Time |
Nick |
Message |
00:02 |
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00:07 |
DI3HARD139 |
Question. How does one make lua loop in minetest? |
00:10 |
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00:10 |
ShadowNinja |
while true do end? |
00:11 |
ShadowNinja |
Minetest has all the regular Lua looping structures. |
00:13 |
DI3HARD139 |
Tried that. Crashes the client/server or returns "Out of memory" |
00:13 |
red-001 |
well obviously you want your loop to end |
00:14 |
red-001 |
https://www.lua.org/pil/4.3.4.html |
00:15 |
red-001 |
a while with with a condition of true will run forever |
00:15 |
red-001 |
or at least for a few seconds before mt crashes |
00:17 |
DI3HARD139 |
So like this? http://pastebin.com/8Px6fJS2 |
00:17 |
red-001 |
no... |
00:18 |
* DI3HARD139 |
goes back to reading |
00:18 |
red-001 |
that will never work |
00:21 |
red-001 |
this might http://pastebin.com/9DtEAzuy |
00:27 |
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00:27 |
DI3HARD139 |
indeed it did. Ty |
00:28 |
DI3HARD139 |
Now to start in verbose mode and see if core.clear_objects is even being called as I cannot tell |
00:28 |
DI3HARD139 |
On either versions |
00:30 |
DI3HARD139 |
Ok it was on both versions. Perfect! |
00:30 |
DI3HARD139 |
Thanks again! |
00:41 |
red-001 |
your welcome |
00:43 |
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MinetestBot |
[git] ShadowNinja -> minetest/minetest: Fix AIX threading build 3eecc6f https://git.io/vDUsG (2017-01-28T23:52:07Z) |
01:31 |
MinetestBot |
[git] ShadowNinja -> minetest/minetest: Fix synchronization issue at thread start c93f7f5 https://git.io/vDUsZ (2017-01-28T23:52:07Z) |
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09:26 |
MinetestBot |
[git] Zeno- -> minetest/minetest: Rename height to scale for openConsole() (#5139) 707e27b https://git.io/vDUEn (2017-01-29T09:26:00Z) |
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12:14 |
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12:14 |
Kurolox |
Hello. It's there any way to add hyperlinks to the MOTD or the chat? |
12:15 |
Calinou |
Kurolox: nope, it's not possible to click the chat anyway |
12:15 |
Kurolox |
Any alternative or mod that could get me something similar? |
12:15 |
Kurolox |
as in, a command that opens a website or something like that? |
12:19 |
Calinou |
Kurolox: no... |
12:19 |
Calinou |
that'd be a security risk unless there's a confirmation dialog, so don't expect that to be added |
12:20 |
crazyR |
that should be added. but... as you say with a confirmation dialog |
12:23 |
Kurolox |
I understand. Also, there's a way to make people be able to change their passwords by themselves? I know that there's the setpassword command, but I believe that if I give them access to it they can change the password of everyone else |
12:26 |
sfan5 |
Kurolox: people can already change their own password |
12:27 |
sfan5 |
besides /setpassword is less secure than the usual password authentication mechanism |
12:28 |
Kurolox |
How can they? |
12:31 |
sfan5 |
Kurolox: http://i.imgur.com/Rcpo37s.png |
12:38 |
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12:38 |
Kurolox |
I see. Thanks for the help, sfan! |
12:40 |
Kurolox |
Now I only need to fix the missing object stuff and I should be able to open my server to the public |
12:49 |
Kurolox |
Seriously. This have been haunting me since I started to make the server. Unknown objects appears randomly through the map and I have absolutely no idea about where do they come from. http://i.imgur.com/N4EtMHo.png |
12:49 |
red-001 |
are you using mtg? |
12:49 |
Kurolox |
mtg? |
12:50 |
Kurolox |
minetest_game? |
12:50 |
Kurolox |
yes |
12:50 |
red-001 |
weird |
12:50 |
Kurolox |
It does have some mods tho |
12:50 |
red-001 |
