it has software support from primary developers |
12:57 |
|
Chinchou left #minetest |
12:58 |
Calinou |
Megaf: that's called KDE I think :P |
12:58 |
Megaf |
nope |
12:59 |
|
e1z0 joined #minetest |
12:59 |
Calinou |
Jordach: MacBook Pros are obscenely priced here, they start at €2,250 |
12:59 |
Megaf |
you can't partition your disks, add uses, change deep system settings on KDE |
12:59 |
Calinou |
for a system that has no dedicated graphics :p |
12:59 |
Dolus |
The different desktops don't really make much difference though. They can all run the same applications. |
13:00 |
Jordach |
Calinou, i was potentially referring to either VM based or hackintosh |
13:00 |
Megaf |
Calinou: wrong. http://www.apple.com/fr/shop/buy-mac/macbook-pro |
13:00 |
Megaf |
1449 |
13:00 |
Megaf |
same price for Ireland |
13:01 |
Calinou |
talking about 15" obviously |
13:01 |
Calinou |
forgot to mention it |
13:01 |
Calinou |
the 13" is much more decently priced, still high |
13:01 |
Megaf |
and for dedicated graphics is 2 799,00 € |
13:01 |
Jordach |
even an air would suffice for me |
13:01 |
Megaf |
same macbook pro is €2,849.00 in IReland |
13:01 |
Megaf |
be happy Calinou |
13:02 |
Megaf |
you are less fucked than the Irish |
13:02 |
Calinou |
anyway my next laptop might be a ThinkPad or something |
13:02 |
Calinou |
some kind of enterprise-grade laptop |
13:02 |
Calinou |
so, no dedicated graphics anyway |
13:03 |
rubenwardy |
Windows? Intuitive? No |
13:03 |
rubenwardy |
I hate the windows control panel, especially on windows 10 |
13:04 |
rubenwardy |
What Linux needs is a clippy |
13:04 |
rubenwardy |
to act as tech support |
13:04 |
Megaf |
Why the heck would anyone buy an Apple when we have this for almost half the price!? http://shop.lenovo.com/ie/en/laptops/thinkpad/p-series/p70/ |
13:04 |
Megaf |
Calinou: Jordach ^ |
13:05 |
Megaf |
Calinou: Jordach: that's what we need |
13:05 |
Jordach |
Megaf, the thing is, apple only uses chips that literally are identical, no binned ones or similar |
13:05 |
Megaf |
Memory |
13:05 |
Megaf |
4 SODIMM Slots, 64 GB Max., 2133 MHz |
13:05 |
Jordach |
i wouldn't say repair is easy, but if it was serviceable |
13:05 |
Jordach |
it might be alright |
13:05 |
Calinou |
the T460s is not available in France |
13:05 |
Calinou |
it's the best business notebook according to Notebookcheck |
13:05 |
Jordach |
Megaf, superfish |
13:05 |
Jordach |
end of :) |
13:06 |
Jordach |
rubenwardy, i don't think so |
13:06 |
Jordach |
http://i.imgur.com/UXVwI9n.png |
13:06 |
Calinou |
"€5,749.99" lol |
13:06 |
rubenwardy |
I used W10 for a few months, was awful, so many problems |
13:07 |
Jordach |
rubenwardy, this is why i'm not using AU i like my OS with my GPO |
13:08 |
rubenwardy |
AU? GPO? |
13:08 |
rubenwardy |
!g gpo |
13:08 |
MinetestBot |
rubenwardy: Problem getting data from Google. |
13:08 |
rubenwardy |
!b gpo |
13:08 |
Jordach |
Anniversary Update removes Group Policy Editor from chrome |
13:08 |
Jordach |
s/chrome/W10 Pro |
13:08 |
Jordach |
blegh |
13:08 |
sfan5 |
rubenwardy: please fix the google module for me :> |
13:08 |
|
namach joined #minetest |
13:08 |
rubenwardy |
sounds like pain |
13:09 |
Jordach |
the GPO turns off all of the telemetry data |
13:09 |
Calinou |
http://shop.lenovo.com/fr/fr/laptops/thinkpad/x-series/x1-carbon/ |
13:09 |
Calinou |
there's this, but only 8 GB of RAM |
13:09 |
Calinou |
which will surely be limiting in the long term |
13:09 |
sfan5 |
can't you upgrade ram? |
13:10 |
Calinou |
apparently no, but not sure |
13:10 |
Calinou |
if it's DDR3 and only 1 slot, no |
13:10 |
Calinou |
(or only in a very expensive manner) |
13:10 |
Calinou |
DDR3 16 GB sticks don't exist really |
13:10 |
|
Darcidride joined #minetest |
13:19 |
alkotob_ |
Anyone interested in brainstorming? |
13:20 |
alkotob_ |
I'm trying to plan a mod feature |
13:20 |
alkotob_ |
specifically, |
13:20 |
alkotob_ |
I want to make nature aggressive |
13:20 |
alkotob_ |
so occasionally you have to fix your broken walls |
13:21 |
alkotob_ |
after storms |
13:21 |
alkotob_ |
and if a plot isn't maintained for a while, |
13:21 |
alkotob_ |
it could be leveled to the ground |
13:23 |
alkotob_ |
But how can I detect which blocks are natural? |
13:23 |
sfan5 |
someone needs to manually work that out |
13:23 |
alkotob_ |
I'm thinking check the biome or something |
13:24 |
|
Volkj joined #minetest |
13:24 |
sfan5 |
what would that help with? |
13:24 |
alkotob_ |
yeah you're right |
13:24 |
alkotob_ |
Anyway I think this can help immensely on servers, |
13:24 |
alkotob_ |
since there won't be any ghost towns |
13:25 |
alkotob_ |
Nature just reclaims land when players leave |
13:25 |
alkotob_ |
and the civilized world shrinks |
13:25 |
alkotob_ |
So it feels cozy again |
13:25 |
|
segfault22 joined #minetest |
13:26 |
alkotob_ |
What do you think? |
13:26 |
segfault22 |
I still couldn't find a copy of the original 0gb_us Land Claim mod,.. is it just gone forever? :'C` ` ` |
13:27 |
alkotob_ |
Isn't Areas + Markers enough? |
13:27 |
segfault22 |
they say "derp once you put it on the internet its there forever derp" but that's apparently a lie. |
13:27 |
|
Not_a_Robot joined #minetest |
