Time |
Nick |
Message |
00:05 |
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00:14 |
Baffy[m] |
does the map get larger from just flying around, or only when you edit something? |
00:18 |
XtremeHacker |
Hi swift110 |
00:24 |
swift110 |
hey XtremeHacker how are you? |
00:26 |
XtremeHacker |
Good |
00:27 |
XtremeHacker |
Working on... |
00:27 |
XtremeHacker |
!mod microexpansion |
00:27 |
MinetestBot |
XtremeHacker: MicroExpansion [microexpansion] by octacian - https://forum.minetest.net/viewtopic.php?t=15955 |
01:09 |
swift110 |
good XtremeHacker how often do you play minetest? |
01:19 |
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02:02 |
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02:03 |
GreenDimond |
Question for anyone willing to answer: |
02:04 |
GreenDimond |
I am defining an inventory, and have done so successfuly, but when defining the chest inventory, the slots are overlayed with gray squares, and there is a semitransparent rectangle behind the inventory. How do I get rid of those squares and rectangle? |
02:08 |
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03:38 |
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03:57 |
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04:01 |
pgimeno |
the wiki says the waterlily is renewable - how? |
04:04 |
pgimeno |
I've never seen one grow |
04:04 |
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04:09 |
Taose |
It probably spawns like normal flowers around the area |
04:09 |
Taose |
where they're allowed to grow. |
04:23 |
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04:29 |
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04:34 |
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04:45 |
pgimeno |
I may be missing something, but I see nothing in the code to grow waterlilies |
04:50 |
Taose |
Flowers don't grow either |
04:50 |
Taose |
yet they spawn lots of them if you plant one somewhere else. |
04:51 |
Taose |
They're not a crop like wheat or cotton plants so they don't "grow" |
04:51 |
Taose |
They just...multiply. |
05:00 |
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05:00 |
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05:18 |
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05:33 |
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05:40 |
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05:46 |
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05:46 |
botch |
Hello from Texas! |
05:47 |
botch |
...anyone there? |
05:50 |
swift110-phone |
im here |
05:51 |
botch |
....swift...are you one of the developers? I seem to remember a 'swift' somewhere in the minetest forums |
05:52 |
swift110-phone |
i. n |
05:52 |
swift110-phone |
im just a playwr |
05:52 |
botch |
okay, just wondering. Thank you :) |
05:54 |
swift110-phone |
sire a |
05:54 |
botch |
...it was PilzAdam that I was thinking of...sorry about that |
05:54 |
swift110-phone |
sure |
05:54 |
swift110-phone |
no |
05:54 |
swift110-phone |
no problem |
06:00 |
botch |
Okay, just stopping by, see you all on the flip side :) |
06:02 |
swift110-phone |
ok |
06:04 |
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06:14 |
swift110-phone |
Cool |
06:38 |
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06:49 |
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06:54 |
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07:03 |
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07:07 |
MinetestBot |
[git] sofar -> minetest/minetest: Fix two nul deref if digging unknown nodes. (#5398) b539985 https://git.io/vyMPt (2017-03-15T07:04:53Z) |
07:17 |
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07:20 |
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07:26 |
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07:38 |
Nyarg |
I heard MT convert nodes in game to meshes is it right ? |
07:43 |
VanessaE |
some node types yes |
07:43 |
VanessaE |
nodeboxes mostly. |
07:47 |
Nyarg |
I double each ground node with simple plate formed entity and FPS falls from 18 to 8 ( |
07:47 |
Nyarg |
my dream ruined |
07:48 |
VanessaE |
what were you trying to accomplish exactly? |
07:49 |
Nyarg |
shadows ) |
07:49 |
VanessaE |
you'd be much better off doing that with GPU shaders or something |
07:51 |
Nyarg |
my laptop isnt hi performance ) http://i1.imageban.ru/out/2017/03/15/bb871921e85c81c97959cfa37b7ef2f8.jpg |
07:51 |
VanessaE |
ew |
07:51 |
VanessaE |
definitely not the right use of entities |
07:52 |
Nyarg |
but I see not any way to do shadows ( |
07:54 |
VanessaE |
use a GPU shader, like I said |
07:54 |
VanessaE |
that's the sort of thing they're meant for |
07:55 |
Nyarg |
do you mean shader material in Blender ? |
07:57 |
VanessaE |
I mean OpenGL "glsl" shaders on your video card. |
07:58 |
Nyarg |
thanks I will ) |
08:02 |
Taose |
18 to 8... my smartphone has a better frame rate than that... |
08:05 |
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08:07 |
Nyarg |
ooops I found something wrong. may be here is problem http://i6.imageban.ru/out/2017/03/15/46d5748cc8917f5ae9bd960637fd1c71.jpg |
08:14 |
VanessaE |
nope. |
08:14 |
VanessaE |
again, don't use entities. |
08:14 |
VanessaE |
they are entirely unsuitable for your project. |
08:16 |
Milan[m]1 |
ty for fixing so fast @freenode_VanessaE:matrix.org |
