Time |
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00:57 |
erstazi |
Hello all, using Minetest 0.4.14 and my player is acting as if the left mouse button is stuck and keeps hitting. Mouse isn't stuck and tried shutting down and reopening with no avail. Thoughts? |
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01:18 |
erstazi |
Had to go back to an old bug. https://github.com/minetest/minetest/issues/2770 << It applies to Mac OS X however I am using Debian. Fixed the problem. Sorry for the noise. |
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03:36 |
MinetestBot |
[git] lhofhansl -> minetest/minetest: Optionally disable optimization that causes underwater and cave rende… e1842ed https://git.io/vXt7u (2016-10-30T23:35:55-04:00) |
03:39 |
swift110 |
hmm |
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06:15 |
swift110 |
i need help installing tutorial on windows 7 |
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07:32 |
stiell |
Is there any way to disable mouse control of the viewing direction? I'm using a gamepad and would like to have the mouse cursor free at all times. |
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08:40 |
kaeza |
stiell, as far as I know, there's no gamepad support in Minetest. so you must be using something like JoyToKey or antimicro |
08:40 |
stiell |
kaeza: there is in master. No config support, though, so one has to modify source files. |
08:42 |
kaeza |
uh, that's new |
08:43 |
kaeza |
so I guess the answer is patch the sources to do what you want :) |
08:59 |
PureTryOut[m] |
ooh I was wondering how to get that to work... |
08:59 |
PureTryOut[m] |
is any gamepad support? so for example DS4 and DS3 as well as Xbox? |
09:15 |
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09:19 |
JamesTait |
Good morning all! Happy Monday, and happy Hallowe'en! 😃 👻 🎃 |
09:20 |
PureTryOut[m] |
JamesTait (IRC): ooh you're here as well?! |
09:23 |
PureTryOut[m] |
are you at every project that has a Lua API? :p |
09:23 |
PureTryOut[m] |
or every Minecraft-like related projects that use Lua? |
09:23 |
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09:24 |
JamesTait |
PureTryOut[m], it's mostly the Minecraft-like part that qualifies. 😃 |
09:24 |
PureTryOut[m] |
haha ok |
09:24 |
Hijiri |
he's not in #lua, even though lua has a lua API |
09:24 |
PureTryOut[m] |
good call Hijiri (IRC) |
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11:04 |
MinetestBot |
[git] paramat -> minetest/minetest: Lua voxelmanip: Add optional buffer param for 'get param2 data' 70e2df4 https://git.io/vXqZJ (2016-10-31T10:59:38Z) |
11:05 |
MinetestBot |
[git] sofar -> minetest/minetest: Core.rotate_and_place: Remove unused call to get_look_pitch() 380a4b6 https://git.io/vXqZU (2016-10-31T10:55:36Z) |
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13:56 |
sfan5 |
PureTryOut[m]: please tell me you're adding the (IRC) manually |
13:56 |
sfan5 |
because that looks horrible |
13:56 |
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14:12 |
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14:13 |
tailot |
hi all, How to convert a map v6 to v7? |
14:14 |
PureTryOut[m] |
sfan5 (IRC): lol no. I use the Matrix plugin for Weechat which adds that to the autocompletion |
14:14 |
PureTryOut[m] |
you should all just stop using that inferior protocol if you want to get rid of that ;) |
14:15 |
PureTryOut[m] |
or I should just use a different Matrix client but meh |
14:15 |
sfan5 |
that's a pretty shitty design desicion |
14:15 |
sfan5 |
tailot: you can't |
14:15 |
PureTryOut[m] |
I agree |
14:15 |
PureTryOut[m] |
I didn't made the plugin though ;) |
14:15 |
PureTryOut[m] |
although it's Lua so I could probably change it |
14:15 |
Amadin |
Hi all. I need replace on map generation nodes near water, how i can check nodes nearest water? |
14:16 |
tailot |
@sfan5 :-( |
14:17 |
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14:17 |
sfan5 |
tailot: why do you want to do that even? |
14:17 |
PureTryOut[m] |
I don't know exactly, but you could look how the farming plugin does it for making soil wet Amadin (IRC) |
14:17 |
Amadin |
i mean get nodes names |
14:17 |
tailot |
sfan5: add the savannah biome |
14:17 |
Amadin |
PureTryOut[m] on map generation? |
14:18 |
sfan5 |
hm |
14:18 |
sfan5 |
tailot: you *can* change the map generator to v7 afterwards but there will be rough "cuts" in the landscape |
14:18 |
PureTryOut[m] |
amadin (IRC): eeuh idk on map generation. farming does it when the player hoes the dirt |
14:19 |
PureTryOut[m] |
on map generation you're not sure the block next to it even exists yet I would think, but idk anything about map generation tbh |
14:19 |
tailot |
sfan5: how to change the generator? |
14:19 |
sfan5 |
map_meta.txt change mg_name |
14:20 |
tailot |
tyy |
14:20 |
sfan5 |
but don't say i didn't warn you |
14:20 |
sfan5 |
it won't look nice at places where old and new are next to each other |