13:28 |
alkotob_ |
Wait I've seen the Land Claim one recently |
13:28 |
segfault22 |
any areas mod is not enough. For my purposes, I need all areas to be exact 16^3 cbes aligned with the world chunk system |
13:28 |
alkotob_ |
You get a wan right? |
13:28 |
alkotob_ |
wand* |
13:28 |
segfault22 |
that's a different one - the original 0gb_us mod uses claim-blocks |
13:28 |
alkotob_ |
Ah sorry then |
13:28 |
segfault22 |
it's okay |
13:29 |
alkotob_ |
Anyway what do you think of an aggressive nature mod? |
13:29 |
alkotob_ |
Reclaiming plots back to nature |
13:29 |
alkotob_ |
Slowly |
13:30 |
alkotob_ |
Or there could be a small monthly rent, and the house collapses if someone abandons it |
13:30 |
alkotob_ |
The problem is how to make it collapse :P |
13:31 |
segfault22 |
It would be nice as long as there is some way for the player to maintain their plot ownership without having to specifically visit each one; like a power-level system where the plot is "charged up" to a non-zero level, which is degraded over time, and you increase the level by converting matter to energy in some sinful ritual-machine |
13:31 |
alkotob_ |
Sure sure |
13:31 |
alkotob_ |
I was thinking a mere monetary fee using a money mod |
13:32 |
segfault22 |
That would be effective |
13:32 |
alkotob_ |
Claimed nodes are grouped into Plots so each would have separate rent |
13:32 |
alkotob_ |
I think that could be done with areas |
13:33 |
alkotob_ |
Actually I believe it has rent now |
13:33 |
alkotob_ |
If I can convert ownership into a "Contract" item then it'll be tradeable |
13:33 |
alkotob_ |
So it can be used with the Exchange Box mod |
13:33 |
segfault22 |
it can, most areas mods have an API allowing other mods to claim/remove/modify areas without players executing a command or placing a block or whacking the ground with a magic stick |
13:34 |
alkotob_ |
So yeah all I need at this point is a tradeable Contrac |
13:34 |
alkotob_ |
and |
13:34 |
alkotob_ |
a mod to flatten plots when abandoned |
13:34 |
alkotob_ |
I think it'll just replace everything with air |
13:34 |
alkotob_ |
maybe fill big holes with biome-friendly nodes |
13:35 |
alkotob_ |
i.e. dirt or sand |
13:35 |
alkotob_ |
or whatever |
13:35 |
Jordach |
alternatively replace the air with "decay air" |
13:35 |
alkotob_ |
? |
13:35 |
Jordach |
any nodes that are manufactured beside it slowly decay through an abm |
13:35 |
alkotob_ |
abm? |
13:35 |
Jordach |
active block modifier |
13:36 |
Jordach |
once you've claimed an area, the "decay air" allows you to fine tune block decay over time |
13:36 |
alkotob_ |
*All* air? |
13:37 |
alkotob_ |
Or just air inside claimed areas |
13:37 |
Jordach |
all the air inside claimed areas |
13:37 |
Jordach |
that way, nobody notices the change |
13:37 |
segfault22 |
Maybe there could be a chat-command the owner uses, when in their plot, that gives them a "deed" item, and they can give it to another player, who can then use it in the plot to transfer ownership. The item would need a metadata field for "expiration date", so if the player never claims the plot with the deed, the old one becomes invalid and the original owner can make another one |
13:37 |
Jordach |
however, i think people would just abuse the fact that not using a claim to save time |
13:37 |
alkotob_ |
What if someone claims the land after building the house? |
13:37 |
Jordach |
and their build |
13:37 |
alkotob_ |
Ah nvm I see |
13:38 |
alkotob_ |
Very nice |
13:38 |
alkotob_ |
It'll be a slow collapse |
13:38 |
alkotob_ |
but still the end result would be an empty cube |
13:38 |
|
nosrick joined #minetest |
13:39 |
alkotob_ |
I think after all the plot becomes decayed air |
13:39 |
alkotob_ |
The decayed air will turn to the blocks nearest to it |
13:39 |
alkotob_ |
So the top becomes normal air again |
13:39 |
alkotob_ |
And the ones near the ground will become stone/sand/dirt |
13:39 |
alkotob_ |
It'll fill up beautifully to look like wilderness |
13:40 |
|
FirePowi joined #minetest |
13:41 |
alkotob_ |
When there's no more decayed air, the plot ownership is revoked, maybe. |
13:42 |
alkotob_ |
Perhaps any placed block would turn air around it to decay |
13:42 |
alkotob_ |
Regardless of ownership |
13:43 |
alkotob_ |
Ownership just sets the boundary quicker |
13:44 |
rubenwardy |
!title https://github.com/stujones11/minetest-npcf/pull/3 |
13:44 |
MinetestBot |
rubenwardy: [WIP] Add state machine support by rubenwardy · Pull Request #3 · stujones11/minetest-npcf · GitHub |
13:44 |
segfault22 |
maybe you could use some method to determine what nodes should be in the plot area at the moment it was created by worldgen, and slowly convert it back to that. For a more cool decay effect, blocks could turn into a "decaying" variant, growing moss and degrading into weaker blocks, until the last node in the decay-chain (sand or dirt, depending on if the node is stone-like or organic/wood) turns into air |
13:45 |
segfault22 |
only problem is, the worldgen-trees would have to be excluded or replaced with saplings, because otherwise they would be regenerated randomly and it would look weird (floating leaves/trunk-blocks slowly filling up the shape of a tree at random) |