08:18 |
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08:25 |
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08:25 |
VanessaE |
Milan[m]1: no prob. Also, please just wrote "VanessaE", not "@freenode_VanessaE:matrix.org" |
08:26 |
VanessaE |
(you don't need anything more than the person's name to get their attention, usually) |
08:27 |
VanessaE |
write* |
08:29 |
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08:29 |
Milan[m]1 |
oh i use autocomplete, i thought the bridge converts it correctly as some other matrix bridges do - sry |
08:29 |
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08:29 |
VanessaE |
get a better IRC client ;) |
08:30 |
An0n3m0us |
eg. irssi |
08:30 |
An0n3m0us |
or hexchat |
08:30 |
VanessaE |
hexchat or bust :P |
08:30 |
An0n3m0us |
or xchat |
08:30 |
An0n3m0us |
or pidgin |
08:30 |
An0n3m0us |
or empathy |
08:31 |
An0n3m0us |
+more |
08:31 |
Milan[m]1 |
no sorry, i'll stay using matrix (it is not irc) |
08:31 |
VanessaE |
this is IRC, Milan. |
08:32 |
Milan[m]1 |
since when is the matrix protokol the irc protocol? |
08:32 |
VanessaE |
since you're using some bridge or something, but this is definitely IRC. |
08:33 |
Milan[m]1 |
ya but i don't see why i should use a dedicated irc client when i can have a bridge in matrix... |
08:33 |
* VanessaE |
shrugs |
08:33 |
ruskie |
then configure whatever it is you're using to do it properly |
08:33 |
VanessaE |
because that's how it's been done for decades :) |
08:34 |
Milan[m]1 |
we could change the recommendation to "welcome to 2017, leave IRC, get Matrix!" :D |
08:34 |
VanessaE |
seems to me this matrix thing is the one that needs replaced :) |
08:34 |
ruskie |
or how about stop plugging something that gets rehashed every few years yet irc is still here |
08:34 |
red-001 |
welcome to 20xx, leave Matrix, get <new_thing> |
08:35 |
red-001 |
does matrix force you to have a nick ending in [m]? |
08:36 |
Milan[m]1 |
it is a puppet user on the irc side from the bridge. so ya - unless i host my own bridge and change it, it'll stay [m] |
08:36 |
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08:37 |
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08:38 |
red-001 |
well I guess my bouncer does a similar thing |
08:38 |
Milan[m]1 |
hmm odd, some of you folks are displayed here correctly and the mention would work |
08:38 |
red-001 |
forces me to use it's cloak |
08:39 |
* Milan[m]1 |
still wonders how to do something like this: https://img.tchncs.de/inline/techeth_usplit.png |
08:39 |
red-001 |
does matrix also work like a bouncer? |
08:39 |
red-001 |
as in it's always connected? |
08:40 |
Milan[m]1 |
dunno about bouncers |
08:42 |
Milan[m]1 |
red-001, https://matrix.org/docs/guides/faq.html#what-is-the-difference-between-matrix-and-irc |
08:42 |
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08:43 |
VanessaE |
usability FAIl |
08:43 |
VanessaE |
hey, idiots! grey on white is HARD TO READ. |
08:44 |
Milan[m]1 |
not grey to white for me... |
08:44 |
VanessaE |
*closes page* |
08:44 |
red-001 |
whats grey on white? |
08:44 |
Milan[m]1 |
i am so sorry - talking against your holy irc... |
08:45 |
red-001 |
it just seems pointless to use matrix to connect to irc |
08:45 |
* Milan[m]1 |
things #666 is nice to read on white |
08:45 |
red-001 |
when you are trying to replace irc |
08:45 |
Milan[m]1 |
i don't try to replace irc |
08:45 |
Milan[m]1 |
in fact i try to replace xmpp |
08:46 |
red-001 |
plus I don't really mind irc being text only |
08:46 |
Milan[m]1 |
but it makes way less sense to ignore #minetest and make an own not connected matrix channel, huh? |
08:46 |
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08:46 |
red-001 |
No multiple-device support???? |
08:47 |
red-001 |
I'm pretty sure you can get irc on almost any system |
08:47 |
Milan[m]1 |
multidevice i think they meen sync between two devices |
08:47 |
red-001 |
oh |
08:47 |
Milan[m]1 |
*mean |
08:48 |
red-001 |
well I don't really care about that |
08:48 |
red-001 |
if you are using a bouncer it's not an issue |
08:49 |
VanessaE |
znc + hexchat or gtfo :) |
08:49 |
VanessaE |
us old farts like our old tools. :) |
08:50 |
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09:22 |
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09:22 |
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09:22 |
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09:22 |
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09:47 |
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10:02 |
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10:15 |
JamesTait |
Good morning all! Happy Wednesday, and happy Absolutely Incredible Kid Day! 😃 |
10:19 |
Milan[m]1 |
huhu |
10:20 |
Milan[m]1 |
...i wonder how i could add vertical laying trunks to the world without biome_lib and with avoiding them flying around... |
10:20 |
Milan[m]1 |
..and without an abm |
10:25 |
Milan[m]1 |
uh? i have seen a commit about silver sandstone but it is not in mapgen.lua? |
10:26 |
Milan[m]1 |
(the node is there) |
10:27 |
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10:28 |
Milan[m]1 |
come on git ... i wanna do some merges.. `Empfange Objekte: 69% (394/566), 1.71 MiB | 16.00 KiB/s` |
10:50 |
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11:03 |
