Time |
Nick |
Message |
00:02 |
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00:03 |
whitephoenix |
nevermind then |
00:09 |
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00:28 |
GreenDimond |
I want to cancel out a technic recipe and it is not working >:( |
00:47 |
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00:54 |
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00:59 |
emunand |
wait whitephoenix, you aren't streaming? |
01:00 |
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01:01 |
whitephoenix |
emunand, everything was more broken than previously assumed |
01:01 |
whitephoenix |
I'll stream in the future again though |
01:02 |
emunand |
alright |
01:02 |
minetester |
So theres a discussion on github about splitting MT_game into a base and seperate game? I just want to point out that many people find MT_game to be perfectly fine, either on it's own or with minimal mods. Not everyone likes online creative mode play with 50mods running :P. |
01:03 |
emunand |
minetester: isn't it already split up? |
01:04 |
minetester |
https://github.com/minetest/minetest_game/issues/1485 |
01:04 |
emunand |
you can disable and enable parts of the minetest default |
01:04 |
Taose |
I'm generally one of those people that don't necessarily like 50mods... |
01:04 |
kaeza |
Minetest content are mods |
01:05 |
kaeza |
whether game-provided or external |
01:05 |
Taose |
well okay, we prefer the stock stuff...>_> |
01:05 |
emunand |
yeah, i don't think it's a good idea |
01:05 |
minetester |
i realise this. the entire argument is that the base game is boring and therefore MT should provide its own full fledged game |
01:05 |
minetester |
which is odd, and a waste of resources |
01:06 |
emunand |
isn't MT already a full fledged game? |
01:06 |
Taose |
It's 0.4... |
01:06 |
Taose |
so |
01:06 |
Taose |
no |
01:06 |
rubenwardy |
the aim isn't to add 50 creative mods |
01:06 |
* Taose |
is still waiting for the bugs though |
01:06 |
rubenwardy |
we're never going to add homedecor etc |
01:06 |
kaeza |
there are things that should be in the main game |
01:06 |
rubenwardy |
The aim is to stop "base for modding" being a problem |
01:06 |
kaeza |
speaking of homedecor, chairs and tables would be nice |
01:06 |
minetester |
im not sure it is a problem? |
01:07 |
emunand |
better fences are good too |
01:07 |
minetester |
people can download subgames if they don't want to mod |
01:07 |
emunand |
and maybe an implementation of mesecons |
01:07 |
kaeza |
I can agree that coal-powered microwave ovens (wut?) may not be a good idea |
01:07 |
rubenwardy |
I want to see a default game |
01:07 |
emunand |
there is a default game |
01:07 |
Taose |
I do think that the crafting guide should be made stock... |
01:08 |
emunand |
the one without mods |
01:09 |
minetester |
My basic game is MT_game + mobs + more_blocks (mainly for additional stairs/etc. - i ignore half of it), and not much else |
01:10 |
emunand |
i think that the basic game is just "MT_game" |
01:10 |
kaeza |
IIRC we had split survival/creative subgames in the past |
01:10 |
kaeza |
with something called "common" for mods common to both modes |
01:11 |
kaeza |
don't recall when that was dropped |
01:11 |
minetester |
kaeza, that seems reasonable. |
01:12 |
minetester |
I worry that "base" mt_game would languish after any split |
01:12 |
minetester |
like the one early |
01:12 |
kaeza |
https://github.com/minetest/minetest_game/commit/d6ec56811bf7df7450e7bf2d31eabea6d990f0ea |
01:12 |
minetester |
lier* |
01:13 |
kaeza |
21 Mar 2013 :3 |
01:13 |
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01:13 |
emunand |
so a long time ago |
01:13 |
minetester |
a creative/survival split would make more sense, but still not ideal AFAIC |
01:14 |
emunand |
i don't think it would be a good idea |
01:14 |
emunand |
an extra download just to use creative or survival? |
01:14 |
rubenwardy |
they would be bundled |
01:14 |
emunand |
so like now? |
01:15 |
rubenwardy |
things likely to be in MTG and not MTF would be a craft guide, mobs, weather, and other unforeseeable content |
01:15 |
minetester |
Say the game is split into modbase and fullgame. New changes would be preferentially added to fullgame. While modbase would even be slower to pick up basic mods than it is already (and if you want a pure game to mod off of, there is already minimal, or "modbase" with official mods turned off as desired |
01:15 |
rubenwardy |
minimal should not be used to mod off |
01:16 |
rubenwardy |
it's minimal development test |
01:16 |
emunand |
i still do not understand |
01:16 |
emunand |
why not just use subgames then? |
01:17 |
kaeza |
does anybody actually use minimal for dev test? |
01:17 |
emunand |
after all, minetest game is a subgame |
01:17 |
rubenwardy |
I'm not sure what you're getting at |
01:17 |
rubenwardy |
kaeza: it loads faster, so some do |
01:18 |
kaeza |
yes, but it does not really stress anything remotely recent in the engine |
01:18 |
kaeza |
so its status as a dev game is kinda moot |
01:18 |
whitephoenix |
its a good idea, but I think nyan cat doesn't really have a place in the foundation |
01:19 |
minetester |
whitephoenix, you can just disable its mod AFAIK |
01:19 |
whitephoenix |
I know you can disable mods, but I don't think it should be in the modding foundation pack |
01:20 |
kaeza |
it's a legacy node that's there just because it's old |
01:20 |
kaeza |
like MESE |
01:20 |
minetester |
whitephoenix, i wouldn't care much either way personally, I've seen one in the wild in my minetest time. It's so rare i don't bother turning it of just for shiggles |
01:21 |
whitephoenix |
kaeza, but mese is meant to be used for mods |
01:21 |
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01:21 |
whitephoenix |
nyan appears to be in there because why not |
01:21 |
kaeza |
what |
01:21 |
rubenwardy |
nyan is used by mods |
01:21 |
rubenwardy |
the food mod has rainbow juice |