14:20 |
Amadin |
It possible for mob spawn (mobs:spawn_specific("slimes:lavabig", {"default:lava_source"},{"default:lava_flowing"}, 4, 20, 30, 5000, 8, -32000, -64)) |
14:20 |
Amadin |
so i think it possible for node placing too |
14:21 |
sfan5 |
Amadin: that is some mod specific example |
14:21 |
tailot |
sfan5: ok thanks |
14:21 |
sfan5 |
look into the code of the mobs mod how they do it |
14:21 |
Amadin |
ok |
14:22 |
PureTryOut[m] |
I was about to say, since when does Minetest have a mob API? |
14:22 |
Amadin |
mobs-redo |
14:22 |
PureTryOut[m] |
about that, why doesn't Minetest have a mob API? has just no one made it yet? |
14:23 |
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15:28 |
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15:28 |
Amadin |
What mean symbol "#" in loops? |
15:28 |
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15:37 |
rom1504 |
what loop |
16:03 |
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16:04 |
Calinou |
Wuzzy: do you know notable server admins that use More Blocks? |
16:04 |
Calinou |
is it stable enough to be released as 1.0.0? |
16:04 |
Calinou |
I'm asking because in https://github.com/minetest-mods/moreblocks/issues/50, Debian maintainers would like a stable release for a package |
16:04 |
Calinou |
I think it's stable enough to release as 1.0.0, but documentation is lacking |
16:05 |
Wuzzy |
!?!?!?!?! DEBIAN? ?!?!?!?!?! |
16:05 |
Calinou |
(should be documented on wiki… but that can be done for later releases) |
16:05 |
Wuzzy |
OMFG hell freezes over |
16:05 |
Wuzzy |
Debian is actually packaging a minetest mod. This is the last day. Hell freezes over. Christmas and Easter are on the same day (and Halloween!) Impossible |
16:06 |
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16:06 |
Calinou |
Wuzzy: they've been doing so since 2013! |
16:06 |
Wuzzy |
I don't know any server admin which uses it. However, I am the wrong person to ask because I am not on many servers around. |
16:06 |
Calinou |
but the version of More Blocks they include is from 2013 |
16:06 |
Wuzzy |
ahhhhh |
16:06 |
Calinou |
they never updated it |
16:06 |
Wuzzy |
okay, everything is back to normal |
16:06 |
Wuzzy |
this is typical Debian xD |
16:07 |
Wuzzy |
congrats, this is one of many Debian packages which is seriously out of date |
16:07 |
Wuzzy |
hmmm I have not seriously used moreblocks so far, only for fooling around and testing |
16:07 |
Wuzzy |
at least I did not encounter crashes |
16:08 |
Wuzzy |
I think the circular saw would make more sense as seperate mod |
16:08 |
Wuzzy |
the decor nodes seem to be alright. |
16:08 |
Calinou |
yeah, it should have been kept as separate mod |
16:08 |
Wuzzy |
however, I did not test all the 1000's of special slabs |
16:08 |
Calinou |
making More Blocks more modular would be great but I don't have time and all :( |
16:09 |
Calinou |
would likely break compatibility too |
16:09 |
Wuzzy |
why |
16:09 |
Calinou |
we can have aliases but that's about it |
16:09 |
Wuzzy |
you forget LBMs |
16:10 |
Wuzzy |
i think you'll need an LBM, but it can be easy: just use minetest.swap_node |
16:10 |
Wuzzy |
since the block logic stays the same |
16:11 |
twoelk |
http://wiki.minetest.net/images/0/02/Modsonservers.png <-as of 30 July 2016 |
16:11 |
Calinou |
thanks, More Blocks is still quite popular :p |
16:11 |
fireglow |
wow, didn't know irc was so popular |
16:12 |
twoelk |
ask sfan for newer stats |
16:12 |
Wuzzy |
damn |
16:13 |
Wuzzy |
i hoped to see hudbars in this list |
16:13 |
twoelk |
http://wiki.minetest.net/File:Modsonservers.png <- older versions |
16:15 |
Wuzzy |
I hope hudbars will overtake hud one day. :) |
16:16 |
Wuzzy |
What is wieldview? |
16:17 |
Calinou |
viewing wielditems of other players in the 3D world |
16:17 |
Wuzzy |
strange, i cant find the wieldview mod |
16:17 |
Calinou |
it's part of the 3D_armor modpack |
16:17 |
twoelk |
the table includes counts how many players are on a server that uses the mod so mods used on popular servers wheigh in heavier |
16:17 |
Wuzzy |
ah |
16:17 |
twoelk |
in the old versions simply the number of servers was counted |
16:17 |
Wuzzy |
and where is the raw data? |
16:18 |
Wuzzy |
how was the data collected? |
16:18 |
twoelk |
forgot, ask sfan5 :-D |
16:18 |
twoelk |
its data from the server list |
16:19 |
Wuzzy |
Calinou: I don't know if moreblocks is ready for release. But so far I have not found *serious* issues for a long time. I might need more playtesting. |
16:20 |
Wuzzy |
Calinou: Before releasing 1.0.0, you should definitely add screenshot.png (3:2 PNG) |
16:21 |
Calinou |
ok |
16:21 |
Calinou |
Wuzzy: which dimensions are preferred? 300×200? |
16:21 |
Calinou |
I will try making a cool banner :p |
16:21 |
Wuzzy |
yes |
16:22 |
Wuzzy |
but it can be larger |
16:22 |
Calinou |
600×400 then |
16:22 |
Wuzzy |
just keep the aspect ratio |
16:22 |
Calinou |