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11:34 |
agaran |
hello |
11:39 |
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11:41 |
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12:05 |
Milan[m]1 |
buuuuhuhuhu wrote an answer to a thread again and was redirected to login 😠|
12:06 |
Milan[m]1 |
i mean i wouldn't mind if it wouldn't dismiss what i wrote -.- |
12:07 |
* Milan[m]1 |
uploaded an image: 2017-03-15-124900_1920x1200_scrot.png (235KB) - https://matrix.org/_matrix/media/v1/download/tchncs.de/fZtmbvmtSMxDbwpXBdXMMtsM |
12:07 |
Milan[m]1 |
oh wrong screenshot |
12:07 |
* Milan[m]1 |
uploaded an image: 2017-03-15-130144_1920x1200_scrot.png (27KB) - https://matrix.org/_matrix/media/v1/download/tchncs.de/XTSHWGCnSGydRLMxaJmjfTkj |
12:08 |
Milan[m]1 |
but i am surprised that phpbb doesn't redirect to the / page in that case |
12:12 |
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12:23 |
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12:25 |
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12:30 |
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12:31 |
yusf[m] |
I'm surprised phpBB is still in use… |
12:34 |
Milan[m]1 |
afaik they where afraid of migrating bbcode to discourse but i told - i guess paramat(?) that this shouldn't be a problem - so let's see what happens :3 |
12:34 |
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12:35 |
red-001 |
I say it's more of a case of no one seeing the need to do so/ having the time |
12:41 |
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12:45 |
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12:52 |
Milan[m]1 |
if it would be the second case i would help out but i guess i am not "known" enough so i wouldn't get the access - which totally makes sense, i wouldn't let it do a stranger as well. |
12:53 |
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12:53 |
Milan[m]1 |
but at least i converted a vanilla forum to discourse already - worked nice :3 |
12:53 |
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12:57 |
sfan5 |
we're migrating to discourse |
12:57 |
sfan5 |
who said that? |
12:59 |
Milan[m]1 |
oh i wasn't talking to paramat, it was Calinou... |
12:59 |
Milan[m]1 |
> Discourse is the new cool thing anyway, but we can't really migrate to any other forum system now |
13:00 |
Milan[m]1 |
yesterday 11:21 german time |
13:04 |
Milan[m]1 |
oh and yeah - i think at least sfan5 is the one who don't see a need. |
13:08 |
Milan[m]1 |
whoa luacaves can become very ressource heavy |
13:09 |
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13:09 |
Milan[m]1 |
(altered duane's funcaves a bit) |
13:09 |
Milan[m]1 |
oh? minetest is dead |
13:12 |
red-001 |
oom error? |
13:14 |
Milan[m]1 |
i guess...it happened with lacunarity = 0.4 (default 2) - i am right now with 1. however - i would prefer having them only modifying the original caves only from a specific depth but this appears to be not really possible as the mod is designed to replace... so i was able to muve decoration and everything deeper but the cave formations are still touched by the mod |
13:14 |
Milan[m]1 |
this is a bit sad |
13:15 |
Taose |
Any system that relies on ongoing generation can quickly become unwieldy. This is present mostly in mods of other Voxel world games (reinforced by the language the game itself is coded in) but yeah, cave generation will get intense on low-end machines. |
13:16 |
Milan[m]1 |
nah it is far away from being low-end - maybe it was just a value minetest was unable to handle or something |
13:17 |
Taose |
What graphics card do you have? |
13:17 |
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13:17 |
Taose |
(in general, any cave generation on Minetest on high end machines should not affect resources at all. They certainly never have done for me) |
13:18 |
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13:23 |
Milan[m]1 |
it is a GeForce GTX 760 ... |
13:24 |
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13:25 |
* Milan[m]1 |
uploaded an image: cg.jpg (57KB) - https://matrix.org/_matrix/media/v1/download/tchncs.de/ptLuUrgWbweICssybbrgHxaT |
13:25 |
Taose |
You shouldn't be getting any resources issues with that card at all |
13:25 |
Milan[m]1 |
this is the current value - it works quite well |
13:26 |
Milan[m]1 |
my main problem is still this goal: https://img.tchncs.de/inline/techeth_usplit.png :( |
13:30 |
Taose |
Don't you just hate it when those dungeons show up screwing up your plans? |
13:31 |
agaran |
no :) |
13:32 |
Milan[m]1 |
well - it is the only blocker left for the closedbeta of my new server >_> |
13:34 |
agaran |
Milan[m]1: you always can write custom mapgen that uses one mapgen params for certain y range, different for next different for next.. |
13:34 |
agaran |
or you can do that in lua.. |
13:37 |
Milan[m]1 |
i am sure i could - but this is a bit tricky since i am lacking a bit programming experience at least for c. Handeling the code from duane is already quite hard for me...i give my best to learn and so on but yeah - this is kinda a level higher then i am right now |
13:38 |
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13:39 |
Milan[m]1 |
i hope i was able to explain my self good enough... also still need to improve my english :S |
