Time |
Nick |
Message |
00:00 |
garywhite |
? |
00:01 |
emunand |
finished the survey |
00:03 |
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00:04 |
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00:05 |
swift110 |
hey all |
00:08 |
garywhite |
emunand: I take it that means that I should disregard the response that doesn't say "for real this time"? |
00:13 |
emunand |
yeah |
00:14 |
garywhite |
ok |
00:14 |
garywhite |
Please note that any duplicate responses will be deleted automatically |
00:15 |
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00:27 |
mootpoint |
having a problem. keep timing out on 14 and 15 with windows ten, dont have this problem on ubuntu or android any ideas? |
00:41 |
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00:48 |
emunand |
check your internet usage and stop the application that uses the most of it, mootpoint |
00:50 |
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01:00 |
mootpoint |
ok ill try that |
01:01 |
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01:02 |
mootpoint |
im closing everything with an internet connection i will let you know if it works |
01:06 |
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01:06 |
mootpoint |
that didnt work :( |
01:11 |
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01:16 |
* mootpoint |
is AFK temporarily |
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01:27 |
* mootpoint |
has returned |
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04:26 |
Purple_ |
hey is anyone here who knows about editing worlds? i need to know how to smooth mountains with world edit but i cant find anything |
04:32 |
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04:43 |
ShadowNinja |
Purple_: AFAIK there's no way to do that it WorldEdit. |
04:44 |
ShadowNinja |
Smoothing is a very complex operation, and WE only offers fairly simple transformations. |
04:53 |
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05:04 |
VanessaE |
one trick I use is to flood the area with water |
05:04 |
VanessaE |
let the engine reflow it |
05:04 |
VanessaE |
then use worldedit to translate the water into dirt or whatever |
05:04 |
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05:04 |
VanessaE |
mauvebic used to have a mod that was useful for that also |
05:11 |
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05:26 |
Axord |
That's a pretty neat trick. |
05:26 |
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05:31 |
VanessaE |
while it's reflowing, place dirt here and there to divert the flow and hence shape the final result |
05:45 |
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06:43 |
whitephoenix |
idk how we can compete with this guys /s https://i.redditmedia.com/bRZRC8phDVOLSkf1s8cJTMt09j0431FxD3u7SYkYfb8.jpg?w=1024&s=0eac8cb9c9efe61498127f75edd64485 |
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09:03 |
fling |
What is _this_? ^ |
09:12 |
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12:19 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Buildbot: Update Gettext version (#4971) e509ead https://git.io/vMkbu (2016-12-29T12:17:24Z) |
12:28 |
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12:32 |
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12:32 |
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12:46 |
MinetestBot |
[git] Rogier-5 -> minetest/minetest: Use the outgoing split sequence number for every outgoing packet (#4864) abd68d3 https://github.com/minetest/minetest/commit/abd68d3466b7f2155cf0f1c4172a254f10c1f02e (2016-12-29T12:44:47Z) |
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13:00 |
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13:00 |
LoweTV |
Hi |
13:02 |
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13:02 |
Krock |
hi LoweTV |
13:02 |
LoweTV |
Hi Krock |
13:03 |
juhdanad |
Hi everybody! |
13:03 |
Krock |
hi juhdanad |
13:03 |
LoweTV |
Heyy |
13:03 |
iwB |
Hi! =3 |
13:03 |
LoweTV |
<3 |
13:04 |
iwB |
hmmm I cant join Amhi ;/ |
13:04 |
LoweBot |
he is off |
13:05 |
LoweTV |
i Have a IRC Channel |
13:31 |
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15:42 |
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15:42 |
zorman2000 |
Hello |
15:42 |
zorman2000 |
Does anyone knows how the collisionbox is defined for entities? |
15:43 |
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15:44 |
Krock |
zorman2000, like this: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3522 |
15:44 |
Krock |
0 is the center of the entity |
15:46 |
zorman2000 |
Krock, thanks. And what is the order of the parameters? x,y,z or +x,-x ? |
15:46 |
Krock |
x,y,z minimal, then x,y,z maximal |
15:47 |
Krock |
these are the corner edges of the cubic collision box |
15:47 |
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15:47 |
Krock |
this means there are no round or different shapes possible |
15:47 |
zorman2000 |
Ok, no problem on that. I just couldn't figure out how the coords where set. Thank you so much!! |
15:48 |
zorman2000 |
Couldn't find in the lua api and thought that it was done on the same way as tile definition |
15:48 |
zorman2000 |
Thanks a lot! |
15:49 |
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15:50 |