so that Retina displays are fine with it |
16:22 |
Wuzzy |
but make sure it is a *screenshot* primarily, please |
16:22 |
Calinou |
ah, it must be a screenshot? |
16:22 |
Calinou |
which kind of screenshot would it be? |
16:23 |
Wuzzy |
in-game of course |
16:23 |
Wuzzy |
i suggest to place your blocks all over the place so that as much as possible blocks can be seen |
16:23 |
Wuzzy |
take mtg_plus as example |
16:24 |
Wuzzy |
or use texture pack screenshots as inspiration |
16:24 |
Wuzzy |
Calinou: Guess my favourite block from moreblocks. you have 3 tries. :) |
16:24 |
Calinou |
yeah but the blocks need to be recognizable |
16:24 |
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16:24 |
Calinou |
I'll probably feature 5-6 blocks or so |
16:24 |
Calinou |
super glow glass? |
16:25 |
Wuzzy |
no |
16:25 |
Calinou |
trap stone? |
16:25 |
Wuzzy |
no |
16:25 |
* twoelk |
votes for tiles |
16:25 |
Calinou |
checkers? |
16:25 |
Wuzzy |
no |
16:25 |
Calinou |
:(' |
16:26 |
Wuzzy |
It's the cactus brick. |
16:26 |
Calinou |
haha |
16:26 |
Calinou |
back when Minetest was so poor in content that we had to use cactus blocks as a dye |
16:28 |
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16:29 |
Wuzzy |
hmm I think moreblocks is stable. but please ask other people as well. |
16:30 |
Wuzzy |
one thing which bothers me is the super glow glass. as far i know using light level 15 is considered bad practice by core devs atm |
16:30 |
Wuzzy |
but i am not sure if it will be fixed later |
16:31 |
Calinou |
it was changed to 14 IIRC, not sure |
16:31 |
Wuzzy |
Calinou: Did you know that falling nodes can fall through and into trapstones? |
16:32 |
Wuzzy |
i dont think Minetest has measures for much customization for blocks like these |
16:32 |
twoelk |
wasn't the recipe for the stone with the decorative square on it conflicting with some other mod? |
16:32 |
Wuzzy |
oh yeah, recipe conflicts. an endless source of trouble. :( |
16:33 |
Wuzzy |
this is mostly minetest's fault because the crafting system is very unflexible |
16:33 |
Wuzzy |
but i do not known of which stone are you talking of |
16:33 |
Wuzzy |
Stone from Minetest Game can be “crafted†by smelting, i dont see conflicts |
16:34 |
Wuzzy |
Calinou: You might want to run a crafting recipe checker on your mod. |
16:34 |
Wuzzy |
Also, I recommend luacheck |
16:35 |
Calinou |
https://github.com/minetest-mods/moreblocks/commit/ab2c63270f9289de717ccaf0aa21f0b871b7bc78 |
16:35 |
Calinou |
yes, fixed |
16:35 |
Wuzzy |
especially to avoid leaking globals |
16:35 |
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16:36 |
Wuzzy |
I spotted one “leaked†global variable |
16:36 |
Wuzzy |
its gui_slots in circular_saw.lua |
16:36 |
Wuzzy |
or does gui_slots come from another mod? then its ok |
16:36 |
Calinou |
I doubt it comes from another mod |
16:37 |
Calinou |
problem is, should we make such changes close from a release? it might break things |
16:37 |
Calinou |
or might break other mods |
16:37 |
Wuzzy |
then it should be local. Mods should try to avoid polluting global namespace |
16:37 |
twoelk |
uhm the stone crafted by putting 8 stones in the same pattern as crafting an oven. Might be resolved though. Was some protection mod iirc |
16:38 |
sfan5 |
updated those stats -> http://wiki.minetest.net/File:Modsonservers.png |
16:39 |
Wuzzy |
Calinou: Wow!!! moreblocks just hit rank #2 |
16:40 |
Wuzzy |
Calinou: I can recall a 4×4 receipe for quarter slabs. was it from moreblocks? or am I just mixing things up? |
16:42 |
Wuzzy |
Calinou: OK, locale/template.txt is outdated, sorry |
16:42 |
Wuzzy |
e.g. All-faces Jungle Tree is missing |
16:42 |
Calinou |
intllib is dead anyway |
16:43 |
twoelk |
sfan5: no irc, moreores and mobs? interesting |
16:43 |
Wuzzy |
Calinou: No. |
16:43 |
sfan5 |
i just deleted the .csv |
16:43 |
sfan5 |
one second, twoelk |
16:43 |
Wuzzy |
don't let the “0.1.0†in the forum thread deceive you. |
16:43 |
Wuzzy |
developent actually happens. I have no idea why they dont release for YEARs... :( |
16:44 |
Wuzzy |
afaik git version of intllib is fine |
16:44 |
Calinou |
it's broken by design |
16:44 |
Calinou |
translations should be done client-side |
16:45 |
Calinou |
with user preference |
16:45 |
Wuzzy |
yes, you are totally right. |
16:45 |
Wuzzy |
i have posted an issue about this |
16:45 |
Wuzzy |
But until this feature finally comes, people have already translations ready :-) |
16:45 |
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16:46 |
Wuzzy |
intllib is fine for singleplayer. just dont use it on server |
16:46 |
Wuzzy |
if mod translation appears, it may just need little work. in the best case, all you'd need to do (as modder) is to replace the intllib boilerplate |
16:48 |
sfan5 |
twoelk: irc 20th, moreores 21th, mobs_animal (highest ranked) 86th |
16:48 |
twoelk |
strange |
16:50 |
Wuzzy |
sfan: What about hudbars and hbhunger? |