13:46 |
alkotob_ |
Yeah that could be done through checking the biomes |
13:46 |
segfault22 |
Also, ores would have to be excluded so that it doesn't become a source of infinite ores |
13:46 |
alkotob_ |
Sure |
13:46 |
alkotob_ |
It doesn't have to become perfect again |
13:46 |
segfault22 |
right |
13:46 |
alkotob_ |
I just dont want a big gaping hole |
13:46 |
segfault22 |
of course |
13:46 |
alkotob_ |
So all dirt/sand/whatever should be fine |
13:47 |
alkotob_ |
I think I'll start with replacing air with Decay Air around all placed blocks |
13:47 |
alkotob_ |
inb4 performance drops |
13:47 |
segfault22 |
so would the area decay while it is owned by a player, or would it decay after ownership expires? |
13:48 |
alkotob_ |
Well if he's paying rent I don't think it'll decay |
13:48 |
alkotob_ |
It'll be annoying for really big creation |
13:49 |
alkotob_ |
This just for abandoned houses |
13:49 |
alkotob_ |
maybe for factions, too. |
13:49 |
alkotob_ |
i.e. If they claim land it'll still decay if they don't pay rent. |
13:50 |
alkotob_ |
Even if enemies can't steal it from them. |
13:50 |
alkotob_ |
The point of this mod is basically: |
13:50 |
alkotob_ |
I don't want servers to have ghost towns. |
13:50 |
alkotob_ |
If you can avoid ghost towns, |
13:51 |
alkotob_ |
servers can survive any amount of player loss. |
13:51 |
segfault22 |
That's an interesting concept |
13:51 |
nosrick |
Hello all! |
13:52 |
alkotob_ |
Aloha |
13:52 |
segfault22 |
welcome :D |
13:52 |
segfault22 |
I have built towns on many servers, and regrettably got bored with the game and left to go work on a "revolutionary new mod" or some other project which usually doesn't get finished... |
13:53 |
segfault22 |
I know most of the players either also don't come to the server, or they don't appreciate what I have done and they left my town; either way, I would not feel right trying to go back there now, as I let-down everyone.. |
13:54 |
alkotob_ |
Well games are about change |
13:54 |
alkotob_ |
They're not graveyards |
13:54 |
alkotob_ |
It should always be about who wants to play NOW |
13:54 |
alkotob_ |
Especially since I believe servers should have a small central NPC town around spawn |
13:55 |
alkotob_ |
So the plots around it would Claimed land |
13:55 |
alkotob_ |
and if players leave it'll shrink to a small town again |
13:56 |
|
STHGOM joined #minetest |
13:57 |
|
Tux[Qyou] joined #minetest |
13:58 |
lumidify |
Hi, is there any way to update the infotext of an entity? If I change the infotext of an entity later on, it doesn't get updated, but I can't find any function to call to update it. |
13:58 |
alkotob_ |
I think the entities are registered at worldgen |
13:58 |
alkotob_ |
I could be mistaken |
13:58 |
alkotob_ |
Have you tried creating a new world? |
13:59 |
lumidify |
Let me see... |
14:03 |
lumidify |
I tried it in many worlds, and my custom infotext won't update. The hp in the F5 debug info also won't update, so I have absolutely no idea what's wrong. I'm playing the Lord of the Test subgame. |
14:06 |
lumidify |
Hmm, the problem seems to only be in LOTT, but I don't see what could be causing it. |
14:07 |
alkotob_ |
Maybe LOTT overrides this entity? |
14:08 |
lumidify |
It's with all entities, including the LOTT ones, I even asked Amaz (a developer of LOTT), and s/he doesn't seem to know either :( |
14:08 |
segfault22 |
Would it be reasonable to reserve certain keys to be given a function, where if the key is pressed and a weapon used, it is sed in adifferent attack mode? like one key when using a sword causes it to be swung from up to down (dealing more impact "type" damage), another causes it to be used in stabbing mode to deal piercing damage |
14:08 |
segfault22 |
used |
14:08 |
segfault22 |
my U key is failing' |
14:09 |
alkotob_ |
Yes segfault is should be possible |
14:09 |
alkotob_ |
it* |
14:10 |
alkotob_ |
I'll look at the API and see if there's a "on_press" function |
14:11 |
alkotob_ |
At that point it's a simple toggle code: if(pressed): mode = bla bla; if(releeased): mode = bla bla; |
14:14 |
|
whitephoenix joined #minetest |
14:14 |
segfault22 |
cool |
14:17 |
lumidify |
Actually, I just realized that it doesn't work wherever mobs redo is used, so there must be something in there that's preventing updating the infotext. |
14:17 |
segfault22 |
I figure the Z and X keys could be used, as long as they aren't already bound to some other function; they are near the WASD keys, which makes it easier to press them quickly than if they are halfway across the keyboard from the WASD keys. However, since some people use the arrow keys, this would be more difficult and possibly requiring the keys to be remapped to other ones that are near the arrow keys, or get a special mini-keyboard with just the o |
14:17 |
segfault22 |
nes you need placed in an ergonomic orientation around the arrow keys |
14:17 |
* lumidify |
goes to read api.lua from mobs redo |
14:19 |
agaran |
good afternoon |
14:25 |
|
rubenwardy joined #minetest |
14:33 |
|
KaadmY joined #minetest |
14:36 |
rubenwardy |
Fuck you lua |
14:36 |
rubenwardy |
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