what mods? |
12:50 |
red-001 |
do /mods if you don't remember |
12:50 |
Kurolox |
areas farming_plus homedecor_modpack minetest-3d_armor mobs_animal mobs_npc moreblocks signs throwing unified_inventory worldedit xdecor |
12:50 |
Kurolox |
enchanting hbhunger hudbars minetest-mod-mesecons mobs_monster mobs_redo serverguide sprint treecapitator workbench xban2 |
12:51 |
red-001 |
moat likely it's one of the mobs mods |
12:51 |
Kurolox |
I thought so, but disabling them and doing a clearobjects didn't fixed it |
12:51 |
Kurolox |
http://i.imgur.com/1Jchuz3.png |
12:52 |
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12:52 |
red-001 |
could you get the name of the entities? |
12:52 |
red-001 |
or did that break again in mt? |
12:53 |
Kurolox |
I'm not sure about it. Pressing F5 tells me that they are "GenericCAO hp=1 armor={fleshy=100,}" |
12:53 |
Kurolox |
Not sure if that's what you mean |
12:53 |
red-001 |
looks like it's broken again |
12:54 |
red-001 |
do these appear often? |
12:54 |
Kurolox |
Quite often |
12:54 |
red-001 |
whats your mtg/mt version? |
12:55 |
Kurolox |
0.4.15 |
12:57 |
red-001 |
do the mobs work correctly? |
12:57 |
Kurolox |
Yes. I tried to spawn all of them with the eggs, none of them seemed to be broken |
12:58 |
red-001 |
that's really weird |
12:58 |
Fixer |
Kurolox: probably mobs |
12:59 |
Kurolox |
I'm 100% sure that it's a mod since when I had only mtg I didn't had any issue |
12:59 |
Kurolox |
the problem is that I have no way to troubleshoot which mod is causing it |
12:59 |
red-001 |
how come? |
13:00 |
Kurolox |
They just appear randomly, I can't get any relevant info from the missing objects and the server log doesn't show anything that could be relevant |
13:00 |
Kurolox |
so I'm not sure how to check which mod is spawning them |
13:00 |
red-001 |
not sure what I can do |
13:01 |
red-001 |
have you asked on mt-dev or project? |
13:01 |
Kurolox |
not really, I've asked here a few times. I'm not sure if they will be able to help me since it's a mod and not the base game though. |
13:02 |
sfan5 |
in mods look for "minetest.add_entity" |
13:03 |
Kurolox |
as in the code of the mods? |
13:03 |
Krock |
IIRC you can get the names of them by punching or right-clicking the unknown entities |
13:03 |
Krock |
once you have the name you know which mod caused it |
13:03 |
sfan5 |
yes |
13:05 |
Fixer |
also |
13:05 |
Fixer |
i filed a bugreport about missing name of entities, it is a bug |
13:05 |
Fixer |
some time ago |
13:05 |
sfan5 |
unknown nodes are also missing their description |
13:05 |
Fixer |
now you don't see entity name even in F5 mode, even for stuff like Sand |
13:06 |
Fixer |
just that GenercCAO thing |
13:06 |
Fixer |
https://github.com/minetest/minetest/issues/5042 |
13:06 |
Fixer |
https://i.imgur.com/B0ildql.png |
13:11 |
Kurolox |
I believe that I do have two different kinds of missing object though |
13:11 |
Kurolox |
one is the random that happens all the time, then there's other that I'm 100% sure that is caused by the signs mod |
13:12 |
Kurolox |
mostly because if I add a sign with text, every other player will see a missing object in the sign instead of the text that was written, and if someone breaks the missing object the text in the sign dissapears |
13:23 |
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14:40 |
miloszs |
hi |
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15:57 |
IhrFussel |
red-001, hey there! Whats the command to tell paramat something again? |
15:57 |
red-001 |
well !tell for public or /msg memoserv for private |
16:02 |
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16:06 |
red-001 |
lol technicality speaking you can dig an undigable node in 115.74 days |
16:07 |
Krock |
yes, that's documented somewhere |