16:50 |
twoelk |
the mobs used on servers must be much more fragmented among different mods than I thought |
16:50 |
Wuzzy |
sfan5: What about hudbars and hbhunger? |
16:51 |
Wuzzy |
sfan5: or do you even have the full list? :) |
16:51 |
sfan5 |
hudbars 73th |
16:52 |
sfan5 |
hbhunger 117th |
16:52 |
sfan5 |
Wuzzy: here's the whole list https://kitsunemimi.pw/i/c30af56f2e825d33.csv |
16:52 |
Wuzzy |
thx |
16:53 |
Wuzzy |
twoelk: Yes mobs are extremely fragmented. try making a subgame with many different mobs from differents mods. its very hard |
16:53 |
Wuzzy |
i hope people will stop forking entire mob apis and instead just extend existing apis |
16:54 |
Calinou |
mobs should be in minetest_game, so that people stop making mob mods |
16:54 |
Calinou |
:) |
16:54 |
Wuzzy |
lol |
16:54 |
Calinou |
seriously it's been 5 years we have a mod API |
16:54 |
Wuzzy |
Minetest Game is not the answer to everythiing |
16:54 |
Wuzzy |
Minetest first needs much improvement of entities |
16:54 |
sfan5 |
well maybe we should just have one mobs mod that works nicely |
16:54 |
Calinou |
*everyone* and their dog is complaining about the lack of mobs in minetest_game |
16:54 |
sfan5 |
and other mob mods instead of reinventing the wheel depend on that |
16:55 |
Wuzzy |
no, Minetest Game will not stop multiple mob apis from existing |
16:55 |
Wuzzy |
different mobs apis have different goals, this is OK |
16:55 |
Wuzzy |
what I just dislike is that people fork an entire API just for adding one mob and don't even change the API |
16:56 |
Wuzzy |
the first step is a clear seperation of API and mobs |
16:57 |
Wuzzy |
the earliest attempt was mobapi, but this mod got forgotten somehow |
16:57 |
Wuzzy |
Luckily, now even Mobs Redo has a seperation. |
16:57 |
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16:57 |
Wuzzy |
you can now just use the Mobs Redo API and are not forced to use the default mobs |
16:57 |
Wuzzy |
this is good |
16:58 |
Wuzzy |
but the more serious problem is engine support |
16:58 |
jin_xi |
lol, as if it was possible to have a mob mod working nicely ^ |
16:58 |
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16:58 |
sfan5 |
what's the engine missing? |
16:58 |
Calinou |
more optimization :P |
16:58 |
Krock |
and kittens |
16:58 |
Calinou |
more prediction possibilities |
16:58 |
Calinou |
(knockback…) |
16:59 |
Wuzzy |
there need to be many engine improvements before decent mobs become even possible. First of all, entities are very buggy, especially at high speeds. collision boxes cannot be rotated. there is no knockback |
16:59 |
Wuzzy |
yeah, and more prediction possibilities, right |
16:59 |
Calinou |
rotated collision boxes make no sense |
16:59 |
Calinou |
cylinder boxes would though |
16:59 |
Calinou |
but cylinder boxes are not really needed |
16:59 |
Calinou |
this is a voxel game, not ARMA 3 |
16:59 |
Krock |
does irrlicht even have native support for round shapes? |
16:59 |
Wuzzy |
what about cars? |
16:59 |
Calinou |
I think so |
16:59 |
jin_xi |
Krock: wut |
16:59 |
jin_xi |
ofc |
16:59 |
Calinou |
we're talking mobs here |
16:59 |
Calinou |
not cars |
17:00 |
Calinou |
mobs don't even need to collide with other mobs or players, see Minecraft |
17:00 |
Wuzzy |
cars are implemented as entities, of ccourse |
17:00 |
Calinou |
a simple "push out" mechanic can be provided though |
17:00 |
Krock |
lol, then it's simply not implemented into Minetest. Open an issue!!!! |
17:00 |
Wuzzy |
i dont care about minecraft |
17:00 |
Wuzzy |
IIRC for all points i mentioned there are issues |
17:01 |
Calinou |
make your own voxel game with Godot :] |
17:01 |
jin_xi |
an idea i had in the back of my head now for a while is this: let mt create a second, simpler mesh which only cares about solidness of nodes and is optimized for use with collision detection for mobs and particles and the like |
17:01 |
Calinou |
so few new open source game projects nowadays :( |
17:01 |
Wuzzy |
OK lets throw years worth of work away and start at 0. lol |
17:02 |
Calinou |
jin_xi: possible, but not in the spirit of a voxel game |
17:02 |
jin_xi |
why not? |
17:02 |
jin_xi |
that mesh follows the nodes of the 'real' one |
17:02 |
Calinou |
also such boxes can't be rotated by design |
17:02 |
Calinou |
there's a big problem if you start rotating boxes according to player/entity input |
17:02 |
Wuzzy |
Calinou: We have meshnodes. Sacrilege!!! Heresy1!!1 |
17:02 |
Calinou |
a player might penetrate an entity's box and inversely… |
17:02 |
Krock |
Wuzzy, minetest is already 0. :P |
17:02 |
Calinou |
it's up for people to use meshnodes right, Wuzzy :P |
17:02 |
Wuzzy |
mini-lol |
17:03 |
Wuzzy |
hmmm what may help to clear up the mobs jungle is to write down a list of mods and dependencies |
17:03 |
jin_xi |
i just think it would be nice. actually i should look at it again as i already have it working for particles but so far have only generated such collision meshes on demand |
