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IRC log for #minetest, 2017-02-26

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Time Nick Message
00:04 pgimeno joined #minetest
00:05 pgimeno I'm having trouble compiling the client. It looks for /usr/lib/i386-linux-gnu/libGL.so but that is not the correct path. Any idea how to specify the correct one?
00:08 Foz I've noticed something odd about punching nodes.  If a player punches a node that causes the wielded item to be changed, the node will be punched again with the new item if the players mouse button is still down.  A normal single-click can cause this double punching when the item is changed quickly.
00:08 pgimeno ok, answered my own question by grepping, setting the cmake variable OPENGL_gl_LIBRARY:FILEPATH=<path> solved it
00:08 pgimeno sorry for bothering
00:11 Taose No bother :)
00:11 * Taose wouldn't have been able to help anyway
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01:16 redblade7 hey guess what
01:16 redblade7 another counterfeit client spotted
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01:16 redblade7 "econolodge"
01:16 redblade7 you can't teleport, unified_inventory_lite crashes
01:17 redblade7 we can add that as a trademark infringement
01:21 VanessaE redblade7: not a trademark issue
01:21 VanessaE different market
01:21 VanessaE Ask The Beatles about that :)
01:22 LazyJ VW vs John, Ringo, Paul, and... who was the other guy?
01:22 VanessaE heh
01:22 VanessaE well I was thinking more like Apple Music versus Apple Computer :)
01:23 LazyJ Econolodge - isn't that a motel chain?
01:23 VanessaE yeah
01:31 redblade7 yeah true
01:31 redblade7 have you ever heard of a client crashing when one opens the inventory (unified_inventory_lite)?
01:32 redblade7 because it doesnt do that with real minetest on google play or any desktop
01:32 redblade7 i dont have nearly as many mods on this serevr and it was never an issue on my other
01:32 redblade7 but for some reason fake clients are crashing
01:32 redblade7 also, what is a 'crafting table"?
01:34 redblade7 i mean this new server uses valleys mapgen which is rare but
01:35 redblade7 either way my server with plantlife, trees, and lots more mods doesn't seem to have this problem
01:35 redblade7 i mean if it's a counterfeit program obviously i cant help them
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02:36 redblade7 what is a crafting table, though
02:36 redblade7 i've never heard of such a thing
02:36 redblade7 but apparently it's an alternative to an inventory
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03:23 Taose A crafting table basically allows you to take a block and transform it into different shapes
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06:01 presstabstart is it only yaw that's stored for all active objects?
06:03 presstabstart well all active objects that need it
06:11 presstabstart oh no wait, there's pitch
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06:48 MinetestBot [git] paramat -> minetest/minetest: Dungeongen: Add and improve parameters a901a56 https://git.io/vyktd (2017-02-26T06:46:14Z)
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07:45 muhdnurhidayat I leave this here, just in hope that any modders would read it. https://forum.minetest.net/viewtopic.php?f=47&amp;t=2434&amp;p=253526#p253526
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09:08 presstabstart when will we get voxel entities
09:08 presstabstart soon?
09:11 Krock yes, in a few hours it's ready
09:11 Krock no, first we need a developer who is keen to start programming it
09:12 Krock then it will take a long time to implement the storage of these entities and at the end there's still no API to use them in-game, so adding that will take even more time
09:13 presstabstart there's also stuff like collision detection right
09:13 presstabstart I'm going to take a guess and say aab boxes (or whatever they're called) aren't sufficient
09:15 Krock maybe.. dunno.
09:15 presstabstart you're going to need to take the mesh of the voxel entity and decompose it into convex shapes, then apply the separating axis theorem
09:18 presstabstart i could be completely wrong
09:21 presstabstart for mesh decomposition you'll definitely need a library
09:21 presstabstart *decomposition into convex
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10:11 Nyarg <presstabstart> <Krock>: do you say about mod or minetest dev source implements ?