16:07 |
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16:07 |
red-001 |
lol |
16:07 |
Krock |
dig time = 100000 or something like that |
16:07 |
red-001 |
// I guess nobody will wait for this long |
16:07 |
red-001 |
runData->dig_time_complete = 10000000.0; |
16:08 |
red-001 |
funny that it's documented |
16:09 |
Krock |
5 minutes to edit the client source, recompile and fly through that stuff |
16:09 |
Krock |
the chance for a server crash is too big |
16:10 |
MinetestBot |
[git] Ezhh -> minetest/minetest: Add console height setting (#5136) 0c9189d https://git.io/vDUDC (2017-01-29T16:10:17Z) |
16:18 |
IhrFussel |
!tell paramat How safe is it to change from v6 mapgen to v7 when the world size is ~ 5GB already? What are the risks? Thanks in advance :) |
16:18 |
MinetestBot |
IhrFussel: I'll pass that on when paramat is around |
16:19 |
agaran |
IhrFussel: you will get misaligned spots when one mapgen generated one place, other generated next.. but it did not cause any worse stuff than that for me |
16:21 |
IhrFussel |
agaran, so you mean where v6 and v7 cross? How big was the affected area? |
16:22 |
agaran |
if you have one block generated by v6, then next block, later will be generated by v7 you may end up with arbitrary cliff.. or waterfall or such |
16:22 |
agaran |
can be mess because one mapgen might make high lake other will do flat desert down.. |
16:22 |
IhrFussel |
Like...was it just at the border between the mapgens or larger? |
16:22 |
agaran |
only borders between genrated and not-generated |
16:23 |
agaran |
can be mess to some degree |
16:23 |
IhrFussel |
Everything beyond should operate like a newly generated v7 map? |
16:24 |
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16:25 |
IhrFussel |
My current map gen limit is 8000 ... So when i move to v7 and increase the limit i sgould be able to tell players "looking for new mapgen? 8500+" |
16:27 |
red-001 |
yeah |
16:27 |
red-001 |
but it will also generate in unexplored areas inside your current limit |
16:28 |
agaran |
IhrFussel: it also means on surface level too |
16:30 |
red-001 |
so you will get really messy looking terrain at the boundaries |
16:30 |
agaran |
yup |
16:31 |
red-001 |
I think mgv7 terrain is higher then mgv6 so you might get a few mountain tops that are just floating in mid air |
16:36 |
IhrFussel |
The map is largely generated until at least 4000...i could just add a command that tp players to 100% nicely generated v7 areas |
16:37 |
red-001 |
well it's not game breaking broken terrain but it looks a bit ugly |
16:38 |
IhrFussel |
red-001, does v7 have the same biomes as valleys minus the valley-like landscape? |
16:38 |
red-001 |
e.g. think of massive cliffs that are completely straight |
16:38 |
red-001 |
iirc yes |
16:39 |
IhrFussel |
Ok good cause if i move to a new mapgen then i want one with all available biomes |
16:39 |
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16:42 |
red-001 |
IhrFussel, you might want to join #minetest-project |
16:42 |
red-001 |
a lot of the server owners are on there |
16:45 |
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16:49 |
IhrFussel |
What is the voice right for again? |
16:57 |
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16:59 |
kaeza |
greetings |
17:00 |
Krock |
IhrFussel, in moderated channels it's used to give people the permission to talk |
17:00 |
IhrFussel |
Krock, so this channel is "unmoderated"? |
17:01 |
Krock |
this one here, yes. |
17:01 |
Krock |
same as all other minetest channels BUT project |
17:01 |
kaeza |
"unmoderated" in the IRC sense ;) |
17:02 |
kaeza |
you can expect some bot to kick you in the privates if you do something silly |
17:03 |
Krock |
and sfan is able to manipulate MTB, so pay attention ;) |
17:05 |