13:42 |
agaran |
I think I understood so all fine. You can try make mapgen in lua too, technic does that for some of its stuff, but it may be complex too |
13:44 |
Milan[m]1 |
i would prefer to no write it from scratch - duane's funcaves are already neat but they are replacing the default caves and are just everywhere under the ground. I was able to alter them to be less close to each other but i don't want them replace the default caves until Y=x ... |
13:45 |
agaran |
so make check on duane's code entrance if y is less than or more than value, return |
13:45 |
agaran |
that will not modify |
13:45 |
agaran |
can you show link to code? |
13:48 |
Milan[m]1 |
https://github.com/duane-r/fun_caves/blob/master/cavegen.lua |
13:48 |
Milan[m]1 |
maybe not only this lua file |
13:52 |
agaran |
in this file, line 16, you have check for certain parameters. minp/maxp show you corners of region that get supplied to mapgen callback, if you check minp.y and maxp.y accordingly, returnin if nothing to do, then you won't trigger genration at all |
13:54 |
Milan[m]1 |
uh... i was playing with line 21/22 and just got very odd results... |
13:55 |
agaran |
no.. |
13:56 |
Milan[m]1 |
i am not sure if i understand how line 16 is supposed to look like... |
13:56 |
agaran |
add in line 19 minetest.debug("BOOO " .. minp.y .. " => " .. maxp.y) |
13:56 |
agaran |
then rerun and look in log when you trigger mapgen |
13:57 |
XeonSquared |
It's happening! |
13:57 |
XeonSquared |
Minetest is loading on the Pentium II box! |
13:57 |
Taose |
O.o |
13:57 |
Taose |
Well it should. |
13:58 |
Taose |
It should run on a PentI... |
13:58 |
Taose |
(just about) |
13:58 |
XeonSquared |
FPS=0 |
13:58 |
Taose |
Depends on your graphics card. |
13:58 |
XeonSquared |
Well, it'd be worse if I were still using the Voodoo 3 |
13:58 |
Taose |
>.> |
13:58 |
Taose |
You actually have one of those? |
13:58 |
XeonSquared |
The FX5500 can do OpenArena fine but apparently not Minetest. |
13:58 |
XeonSquared |
I also have a Banshee 16M |
13:59 |
XeonSquared |
Oooh, 1FPS! |
13:59 |
agaran |
XeonSquared: I know one who has voodoo 2, voodoo 3.. |
13:59 |
* Taose |
remembers fondly the days of the first GeForce when Nvidia were the best. |
14:01 |
Taose |
You're doing the basic test world aren't you? |
14:01 |
Taose |
Not full game? |
14:01 |
XeonSquared |
Full game. |
14:01 |
XeonSquared |
Connected to my server. |
14:01 |
Taose |
Full game would max the FX5500 easily. |
14:02 |
XeonSquared |
So, I haveL GeForce FX5500, 6600GT, 8600GT, Banshee 16M, Voodoo 3 3000, FX2500, 9800GT, 9800 Pro, another 8600GT... |
14:03 |
Taose |
The 6500GT should run it if I remember rightly... |
14:03 |
Taose |
6600* |
14:03 |
XeonSquared |
Well sure, but that's PCI-e and the P2 only has AGP |
14:04 |
Taose |
you have the wrong version -_- |
14:04 |
Taose |
XD |
14:04 |
XeonSquared |
well |
14:04 |
XeonSquared |
it might be AGP |
14:05 |
XeonSquared |
but either way it doesn't fit in the slot |
14:05 |
XeonSquared |
https://i.imgur.com/npts7dt.png |
14:05 |
Taose |
hm |
14:05 |
XeonSquared |
I have a bit of a collection. |
14:06 |
Taose |
And you can only use the highlighted ones? |
14:06 |
XeonSquared |
Highlighted are GPUs |
14:07 |
Taose |
Sounds like you need a converter |
14:08 |
* XeonSquared |
shrugs |
14:08 |
XeonSquared |
Fortunately, I have a box with both the GTX690s at the top as my actual machine |
14:08 |
XeonSquared |
I'm just seeing what I can do with a Pentium II |
14:08 |
Taose |
(I have no clue if they're actually available, as back then I wasn't in the computing world, I just know what I saw the techies doing XD) |
14:09 |
Taose |
Run it as a server instead? |
14:09 |
XeonSquared |
Well, something to change pinout of the different AGP things might be a thing |
14:09 |
XeonSquared |
PCIe to AGP isn't though |
14:10 |
Taose |
Headless servers don't require that much power so long as the number of users is limited. |
14:10 |
XeonSquared |
Yeah, but where's the fun in that? |
14:10 |
XeonSquared |
It's way more fun to cause a potential fire hazard trying to game on it |
14:12 |
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14:13 |
XeonSquared |
Amusingly, I get OpenGL 1.4 with it. |
14:13 |
XeonSquared |
My old laptop had 1.2 but could quite happily play Minetest. |
14:15 |
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14:17 |
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14:20 |
Milan[m]1 |
well, like -112 => -33 agaran.. |
14:21 |
Milan[m]1 |
but how does this help me? |
14:21 |
agaran |
Milan[m]1: big chunk of map then |
14:21 |
Milan[m]1 |
(sorry, currently quite distracted by people around me -.-) |
14:22 |
agaran |
so you were about -1000 nodes below? |
14:23 |
Milan[m]1 |
no - i was yeah .. uhm between -20 and -30? |
14:23 |
Milan[m]1 |
oh actually +8 |
14:23 |
agaran |
right, node coords not mapblock |
14:24 |
agaran |
so if you can accept that this mapgen will start to kick in below like -500 and will act only to -3500 you can add in place of that mintest debug something like |
14:25 |
agaran |
local temp_y = (minp.y+maxp.y)/2 |
14:25 |
agaran |
if temp_y > -500 or temp_y < -3500 then return end |
14:28 |
Milan[m]1 |
if i get this right it would actually match what i want from it :o |
14:29 |
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14:29 |