14:37 |
rubenwardy |
why do you have to be so hipster |
14:37 |
rubenwardy |
After coming from ES6, I'm finding Lua painful |
14:38 |
|
Void7 joined #minetest |
14:40 |
segfault22 |
what did it do |
14:41 |
nolsen |
Heh, nobody even responded to my messages last night. |
14:44 |
|
Digit left #minetest |
14:46 |
|
IhrFussel joined #minetest |
14:47 |
Jordach |
rubenwardy, roasted :D |
14:49 |
segfault22 |
Windows pulls itself up by its own bootstraps. MacOS pulls itself up by sniffing glue and getting high. Linux pulls itself up with reactionless antigravity ether-drive |
14:49 |
segfault22 |
so linux is faster on anything |
14:50 |
segfault22 |
(the term "booting" comes from a phrase "to pull oneself up by one's own bootstraps") |
14:51 |
Jordach |
segfault22, W10 hasn't been bad for me yet |
14:51 |
segfault22 |
Yeah but it's got a builtin NSA backdoor, who really wants that |
14:52 |
Jordach |
and? so does every website, web service etc |
14:52 |
Jordach |
i enjoy having privacy yes, but when eyes are covered from surface the surface |
14:53 |
Jordach |
you can't avoid it |
14:53 |
Jordach |
and remember, signal to noise |
14:53 |
Jordach |
4 billion machines create too much to sort through, increasing in size |
14:53 |
IhrFussel |
Can someone tell me how to read the new profiler results? Should I look at average times and the highest there is likely a problem? |
14:54 |
|
Nosrick_ joined #minetest |
14:54 |
agaran |
rubenwardy: ES6? |
14:55 |
rubenwardy |
It's a version of javascript |
14:55 |
segfault22 |
You can use quantum computing to sort through much more information than that, effectively and quickly. We only get to know about new technology being "in development" once the government already had been using it for a while, that way it isn't a threat to them. |
14:55 |
rubenwardy |
adds nicer syntaxes like classes and inheritence |
14:56 |
agaran |
rubenwardy: heh.. knowing -our- webdevs... I'd better like if they stay on html3.0.. |
14:56 |
agaran |
but thats unfortunatelly not possible.. |
14:56 |
rubenwardy |
Javascript isn't just a web thing |
14:56 |
agaran |
well I know harm it does for web stuff.. |
14:56 |
rubenwardy |
that's mostly due to namespacing |
14:56 |
agaran |
cant design it properly, toss more .js crufts to fix it.. |
14:57 |
agaran |
rinse&repeat |
14:57 |
segfault22 |
it's not that people are kept from developing new technology and releasing it to the public as soon as it is ready; they just don't know about the idea before it is already being implemented in secret |
14:57 |
rubenwardy |
people will do things badly no matter what language or technology you use |
14:57 |
agaran |
rubenwardy: yep.. but JS is quite well visible with that.. but I agree lua could be better |
14:59 |
|
PsychoVision joined #minetest |
15:01 |
rubenwardy |
my point is that it's not the language that causes problems |
15:01 |
rubenwardy |
but how it's implemented and how it's used |
15:01 |
IhrFussel |
How high must an average value be in profiler results to be considered "too long" ? I have one function that takes 247,044 |
15:02 |
rubenwardy |
implemented: no namespaces by default in browsers |
15:02 |
rubenwardy |
used: badly, including megabytes of a library to animate a logo |
15:03 |
segfault22 |
Is there any way t get around the ~31,000 node limit? I read that some C++ number values are limited to a fixed-width space, but surely there's a way to get around that by like using two or more spaces and glue-ing them together at the ends to make a higher number? |
15:03 |
agaran |
rubenwardy: believe me -I-know-it-badly... I work as QA.. |
15:04 |
agaran |
segfault22: well, knowing that you have 3 dimensional space 2^15^3 is quite PLENTY of brick space |
15:05 |
agaran |
but computers have very little problems with numbers, just you will run out of ram.. |
15:06 |
IhrFussel |
agaran, seems like the highest value is a on_joinplayer() function |
15:06 |
agaran |
hmm so all initialization.. |
15:07 |
shamoanjac |
segfault22, past 500,000 blocks, inaccuracy in floats start to have noticeable effects in Minecraft, so I guess it'd be the same in Minetest |
15:08 |
IhrFussel |
agaran, 2nd highest is /add_owner o.o |
15:09 |
segfault22 |
I thought node coordinate numbers were stored as integers |
15:09 |
rubenwardy |
what mod are you using? Protection mods are slow if they don't use area stores |
15:10 |
IhrFussel |
rubenwardy, me? I use areas mod |
15:10 |
rubenwardy |
as you'd have to iterate through a massive list of area bounds to find one that collides |
15:10 |
rubenwardy |
!mod areas |
15:10 |
MinetestBot |
rubenwardy: Advanced area protection [areas] by ShadowNinja - https://forum.minetest.net/viewtopic.php?t=7239 |
15:10 |
segfault22 |
!mod 0gb_us |
15:10 |
MinetestBot |
segfault22: More Chests [chests_0gb_us] by 0gb.us - https://forum.minetest.net/viewtopic.php?t=4366 |
15:10 |
rubenwardy |
looks like it does use area store, IhrFussel, providing you have the latest version |
15:11 |
segfault22 |
no no no I was talking about Land Claim 0gb_us |
15:11 |
rubenwardy |
if you are running a server, then you should compile it was a faster area store, such as libspatial |