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17:07 |
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17:17 |
VanessaE |
kaeza: sorry if my homedecor changes are getting in the way of those translation updates, btw |
17:17 |
VanessaE |
just fixing bugs introduced in the last few days' worth of feature changes |
17:17 |
kaeza |
VanessaE, haven't had any issues with them, but don't worry about that |
17:18 |
kaeza |
I know where you live <_< |
17:18 |
kaeza |
merged the auto-generated catalogs and Bruno's pt update BTW |
17:19 |
kaeza |
Calinou, ping ^ |
17:20 |
VanessaE |
kaeza: I don't see that mer...oh there it is. |
17:22 |
VanessaE |
did you get a chance to play around with the stuff I've been doing? |
17:22 |
kaeza |
what stuff? |
17:23 |
kaeza |
ah the colored nodes? |
17:23 |
VanessaE |
yeah |
17:24 |
VanessaE |
there's more such conversions on the way, starting tonight |
17:24 |
juhdanad |
Which mods did you change? (I would like to see them) |
17:24 |
VanessaE |
taking a break to turn my brain into mush the old-fashioned way: with TV (futurama) :) |
17:24 |
kaeza |
heh |
17:25 |
VanessaE |
juhdanad: homedecor, coloredwood, unifiedbricks, stainedglass, blox, bobblocks |
17:25 |
VanessaE |
they all use param2 colorization, and homedecor has some of the static color=<foo> usage |
17:26 |
VanessaE |
in all casesz they derive their palette and colorization code from unified dyes |
17:28 |
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17:28 |
kaeza |
coloredwood got an update? nice |
17:29 |
VanessaE |
yeah, and that one was a bitch :) |
17:30 |
VanessaE |
since it uses facedir (stairsplus support), I had to divide the unified dyes palette, one strip of 8 px per hue |
17:30 |
VanessaE |
so in the base mod there are 13 nodes, plus one more for the fence since they're not facedir. |
17:32 |
VanessaE |
with stairsplus there are something like 400 nodes ( (12 hues + 1 grey strip)* 30_odd stairs shapes, plus the fence) |
17:34 |
juhdanad |
Then how many blocks were registered before? |
17:35 |
VanessaE |
( 90 * 30 ) * 2, plus 90 sticks |
17:35 |
VanessaE |
er, no, ( 90 * 30 ) + 90 + 90 |
17:35 |
VanessaE |
(90 colors * 30 shapes) + 90 fences + 90 sticks |
17:36 |
VanessaE |
so almost 2900 items and nodes |
17:36 |
juhdanad |
Maybe this is why node initialization is slow when you join a server. |
17:36 |
VanessaE |
yep |
17:37 |
VanessaE |
plus, consider how much memory was being consumed by the textures |
17:37 |
juhdanad |
2900 items*16*16 pixels*4 bytes |
17:37 |
VanessaE |
think HDX :P |
17:38 |
VanessaE |
so ( 2700*512*512 + 90*16*16) * 4 |
17:38 |
VanessaE |
er |
17:38 |
VanessaE |
so ( 2700*512*512 + 90*64*64) * 4 |
17:38 |
VanessaE |
(sticks are item images, so they're 64px) |
17:38 |
juhdanad |
2,8 MiB with 16*16 textures. |
17:39 |
juhdanad |
17 MiB if you punch blocks and crack textures are also generated. |
17:40 |
juhdanad |
2,6 GiB with HDX textures, 16 GiB if you punch all. |
17:40 |
juhdanad |
I don't wanna play with HDX. |
17:41 |
VanessaE |
heh |
17:41 |
juhdanad |
Node crack should also be an overlay... |
17:41 |
kaeza |
VanessaE, works quite well except for unifiedbricks |
17:42 |
VanessaE |
what's wrong with it? |
17:42 |
kaeza |
maybe I cloned the wrong repo? |
17:42 |
kaeza |
bricks don't wnt to be colorized |
17:42 |
VanessaE |
wrong repo probably. |
17:42 |
kaeza |
is it mt-mods/unifiedbricks? |
17:42 |
VanessaE |
https://github.com/minetest-mods/unifiedbricks |
17:43 |
kaeza |
hm, I do have an "Use param2-based colorization" commit in the logs |
17:44 |
VanessaE |
what are you trying to do exactly? |
17:45 |
kaeza |
right click with dye? or is it something else? |
17:45 |
VanessaE |
place a default brick and right click it with dye, yes |
17:45 |
VanessaE |