01:21 |
kaeza |
rainbow juice :I |
01:22 |
emunand |
nyan was a joke item |
01:22 |
emunand |
if i remember correctly |
01:24 |
rubenwardy |
Didn't we have to change the texture after the nyancat author sent us a DMCA? |
01:25 |
whitephoenix |
change it to put the authors face on it |
01:25 |
minetester |
The entire argument about the "base" game being boring (if that is assumed true) is kinda odd, when servers distribute required mods to clients, leaving the end-user to do nothing. Singleplayer games are never going to be one size fits all, hence a "full game" doesnt make much sense, you just mod that as you wish (or play another subgame) |
01:27 |
emunand |
the nyan cat author sends DMCAs? |
01:28 |
minetester |
if anything perhaps make the full MT_game experience, as long as it is entirely modular |
01:32 |
rubenwardy |
base game + mods doesn't give you polish. A common feedback is that players want a complete game to start off with. The MTG + MTF is supposed to be a compromise that allows both camps to do as they wish - both have a moddable base, and a complete core-deved game. The "package multiple subgames with Minetest" has shown that there are no good third-party subgames that match the QA requirements |
01:33 |
minetester |
i dunno, just seems there is an equal risk of alienating survival players, as much as bored creative players |
01:33 |
sofar |
^^ |
01:33 |
rubenwardy |
that is an issue, yes |
01:33 |
rubenwardy |
then again MC does well enough |
01:34 |
emunand |
MC includes both survival and creative |
01:34 |
emunand |
i feel like it's alright the way it is |
01:34 |
rubenwardy |
do they contain different items/nodes? |
01:35 |
whitephoenix |
What if the minimal dev test got updated a bit to form the foundation? |
01:35 |
emunand |
for minecraft, yes |
01:35 |
emunand |
minetest, i am not so sure |
01:36 |
emunand |
but you can still have uncraftable items in minetest |
01:38 |
rubenwardy |
what items are different in creative MC compared to survival? |
01:38 |
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01:41 |
rubenwardy |
from the wiki it seems it's only "technical blocks" (like "air" in MT) and 11 blocks/items not_in_creative_inventory |
01:42 |
whitephoenix |
rubenwardy, only barrier blocks and command blocks come to mind |
01:42 |
whitephoenix |
barrier blocks would be cool, only visible to creative players |
01:45 |
minetester |
Its worth pointing out that mt_game carts are actually better than the unrealistic 3rd party options that ive seen. |
01:45 |
minetester |
i removed whatever cart mod i had installed previously |
01:45 |
rubenwardy |
that's the QA I was referring to :P |
01:47 |
minetester |
so why the need for a split? |
01:47 |
rubenwardy |
to satisfy people who just want a base for modding |
01:48 |
minetester |
doesn't mt_game already achieve that? |
01:49 |
minetester |
(sorry if i sound interrogative, just trying to understand the rationale :)) |
01:49 |
rubenwardy |
mostly, not so much recently. Less so if we add mobs, weather, etc |
01:50 |
rubenwardy |
"not so much recently" => additions of carts, TNT, and keys would have been considered mod things 2 years ago |
01:51 |
minetester |
so, would this not still better be achieved by either disabling a handful of mods on mt_game, or providing another subgame that exists simply as a modbase (even more conservative than mt_game, ultra-basic). Users who want more need to add available mods, users who want less need to disable or use the modbase subgame) |
01:52 |
rubenwardy |
the latter is my proposal |
01:52 |
rubenwardy |
to add a subgame for those who want a base for modding, and then continue with MTG dev |
01:53 |
whitephoenix |
mtgexit |
01:53 |
rubenwardy |
the former doesn't quite work when everything is bundled into the clusterfuck that is default |
01:54 |
minetester |
but that seems as if people want to jump ahead with mt_game |
01:56 |
minetester |
as written currently, and the replies on github, that is |
01:57 |
rubenwardy |
yes https://github.com/minetest/minetest_game/issues/515 |
02:00 |
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02:00 |
minetester |
what kind of things do you see being added to mt_game |
02:01 |
minetester |
maybe we aren't so far apart |
02:01 |
rubenwardy |
<rubenwardy> things likely to be in MTG and not MTF would be a craft guide, mobs, weather, and other unforeseeable content |
02:02 |
* minetester |
has all of them via mods already excl. weather (mainly because all the weather mods seem lowish-quality |
02:03 |
minetester |
if that were it, probably not too bad |
02:03 |
whitephoenix |
jordan4ibanez is making a cool weather mod |
02:03 |
rubenwardy |
one of the main problems with weather is that particles are incredibly unoptimised |
02:04 |
rubenwardy |
currently each particle uses its own scene node - this means that each particle is sent to the GPU individually (unless Irrlicht does some crazy optimisation, but I doubt it) |
02:05 |
minetester |
ah |
02:05 |
rubenwardy |
another issue is collision detection, but for weather this could be cached using a depth map |
02:05 |
rubenwardy |
as particles will only fall from the sky |
02:05 |
minetester |
makes sense |
02:06 |
minetester |
i worry at some of the suggestions like " I want to assume full basic game with mobs, automation, machinery, etc" |
02:06 |
rubenwardy |
I don't think automaton would be added |
02:07 |
rubenwardy |
Well, definitely not mesecons |
02:08 |
minetester |
I guess as long as the lore were late-mediaeval |
02:08 |
minetester |
as i read somewhere |
02:08 |
rubenwardy |
that may have been here: http://dev.minetest.net/User:Rubenwardy/Minetest_Game_Development |
02:08 |
minetester |
haha |
02:08 |
minetester |
hmm yep there |
02:08 |
minetester |
:D |
02:09 |
* minetester |
waves a tearful goodbye to tnt |
02:10 |
rubenwardy |
I must say, I never realised MC had so many items http://www.minecraftinfo.com/items.htm |