agaran |
try ;) |
14:31 |
Milan[m]1 |
uh but there are no caves at all now i guess :o |
14:31 |
Milan[m]1 |
i mean default caves |
14:32 |
agaran |
well no, |
14:32 |
agaran |
this just turns off modifier from funcaves, does not affect original (or should not |
14:33 |
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14:36 |
Milan[m]1 |
hmmm maybe i need to fly around more... doing alot of things at the same time right now |
14:38 |
Milan[m]1 |
geomoria is still there |
14:38 |
Milan[m]1 |
but not even dungeons 'til now |
14:39 |
* Milan[m]1 |
uploaded an image: screenshot_20170315_153440.png (328KB) - https://matrix.org/_matrix/media/v1/download/tchncs.de/iyEPISFynOcNjYnaTNiaPfkd |
14:44 |
MinetestBot |
[git] Wayward1 -> minetest/minetest: Fix undefined references (#5400) 39fa249 https://git.io/vyDwo (2017-03-15T14:42:47Z) |
14:45 |
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14:52 |
Milan[m]1 |
err just found a dungeon |
14:55 |
Milan[m]1 |
but still no cave - but maybe i can life with this after small modifications... in any way, thank you a bunch 'til here, agaran |
14:56 |
agaran |
well it -should- work, but I havent tested it |
14:57 |
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15:05 |
Milan[m]1 |
i noticed that index = 0 in the mod - index is also called by the cavegen in core. also the mod is announced as overwriting the default caves - does this make sense? maybe it's index |
15:10 |
Milan[m]1 |
or...overwritten...or... at least touched >_> https://haste.tchncs.de/raw/pigopozove |
15:16 |
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15:16 |
gnu_guix |
Hello. |
15:17 |
gnu_guix |
Is Nyan Cat free? |
15:18 |
gnu_guix |
Rainbow is trivial. |
15:18 |
gnu_guix |
MinetestBot: help |
15:18 |
gnu_guix |
MinetestBot: HELP |
15:19 |
gnu_guix |
MinetestBot: $ help |
15:28 |
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15:33 |
Taose |
O.o |
15:37 |
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15:39 |
xdev31 |
Hello |
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16:39 |
ircSparky |
how do i get minetest to use more ram, its crashing at around 24 MB |
16:39 |
ircSparky |
i have more ram than this, obviously |
16:39 |
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17:18 |
PureTryOut[m]1 |
it should use more RAM when it needs too |
17:18 |
PureTryOut[m]1 |
It's not like Java where you have to allocate a certain amount at launch of the application |
17:21 |
ircSparky |
ok |
17:21 |
ircSparky |
do you know how to disable luajit, it might be that |
17:22 |
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17:23 |
PureTryOut[m]1 |
sorry I don't. I think it's a compile option |
17:27 |
Calinou |
ircSparky: it's a compile-time option, not a run-time option |
17:27 |
Calinou |
also, you probably don't want to disable LuaJIT, every mod will be slower |
17:28 |
ircSparky |
well, its better then not running at all, as it is doing |
17:28 |
ircSparky |
for heavier mods |
17:29 |
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17:29 |
ircSparky |
I assume the windows download on minetest.net uses luajit. where would I find a build that dosent? |
17:30 |
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17:35 |
red-001 |
I don't think anyone makes none jit builds |
17:35 |
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17:35 |
sfan5 |
ircSparky: https://kitsunemimi.pw/tmp/minetest-0.4.15-noluajit-win64.7z |
17:35 |
sfan5 |
i compiled that one a while ago for Fixer |
17:35 |
sfan5 |
he was having similar problems |
17:35 |
ircSparky |
ah, thanks |
17:38 |
Fixer |
if you want to try something new, compile newest luajit 2.1.0-git with GC64 enabled, it can crash though |
17:39 |
sfan5 |
considering that he has problems with crashes that isn |
17:39 |
sfan5 |
't much better |
17:39 |
sfan5 |
but i guess i could try that on linux |
17:40 |
Fixer |
if only someone more technical can look into GC64 part and backtraces they make (i posted this) and maybe figure out if it is minetest/luajit/etcbug |
17:42 |
Fixer |
here is my luajit LJ_GC64 experiments starting from here https://github.com/minetest/minetest/issues/2988#issuecomment-284895068 |
17:46 |
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17:50 |
Wuzzy |
WHY was client-sided scripting added? Isn't this a serious security danger? To be honest, I'm still sceptical of the whole idea |
17:51 |
Wuzzy |
especially because it leads to even more code |
17:51 |
Wuzzy |
i mean lua code |
17:51 |
Krock |
no, all Lua dangerous Lua functions will be limited by C++ |
17:52 |
Wuzzy |
what concrete use cases are even supposed to be done with this? |
17:52 |
Krock |
I'm not an [air conditioner] of client-sided mods too but it seems to allow modders to use visual effects somewhen |
17:53 |
Wuzzy |
couldnt many of the things done by just simply improving client prediction? hmmm |
17:53 |
Wuzzy |
if its just about visual effects i am not too happy |
17:53 |
Wuzzy |
because i think some client/server protocol changes might have made more sense |
17:54 |
PureTryOut[m]1 |
I hope it allows mods to listen to keypresses (any keypresses, not just those few Minetest offers now) |
17:55 |
Calinou |
we can't infinitely extend client prediction API |
17:55 |
Calinou |