Krock |
No problem! Keep asking :) |
15:50 |
Krock |
!next |
15:50 |
MinetestBot |
Another satisfied customer. Next! |
15:51 |
zorman2000 |
Haha! |
15:51 |
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15:54 |
Fixer |
minetest forum @ 504 Gateway Time-out |
15:58 |
Krock |
can confirm |
15:58 |
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15:59 |
iska |
likewise^ |
16:00 |
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16:01 |
zorman2000 |
Can confirm also the forum issue |
16:01 |
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17:52 |
fireglow |
it's been happening all day for me |
17:52 |
fireglow |
sporadically |
17:54 |
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18:27 |
IhrFussel |
Does someone know a mod that adds "gift boxes"? So item boxes you can gift to others |
18:29 |
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18:42 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Fix interact range check (thanks to @lhofhansl) dd3cda6 https://github.com/minetest/minetest/commit/dd3cda6bedf0ed7443258f33d5a5cf68fa120534 (2016-12-29T18:35:22Z) |
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21:00 |
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21:03 |
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21:03 |
EvilPython |
Hello. |
21:03 |
EvilPython |
There is a bug. |
21:04 |
juhdanad |
What is ti? |
21:04 |
EvilPython |
Fall can be survived by leaving the server. |
21:06 |
Calinou |
EvilPython: I'd appreciate if you do not troll here too |
21:06 |
Calinou |
if you think this is an important issue, create an issue on GitHub |
21:07 |
Calinou |
but don't hope it'll be fixed |
21:07 |
Calinou |
(storing velocity on player quit, then applying it on rejoin is maybe possible... but I doubt it's viable performance-wise) |
21:07 |
sfan5 |
warm welcome from Calinou as always |
21:08 |
EvilPython |
This bug can be used for cheating. |
21:08 |
sfan5 |
we know |
21:14 |
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21:18 |
jordan4ibanez |
Is there any way to get the biome id or is that not implimented yet? |
21:25 |
zorman2000 |
jordan4ibanez: I think that is not implemented yet. I think paramat has said before that hmmmm was going to do it |
21:25 |
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21:31 |
Fixer |
EvilPython: pfff, you can avoid fall damage on completely flat ground even without logout... |
21:34 |
hmmmm |
yes i'm working on it |
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21:42 |
zorman2000 |
hmmmm: Cool! |
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22:36 |
DI3HARD139 |
Quick question. Is there a MT build that can place player files and the auth.txt into an SQL database? |
22:36 |
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22:37 |
sfan5 |
some server admins might be running a modified version that does that |
22:39 |
est31 |
IMO standard minetest should do this too |
22:41 |
fireglow |
agreed |
22:41 |
sfan5 |
well what we need is a generic api to store data |
22:49 |
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22:51 |
Fixer |
https://imgur.com/a/ZGauI quite amazing |
22:51 |
sfan5 |
the nuke mod is much better :^) |
22:55 |
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22:59 |
juhdanad |
Fixer try using SRW from the nuke mod next to water. |
23:06 |
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23:16 |
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23:18 |
zorman2000 |
sfan5: Do you think you could add smoke to the nuke mod? I added it by copying it from the default tnt mod |
23:20 |
Fixer |
currently testing a PR, TNTs fly all over |
23:28 |
zorman2000 |
Fixer, is that minetest_game's TNT? |
23:28 |
Fixer |
yes |
23:32 |
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23:32 |
zorman2000 |
Nice! |
23:35 |
swift110 |
hey all |
23:42 |
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23:48 |
jordan4ibanez |
I wonder if there's any way to tell if the player is sheltered inside a building |
23:48 |
jordan4ibanez |
hey swift110 |
23:50 |
swift110 |
how are you jordan4ibanez |
23:50 |
jordan4ibanez |
I'm doing pretty well, just racking my brain trying to prototype things |
23:50 |
jordan4ibanez |
What about you, swift110? |
23:51 |
garywhite |
minetest_game devs: https://github.com/garywhite207/minetest_game in response to game#1473 |
23:51 |
swift110 |
im great jordan4ibanez |
23:52 |
swift110 |
just annoyed that its so complicated to install the tutorial on minetest |
23:53 |
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23:53 |
red-001 |
!seen two_steps |
23:53 |
MinetestBot |
red-001: Sorry, I haven't seen two_steps around. |
23:58 |
jordan4ibanez |
Hm, this is the only trick I could figure out for getting if inside minetest.line_of_sight(pos, {x=pos.x,y=pos.y+50,z=pos.z}, 1) |
23:59 |
jordan4ibanez |
Doesn't work right if the house is huge, or if the chunks are unloaded at y+50 of the players position |
23:59 |
freelikegnu |
hey jordan4ibanez |
23:59 |
zorman2000 |
jordan4ibanez: There is no good way to do it. Don't rely on lightning. I guess the best way to do it is to get a voxel area and check if there's any surrounding. But that is hard work |