02:10 |
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02:12 |
minetester |
heh, does have a fair few |
02:12 |
* minetester |
guesses tnt could be scaled back to a lore-friendly gunpowder and still be of some use. |
02:13 |
rubenwardy |
If you ignore all the enchantment/magic related items, there's a lot less |
02:13 |
rubenwardy |
jordan4ibanez's weather mod: https://www.youtube.com/watch?v=pmjMOoqt8Ac |
02:13 |
minetester |
anyway, ive got to head off for now, thank you for taking the time to alay my concerns |
02:14 |
rubenwardy |
o/ |
02:14 |
minetester |
adios |
02:14 |
rubenwardy |
I can't actually see anything in that MC list I'd like to see in MT, apart from the mob related stuff |
02:16 |
whitephoenix |
Barriers and command blocks could still be pretty cool I think |
02:16 |
rubenwardy |
oh, there's an item which allows you to throw fire balls |
02:17 |
rubenwardy |
that's pretty cool |
02:17 |
kaeza |
command blocks would require something to activate them, so something like a mini-mesecons |
02:17 |
rubenwardy |
yeah, ^ |
02:18 |
kaeza |
BTW, what happened with that "wires on clientside" thingy from a while ago? |
02:18 |
rubenwardy |
minimalism |
02:18 |
kaeza |
abandoned I guess :/ |
02:18 |
rubenwardy |
wait do you mean electronics? |
02:18 |
rubenwardy |
or the ability to draw wires? |
02:19 |
whitephoenix |
or maybe the command block could just have in a built in player detector style thing |
02:19 |
kaeza |
no, I mean handling wired connections (like technic, mesecons, et.al) in the client side |
02:19 |
whitephoenix |
e.g. player steps on it to activate |
02:19 |
rubenwardy |
https://github.com/minetest/minetest/pull/1096 |
02:19 |
rubenwardy |
!title |
02:19 |
MinetestBot |
rubenwardy: Add circuit simulator. by Selat · Pull Request #1096 · minetest/minetest · GitHub |
02:19 |
kaeza |
^ that one |
02:20 |
rubenwardy |
> 2014 |
02:20 |
rubenwardy |
0% chance I'm going to attempt to rebase/salvage that |
02:20 |
kaeza |
heh |
02:21 |
rubenwardy |
Jan 2016 was painful |
02:21 |
rubenwardy |
April 2015 was awful |
02:21 |
rubenwardy |
on my arbitrary painful < awful < torture scale |
02:23 |
rubenwardy |
Well, time for many zzzzs |
02:23 |
rubenwardy |
o/ |
02:23 |
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02:24 |
kaeza |
night |
02:59 |
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03:27 |
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03:34 |
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03:35 |
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03:56 |
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04:11 |
fireglow |
Hello |
04:42 |
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04:44 |
Nyarg |
hi folks ) is software mode in maintest workable ? (Atlon 1000 without sse2 GF 7600 GTS) |
05:07 |
kaeza |
software mode? |
05:09 |
kaeza |
if you mean software renderer, the "software" one is horribly broken, and the "burningsvideo" one is slow as hell |
05:09 |
kaeza |
...and horribly broken |
05:10 |
* cheapie |
just finished LTC-4000 version 1.6 |
05:10 |
cheapie |
Traffic lights in MT can now do density control. |
05:11 |
cheapie |
That, of course, refers to timing adjustments based on traffic density, not the ability to sink or float at will :P |
05:12 |
cheapie |
Sure, a "busy" traffic light in MT will still usually have an AADT of less than 5, but it's fun to build traffic lights anyway. |
05:25 |
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07:16 |
MinetestBot |
[git] lhofhansl -> minetest/minetest: Pull occlusion check out of loop, and minor code cleanups. 7387b19 https://github.com/minetest/minetest/commit/7387b190213996e453d0a7447027a71615034f5e (2017-01-03T07:14:58Z) |
07:17 |
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09:22 |
JamesTait |
Good morning all! Happy Tuesday, Happy New Year, and happy Memento Mori! 😃 |
09:41 |
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10:00 |
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10:24 |
Taose |
How does one find out the current time? |
10:25 |
Taose |
Preferably...how does one display it ingame? |
10:25 |
Taose |
(as in the ingame time, I turned around and I swear it went to night in the space of a few seconds...) |
10:25 |
rdococ |
in the HUD? |
10:25 |
Taose |
mhm |
10:25 |
rdococ |
I think I used it once in a sky recoloring mod, brb |
10:26 |
rdococ |
minetest.get_timeofday() |
10:27 |
rdococ |
wine insists I open .lua files with Winers Notepad :/ |
10:27 |
Taose |
>.> |
10:27 |
Taose |
I think I need a correction here |
10:28 |
Taose |
I mean as a player, not as a developer |
10:28 |
Taose |
My power of lua is weak. |
10:28 |
rdococ |
well, you cooould use mesecons + digilines (plus maybe digistuff) |
10:29 |
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10:29 |
* rdococ |
wonders if he could Wine a Minetest and then open his digistuff OS in Winers Notepad.exe to copy stuff into MT |
10:30 |
Taose |
None of this helps me in the game right now |
10:30 |
IhrFussel |
Guys I'm moving to a root server now...I've had enough of VPS unstable performance... |
10:30 |
Taose |
o.O |
10:31 |
Amaz |
Taose: if you just want the time, and don't mind if it's in the HUD or not, just use the command /time |
10:31 |
rdococ |
guess that works too... |
10:31 |
Taose |
That's what I was looking for |
10:32 |
IhrFussel |
My game has extreme lag spikes at different times and I'm just sick of it...I tried deleting old files, removing heavy mods, changing settings to a minimum...nothing helps |
10:33 |
Taose |
How long have you been playing? |
10:49 |
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10:50 |
Taose |
So... do trees actually grow? |
10:50 |
Taose |
(low expectations) |
10:50 |
An0n3m0us |
only out of saplings |
10:50 |
Taose |
I have six of them so... |
10:51 |
Taose |
(because for me, that's an achievement) |
10:51 |
rdococ |
saplings turn into trees, I'm pretty sure of that |