PureTryOut[m]1: hardcoded keys are evil :( |
17:55 |
Wuzzy |
Yes |
17:55 |
Krock |
well, it would make the gameplay much smoother on laggy servers |
17:55 |
Calinou |
I don't want mods that use QWERTY keys to break on AZERTY keyboards |
17:55 |
Calinou |
defining more special keys (4 is a good start) is the way to go |
17:55 |
Wuzzy |
I agree 100% |
17:55 |
Krock |
(or even QWERTZ keyboards) |
17:55 |
Wuzzy |
forcing any particular CONCRETE key with Lua is evil |
17:56 |
Wuzzy |
also, controls in minetest need first to be reworked |
17:56 |
PureTryOut[m]1 |
it doesn't mean it has to be hardcoded |
17:56 |
PureTryOut[m]1 |
mods could still add an entry to the keybinding menu |
17:56 |
Wuzzy |
special keys like calinou suggested |
17:56 |
Wuzzy |
that would be ok |
17:56 |
Wuzzy |
but there can't be arbitrary many, i guess |
17:56 |
PureTryOut[m]1 |
but what if I want an extra key that's not on that list of special keys? |
17:57 |
sfan5 |
Fixer: where do i get the "illuna" subgame? |
17:57 |
Wuzzy |
but the controls are so broken in minetest, those need to be fixed first before considering such changes |
17:57 |
Wuzzy |
ok not broken, but really bad |
17:57 |
Fixer |
sfan5: from Milan[m]1 %) |
17:57 |
PureTryOut[m]1 |
how are they broken? |
17:57 |
Wuzzy |
way too many hardcoded keys |
17:57 |
PureTryOut[m]1 |
ooh |
17:57 |
Fixer |
sfan5: alternatively use dreambuilder, gives OOM within 5-15 min to me |
17:58 |
Wuzzy |
the controls config menu mostly dates back from 0.3.0 times |
17:58 |
Fixer |
sfan5: or that code I posted |
17:58 |
Wuzzy |
the only major change was that is is also available in-game |
17:58 |
Wuzzy |
but the old (terrible) layout remained |
17:58 |
Wuzzy |
and you cant even configure all keys with it |
17:58 |
Milan[m]1 |
wait what? illuna subgame? why? |
17:58 |
Wuzzy |
Why not? :D |
17:58 |
Hijiri |
spam https://forum.minetest.net/viewtopic.php?f=5&t=16995 |
17:58 |
Hijiri |
client mods could allow better GUI systems |
17:59 |
Hijiri |
though that would also require a new GUI system |
17:59 |
* Milan[m]1 |
is scratching his head |
17:59 |
PureTryOut[m]1 |
I hope subgames will one day allow overwriting the menu's |
17:59 |
sfan5 |
Milan[m]1: wanted to test the crashing with gc64 lua but i dont need it rn |
17:59 |
Fixer |
sfan5: illuna is this basicly https://git.tchncs.de/Illuna-Minetest |
17:59 |
Wuzzy |
I dislike the ideology of making mods the answer of EVERYTHING |
18:00 |
Hijiri |
For GUI you probably want them to be scriptable though |
18:00 |
PureTryOut[m]1 |
I do. mod ALL the things! |
18:00 |
sfan5 |
Fixer: doesn't crash |
18:00 |
Wuzzy |
dumb minetest, (way too) smart subgames. |
18:00 |
sfan5 |
it eats all memory and then gets OOM killed |
18:00 |
* Milan[m]1 |
knows nothing from a crash triggered by his subgame(s?) |
18:01 |
Hijiri |
I don't think mods should be the answer to everything, but I think everything that makes sense should be moddable |
18:01 |
Milan[m]1 |
*about |
18:01 |
sfan5 |
Milan[m]1: it's in a non-default minetest/library configuration |
18:01 |
sfan5 |
nothing to worry about |
18:01 |
PureTryOut[m]1 |
I don't see why the Minetest menu's couldn't/shouldn't be done by the subgames |
18:01 |
Fixer |
Milan[m]1: lua oom was triggered by using clean darkage mod with your subgame, triggers in seconds literally |
18:01 |
Wuzzy |
PureTryOut[m]1: Great! Now any bad subgame can break Minetest even in its main menu. :-/ |
18:02 |
Fixer |
sfan5: use a = {}; for i = 1,1500000 do a[i] = table.copy(minetest.registered_nodes); end /// should it about 2400 mb |
18:02 |
sfan5 |
i did |
18:02 |
sfan5 |
it eats way more |
18:02 |
sfan5 |
and is then just oom killed |
18:02 |
PureTryOut[m]1 |
Wuzzy: "enabling" a subgame is still a config option isn't it? even if it completely breaks, people can just revert it |
18:03 |
Fixer |
sfan5: try lowering it even more o_O I have 8 gigs, 30 eats 4800, 15 - about 2400 |
18:03 |
rafalcpp |
PureTryOut[m]1: revert it using the not working menu? |
18:03 |
Fixer |
sfan5: also, you need to actually wait for few minutes before crash |
18:03 |
Hijiri |
PureTryOut[m]1: what if it breaks the config menu? |
18:03 |
PureTryOut[m]1 |
it's just that I like to see quite big changes of the menu's, and I know those would never be accepted by the Minetest team. subgames would fix this |
18:03 |
Wuzzy |
It is unaccepable that clicking on a subgame may make Minetest crashh. |
18:03 |
PureTryOut[m]1 |
config menu? you can just open the config file |
18:03 |
Fixer |
sfan5: you can just minimise it and wait for crash |
18:03 |
sfan5 |
how would i wait for a crash if linux kills the process before |
18:03 |
Hijiri |
PureTryOut[m]1: what about on mobile? |
18:03 |
rafalcpp |
PureTryOut[m]1: why would they not accept it? |
18:03 |
* Milan[m]1 |
is surprised that people are using the illuna subgame in the first place since it's not designed for this yet... |
18:03 |
PureTryOut[m]1 |
Wuzzy: well then protect it so that if it causes errors, revert to the default menu |
18:03 |
Fixer |
sfan5: lower mem usage to slightly more then 2gig |
18:03 |
Hijiri |
You could still do it, but it's inconvenient |
18:03 |
Fixer |
than* |
18:04 |
PureTryOut[m]1 |
rafalcpp: ugh discussions... "because I want to recreate Minecraft as close as possible" <- flame war incoming |
18:04 |