17:03 |
Wuzzy |
i think some people already did in the wiki. the page is just outdated... |
17:04 |
jin_xi |
but maybe it would be simple enough to just do that when genning meshes anyway |
17:04 |
Wuzzy |
i think if i would implement new mobs, i would just use Mobs Redo's API. |
17:04 |
Wuzzy |
but i am not sure yet. |
17:04 |
jin_xi |
this would mean you could use irrlichts collision detection, which works nice and for all shapes and meshes |
17:04 |
Calinou |
Wuzzy: a well-put voxel game could make Minetest well obsolete actually |
17:05 |
Calinou |
the "melting pot" aspect of Minetest is often criticized :P |
17:05 |
jin_xi |
well mt melts my pot for shure |
17:05 |
Wuzzy |
Minetest does not neccessary mean melting pot. it depends on what the community does with it. |
17:06 |
Wuzzy |
create a carefully designed subgame and ignore all existing mods. it is possible already |
17:06 |
Wuzzy |
:P |
17:07 |
Wuzzy |
I think the “melting pot†criticism does not really apply |
17:08 |
Calinou |
the user interface of Minetest leaves a lot to be desired though, most of it is C++ :( |
17:08 |
Calinou |
compare this to modern proprietary games |
17:08 |
Wuzzy |
yes, the UI sucks ass |
17:08 |
Wuzzy |
but "it's C++" is not an argument |
17:08 |
Calinou |
Doomsday has excellent UI, it's C++ |
17:09 |
Calinou |
but in Minetest, have fun getting your PRs merged :) |
17:09 |
Calinou |
Doomsday has a leader, Minetest doesn't, too |
17:09 |
PureTryOut[m] |
Amadin: about the # in loops: putting # in front of a table gives the size back. so in loops it is used to make sure the loop goes as far as the list goes, and not any further |
17:10 |
PureTryOut[m] |
Calinou: the interface is in Lua though |
17:10 |
twoelk |
maybe all old one mob mods should be converted for mobs-redo (such as santa) and the old mods chucked into the old mods bin, eh area. |
17:10 |
PureTryOut[m] |
sure it's in the core instead of in a mod, but it's Lua |
17:10 |
Wuzzy |
one big problem I have with the Minetest community and Minetest itself that I feel like usability is greatly ignored or even frowned upon. |
17:10 |
Wuzzy |
It seems Minetest gravitates towards developers instead of actual players |
17:10 |
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17:10 |
twoelk |
and then the more complicated stuff of the better mobs mods added to mobs-redo |
17:11 |
PureTryOut[m] |
Wuzzy: I agree :/ |
17:11 |
Wuzzy |
twoelk: good idea, but this implies that Mobs Redo is the best mobs mod. I have not evaulated all mobs mods so far. But nobody is stopping you to convert. :) |
17:11 |
Calinou |
PureTryOut[m]: the GUI itself (theming) is done in C++ |
17:11 |
Calinou |
Irrlicht doesn't offer a lot in its default GUI system sadly |
17:11 |
PureTryOut[m] |
that's why I think something like the main menu should be done in mods, a UI mod perhaps. so that other developers can make it user-friendly, instead of having to edit the core itself |
17:11 |
twoelk |
then a nice api docu written and an attack on mt-core started bashing the mobs api at all devs |
17:12 |
PureTryOut[m] |
Calinou: huh idk then |
17:12 |
Calinou |
<Wuzzy> one big problem I have with the Minetest community and Minetest itself that I feel like usability is greatly ignored or even frowned upon. |
17:12 |
Calinou |
hence: make your own |
17:12 |
Calinou |
I'm sure it would be worth the effort actually, judging the multiplayer Minetest userbase :P |
17:12 |
Wuzzy |
if i remember there are some C++ libraries for easy GUIs |
17:12 |
jin_xi |
enjoy your wontadd |
17:12 |
Wuzzy |
mygui for example |
17:12 |
Wuzzy |
hahahhhahahahaha |
17:12 |
Calinou |
Wuzzy: they're either ultra bloated or too limited |
17:12 |
Wuzzy |
Sad :-( |
17:13 |
PureTryOut[m] |
Calinou: create your own :D |
17:13 |
Wuzzy |
minetests formspec system needs more widgets |
17:13 |
Calinou |
PureTryOut[m]: I have game development plans with Godot, so maybe |
17:13 |
Krock |
Wuzzy, hehe.. thumbs war in pull #4703 |
17:13 |
Wuzzy |
I think we could write 10000 sentences starting with "Minetest needs" xd |
17:13 |
Wuzzy |
unsurprisingly for a “0.†version |
17:14 |
PureTryOut[m] |
lol |
17:14 |
PureTryOut[m] |
Minetest needs to give mods the ability to listen to keypresses |
17:14 |
Wuzzy |
already possible. kinda |
17:14 |
PureTryOut[m] |
then implement the default controls in a mod, and move the button naming issue to there :p |
17:14 |
Wuzzy |
omg NO! |
17:14 |
Calinou |
yeah, there's also the problem of forever 0.x |
17:15 |
Calinou |
I'd also actually assume the Minecraft clone aspect |
17:15 |
Hijiri |
revolution is permanent |
17:15 |
Wuzzy |
one thing I really hate is the “it can be done in a mod, therefore no core support†argument xD |
17:15 |
Krock |
Hijiri, we need your thumbs in pull 4703 |
17:16 |
Wuzzy |
it is sometimes justified but i think it is used often as a lame-ass excuse |
17:16 |
Calinou |