10:51 |
rdococ |
don't think trees themselves grow but I might be able to whip up a lua script that makes them grow super unrealistically |
10:51 |
Taose |
In reality yeah, but I'm so used to opensource games saying: You can get saplings. They do nothing, but you can get saplings! |
10:51 |
rdococ |
really? |
10:52 |
Taose |
saplings being a variable |
10:52 |
rdococ |
minetest takes inspirations from mine$$$$$, and mine$$$$$ also has saplings that actually become trees. |
10:52 |
rdococ |
idk why saplings wouldn't. |
10:52 |
Taose |
Well, it is version 0.4 |
10:52 |
Taose |
so I'm not expecting any level of completeness here |
10:53 |
Taose |
(though I'm being repeatedly and pleasantly surprised) |
10:53 |
rdococ |
yeah but remember that minetest_game is different from the core |
10:53 |
Taose |
? |
10:53 |
Taose |
What core? |
10:54 |
Amaz |
Taose: Saplings do grow, they just take a bit of time |
10:54 |
Taose |
o.o |
10:54 |
rdococ |
the game itself, all the nodes and items and recipes, they are just a bunch of mods combined together into what is called a game |
10:54 |
Taose |
Well as soon as I can see a few feet... I'll go plant one |
10:55 |
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10:55 |
rdococ |
then that is run by the core. you could literally build a game from the ground up if you wanted to, with just the lua api. |
10:55 |
Taose |
Oki...let's set the level of my experience here: |
10:55 |
Taose |
What's a lua? |
10:55 |
Axord |
A programming language. |
10:55 |
rdococ |
lua is a scripting language. |
10:56 |
Amaz |
http://www.lua.org/ |
10:56 |
Taose |
right |
10:56 |
Taose |
and what's an api? |
10:56 |
rdococ |
um |
10:56 |
Taose |
>.> |
10:56 |
Taose |
never a good sign |
10:56 |
Axord |
The interface between scripts you might create and the game. |
10:56 |
rdococ |
hello? I'm not google |
10:56 |
rdococ |
Axord might be tho. |
10:56 |
Taose |
X) |
10:57 |
Axord |
Can confirm, am google. |
10:57 |
Taose |
Dual point here: I'm not a dev in anyway shape or form |
10:57 |
rdococ |
I do know what an API is - it's just I'm terrible at forming my words properly |
10:57 |
Axord |
Yeah, you've set expectations well. |
10:57 |
Taose |
:3 |
10:57 |
Taose |
but |
10:58 |
Taose |
now I know what lua is and what an api is |
10:58 |
Axord |
rdococ: yeah, it took me a bit to think of how to word it. |
10:58 |
IhrFussel |
My map is 5GB...does anyone know some sort of cloud service that allows me to upload the file from my old server for FREE and download it with my new server after? My local connection is wayy too slow to do the moving |
10:58 |
rdococ |
Axord: exactly. |
10:59 |
Taose |
IhrFussel, I think there's some linux command that can download the map in chunks and then upload it in chunks elsewhere if you need to. |
10:59 |
Taose |
Had to do that with an 2GB png... |
10:59 |
rdococ |
bold makes me look mean. whoops. |
11:00 |
Taose |
Might be worth looking into if you can find it. |
11:00 |
Axord |
hee |
11:00 |
IhrFussel |
Taose, so do you think it's easier to move the file directly from one server to another? |
11:00 |
Axord |
Italics are sexy. |
11:01 |
rdococ |
bold is mean italics look italic |
11:01 |
Axord |
This should be a link but isn't. |
11:03 |
rdococ |
2You mean this should be a link but isn't? |
11:04 |
Axord |
Heh. |
11:04 |
rdococ |
6Hey, you clicked me already! |
11:05 |
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11:08 |
IhrFussel |
scp seems to be the easiest way to copy folders between machines |
11:10 |
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11:12 |
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11:14 |
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11:16 |
Taose |
Wooden axe... |
11:16 |
Taose |
lemme chop down this tree with another tree. |
11:16 |
Taose |
...That sounds just remotely scottish. |
11:17 |
rdococ |
but it works |
11:18 |
Axord |
Far more reasonable than punching trees. |
11:18 |
rdococ |
exactly. |
11:18 |
rdococ |
if I made mine[something or other] I'd make the first tier flint. |
11:19 |
Taose |
hehe |
11:19 |
rdococ |
I would also make gravel more common, perhaps |
11:19 |
Taose |
Speaking of cutting down trees...is there any use for leaves? |
11:19 |
Taose |
I.e can I burn 'em |
11:19 |
Taose |
(seemed not to want to have anything to do with it last I tried) |
11:19 |
rdococ |
what's great about minetest is you can MAKE a use for leaves |
11:20 |
* Taose |
looks at Lua |
11:20 |
Taose |
mmm |
11:20 |
Taose |
okay... |
11:20 |
rdococ |
I MADE working potions and status effects with just a lua script |
11:20 |
* Taose |
waits for a competent individual to come along |
11:20 |
rdococ |
and I'm not that competent. |
11:21 |
Axord |
Yes you can burn leaves, and use them as furnace fuel. |
11:21 |
rdococ |
can't you burn wood into charcoal or does that require a mod? |
11:21 |
Taose |
huh |
11:21 |
Taose |
I tried that yesterday, wanted nothing to do with it |
11:22 |
Taose |
I think that requires a mod |
11:22 |
IhrFussel |
That requires the "charcoal" mod xP |
11:23 |
rdococ |
ye[ |
11:23 |
rdococ |
yep |
11:23 |
rdococ |
you can make many things with mods |
11:23 |
IhrFussel |
Yes but sometimes I think you could just merge many different mods into one |
11:24 |
Taose |
so I can use them as fuel |
11:24 |
Taose |
awesome |
11:24 |
IhrFussel |
It's kinda silly to create a new mod for each new function |
11:25 |
Taose |
Not necessarily merge them but have a mod above them that incorporates them automatically. |
11:25 |
Taose |
(I'm a fan of oop) |
11:25 |
Axord |
Being able to choose what exactly to use and not is pretty nice. |
11:26 |
Taose |
Though having to select... is a bit annoying |
11:27 |
Axord |
A price indeed, but a price I'm willing to pay. |
11:27 |
Taose |
I think there might be a way around it perhaps with a tag system? |
11:30 |
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11:38 |
rdococ |
can I get the group value of a node? |