15:11 |
segfault22 |
!mod landclaim_0gb_us |
15:11 |
MinetestBot |
segfault22: Could not find anything. |
15:11 |
segfault22 |
(wrong because it's part of 0gb.usgame, but close) |
15:11 |
rubenwardy |
http://krock-works.16mb.com/MTstuff/modSearch.php?st=0&at=0&q=0gb_us |
15:12 |
rubenwardy |
segfault22 ^ |
15:12 |
rubenwardy |
https://forum.minetest.net/viewtopic.php?t=3679 |
15:12 |
IhrFussel |
is µs micro seconds? so 247,000 is 247 ms? |
15:12 |
segfault22 |
The files are gone, though |
15:12 |
segfault22 |
it's just a useless list entry if we can't download the mod |
15:13 |
|
betterthanyou710 joined #minetest |
15:13 |
Jordach |
https://github.com/0gb-us/0gb.us_game/tree/master/0gb.us_game/mods/landclaim_0gb_us |
15:13 |
Jordach |
still there |
15:13 |
shamoanjac |
just use factions :^) |
15:13 |
shamoanjac |
no custom areas though |
15:13 |
shamoanjac |
only parcels |
15:13 |
segfault22 |
That one is not Land Claim [0.7.1] [0gb_us] because 1. it is a different name and 2. it depends on points_0gb_us |
15:14 |
segfault22 |
"still there" like http://0gb.us/minetest/download.php?plugin=0gb_us-0.7.1 |
15:14 |
IhrFussel |
Umm...wow so my on_joinplayer() function takes 247 ms to finish..WHAT THE.... |
15:15 |
segfault22 |
"Buy This Domain", "Related Links", "Search Ads", no 0gb_us 0.7.1 |
15:15 |
Jordach |
GOOD NEWS |
15:15 |
Jordach |
http://web.archive.org/web/*/http://0gb.us/minetest/* |
15:15 |
Jordach |
well, it should work |
15:17 |
segfault22 |
I clicked the link and it says "Hrm. Wayback Machine doesn't have that page archived." |
15:17 |
|
LNJ2GO joined #minetest |
15:18 |
Jordach |
died sometime between 2013-14 |
15:18 |
segfault22 |
Even if it did, the people who develop wayback-machine neglected to design it such that it would download files that are not webpages (except images and other stuff that can be embedded int a webpage; you can't really embed a .zip file) |
15:18 |
segfault22 |
thank you for trying to help, though; most people just ignore my rants and requests |
15:20 |
segfault22 |
I hope someone downloaded the mod before, and has a copy that can be uploaded to 4shared or something |
15:21 |
segfault22 |
that would be nice |
15:21 |
sfan5 |
>4shared |
15:21 |
sfan5 |
i-is it still 2009? |
15:22 |
segfault22 |
okay 2shared then |
15:22 |
sfan5 |
that applies to both |
15:22 |
segfault22 |
or mediafire, or googledrive, or <insert preferred file sharing service here> |
15:22 |
segfault22 |
"file-sharing websites are 2009" right |
15:23 |
rubenwardy |
I'm so glad that 4shared and mediafire are no longer used very often, at least in the MT community |
15:23 |
rubenwardy |
I've blocked mods using both from my moddb: http://app-mtmm.rubenwardy.com/blacklist/ |
15:24 |
segfault22 |
why have you blocked github addresses? |
15:24 |
segfault22 |
and is there a file-sharing service which you prefer? |
15:24 |
rubenwardy |
github.com/downloads/ no longer works, and the others are incorrect |
15:24 |
rubenwardy |
github, bitbucket or gitlab :P |
15:25 |
rubenwardy |
anyway, gtg. May read logs |
15:26 |
|
Miner_48er joined #minetest |
15:27 |
|
davisonio joined #minetest |
15:28 |
shamoanjac |
how do I set path_user? |
15:28 |
shamoanjac |
I got a fresh minetest and yet I still get a wrong one |
15:29 |
shamoanjac |
pointing to /usr/local/bin/.. |
15:29 |
segfault22 |
Does anyone have a backup copy of 0gb_us mod "Land Claim" the original that does not depend on points-0gb_us and is not part of a 0gb.us_game subgame? |
15:31 |
segfault22 |
I am not getting any replies on the forum about the mod in a post I made asking if anyone has an archived copy they can upload somewhere |
15:32 |
segfault22 |
Either people are just ignoring me, and clicking on the post just to make the "views" number look like it's going up without actually having anything to contribute, or nobody who still uses minetest has a copy of it... |
15:32 |
segfault22 |
probably both |
15:34 |
shamoanjac |
hello darkness my old friend |
15:34 |
shamoanjac |
I've come to talk with you again |
15:34 |
Jordach |
this is why i compile locally |
15:34 |
Jordach |
eg, runs from it's own folder |
15:34 |
sfan5 |
shamoanjac: have you made sure to compile with -DRUN_IN_PLACE=0 ? |
15:36 |
segfault22 |
it's a lie that anything you put on the internet is "up there forever"; it's only kept if it's pr0n or hacked credit-card number list "dumps" |
15:36 |
|
namach joined #minetest |
15:39 |
segfault22 |
I really need that mod... |
15:49 |
shamoanjac |
ah uhm thanks sfan5 |
15:51 |
|
PjotrOrial joined #minetest |
15:51 |
|
PjotrOrial joined #minetest |
15:59 |
|
alkotob_ joined #minetest |
16:05 |
|
Arcelmi joined #minetest |
16:05 |
|
lisac joined #minetest |
16:09 |
|
edaq joined #minetest |
16:10 |
|
Krock joined #minetest |
16:10 |
|
Krock joined #minetest |
16:12 |
|
STHGOM joined #minetest |
16:12 |
|
STHGOM joined #minetest |
16:13 |
lumidify |
Hmm, is the on_step function of entities only called when there's a player near the entity? |
16:16 |
|
nosrick joined #minetest |
16:22 |
|
rubenwardy joined #minetest |
16:25 |
|
NoNamesLeft joined #minetest |
16:28 |
kaen |
lumidify, yep |