there could be a compatible fork of Minetest |
17:16 |
PureTryOut[m] |
well some stuff should be done in a mod tbh, but right now I find it vague what should and what not |
17:16 |
Calinou |
like Freeminer in its early days |
17:17 |
PureTryOut[m] |
Calinou: https://github.com/avamander/minefix |
17:17 |
Calinou |
but it's always tricky to maintain an up-to-date fork |
17:17 |
PureTryOut[m] |
Minitest was promising originally, but abandoned |
17:17 |
Wuzzy |
Oh god, so many thunbs up for Aux1 |
17:18 |
Wuzzy |
Please please please dont rename the Use key to Aux1. What have I started? |
17:18 |
PureTryOut[m] |
I'd love Minetest to be a perfect Minecraft clone |
17:18 |
PureTryOut[m] |
Wuzzy: I couldn't care less what it's called in code, but in user interface, god no Aux1 |
17:18 |
Wuzzy |
Yes. |
17:18 |
Calinou |
yeah, "Aux1" means nothing |
17:18 |
PureTryOut[m] |
for gods sake developers, stop trying to make this game nonappealing to non-technical players |
17:19 |
PureTryOut[m] |
s/game/engine, otherwise devs will get angry with me :p |
17:19 |
Wuzzy |
Welcome into my world |
17:19 |
Wuzzy |
Here's the issue: https://github.com/minetest/minetest/pull/4703 |
17:19 |
Wuzzy |
oops, PR |
17:19 |
Calinou |
PureTryOut[m]: the advanced settings menu is bad too, and basic settings menu lacks things like mouse sensitivity or display gamma |
17:19 |
Calinou |
(which Minecraft has! and makes perfect sense, even Quake 1 had those) |
17:19 |
PureTryOut[m] |
yap |
17:20 |
PureTryOut[m] |
that's why I would love client-side modding to be merged. I hope it eventually gets support for changing the interface from a mod, so we can fix it ourselves :p |
17:20 |
Wuzzy |
why is the advanced settigns menu bad? it has some bugs but in general I think it is good |
17:20 |
Wuzzy |
it was a long needed addition |
17:20 |
twoelk |
nope, please no mc clone, steal everything good from mc and create something better with all the goodies from WOW, GTA, Die Siedler, Chess and (insert own favorite game) |
17:21 |
Wuzzy |
Yes :D |
17:21 |
PureTryOut[m] |
wait is advanced settings different from normal settings?> |
17:21 |
Wuzzy |
"steal" the good stuff, ignore the bullshit |
17:21 |
Wuzzy |
and maybe add own ideas |
17:21 |
Wuzzy |
thats how many games are actually made XD |
17:21 |
Calinou |
Minecraft has a lot of good ideas honestly |
17:21 |
PureTryOut[m] |
I'm gonna "steal" everything from Minecraft. using Minetest people can just extend that :p |
17:22 |
PureTryOut[m] |
so yeah Calinou if you're any good with Lua, come help us out https://github.com/avamander/minefix :D |
17:22 |
Calinou |
not really good in Lua, sorry |
17:22 |
PureTryOut[m] |
you can learn though! |
17:22 |
Calinou |
I brought Godot up because it's very easy to use |
17:22 |
Calinou |
it has its own language, GDScript, which is Python-like |
17:22 |
Calinou |
but with 200 lines of code you can create full games |
17:22 |
PureTryOut[m] |
meh I like Lua :p |
17:23 |
Calinou |
writing game logic in C++ makes little sense today :p |
17:23 |
Calinou |
lots of devs do it in C# now with Unity for example |
17:23 |
Wuzzy |
what is the argument for that? |
17:23 |
Calinou |
ease of writing? |
17:23 |
PureTryOut[m] |
ugh C# |
17:23 |
Calinou |
ease of debugging |
17:23 |
PureTryOut[m] |
well at least .NET core seems a bit promising, but god no Mono |
17:23 |
Calinou |
recent Mono is ok |
17:24 |
Calinou |
it's MIT-licensed now |
17:24 |
Wuzzy |
but its C# and .NET, this means trouble for GNU/Linux |
17:24 |
PureTryOut[m] |
in my experience Mono works like shit on Linux systems |
17:24 |
Hijiri |
when will we get a decent game engine for haskell |
17:24 |
Calinou |
all the .NET + Linux problems seem made up to me… |
17:24 |
Wuzzy |
I don't trust Mono, Microsoft has its fingers in it |
17:24 |
Wuzzy |
no, I speak from experience |
17:24 |
PureTryOut[m] |
and yeah screw Microsoft :p |
17:24 |
Calinou |
still, Godot is going to support C# optionally and that's a good decision overall |
17:24 |
PureTryOut[m] |
it's probably part of their EEE technique |
17:24 |
twoelk |
PureTryOut[m]: go here "http://wiki.minetest.net/List_of_Subgames" press the sorting on the "type" column and scroll to mc-clones for severall attempts of mc-clones |
17:24 |
Calinou |
C++ is not, though, it seems |
17:24 |
Wuzzy |
mono is shit. if you want cross-platform support, avoid .NET and C#. sorry but its true :( |
17:25 |
Krock |
s/Microsoft/Micro$oft/ |
17:25 |
Calinou |
Wuzzy: Java is better then? |
17:25 |
Calinou |
well, we could bind Go to Godot |
17:25 |
Hijiri |
with java you don't need to emulate windows syscalls at least |
17:25 |
Wuzzy |
In terms of cross-platform support, Java is definitely better. |
17:25 |
Calinou |
Java's font rendering on Linux is not something you want to see for example |
17:25 |
Calinou |
or the GUI in general |
17:26 |
Calinou |
also, Java is Oracle :) |
17:26 |
Calinou |