10:11 Krock core source
10:12 Krock there are already attempts to get a similar effect using meshes
10:12 Krock attaching them all together and creating floating structures, but they're quite laggy
10:12 Krock !mod meshnode
10:12 MinetestBot Krock: Meshnodes [meshnode] by stu - https://forum.minetest.net/viewtopic.php?t=8059
10:13 Krock Oh cool. there was a recent update
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10:15 presstabstart does collision work right on that mod though?
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10:20 presstabstart I imagine for voxel entities storage you'd need something very similar to the 'map' class. Large entities could be multiple map blocks wide
10:21 Nyarg and shadows ! don't forget a shadows )
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10:25 presstabstart all the rendering engine sees is a bunch of meshes. but shadows could be a problem; huge objects are going to be many map blocks big. It's probably best to forget about shadows with them for now.
10:30 presstabstart The easiest thing to start with right now- though the hardest to finish- would be the collision detection
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10:38 presstabstart apologies, since we're dealing with voxels we'll only need to deal with sets of OBBs right?
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11:09 Taose Krock, anything beyond an 8x8 square is damn near unusable! (it misses blocks for some reason once it starts getting too large)
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11:29 rdococ I'd like some feedback on a new mod of mine... if that's okay...
11:29 rdococ actually
11:29 rdococ why don't I post it on the forums
11:29 rdococ I'm dumb
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11:30 rdococ but
11:30 rdococ does it count as a release
11:30 rdococ or a WIP?!
11:32 bas080 rdococ: what is the mod about ?
11:33 rdococ it's an electric mod like mesecons, but at a more fundamental level (transistors, resistors, heck you have to dope silicon with an alloy furnace and some glooptest ores).
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11:37 bas080 could you share the forum link please
11:38 rdococ I don't have a forum link but I have a github link
11:38 rdococ https://github.com/rdococ/silicons
11:39 rdococ it's not too realistic, but you do need a grasp of how transistors and stuff function...sort of
11:39 Krock rdococ, so what now? N-Type or NPN?
11:39 Krock both?
11:39 rdococ I think those two act similarly :/
11:40 Krock the resulting function is usually quite similar but there are some differences.
11:41 Krock however, I think you could move some helper functions to a seperate file to make it easier to manage
11:41 rdococ I could. not used to doing that yet but it would be a good practice
11:42 Krock also caching "minetest.get_meta(pos)" is helpful - less to write ;)
11:42 rdococ and faster too
11:43 Krock if Lua(JIT) only had such optimizations *dreams*
11:46 Krock btw, rdococ, your email when committing isn't set up correctly
11:46 rdococ ?
11:46 Krock https://github.com/rdococ/silicons/commit/6dab0.patch
11:46 Krock GitHub doesn't link it with your account
11:46 diegom you need to add it
11:47 Krock no, he needs to change it
11:47 diegom https://github.com/settings/emails
11:47 rdococ er
11:47 Krock that's an invalid email
11:47 diegom well, maybe
11:48 Krock you can always use "rdococ@users.noreply.github.com" if you don't have a spem catcher mail address
11:48 Krock *spam
11:48 rdococ I just set my email to private
11:48 Krock ah
11:49 diegom it will still appear in commits
11:52 rdococ you say it's not linked with my account but it counts as a contribution in my profile
12:01 diegom 'rdococ' is not clickable here: https://github.com/rdococ/silicons/commit/6dab0
12:01 diegom also not shown here: https://github.com/rdococ/silicons/graphs/contributors
12:02 diegom uh, disregard, it is clickable now :P
12:02 rdococ heh
12:02 rdococ I just added rdococ@rdococ.Home as a secondary email
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12:11 Taose Gotta love fake email addresses
12:11 Taose You can also set up masks and have them re-direct to the trash bin
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12:16 rdococ well, I have mutt
12:16 rdococ I feel like that's related
12:30 presstabstart how do i get dungeons like in http://i.imgur.com/RnMRgoQ.png?