16:28 |
kaen |
there's an active block radius in the conf, 2 I think by default |
16:29 |
kaen |
if you need persistent simulation you'll have to move it to a domain object of some sort |
16:29 |
kaen |
also good fucking luck getting an entity to reliably activate if you spawn it where there are no players. |
16:30 |
kaen |
I switched to a different engine for my game because of the inflexibility of entities |
16:33 |
|
alkotob__ joined #minetest |
16:43 |
|
Telesight joined #minetest |
16:52 |
|
alkotob__ joined #minetest |
16:56 |
lumidify |
Sorry, I was afk for a while, what different engine did you switch to? |
17:05 |
rubenwardy |
kaen, I admit entities suck |
17:05 |
rubenwardy |
although, would you be able to list what in particular? |
17:07 |
lumidify |
See, I was just working on making some NPCs (with mobs redo) have hunger, so once in a while they need food, but it only works while a player is near them. |
17:08 |
STHGOM |
lemme guess, the hunger timer resets when they are unloaded |
17:09 |
lumidify |
I'm not sure about the timer, but their "food level" just stays the same. |
17:11 |
kaen |
^ this is the main thing |
17:11 |
kaen |
you can't attach alway-on logic to an entity |
17:11 |
kaen |
then, if you move alway-on logic to a domain class and update it in the global step |
17:11 |
kaen |
you want to attach the entity to a position when it materializes |
17:11 |
kaen |
but |
17:11 |
lumidify |
The timer doesn't reset, it just doesn't update. |
17:12 |
lumidify |
I'm assuming that adding it to global step would introduce massive lag if there were many NPC guards |
17:12 |
kaen |
if you spawned that entity in a block where there's no player, it gets immediately static'd and then does not reactivate |
17:12 |
kaen |
that's a faulty assumption, no more lag than if on_update worked the way you (and I) thought it did |
17:13 |
kaen |
I worked around this btw |
17:13 |
kaen |
somewhat reliably |
17:13 |
kaen |
by making my own bitfield for tracking which blocks are (probably) active |
17:13 |
kaen |
and only spawning the entity once a player is nearby |
17:14 |
lumidify |
All I'm trying to do is add hunger to the guards in Lord of the Test, and these guards are always spawned by a player, so there'd always be a player there anyways. |
17:15 |
kaen |
lucky you |
17:15 |
kaen |
then just do what I said, add the hunger tracking to a lua object you write and update yourself |
17:15 |
lumidify |
Okay, thanks, I'll see what I can do :) |
17:19 |
kaen |
lumidify, also I jumped to terasology. The modules are incredibly difficult to write compared to minetest, which has a very noob-friendly api. But if you're competent and ambitious then the mods are much more powerful, so it's better suited to "total conversion" type of things like I'm doing |
17:19 |
kaen |
imo, at least |
17:20 |
|
basxto joined #minetest |
17:20 |
|
Darcidride joined #minetest |
17:20 |
kaen |
whereas minetest is good for nyan cats |
17:20 |
|
newbee joined #minetest |
17:20 |
lumidify |
I've tried terasology, but lags like crazy for me, even when I turn off all the graphics settings. Maybe I should try it again. |
17:21 |
kaen |
yeah it's also super resource intensive |
17:21 |
lumidify |
And I hate Java, but that's just me :D |
17:21 |
kaen |
hah so do I tbh |
17:22 |
kaen |
but I spent the last day or so digging around the tera api, it's about as good as java code can get. I'm not having any trouble with it despite not writing java in almost a decade |
17:22 |
lumidify |
Good to know :) |
17:23 |
|
Arcelmi joined #minetest |
17:24 |
newbee |
Hi everyone |
17:24 |
|
davisonio joined #minetest |
17:24 |
newbee |
I'm looking for a way to make a plan (topdownview) from my map and update it automatically? |
17:25 |
newbee |
Does anyone know a mod or a trick? |
17:25 |
agaran |
there is tool that does map.. in png |
17:25 |
agaran |
but does not make map (afaik) of underground slices.. |
17:26 |
newbee |
a topdownview is enough |
17:26 |
lumidify |
kaen: do you think it would make sense to store the guard hunger in a completely different table that just stores the names of each player's guards? |
17:27 |
newbee |
do you know the name off the tool or how i can get it>? |
17:27 |
kaen |
sure, that makes sense for a first pass |
17:28 |
lumidify |
Every guard should have a unique (for the player) name anyways, so then it would be independent of the actual objects. |
17:28 |
kaen |
yep, that's exactly the way to do it |
17:28 |
lumidify |
Okay :) |
17:29 |
kaen |
keep in mind that data stored like that won't automatically get saved with the map |
17:29 |
kaen |
so you'll have to save/load it somehow yourself |
17:29 |
lumidify |
Yeah, I'll just serialize/deserialize it |
17:29 |
kaen |
perfect |
17:30 |
newbee |
agaran, could tell something more about that trick of mods? |
17:30 |
agaran |
it is not mod, it is minetest-mapper tool |
17:31 |
agaran |
on debian it came along minetest in package.. |
17:31 |
newbee |
ok, it is buildin in minetest? |
17:31 |
newbee |
i use ubuntu 14.04 |
17:31 |
agaran |
I'd say it acompanies it, so try if you have minetest-mapper |
17:32 |
newbee |
acompanies? |
17:32 |
agaran |