however, |
17:46 |
kaeza |
oh |
17:46 |
VanessaE |
the latest commit is "cleaner way to call after_dig_node" |
17:46 |
VanessaE |
also make sure unified dyes is up to date |
17:46 |
kaeza |
I just cloned both |
17:46 |
kaeza |
I was trying to color an already-colored red brick |
17:47 |
kaeza |
ah it works now :P |
17:47 |
VanessaE |
\o/ |
17:48 |
juhdanad |
VanessaE: did you know that you can specify the wield color for a palette node? |
17:48 |
VanessaE |
no I didn't |
17:48 |
VanessaE |
that'll save some more memory |
17:48 |
juhdanad |
This is what the node-global color is for. |
17:49 |
VanessaE |
got an example I can plagiari-- er refer to ? :) |
17:50 |
kaeza |
can you also colorize stairs, etc? |
17:50 |
VanessaE |
yep |
17:50 |
VanessaE |
well |
17:50 |
VanessaE |
sorta |
17:50 |
kaeza |
TODO? :P |
17:50 |
VanessaE |
stairsplus nodes are supported |
17:50 |
kaeza |
ah |
17:50 |
VanessaE |
stairsplus through colored wood mod, that is. |
17:50 |
VanessaE |
I just didn't get around to adding support for default bricks and stairs |
17:50 |
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17:51 |
juhdanad |
register_node("grass", {palette="foilage.png", paramtype2="color", color="green", tiles={"grass_top.png", {name="dirt.png", color="white"}}} |
17:52 |
juhdanad |
This grass will be green in your inventory. |
17:53 |
VanessaE |
ahh |
17:53 |
VanessaE |
works with color-oxff123456 also? |
17:53 |
VanessaE |
0x* |
17:53 |
VanessaE |
damn it I can't type |
17:53 |
juhdanad |
Yes, it works with any ColorSpec. |
17:54 |
VanessaE |
nice. |
17:54 |
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17:55 |
Benrob0329[m] |
Hello all |
17:56 |
juhdanad |
Hello! |
17:56 |
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18:15 |
VanessaE |
kaeza: any further comments? :) |
18:16 |
kaeza |
VanessaE, looks excellent so far, and the reduction in node defs will certainly help |
18:17 |
kaeza |
BTW, wasn't there some color machine thing for easy workign with unifieddyes? |
18:17 |
VanessaE |
yes |
18:17 |
VanessaE |
I already gave Sokomine the heads-up on that |
18:17 |
kaeza |
have a link handy? my google-fu is failing :P |
18:17 |
kaeza |
ah Sokomine |
18:17 |
VanessaE |
colormachine needs to drop support for all of the above mods because now it doesn't work for them anyway |
18:18 |
juhdanad |
There should be a paint spray mod to paint many nodes at once. |
18:18 |
VanessaE |
juhdanad: unifieddyes |
18:18 |
VanessaE |
just place a bunch of nodes, and start right-clicking (hold to paint continuously, I think) |
18:19 |
kaeza |
this also makes it easy cto colorize ALL the nodes! |
18:19 |
VanessaE |
sooner or later I'll write a small mod (or add to gloopblocks) to colorize more stuff |
18:28 |
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18:39 |
octacian |
How do I create scrollable non-editable text like in the credits area of the mainmenu? IK it has something to do with tables, but haven't been able to figure it out. I'm working on a computer terminal. |
18:43 |
sfan5 |
read the source code of the mainmenu |
18:48 |
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18:48 |
VanessaE |
in cheapie's newplayer mod, I used a list to do that |
18:48 |
VanessaE |
(I don't recall why, maybe some function I needed wasn't available in the in-mod API) |
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19:45 |
silwol |
Hi all, I want to shout out a big thank you to all the devs of the engine, game and the mods. |
19:45 |
silwol |
Having quite a lot of fun with my 5- and 8-year old sons on weekends playing minetest. |
19:46 |
silwol |
I tried one of the first minetest versions several years ago, and it couldn't run longer than a minute before it crashed back then. It is really amazing how the game evolved in the meantime. |