12:31 Calinou haha
12:31 presstabstart oh wait, i forgot how to read
12:31 presstabstart oh and courtesty of celeron
12:31 presstabstart *courtesy
12:46 Jordach rdococ, wat
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12:50 Krock presstabstart, but it'd love dungeons rarely in such piles - to explore and find chests in them
12:50 Krock just requires some additional mods to generate the stuff inside
12:51 presstabstart I'd like a world that's just 100% dungeons
12:51 Krock that'd be a really dark world
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13:49 presstabstart sfan5 check #3505 please. is this what you meant?
13:49 sfan5 3505?
13:50 presstabstart i mean 5305
13:50 Jordach oops
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13:51 sfan5 presstabstart: i meant it in a way that the whole getDeadStatus & setDeadStatus thing isn't needed at all
13:52 presstabstart you mean by removing the variable?
13:52 sfan5 yes
13:52 presstabstart only way to do that is to rely on a previous state; having 0 hp doesn't imply that the player is dead.
13:53 sfan5 why not?
13:53 sfan5 hp 0 definitely means that the player is dead
13:53 sfan5 the problem is that the code assumes hp 0 means that the player died
13:53 sfan5 while that could have happened prior alrea
13:53 sfan5 dy
13:54 presstabstart we discussed setting hp to some unattainable value
13:54 presstabstart argued that would be messy
13:54 presstabstart but if you want, we can
13:54 sfan5 what prevents this issue from being solved without any extra variable or value for hp?
13:59 presstabstart I don't understand
14:02 presstabstart how would you solve it without one or the other?
14:06 presstabstart Because otherwise if we didn't have the variable HP would be the only way to determine death; no other way of deducing
14:09 sfan5 is that a problem?
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14:10 sfan5 only call on_dieplayer if the player actually dies, as in his hp changes to 0
14:13 presstabstart That's currently what happens, but the function is called in multiple places, such as on client connection
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14:14 presstabstart hmm no wait
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14:26 presstabstart ok so the player has died, but how do you know he's actually dead?
14:27 presstabstart all on_dieplayer does is bring up the death screen
14:27 presstabstart basically
14:27 Krock perhaps there's a need for a redesign of these functions?
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14:31 presstabstart the design is fine
14:31 presstabstart imo
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14:35 Nyarg I am searching forum for cube Sauerbraten, read and still don't know what is big rock may prevent conect MT engine and Sauerbraten
14:37 Nyarg somebody help me with giving one or two "rocks" names please
14:37 presstabstart sauerbraten uses octree geometry, MT uses voxel
14:38 presstabstart you'd have to redo pretty much everything
14:38 Nyarg thanks )
14:38 Nyarg ooops stop
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14:39 Nyarg MT is not irliht am I right ?
14:39 Jordach it is irrlicht
14:39 Nyarg does irliht use voxel geometry by self ?
14:39 Jordach no
14:39 Jordach it's an old style quake like engine
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14:39 presstabstart irrlicht is the rendering engine. pretty sure is uses meshes ^
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16:26 Elon_Satoshi Hullo
16:28 presstabstart hi
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16:42 Krock hi
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16:56 Elon_Satoshi Hey Krock
16:56 Krock hey
17:00 Elon_Satoshi I wish minetest had a language switcher
17:00 Elon_Satoshi And an API for multiple languages in the mods
17:01 Elon_Satoshi Like, how do you register the name of an item as "axe" if the language is set to English in the settings and "hakilo" if the setting is Esperanto?