11:39 |
rdococ |
eg. minetest.get_node({x=0,y=0,z=0}).cracky |
11:39 |
rdococ |
or do I do it a different way? |
11:39 |
Taose |
(I just realized, in the snow biome...there's not a lot of food around) |
11:40 |
rdococ |
no? |
11:40 |
rdococ |
I'll use metadata then. |
11:40 |
sfan5 |
rdococ: https://github.com/Uberi/Minetest-WorldEdit/blob/master/worldedit_commands/init.lua#L922 |
11:40 |
sfan5 |
then d.groups |
11:41 |
sfan5 |
tl;dr read the docs |
11:41 |
rdococ |
ty |
11:42 |
* rdococ |
should read more docs |
11:47 |
rdococ |
yay my newest attempt at developing the finite water mod is actually working |
11:55 |
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11:59 |
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12:01 |
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12:01 |
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12:05 |
IhrFussel |
My hoster is EXTREMELY fast...I called them 2 hours ago and they said the server will be ready tomorrow...now I just got the text message with the server password...I said wow |
12:06 |
sfan5 |
depending on what kind of server you have you can have one ready in 5 minutes |
12:06 |
IhrFussel |
sfan5, it's a dedi |
12:07 |
sfan5 |
oh well that differs from company to company |
12:07 |
Taose |
I like this boat business... |
12:08 |
IhrFussel |
I just hope Minetest runs well on a AMD Opteron 1381 |
12:10 |
IhrFussel |
It was the cheapest solution without having to stick with the VPS |
12:13 |
Taose |
Your cheapest option is to run it from home |
12:14 |
IhrFussel |
Taose, with a 16,000 Kbit/s connection? |
12:14 |
IhrFussel |
The server has 1gbit/s |
12:15 |
Taose |
Sure sure, but that's not a requirement |
12:15 |
sfan5 |
16k is enough for minetest |
12:15 |
Taose |
and 15Mebibits, isn't that shabby |
12:15 |
sfan5 |
media download might be a little slow but otherwise |
12:15 |
IhrFussel |
sfan5, my server has 20-30 players regularly...divide the connection by that amount... |
12:15 |
Taose |
(Mebibytes*) |
12:16 |
Taose |
Laaaa-g-g-g |
12:16 |
Taose |
*twenty minutes later* |
12:16 |
Taose |
lag |
12:16 |
rdococ |
yay! my finite liquid script is working! |
12:16 |
Taose |
o.O |
12:17 |
rdococ |
I mean, it miiiight flood the whole place with a tiny layer of water but it works! |
12:17 |
IhrFussel |
Btw do you people use Plesk on servers? Or not? |
12:17 |
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12:19 |
IhrFussel |
I chose an installation without Plesk...so I hope it won't be too difficult to create users etc |
12:19 |
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12:19 |
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12:21 |
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12:22 |
rdococ |
I picked 12 different levels for it because 12 is a highly composite number. tho I made it so you can change that level easily in the script |
12:22 |
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12:33 |
rdococ |
hm |
12:34 |
rdococ |
how do I prompt a block update on a node eg. a node that should be falling, but is not, to make it fall? |
12:34 |
rdococ |
nvm I'll read the api |
12:36 |
rdococ |
core.check_for_falling()? so do I use the word "core"? or is this the wrong function? |
12:36 |
Amaz |
core and minetest are the same thing |
12:37 |
Amaz |
core is generally used in builtin, and minetest in mods. |
12:37 |
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12:37 |
rdococ |
oh. |
12:37 |
rubenwardy |
rdococ, have you seen: |
12:37 |
rubenwardy |
!title https://forum.minetest.net/viewtopic.php?t=4401 |
12:37 |
MinetestBot |
rubenwardy: [Mod] Finite / Realistic Water [outdated] [waterplus] - Minetest Forums |
12:38 |
rubenwardy |
I'm not interested in maintaining that atm, but there may be something salvagable |
12:38 |
rdococ |
I don't want the node to be walkable but I want the node not to fall on top of itself... |
12:38 |
rdococ |
how would I accomplish that? |
12:40 |
rubenwardy |
not walkable doesn't mean it drops |
12:40 |
rubenwardy |
unless you're actually using item drop as well |
12:40 |
rubenwardy |
I'd suggest copying the item drop code and making it water specific |
12:40 |
rdococ |
? |
12:40 |
rdococ |
you're misinterpreting me. |
12:40 |
rubenwardy |
or not using entities when dropping, and just drop immediately |
12:41 |
rdococ |
item drop? |
12:41 |
rdococ |
we weren't talking about item drops. |
12:41 |
rubenwardy |
oops, node drop |
12:41 |
rubenwardy |
eg: sand |
12:41 |
rdococ |
yeah. |
12:41 |
rdococ |
I just added falling_node because trying to program the fall downwards was duplicating the water. |
12:42 |
rdococ |
but now when it falls on top of other finite water, instead of my code kicking in and adding it to that block, it replaces it |
12:42 |
rubenwardy |
well, I suggest copying the node drop code and making it water specific |
12:42 |
rubenwardy |
or not animating it for now |
12:43 |
rdococ |
animating it? |
12:43 |
rdococ |
if I make it replace with dirt as it falls, that doesn't duplicate it |
12:43 |
rdococ |
but if I use air, it does |
12:44 |
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12:44 |
rubenwardy |
errrr.... |
12:44 |
rubenwardy |
bug |
12:47 |
rdococ |
in my code probably. |
12:47 |
rdococ |
also, water that's higher than level 1 seems to spread out as it falls when I programmed it not to. |
12:48 |
rubenwardy |
At the time I made my finite water mod, I had to use unwalkable unbuildable_to unpointable nodeboxes |
12:49 |
rubenwardy |
https://github.com/rubenwardy/waterplus/blob/master/finite.lua#L26 |
12:49 |
rubenwardy |
It may have changed since |
12:51 |
rdococ |
ok I think I fixed my bug |
12:52 |
rubenwardy |
yay |
12:55 |
rdococ |
sometimes it flows... questionably but if I place one level_x water down it does spread into x level_1 blocks, which means same volume |
12:56 |
IhrFussel |
Problem: He didn't create ~/.minetest folder while compiling..what went wrong? |