Wuzzy |
PureTryOut[m]1: limitations in the core / engine should be fixed in the core / engine, not by subgames or mods |
18:04 |
sfan5 |
Fixer: even "for i = 1,1000000 do" causes it to eat too much |
18:04 |
Wuzzy |
Extensions to the main menu by subgames: That's ok. Completely redefining the main menu: Not ok |
18:04 |
PureTryOut[m]1 |
I think not being able to edit the menu using a subgame or mod is a limitation |
18:04 |
Wuzzy |
There's not only a technical problem with that but also an usability problem |
18:05 |
PureTryOut[m]1 |
I disagree :p |
18:05 |
Wuzzy |
if every subgame has a completely different subgame, users have to learn a new interface for no reason |
18:05 |
Wuzzy |
main menu* |
18:05 |
PureTryOut[m]1 |
you could even add a config option "Allow subgames to override menu's" |
18:06 |
Wuzzy |
First Minetest should just improve the main menu |
18:06 |
sfan5 |
Fixer: "for i = 1,5000 do" takes 2 GB |
18:06 |
sfan5 |
ah now it crashed |
18:06 |
PureTryOut[m]1 |
that too |
18:06 |
PureTryOut[m]1 |
right now the menu is straight up ugly :/ |
18:07 |
Fixer |
sfan5: make sure you compiled luajit right, 2.1.0 tree and make XCFLAGS=-DLUAJIT_ENABLE_GC64 |
18:07 |
Wuzzy |
celeron55 himself proposed to redo the main menu completely. so its totally NOT out of question |
18:07 |
PureTryOut[m]1 |
still, I probably want my main menu to look different than however it'll look in the future. it be nice to have that option by allowing subgames or mods to edit them |
18:08 |
Fixer |
my way is to consume >2GB mem and wait about 15-30 sec, it crashes for sure with error related to luajit i think |
18:08 |
Milan[m]1 |
by the way, i bind the mods in my subgames in as submodules - why not just following the link of the submodule? So someone is actually playing with the illuna (master) game? Because i may should change some things if so... |
18:08 |
Wuzzy |
I would not mind some changes to the look and feel |
18:08 |
sfan5 |
Fixer: like i said it does crash yes |
18:08 |
Wuzzy |
But I would be terribly annoyed if all widges wildly jump around just for selecting a new subgame |
18:08 |
Wuzzy |
and I would probably not the only one |
18:09 |
PureTryOut[m]1 |
which is why an option "Allow submenu's to override the main menu" would be good |
18:09 |
Wuzzy |
no. this should not be a setting IMO |
18:09 |
PureTryOut[m]1 |
which is then opt-out I guess |
18:09 |
red-001 |
we don't need options for trivil stuff like that |
18:09 |
Wuzzy |
because its a core decision |
18:09 |
PureTryOut[m]1 |
why not? |
18:10 |
Fixer |
sfan5: try gdb to see if you get the same errors as me |
18:10 |
PureTryOut[m]1 |
so...? |
18:10 |
red-001 |
we already have too many options |
18:10 |
Wuzzy |
because its an excuse for subgames breaking the main menu |
18:11 |
sfan5 |
not exactly the same, Fixer |
18:11 |
PureTryOut[m]1 |
you can never have too many options :p |
18:11 |
PureTryOut[m]1 |
an excuse? |
18:11 |
Wuzzy |
either we HAVE subgame-defined menu, or we haven't but please not both, it would things even more complex and confusing |
18:11 |
PureTryOut[m]1 |
how is it an excuse? |
18:11 |
Fixer |
Wuzzy: subgames... |
18:11 |
red-001 |
so many in fact we had to add a feature for searching through them |
18:11 |
Fixer |
i wonder why we call it subgame |
18:11 |
PureTryOut[m]1 |
"your subgame breaks my menu completely, it's unusable" "ooh just turn that option on". lol no, that would be stupid, that won't happen |
18:11 |
red-001 |
Fixer, cause we are bad at naming things |
18:11 |
Fixer |
subgame is probably like "Modded Minetest Game" |
18:12 |
Wuzzy |
no |
18:12 |
Milan[m]1 |
why should subgames be able to change the main menu except from the screenshots in the background in the first place |
18:12 |
Fixer |
and game is thing not based on minetest_game %) |
18:12 |
Fixer |
i'm confused |
18:12 |
red-001 |
because the menu is very mt-game centric |
18:12 |
PureTryOut[m]1 |
that's a stupid name as well :p "minetest_game" |
18:12 |
Wuzzy |
Its Minetest Game, not minetest_game |
18:12 |
red-001 |
e.g. a subgame might not have creative |
18:12 |
PureTryOut[m]1 |
not that it matters |
18:12 |
Fixer |
minetest - engine, minetest_game - game, now what is subgame? %) |
18:12 |
PureTryOut[m]1 |
Wuzzy: aah that's better already |
18:12 |
Wuzzy |
but both name are meh |
18:13 |
Wuzzy |
A few years ago Minetest Game did not even have a name. Just 1000s of ad-hoc names which were semi-official |
18:13 |
PureTryOut[m]1 |
my subgame doesn't have an option to disable/enable damage. it just has creative and non-creative. the UI doesn't show this right now ;) |
18:13 |
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18:13 |
Wuzzy |
I agree, some options should be hidden for particular subgames |
18:14 |
Wuzzy |
this makes sense |
18:14 |
Wuzzy |
I think the way how subgame and mod settings are presented to the user must be completely redone |
18:14 |
Wuzzy |
and mapgen settings, too |
18:14 |
red-001 |
meh |
18:15 |
red-001 |
we have bigger issues |
18:15 |
Wuzzy |
thankfully we have advanced settings now |
18:15 |
Wuzzy |
sorry? |
18:15 |
red-001 |
like server settings being global and not per world |
18:15 |
Wuzzy |
the main menu is in desperate need of improvement |
18:15 |
PureTryOut[m]1 |
where are mod settings now anyway? |
18:15 |