and Go is Google :) |
17:26 |
Wuzzy |
i dislike this “let's all program in <generic new hipster programming language> because its cool†thinking |
17:26 |
PureTryOut[m] |
twoelk: thanks! interesting |
17:26 |
twoelk |
I'm for NQC |
17:26 |
Wuzzy |
I call it “Hype-driven developmentâ€. :D |
17:27 |
Hijiri |
haskell has been around since the early 90s |
17:27 |
Calinou |
Wuzzy: did you ever write C++ and found it pleasing? |
17:27 |
twoelk |
its all about bricks anyways |
17:27 |
Hijiri |
let's all program in that |
17:27 |
Calinou |
I doubt it, not even C++14 makes it nice to write |
17:27 |
Wuzzy |
I see it like this: Use the programming language which suits your needs best and has resonable support (i.e. not obscure, no licensing/compat issues, etc) |
17:28 |
Calinou |
still, any statically-typed, threadable language could be bound to Godot |
17:28 |
Calinou |
this includes Rust, Go, Nim, Java, C# |
17:28 |
Wuzzy |
Every programming lanaguages has its quicks. part of learning programming is getting used to them |
17:28 |
Calinou |
writing game logic in a low-level language is more often than not self-hurting |
17:29 |
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17:29 |
Wuzzy |
I heard Unity3D is not the only game engine. xD |
17:29 |
Calinou |
well, UE4 uses C++, a lot of people bitch about it and want something simpler |
17:29 |
Calinou |
which is why Unreal.js is a thing |
17:30 |
Wuzzy |
I think C++ is a reasonable programming language. Java, too. |
17:30 |
Calinou |
complete lack of a package manager = reasonable to you? :/ |
17:31 |
Wuzzy |
what are you talking about? |
17:31 |
Calinou |
there is no established standard for C++ package management. that sucks a lot |
17:31 |
Wuzzy |
a package manager is not part of programming languages |
17:31 |
Calinou |
it is part of its ecosystem |
17:31 |
Calinou |
and it's often make or break for people, see npm :) |
17:31 |
Wuzzy |
i would count this under "auxaliarry tools" |
17:31 |
Calinou |
the tooling is pretty important in choosing a language :P |
17:32 |
Wuzzy |
well, if it doesnt suit your needs, dont use it. :P |
17:32 |
Wuzzy |
as I said, use the language which best suits your needs |
17:32 |
Wuzzy |
also, what exactly do u mean with "package manger" in regards to programming language? |
17:32 |
Calinou |
which is, not C++ |
17:33 |
Calinou |
something that installs dependencies for you when you want to compile a library or a software |
17:33 |
Wuzzy |
something like Pacman, APT, .deb packages? |
17:33 |
Calinou |
(no, apt-get is not one of them) |
17:33 |
Calinou |
(because Windows) |
17:33 |
Wuzzy |
0install? |
17:33 |
Wuzzy |
why do packagae managers have to be language-specific, anyway? |
17:33 |
Calinou |
MSYS2 is the closest, along with Cygwin, but that doesn't support MSVC |
17:34 |
Wuzzy |
for script languages i can almost understand it |
17:34 |
* twoelk |
wished someone made a Minetest plugin for this : https://bitbucket.org/lloigor/eihort |
17:34 |
Calinou |
people in system package managers aren't reactive enough, that's why |
17:34 |
Wuzzy |
Calinou: For Debian, true. For Arch Linux: not really true. :=) |
17:34 |
Calinou |
not everyone uses Arch, sorry |
17:35 |
Wuzzy |
yeah. it sucks that Debian packages suck so much |
17:35 |
Wuzzy |
its more a community problem |
17:36 |
Wuzzy |
anyway, i have learned 1 thing: when entering a project, it is best to just deal with the programming languages which are already used and stop bitching about how your faaviourite langauge is superiour :D |
17:36 |
Wuzzy |
The only exception is PHP, of course. :D |
17:36 |
Calinou |
that's true |
17:36 |
Calinou |
I find PHP is perfectly acceptable in what it does |
17:36 |
Calinou |
it's easy to write terrible PHP, but you can write good PHP too |
17:36 |
BrandonReese |
Come on, why is everybody downing PHP :) |
17:37 |
Calinou |
it's also relatively fast |
17:37 |
Calinou |
(PHP 7) |
17:37 |
Calinou |
(and soon, PHP 8 with a JIT) |
17:38 |
twoelk |
a minetest plugin for this https://github.com/Captain-Chaos/WorldPainter |
17:38 |
twoelk |
would be nice |
17:38 |
fireglow |
sounds nice |
17:39 |
twoelk |
as minetest lacks possabilities of designing maps |
17:39 |
Wuzzy |
every language has its flaws, but PHP is exceptional for being fractally broken and poorly designed. |
17:39 |
Wuzzy |
https://wiki.theory.org/YourLanguageSucks#PHP_sucks_because |
17:39 |
Wuzzy |
http://www.phpsadness.com/ |
17:40 |
Wuzzy |
:D |
17:40 |
Calinou |
ok, what do you suggest then? |
17:40 |
Calinou |
JavaScript where everything breaks every 3 months? |
17:40 |
Calinou |
Python where you can bake your coffee while the pages load? |
17:40 |
Calinou |
Ruby where the last developer in your team died? |
17:40 |
Calinou |
:| |
17:40 |
Wuzzy |
xD |
17:40 |
Calinou |
there is no real alternative |
17:40 |
Calinou |
Go/Rust have a too small community in Web development, while fast, it's not practical either |