12:59 |
IhrFussel |
Ok nevermind...ls just doesn't show . folders vy default |
12:59 |
An0n3m0us |
do ls -alh |
13:01 |
IhrFussel |
An0n3m0us, thanks =) OMG I LOVE scp...it's so easy to use and copies all my files to the new server |
13:02 |
An0n3m0us |
np |
13:11 |
rdococ |
okay now I think there's absolutely no chance of a change in the volume of the water. |
13:11 |
rdococ |
now to work on bucket support. |
13:12 |
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13:12 |
rdococ |
now do I have to register my finite water as a liquid for a bucket to place it, or no? |
13:12 |
rubenwardy |
what about water levels? |
13:13 |
rdococ |
I was thinking about having a different item for every water level. eg you could have a bucket half full with finite water. |
13:13 |
IhrFussel |
The dedi is MUCH faster than the VPS it seems...it just compiled Minetest in 3 minutes o.o |
13:13 |
rubenwardy |
specs/cost? |
13:13 |
rdococ |
your finite water is probably better than mine but mine does function. |
13:13 |
rdococ |
(and it's not outdated. there's that, too. wouldn't hold it against yours tho.) |
13:14 |
IhrFussel |
AMD Opteron 1381 from 2009...2.5 Ghz quadcore I think...that's why I'm surprised it compiled so fast (RAM is 4 GB) |
13:14 |
rubenwardy |
It was moved to old mods and marked as outdated when finite water was merged into the engine |
13:14 |
rubenwardy |
it's just unmaintained |
13:15 |
Calinou |
IhrFussel: IIRC on my i7-6700K, I can compile Minetest in 2 minutes or so, sometimes less |
13:15 |
rdococ |
I haven't seen finite water in the engine recently |
13:15 |
rubenwardy |
it was reverted due to instability |
13:16 |
rubenwardy |
Just giving some context |
13:16 |
rubenwardy |
I look forward to seeing your version |
13:16 |
rdococ |
well, mine will be even more unstable |
13:16 |
rdococ |
you shouldn't. |
13:16 |
rdococ |
trust me. |
13:16 |
Axord |
Heh. |
13:16 |
rdococ |
it's terrible. |
13:16 |
rdococ |
run while you can. |
13:16 |
IhrFussel |
Calinou, it took almost 10 minutes on the VPS with Intel Xeon 2.8 Ghz |
13:16 |
Calinou |
there's the hypervisor overhead, some are faster than others |
13:16 |
rdococ |
okay, maybe it works but terribly. |
13:17 |
rdococ |
imagine each number is a water level in this example of what it does terribly: 00 12 00 -> 01 10 01 -> 02 08 02 -> ... |
13:18 |
rdococ |
now I initially wanted it to do something like this: 00 12 00 -> 04 04 04 instantly.. |
13:19 |
rubenwardy |
that's pressure |
13:19 |
rubenwardy |
like, the pressure of the water makes it spread out quickly |
13:19 |
rdococ |
but each water node can flow out in 4 directions, requiring division by 5. |
13:20 |
rdococ |
now, I didn't want to have to make my system have 5! nodes (for systems with 1, 2, 3 or 4 neighbours) just so it'd be even (and that's only for the maximum water level spreading out)... |
13:20 |
rubenwardy |
brb |
13:21 |
rdococ |
k |
13:30 |
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13:30 |
randomminer |
has anyone managed to get farm animals to stay within an a fenced area reliably? |
13:31 |
randomminer |
heck, with chickens i've even roofed the fence area and they still escape. |
13:31 |
randomminer |
ive figured a few tricks to minimise escapes, but nothin perfect so far |
13:32 |
rdococ |
how would they escape a roofed fence area? |
13:32 |
rdococ |
what does it look like when they do? |
13:32 |
randomminer |
rdococ, no idea, they just appear outside the area. I know they are mine because they are tamed, and and no longer inside. |
13:33 |
rdococ |
wonder if you should watch it for a while and see how they escape |
13:34 |
rdococ |
eg do they clip the walls |
13:34 |
rdococ |
did they grant themselves noclip somehow |
13:34 |
rdococ |
jk |
13:34 |
An0n3m0us |
lol |
13:34 |
rdococ |
but still |
13:35 |
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13:36 |
randomminer |
ive tried, hoping someone had cracked it already. But suppose it is all i can do now. I've got it down to one escape every fifteen minutes or so. |
13:36 |
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13:39 |
rdococ |
idk |
13:39 |
rdococ |
someone might have |
13:39 |
rdococ |
I haven't experienced taming animals tho |
13:44 |
* randomminer |
sits inside chicken hutch |
13:44 |
rdococ |
how do I register a liquid with the buckets mod? |
13:45 |
rubenwardy |
https://github.com/minetest/minetest_game/blob/master/game_api.txt#L17 |
13:45 |
rubenwardy |
rdococ ^ |
13:46 |
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13:46 |
rdococ |
docs. |
13:46 |
rdococ |
once again, using the word bucket doesn't work. should I use minetest, which isn't clear to me, or something else? |
13:47 |
rdococ |
at this point I think I might just register_craftitem it. |
13:47 |
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13:47 |
rubenwardy |
are you depending on the buckets mod? |
13:47 |
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13:47 |
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13:48 |
rdococ |
yes, I was just doing it wrong |
13:48 |
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13:52 |
randomminer |
aint having much luck chicken wathcing |
13:52 |
rdococ |
now when I try and grab water I get an unknown item. yay! |
13:52 |
rubenwardy |
probably an entity bug |
13:52 |
rubenwardy |
mobs_redo? |
13:53 |
randomminer |
rubenwardy, yup + horses by the same guy |
13:54 |
randomminer |
the chickens escaping isnt even that bad, easy to get more from eggs, its the other ones jumping out of their pens :P |
13:54 |
rdococ |
k I think I got it now, yay |
13:55 |
rdococ |
now to complete the laborious process of giving each level a different texture |
13:55 |
rdococ |
wonder how I should do it tho |
13:55 |
randomminer |
rdococ, what liquid are you creating? |
13:55 |
rdococ |
finite water, like rubenwardy's mod but bad |
13:57 |
randomminer |
ah |
13:57 |
randomminer |