19:49 |
Krock |
If you want to thank the developers directly, then you'd have to visit #minetest-dev to make sure that they surely see it. |
19:49 |
red-001 |
^ |
19:50 |
Krock |
however, some of them, including some other contributors are here and will most likely see this message :) |
19:51 |
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19:52 |
silwol |
Krock: oh, I just saw the topic when you wrote it. Didn't know there was an additional -dev channel, because I saw some familiar dev names here :-) |
19:53 |
Krock |
spread the word about minetest! let it grow! |
19:54 |
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20:20 |
silwol |
Doing that already quite a lot. At least 5 players started playing because I recommended it to them. |
20:20 |
silwol |
My sons seem to invite players more easily than I do… "Uncle, would you like to join us in Minetest on our Server? We are have already built this and that on it…" |
20:37 |
silwol |
how large are the areas which get generated at once? |
20:38 |
sfan5 |
silwol: map generation happens in 50x50x50 areas iirc |
20:38 |
silwol |
thx |
20:45 |
kaeza |
50³ ? isn't it 5³ "mapblocks" or 80³ nodes? |
20:47 |
red-001 |
it should be on the dev wiki |
20:53 |
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20:57 |
nore |
silwol: it is 80^3 |
20:58 |
silwol |
that's ok as well. just wanted to know because I added a new mod which generatest blocks, and therefore won't affect areas already generated before. |
20:58 |
silwol |
thx nore |
21:11 |
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22:36 |
VanessaE |
kaeza: did you find any issues with coloredwood? or do you think it's safe to merge? |
22:37 |
kaeza |
it compiles. ship it! |
22:37 |
VanessaE |
(I'm been trying to get someone to review that PR) |
22:37 |
kaeza |
no issues :P |
22:37 |
kaeza |
well, from an user perspective |
22:37 |
kaeza |
haven't reviewed the code |
22:38 |
VanessaE |
you don't want to. :) |
22:38 |
VanessaE |
if it works properly 100%, then that's good enough for me :) |
22:38 |
VanessaE |
merged. |
22:38 |
VanessaE |
BAM! :) |
22:39 |
kaeza |
273 changed files |
22:39 |
kaeza |
I ain't reviewing that |
22:40 |
kaeza |
let's just wait for the bug reports :P |
22:42 |
VanessaE |
most of those changes are deleted files :) |
23:09 |
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23:13 |
Fixer |
wth with forums again? why so slow? |
23:13 |
Fixer |
VanessaE: your https://forum.minetest.net/viewtopic.php?t=2411 page needs new images |
23:15 |
VanessaE |
*Waits for page to load* |
23:16 |
VanessaE |
oh yeah |
23:16 |
VanessaE |
that one and several others need updated, as do the READMEs for the mods |
23:17 |
Fixer |
VanessaE: i think all of them in your bottom text (how it is called again?) |
23:17 |
VanessaE |
bottom text? |
23:17 |
Fixer |
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px) |
23:17 |
VanessaE |
oh that |
23:18 |
VanessaE |
yeah, those and a few more |
23:18 |
agaran |
it would be nice to have textmode client for testing.. so you can login from cmdline, issuecommand or 3.. move few nodes.. click this/that.. shutdown server.. |
23:18 |
Fixer |
agaran: write that in lua, run minetestserver, ???, problem? |
23:18 |
VanessaE |
agaran: irc and irc_commands mod together are useful for that |
23:19 |
agaran |
hmm thats some solution but some stuff requires player to be logged in.. |
23:19 |
agaran |
and that requires $DISPLAY |
23:19 |
agaran |
no good for things like Leroy Jenkins (aka automatic testing via jenkins/travis/whatever) |
23:45 |
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23:49 |
octacian |
For those of you interested in computers in Minetest, https://forum.minetest.net/viewtopic.php?f=9&t=16538 |