17:41 |
Hijiri |
haskell for web dev imo |
17:41 |
Wuzzy |
haskell is a cool language. i personally like it. what makes me sad that there are not many libs to choose from. especially for game development :( |
17:42 |
Calinou |
I don't get why people like Haskell, really |
17:42 |
Hijiri |
yeah, if you want to do games in haskell you will probably be stuck with some bindings that are at best a step up from the C bindings |
17:42 |
Calinou |
it's the vim of programming languages |
17:43 |
Hijiri |
I can feel clever and program in line noise |
17:43 |
Hijiri |
oh wait, perl has that niche already |
17:44 |
Wuzzy |
Hedgewars is funny. It is programmed in 4 languages. XD |
17:44 |
Wuzzy |
Haskell for server, C++ (with Qt) for the main menu, Pascal for the game engine and Lua for scripting |
17:44 |
Hijiri |
I think haskell makes the barrier to abstracting things out very low, and also it's not dynamically typed |
17:44 |
Hijiri |
refactoring is usually very nice |
17:46 |
Wuzzy |
Anyway. Just because Minetest is C++ does not mean making a good GUI is impossible |
17:46 |
Wuzzy |
btw is mygui really bloated? i dont know much about it |
17:46 |
Wuzzy |
but probably no chance to convince devs of using mygui anyway xD |
17:48 |
* twoelk |
mentions XUL and runs to watch from a distance what happens |
17:49 |
jin_xi |
crickets |
17:52 |
Calinou |
Wuzzy: MyGUI is part of the OGRE family, so yeah |
17:52 |
Krock |
ogre is an asshole |
17:52 |
Krock |
sorry, offtopic :3 |
17:52 |
twoelk |
well his best friend is an ass, so ... |
17:53 |
Krock |
twoelk, "ogre you asshole" is a music group |
17:53 |
Krock |
google finds things I never knew :3 |
17:54 |
twoelk |
well the other does shreckliche music .D |
17:55 |
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hoodedice |
MinetestBot! |
20:27 |
MinetestBot |
hoodedice! |
20:27 |
hoodedice |
sfan5, where is Minetestbot's chan? |
20:28 |
sfan5 |
##minetestbot |
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garywhite |
MinetestBot! |
20:28 |
MinetestBot |
garywhite! |
20:34 |
DI3HARD139 |
Is anyone else having issues with the updated IRC mod crashing server instance? |
20:40 |
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20:40 |
PinkKitty |
hi |
20:41 |
PinkKitty |
how do ichange my nickname |
20:42 |
sfan5 |
on IRC? using /nick your_new_nick_here |
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21:14 |
xordspar0_ |
Is it possible to render blocks in different shapes (e.g. tetrahedrons) with a mod? |
21:16 |
thePalindrome |
Yeah |
21:16 |
thePalindrome |
You just need to use the "mesh" render type |
21:16 |
PureTryOut[m] |
or nodebox |
21:18 |
xordspar0_ |
Sweet, thanks! |
21:18 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest_game: Add fuel slot to furnace listring d92034e https://git.io/vXmy3 (2016-10-31T14:17:38-07:00) |
21:18 |
Calinou |
nodeboxes don't allow non-AABB shapes |
21:18 |
Calinou |
(axis-aligned bounding box) |
21:18 |
Calinou |
so, use a meshnode |
21:18 |
Calinou |
and supply your own mesh in .obj, .b3d, .x, or .md2 format |
21:19 |
Calinou |
(preferred format is .b3d, then .obj, then .x |
21:19 |
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21:19 |
PureTryOut[m] |
ooh different type of shape sorry ;) |
21:22 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest_game: Xpanes: Use opaque texture for top+bottom of iron bar (#1357) 56d6eae https://git.io/vXmSe (2016-10-31T14:20:26-07:00) |
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sofar |
xordspar0_: https://forum.minetest.net/viewtopic.php?f=9&t=12005 |
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dat_ |
Minetest complains regarding 'Failed to load and run /home/thomp/.minetest/mods/mobf_core/mobf/init.lua'. However, the file is present and readable. I'm a bit mystified. Being new to minecraft, I'd be grateful for any suggestions... |
22:51 |
thePalindrome |
Does it mention any syntax errors? |
22:51 |
dat_ |
...belay that last request for suggestions... I see that minetest provides a stack trace w/some details regarding the issue... |
22:51 |
dat_ |
Apologies... |
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PureTryOut[m] |
s/minecraft/Minetest |
22:58 |
transhuman |
hi! will minetest run in a browser? |
22:58 |
sfan5 |
no |
22:59 |
sfan5 |
dat_: usually when you get that message the problem is the and run part, not the load part |
23:03 |
thePalindrome |
transhuman: It's *possible* to use asm.js or something of that ilk, but I *highly* recommend you don't |
23:03 |
thePalindrome |
Minecraft's "browser mode" was actually the same as the "desktop mode" |
23:03 |
transhuman |
ok thanks for your help |
23:04 |
thePalindrome |
Any other questions? |
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dat_ |
sfan5: thanks - you hit the nail on the head |
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twoelk |
is the voxelands website down? |