heh, i left the hutch, and a chicken escaped while i wasnt looking |
13:57 |
randomminer |
-_- |
13:57 |
randomminer |
and again |
13:57 |
randomminer |
-______- |
13:58 |
rdococ |
to me it sounds like it might have something to do with unloading the mapblock the hutch is in |
13:58 |
rdococ |
not mapblock, but chunk |
13:59 |
randomminer |
I wasnt more than 20 blocks or so from it |
13:59 |
randomminer |
and the last one, i was still inside it |
13:59 |
rdococ |
what did you see? |
13:59 |
randomminer |
nothing, i was looking here for a sec :'( |
14:00 |
rdococ |
is it a singleplayer? |
14:00 |
randomminer |
yep |
14:01 |
rdococ |
when focus is taken away from the window, do the mobs lag? |
14:02 |
randomminer |
nope |
14:02 |
rdococ |
I have no idea then. |
14:04 |
* rdococ |
wonders why wine gives me the option to go on winders IE and winders ntoepad |
14:06 |
randomminer |
hmmm, at some point ill probs just trawl the lua files and see if i can make the entities just jump normal 1 block jumps instead of superjumps. |
14:08 |
randomminer |
it's kinda unrealistic that superjump works for them anyway |
14:16 |
* rdococ |
is wondering how he will texture all 12 water buckets |
14:21 |
rubenwardy |
rdococ: compatibility |
14:21 |
rubenwardy |
some windoze apps may require/assume those are installed |
14:21 |
rdococ |
oh |
14:21 |
rubenwardy |
or at least their dlls |
14:22 |
rdococ |
maybe I should just not use windoze apps when possible |
14:22 |
rdococ |
they're already unpredictable |
14:22 |
rdococ |
and letting them wreck havoc on my system? not a good idea. |
14:22 |
rdococ |
what if they've already put a time limit on my comp |
14:29 |
skylion |
randomminer i just saw a chicken noclip through the ground so that might answer your problem |
14:30 |
randomminer |
skylion, hah, great |
14:31 |
rdococ |
lol |
14:31 |
rdococ |
rubenwardy: it still doesn't tell me why I can choose to open files that way |
14:32 |
rdococ |
I mean, apparently it recommends me to open textures in IE |
14:32 |
rdococ |
which makes no sense, I'd rather them open in Pinta |
14:33 |
rdococ |
tho Pinta does have a few issues on my comp mostly related to selections |
14:33 |
randomminer |
i was hoping it was something to do with jumpheight calculation. That being said, still probably worth testing that with animals that don't really belong in fully enclosed cages, which also escape their enclosrues :P |
14:33 |
rdococ |
I knew it, they /grant themselves noclip :p |
14:34 |
An0n3m0us |
lol |
14:34 |
rdococ |
soon they'll be granting themselves interact like mine$$$$$'s endermen |
14:35 |
skylion |
While i'm here can someone help me? Earlier today i tried registering on the forums but apparently my IP is blacklisted or something. |
14:35 |
rdococ |
which forms? |
14:35 |
rdococ |
forums* |
14:35 |
skylion |
the minetest one |
14:36 |
rdococ |
forum.minetest.net? |
14:36 |
skylion |
yes |
14:37 |
skylion |
and it gives me some links to spamhaus and CBL websites |
14:37 |
sfan5 |
skylion: you need to talk to celeron55 about that |
14:37 |
rdococ |
huh |
14:40 |
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15:11 |
rdococ |
how should I texture the buckets? |
15:13 |
rdococ |
nobody has anything to say about it? :c |
15:14 |
An0n3m0us |
emmm |
15:14 |
An0n3m0us |
create a texture |
15:15 |
An0n3m0us |
what do you mean how? |
15:27 |
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15:30 |
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15:31 |
Taose |
rdococ: quickly? pls? ;) |
15:31 |
rdococ |
no, I mean the bucket texture I'm basing it off doesn't let players see the bottom half of it, so I can't draw water for levels that low |
15:47 |
rdococ |
Taose, quickly? why? |
15:48 |
Taose |
Well how else do players like their content? |
15:48 |
Taose |
;) |
15:48 |
An0n3m0us |
lol |
15:48 |
rdococ |
old versions of Minetest had much better finite water than I could ever make. |
15:48 |
Taose |
Steel 'em? |
15:48 |
Taose |
Steal* |
15:49 |
rdococ |
it was removed due to instabilities or something |
15:49 |
rdococ |
but the even older mod version is old |
15:49 |
Taose |
...goddam steel pix wear out quickly |
15:49 |
rdococ |
and outdated |
15:49 |
rdococ |
hmm |
15:50 |
* Taose |
looks at copper |
15:50 |
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15:50 |
Taose |
okie...what's the point of copper |
15:50 |
Obani |
https://www.youtube.com/watch?v=2rDkQWi-RA4 |
15:50 |
An0n3m0us |
very old |
15:50 |
An0n3m0us |
to eat! |
15:50 |
rdococ |
I'm thinking about forking the core so I can see if I can modify the crappy water that Minetest has now |
15:50 |
Obani |
A live about minetest coding |
15:50 |
Obani |
rdococ, ever looked at minetest-HD ? |
15:50 |
Taose |
(found the purpose) |
15:50 |
rdococ |
why what's that? |
15:50 |
Obani |
rdococ, it's minetest |
15:50 |
Obani |
in HD |
15:51 |
Obani |
And with a dead developper |
15:51 |
rdococ |
scroonshet? |
15:51 |
rdococ |
screenshot( |
15:51 |
rdococ |
* |
15:51 |
rdococ |
** |
15:51 |
Obani |
rdococ, https://github.com/RealBadAngel/minetestHD |
15:51 |
Obani |
Many branches beware |
15:51 |
rdococ |
**** |
15:51 |
rdococ |
ugh |
15:51 |
rdococ |
using asterisks to correct |
15:51 |
rdococ |
hold on |
15:51 |
Obani |
There are many many graphical improvements in there |
15:52 |
Obani |
Including water |
15:52 |
rdococ |
s/*/(s/scroonshet/screenshot) |
15:52 |
rdococ |
s/**/ and s/****/ |
15:52 |
Obani |
But the developper died, so the project did too |
15:52 |
rubenwardy |
https://github.com/rubenwardy/minetest/tree/postprocessing |
15:52 |
rdococ |
should I just wine it, Obani? |
15:52 |
Obani |
rdococ, why that ? |
15:52 |
rubenwardy |
I don't think water was ever merged into MTHD |
15:52 |
Obani |
why would you wine it ? |
15:53 |
Obani |
rubenwardy, I think it was, as long as I downloaded it and tried |
15:53 |
rdococ |
because wine is tasty? |
15:53 |
rubenwardy |