17:01 Elon_Satoshi There should be a language option in the config file
17:04 kaeza it's almost as if you need to RTFM
17:05 kaeza RTFCF rather
17:05 Calinou RTFCFWTFBBQHAX
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17:07 kaeza !mod vortoj
17:07 MinetestBot kaeza: Translate Item Definitions [vortoj] by Casimir - https://forum.minetest.net/viewtopic.php?t=8497
17:07 kaeza intllib
17:07 kaeza !mod intllib
17:07 MinetestBot kaeza: Internationalization Library [intllib] by kaeza - https://forum.minetest.net/viewtopic.php?t=4929
17:07 kaeza Elon_Satoshi, ^
17:09 Elon_Satoshi Fmm
17:11 Elon_Satoshi Hmm*
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19:07 fireglow !mod digiline_routing
19:07 MinetestBot fireglow: Could not find anything.
19:08 fireglow !mod digiline routing
19:08 MinetestBot fireglow: Could not find anything.
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19:14 xerox123 !mod boats
19:14 MinetestBot xerox123: Boats [boats] by PilzAdam - https://forum.minetest.net/viewtopic.php?t=4016
19:15 xerox123 !mod buckets
19:15 MinetestBot xerox123: Could not find anything.
19:20 Krock fireglow, krock-works.16mb.com/MTstuff/modSearch.php?q=digiline&lucky=sure
19:22 Krock xerox123, buckets can't be found -> they're bundled in MTB (but I assume you already know that)
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19:23 Krock *MTG, sorry didn't mean to highlight you, MinetestBot
19:23 xerox123 I meant wooden buckets
19:23 xerox123 but thanks :P
19:23 Krock wooden ones? haven't seen such a mod yet
19:23 Krock wood is generally not the best material to put liquids in
19:24 xerox123 https://forum.minetest.net/viewtopic.php?id=1645
19:24 Krock https://forum.minetest.net/viewtopic.php?t=16472
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19:31 agaran Krock: untrue, wodden tubes were used quite widelly.. Few subgames had nice wodden buckets for water only too (which sounds good)
19:32 Krock this means I must test more subgames :)
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19:37 agaran Krock: grail test (is nice imo even iw weather IS lag generating)
19:41 Krock weather is always laggy ;)
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19:44 agaran Krock: but there was quite nice one too
19:52 kaeza <xerox123> https://forum.minetest.net/viewtopic.php?id=1645
19:52 kaeza <Krock> https://forum.minetest.net/viewtopic.php?t=16472
19:52 kaeza both of those are WIP
19:52 kaeza do you take WIP mods into account?
19:52 Krock but the 2nd one is newer :)
19:53 Krock sure, duane has some very good mods (that work fine) in the WIP subforum
19:53 kaeza I mean for the mod indexer
19:54 kaeza maybe duane should release those too :P
19:57 Krock WIP mods are labelled as such in the mod indexer GUI, but a mod is a mod
19:57 Krock thus it will list WIP mods aswell, as long their topic is named correctly
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20:08 kaeza ah
20:08 kaeza gone...
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20:27 fireglow tell Krock thank you
20:27 fireglow !tell Krock thank you
20:27 fireglow ~tell Krock thank you
20:27 MinetestBot fireglow: I'll pass that on when Krock is around
20:27 ShadowBot fireglow: O.K.
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21:07 zyabin101 fireglow, do mbot and sbot *really* have that "tell ASAIC" function? ;3
21:08 zyabin101 (as soon as I can)
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21:11 fireglow what
21:13 xerox123 how do I get all the mods to show up in world.mt so I can set them to true?
21:13 xerox123 would deleting it regenerate it?
21:13 xerox123 wait nevermind they showed up
21:16 agaran xerox123: you add mods, run server, shutdown, they get added. Rinse and repeat
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22:07 Nyarg something wrong: Minetest show me mesh with textures inside visible only. (Blender: create cube + add bone + ctlP + export mycube.x)
22:07 Nyarg Why ?
22:11 Nyarg oops mow works ok
22:14 Nyarg export restPosition issue
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22:32 Nyarg nope, if I rotate mesh via set_bone_position() textures again seems inside mesh ... mmagic
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22:41 sofar Nyarg: normals?
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