is included in package, I think it is part of minetest indeed |
17:32 |
newbee |
sounds good |
17:33 |
agaran |
I used it few times.. nice thing.. |
17:33 |
newbee |
i could not found a mapper by the search engine in ubuntu |
17:33 |
newbee |
how can i use it? |
17:33 |
agaran |
it is python script actually.. |
17:34 |
agaran |
it is located /usr/games/minetest-mapper in my case |
17:36 |
newbee |
how do you use it? |
17:36 |
agaran |
/usr/games/minetest-mapper -i ~/.minetest/worlds/test3/ |
17:36 |
newbee |
as in how can i start the script for the map/game of my choise? |
17:36 |
agaran |
Result image (w=1712 h=992) will be written to map.png |
17:37 |
agaran |
yes, you point it to world, you get worldmap in return |
17:37 |
newbee |
the image will not be a square? |
17:37 |
agaran |
in my case not, because 'known' part of world it is not.. |
17:37 |
agaran |
it maps parts that got generated.. |
17:38 |
newbee |
pointing to the world do i with the part after -i? |
17:38 |
newbee |
aah ok |
17:38 |
agaran |
yes path to world directory |
17:38 |
newbee |
thanks |
17:38 |
newbee |
i gonna give it a try |
17:45 |
newbee |
that works, thank you very much |
17:45 |
agaran |
yw |
17:51 |
lumidify |
kaen: sadly I realized the guard hunger won't work properly that way, because I have no way to take health from the NPC when there's no food left, since I don't have a reference to the object. The only way I can think of changing this is to add all the guards to a table in the on_activate callbacks. Do you think that would work? |
18:03 |
Nosrick_ |
lumidify, why not make a guardManager class, that activates on a server on_step, stores the guards, and deals with them when it's activated? |
18:06 |
|
Nemin joined #minetest |
18:06 |
Nemin |
Hello, is this the right place to ask for modding help? |
18:06 |
lumidify |
Well, my idea was to have the guards add themselves to a table through the on_activate function, so that a function that runs every server step (through minetest.register_globalstep) can loop through them and update the hunger. That way, I could add only the actual guards to that table. |
18:07 |
Nemin |
How could i get an entity's position? 'getpos()' seems to be undefined... |
18:08 |
lumidify |
Are you doing getpos on the luaentity or the objectref? |
18:08 |
Nemin |
luaentity |
18:08 |
lumidify |
I think you need to do it on the objectref |
18:09 |
Nemin |
like this on_step = function(self, dtime) (newline) local position = self.getpos() |
18:09 |
|
LNJ2GO joined #minetest |
18:09 |
kaen |
is it self.object:getpos() from there? |
18:10 |
kaen |
honestly can't remember |
18:10 |
lumidify |
I think so |
18:10 |
kaen |
either way you want :getpos() |
18:10 |
Nemin |
let me check |
18:10 |
lumidify |
Yeah, I think that's it |
18:12 |
kaen |
yeah really not sure about storing a reference to the object ref, I have no idea if that's valid when it reactivates |
18:12 |
Nemin |
Yes it's self.object, thank you very much |
18:12 |
lumidify |
kaen: According to http://dev.minetest.net/LuaEntitySAO: on_activate(self, staticdata) — Callback method called by the engine when a new entity is instantiated (spawned) using minetest.add_entity(...) or re-instantiated after the object is deactivated. |
18:13 |
kaen |
right |
18:13 |
lumidify |
Wait, does deactivated also mean when there isn't any player near it anymore? |
18:13 |
kaen |
yes |
18:14 |
lumidify |
Because then I'd need a way to remove the deactivated objects from the table |
18:14 |
kaen |
I believe so as well |
18:14 |
kaen |
and you don't get that exactly, although get_staticdata does happen to be called when that happens |
18:14 |
kaen |
but it's also called immediately after you add_entity |
18:15 |
kaen |
to initialize and save the static data |
18:15 |
kaen |
this is the song and dance I was trying to do before I jumped ship |
18:16 |
lumidify |
Hmm, probably my table would need to be indexed by the guard names and the actual timer, etc. would need to be stored independently of the object, as I wanted to do before, and then the object needs to be updated when it is activated. |
18:16 |
kaen |
at any rate, in your case the solution is simply |
18:16 |
kaen |
store the hunger in your own table |
18:16 |
kaen |
decrement it in your own update |
18:16 |
kaen |
in the entity's on update |
18:16 |
kaen |
you read from hunger, decrement health according to that |
18:16 |
kaen |
then this magic trick |
18:17 |
kaen |
you store a timestamp of the last time you decremented health in on_activate |
18:17 |
kaen |
then, in your on_activate call you decrement health based on the time since that timestamp |
18:17 |
kaen |
then update timestamp again |
18:18 |
kaen |
essentially this accounts for the time the entities were not updating (and also stabilizes your code against tick time variation on laggy servers) |
18:18 |
kaen |
hopefully that was clear |
18:18 |
lumidify |
Wow, thanks for all your help! I'll try to implement that now :) |
18:18 |
kaen |
sure thing, hope it does help |
18:26 |
|
Darcidride joined #minetest |
18:27 |
segfault22 |
I wish someone had a copy of that mod 0gb_us Land Claim (the original version, not the subgame version) |