RBA was working on it, but he was waiting for more foundation stuff before making it final |
15:53 |
Obani |
rdococ, wine is a program for windows .exe(s) |
15:53 |
rubenwardy |
rdococ, this is a rebased version of MTHD https://github.com/rubenwardy/minetest/tree/postprocessing |
15:53 |
Obani |
rubenwardy, with dof and all the shits ? |
15:54 |
rubenwardy |
It adds bloom, deph of field, cell shading, fxaa |
15:54 |
Obani |
wool |
15:54 |
Obani |
cool* |
15:54 |
Obani |
Well anyway just wanted to highlight this live |
15:54 |
rdococ |
hm |
15:54 |
rdococ |
how will I build it tho? |
15:54 |
Obani |
rdococ, mkdir build && cd build && cmake .. && make |
15:54 |
Obani |
? |
15:54 |
Obani |
Ok so |
15:54 |
An0n3m0us |
not that easy |
15:54 |
An0n3m0us |
need requirement |
15:55 |
An0n3m0us |
s |
15:55 |
Obani |
Well |
15:55 |
Obani |
A person that talks about forking the engine |
15:55 |
Obani |
Is to me someone that is capable of compiling the engine |
15:55 |
An0n3m0us |
true |
15:56 |
Obani |
Going now, as I still think Minetest is (antichamber of hell)(1/2) |
15:57 |
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16:00 |
Taose |
Is there any way to "prospect" for ores? |
16:02 |
agaran |
Taose: technic mod has tool for that, but aside of that I don't know about any such tools, not impossible to write such tho.. |
16:04 |
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16:14 |
MinetestBot |
[git] sfan5 -> Uberi/Minetest-WorldEdit: Show light level with //inspect 78e4ba8 https://github.com/Uberi/Minetest-WorldEdit/commit/78e4ba828ebe19dc80977ce53ce301d63230b8b8 (2017-01-03T16:11:38Z) |
16:15 |
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16:16 |
rdococ |
it refuses to open |
16:17 |
rdococ |
it displays an empty window, flashes the screen white for a fraction of a second, then it's gone |
16:17 |
An0n3m0us |
he's gone |
16:18 |
rubenwardy |
rdococ: post processing? |
16:18 |
rdococ |
? |
16:18 |
rubenwardy |
https://github.com/rubenwardy/minetest/tree/postprocessing ? |
16:19 |
rdococ |
yes |
16:20 |
rubenwardy |
any errors in console? |
16:20 |
rubenwardy |
what opengl version? |
16:21 |
rdococ |
uh |
16:21 |
rubenwardy |
also, don't resize the window once you start the game (ie: are no longer in the main menu) |
16:25 |
sfan5 |
the postprocessing brach was crashing last time i checked |
16:25 |
Taose |
? |
16:25 |
Taose |
Resizing works fine for me |
16:25 |
rubenwardy |
it crashes when you resize the window for me |
16:25 |
rubenwardy |
but not otherwise |
16:26 |
rdococ |
at least you can play it -.- |
16:27 |
Taose |
for an alpha I've never seen such a stable game >_. |
16:27 |
rdococ |
we're talking about /postprocessing |
16:27 |
Taose |
Someone said resizing the window in game crashed it. |
16:28 |
rdococ |
nah, they're talking about the postprocessing branch |
16:28 |
rdococ |
minetest gets modded a lot |
16:28 |
rdococ |
tho postprocessing isn't a mod in the strict sense |
16:28 |
Taose |
>.> shouldn't that be in the minetest-dev channel then? |
16:28 |
rubenwardy |
No |
16:29 |
rdococ |
that's for the core I believe |
16:29 |
rubenwardy |
we're not discussing development, but rather trying out a WIP dev patch |
16:29 |
rubenwardy |
if we were discussing how to fix that patch, it would be -dev |
16:29 |
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16:55 |
MinetestBot |
[git] rubenwardy -> minetest/minetest_game: Make doors place when shift is held instead of calling on_rightclick 48ab62d https://github.com/minetest/minetest_game/commit/48ab62db88ea4f79a0e13819e3981fdd37c89a1a (2017-01-03T16:54:01Z) |
17:08 |
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17:09 |
rdococ |
\/or\/ |
17:10 |
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18:10 |
rubenwardy |
Jordan4Ibanez is live now: https://www.youtube.com/watch?v=eI_mF_L5nuQ |
18:10 |
rubenwardy |
programming his mob framework |
18:22 |
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18:36 |
whitephoenix0 |
found my next project |
18:36 |
whitephoenix0 |
glider mod |
19:32 |
rdococ |
hmm |
19:32 |
rdococ |
wonder if I could do spheretest + nether mod |
19:32 |
rdococ |
well of course I could but |
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19:42 |
garywhite |
Damned netsplit |
19:44 |
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19:51 |
sfan5 |
garywhite: freenode is doing server maintenance |
19:51 |
garywhite |
Yeah, I got the message about 10 secs before they went offline |
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21:07 |
behalebabo |
Can I specify for minetest --server to use a different mod directory than $HOME/.minetest/mods? |
21:10 |
An0n3m0us |
yea |
21:10 |
An0n3m0us |
create folder worldmods in the world folder ~/.minetest/worlds/map/worldmods |
21:10 |
An0n3m0us |
then add your mods in there |
21:11 |
behalebabo |
Will mods placed there override mods placed in $HOME/.minetest/mods? |
21:11 |
An0n3m0us |
no |
21:11 |
An0n3m0us |
actually im not sure |
21:11 |
behalebabo |
I'll try it |
21:12 |
behalebabo |
Ok, it does seem to override, thanks |
21:12 |
An0n3m0us |
np |
21:29 |
Fixer |
rubenwardy: watching |
21:29 |
Fixer |
i hear nice keyboard |
21:31 |
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21:38 |
rubenwardy |
Fixer, that stream is still running :O |
21:38 |
An0n3m0us |
? |
21:38 |
Fixer |
rubenwardy: it is running |
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22:11 |
Calinou |
I like the water swimming sounds in minetest_game btw, good work on them |
22:11 |
Calinou |
(thanks for surpassing Minecraft! :P) |
22:12 |
whitephoenix |
class got canceled without notice, looks like I'm modding for the next few hours |
22:33 |
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23:15 |
Pie-jacker875 |
in the first world I ever generated I found a nyan cat but I didn't know how rare they were |
23:15 |
Pie-jacker875 |
that world is long gone though |
23:15 |
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