18:27 |
segfault22 |
it's looking a lot more like I'm going to have to modify the subgame version to do what the original version did, and do away with the dependency on points_0gb_us because I don't want to use it. |
18:29 |
segfault22 |
oh well... |
18:38 |
|
Jordach joined #minetest |
18:48 |
lumidify |
Does anyone know if it is possible to track when an entity is deactivated? |
19:03 |
Jordach |
not really, you properly get on_death and on_creation |
19:03 |
Jordach |
(iirc those aren't the names) |
19:03 |
|
Ronsor joined #minetest |
19:09 |
Nemin |
Can i have another question please? How do implement a "wait"? My problem is i have a function which i want to call three times with a second wait between them. |
19:10 |
Void7 |
minetest.after() |
19:11 |
Nemin |
oh |
19:11 |
Nemin |
thanks |
19:13 |
Void7 |
np :) |
19:14 |
|
lumidify joined #minetest |
19:16 |
|
behalebabo joined #minetest |
19:29 |
|
Megaf joined #minetest |
19:40 |
|
NoNamesLeft joined #minetest |
19:44 |
Megaf |
!server Megaf |
19:44 |
MinetestBot |
Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 1/24, 0/1 | Version: 0.4.14-Megaf / MegafXploreNext | Ping: 8ms |
19:44 |
APNG |
so like let's talk about terms, |
19:45 |
APNG |
is a "block" a type, and a "node" a position and associated data (including type)? |
19:59 |
|
jojoa1997 joined #minetest |
20:04 |
|
tpe joined #minetest |
20:04 |
|
Fixer joined #minetest |
20:06 |
|
swift110 joined #minetest |
20:18 |
|
swift110 joined #minetest |
20:25 |
|
LNJ2GO joined #minetest |
20:32 |
nm0i |
Hi |
20:45 |
shamoanjac |
his palms are sweaty |
20:51 |
|
Trustable joined #minetest |
20:53 |
|
Ronsor joined #minetest |
20:57 |
|
Markow joined #minetest |
21:00 |
|
freelikegnu joined #minetest |
21:06 |
|
iqualfragile joined #minetest |
21:20 |
|
davisonio joined #minetest |
21:26 |
|
NoNamesLeft_ joined #minetest |
21:37 |
|
LNJ2GO left #minetest |
21:42 |
|
rubenwardy joined #minetest |
21:53 |
|
iqualfragile_ joined #minetest |
21:59 |
|
lisac joined #minetest |
22:00 |
|
jojoa1997 joined #minetest |
22:05 |
|
swift110 joined #minetest |
22:05 |
|
swift110 joined #minetest |
22:10 |
|
Sokomine joined #minetest |
22:19 |
|
sabino joined #minetest |
22:20 |
sabino |
hi guys! how can I use rollback server command for a user actions? |
22:20 |
nm0i |
/rollback <player name> [<seconds>] | :<actor> [<seconds>]: revert actions of a player; default for <seconds> is 60 |
22:22 |
shamoanjac |
any way to use downloaded maps for minetestmapper? |
22:22 |
shamoanjac |
it looks for "world.mt" in the world's folder but this folder only contains an sqlite db for downloaded maps |
22:27 |
sabino |
what is actor? |
22:31 |
sabino |
Minetes says rollback are disabled. How can I able this? |
22:31 |
Jordach |
enable_rollback = 1 |
22:31 |
Jordach |
in the conf |
22:32 |
Jordach |
usually |
22:32 |
Jordach |
enable_rollback_recording = true; is needed |
22:32 |
Jordach |
enable_rollback_recording = true |
22:32 |
Jordach |
just on it's own, that's it |
22:33 |
Jordach |
sabino, ^ |
22:37 |
|
sabino joined #minetest |
22:37 |
sabino |
thanks /Jordach |
22:37 |
Jordach |
anytime |
22:39 |
sabino |
I can't reverse the actions before this configuration. A user pick Lava and destroyed any constructions |
22:41 |
sabino |
Is there any way to delete lava and fire blocks? |
22:41 |
sabino |
by server commands |
22:43 |
Jordach |
worldedit? |
22:45 |
sabino |
yes, I have worldedit. But the fire reached the some constructions |
22:45 |
Jordach |
you can also delete the bucket mod |
22:45 |
Jordach |
which means liquids cannot be hand moved |
22:46 |
Jordach |
(all mods are run server side, the clients don't need identical mods!) |
22:46 |
Jordach |
(in fact they dont even need a game installed) |
22:48 |
sabino |
good, how can I do this? |
22:48 |
Jordach |
go to the server's games directory, then into mods, then delete bucket |
22:48 |
Jordach |
before the mods folder it's usually minetest_game or similar |
22:50 |
sabino |
oh, sorry now understood. this suggestions for future actions, but I ask for how can I fixed the lava and fire spreaded in my constructions |
22:52 |
Jordach |
fire's spread can be disabled |
22:52 |
Jordach |
apparently not |
22:53 |
Jordach |
liquid spread can be disabled |
22:53 |
sabino |
by commands? |
22:54 |
Jordach |
># Liquid update interval in seconds. |
22:54 |
Jordach |
># liquid_update = 1.0 |
22:54 |
Jordach |
set that to like 60 seconds or higher |
22:54 |
Jordach |
liquids will still flow |
22:54 |
Jordach |
just extremely slowly |
23:00 |
|
Sokomine joined #minetest |
23:25 |
|
hisforever joined #minetest |
23:27 |
hisforever |
Hi I know how to make the yellow glow blocks , now how do I get pure white glow blocks? |
23:28 |
hisforever |
I'm on a server that has no mods for blocks |
23:32 |
|
Void7 joined #minetest |
23:39 |
|
Liban joined #minetest |
23:45 |
nolsen |
"Supply converter has no network" THERE IS A NETWORK |
23:47 |
nolsen |
Looks like a bug in technic. |
23:47 |
Jordach |
there's always a bug in technic |
23:48 |
|
betterthanyou711 joined #minetest |
23:51 |
|
PsychoVision joined #minetest |
23:57 |
|
Tmanyo joined #minetest |