PureTryOut[m]1 |
can mods even have settings? |
18:15 |
Wuzzy |
OK this is also valid |
18:15 |
Wuzzy |
Yes |
18:15 |
Wuzzy |
They are hidden deep in Advanced settings |
18:15 |
Wuzzy |
ok not that deep |
18:16 |
Wuzzy |
advanced settings → mods → [modname] → … |
18:16 |
PureTryOut[m]1 |
aah can you not run multiple Minetest servers right now with different settings? |
18:16 |
red-001 |
I would prefer to make settings local to worlds first |
18:16 |
red-001 |
since that will require rewriting parts of the main menu |
18:16 |
Wuzzy |
PureTryOut[m]1: partially. for mapgen settings: 100% yes. for everything else: Maybe? |
18:16 |
red-001 |
yes you can |
18:16 |
Wuzzy |
for example, you can change mapgen settings without fear. this was VERY important |
18:17 |
red-001 |
you can tell minetest what file to load settings from |
18:17 |
PureTryOut[m]1 |
hmm ok |
18:17 |
Wuzzy |
previously, whenever you changed mapgen settings and switched worlds, the new mapgen gets still applied to the old world, thus creating a very bad mix of mapgen settings. |
18:17 |
PureTryOut[m]1 |
sounds good enough to me then? |
18:17 |
Wuzzy |
but now mapgen settings stick to the world and are also not changed afterwards |
18:18 |
Wuzzy |
what you see in advanced settings THANKFULLY only affects new worlds |
18:18 |
Wuzzy |
okay, here are some of the ideas i had for the settings organizaion |
18:18 |
Wuzzy |
first, mapgen settings are extremely powerful |
18:18 |
Wuzzy |
but they are still mostly unaccessible |
18:18 |
Wuzzy |
if you are very smart, you know that you can change the mapgen settings in advanced settings and play around with it |
18:19 |
Wuzzy |
but its still inconvenient |
18:19 |
Wuzzy |
mapgen settings could be moved (or replicated) to the world creation dialog |
18:20 |
Wuzzy |
because these are settings which really only have a meaning when you create a world |
18:20 |
Wuzzy |
we already have mg_name and the seed in the menu. so why stop there? |
18:20 |
Wuzzy |
This change would make it SUPER easy to play around with lots of crazy mapgen settings in a short time :) |
18:20 |
red-001 |
wuzzy whats your option on moving server settings to world.mt? |
18:20 |
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18:21 |
Wuzzy |
i dont know. you have to name concrete settings. |
18:21 |
Wuzzy |
i can't tell you if this applies to ALL settings |
18:21 |
Wuzzy |
i think time_speed has to be world-specific |
18:21 |
red-001 |
all settings that the server checks |
18:21 |
Wuzzy |
I'm not sure about the other settings. maybe it needs to be decided on a case-to-case basis |
18:22 |
Wuzzy |
im sure its easy to make a slip-up otherwise if we move so many settings into world.mt. |
18:22 |
red-001 |
well it's not really moving settings |
18:22 |
Wuzzy |
i know what you mean |
18:22 |
Wuzzy |
sorry |
18:23 |
red-001 |
it's changing the location that the server checks for a setting file |
18:23 |
red-001 |
still I see your point |
18:23 |
sfan5 |
Fixer: https://github.com/minetest/minetest/issues/2988#issuecomment-286835094 |
18:23 |
red-001 |
you might want some settings to be global |
18:23 |
Wuzzy |
btw is it normal that a schematic decoration can be created only partially? so that non-air nodes still remain. |
18:24 |
Wuzzy |
for example. i want to build a 2-block high plant with 2 different nodes |
18:24 |
Wuzzy |
as a decoration |
18:24 |
red-001 |
are more complex option would be to make the server check world.mt for a setting and fallback to the main settings if it can't load it |
18:24 |
Wuzzy |
but the plant must not be seperated |
18:24 |
Wuzzy |
often, the plant generates like it should with both nodes intact |
18:25 |
Wuzzy |
but sometimes only the top node generates on top of an existing other block, which is not what i want. |
18:25 |
Wuzzy |
bug or feature? |
18:26 |
Wuzzy |
“are more complex option would be to make the server check world.mt for a setting and fallback to the main settings if it can't load itâ€. I do not have a strong opinion here. |
18:28 |
red-001 |
looks like csm temporaly broke the android build |
18:31 |
Fixer |
sfan5: could this help? "-DLUA_USE_ASSERT and see if you get an assertion failure." https://github.com/LuaJIT/LuaJIT/pull/149#issuecomment-211119530 |
18:31 |
sfan5 |
ugh i just nuked my testing folder |
18:31 |
sfan5 |
sure |
18:33 |
Fixer |
this can also help? https://github.com/LuaJIT/LuaJIT/pull/149#issuecomment-211107418 |
18:33 |
Fixer |
look bottom of the post for MAKE |
18:33 |
Fixer |
but without DLUAJIT_ENABLE_LUA52COMPAT part I guess |
18:35 |
Fixer |
probably smth like that make XCFLAGS+=-DLUAJIT_ENABLE_GC64 XCFLAGS+=-DLUAJIT_USE_GDBJIT XCFLAGS+=-DLUA_USE_ASSERT CCDEBUG=-g |
18:36 |
red-001 |
btw if you have any comments/suggestions in relation to client-sided modding you can leave a comment on https://github.com/minetest/minetest/issues/5394 |
18:37 |
Fixer |
red-001: is that celerons client side physics concept is related to this? |
18:38 |
red-001 |
no |
18:38 |
red-001 |
it could be ported |
18:39 |
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18:41 |
sfan5 |
Fixer: nope no asserts |
18:41 |
Fixer |
oh |
18:42 |
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18:42 |
Fixer |
i guess this LJ_GC64 mode is not yet ready for minetest |
18:43 |
sfan5 |
this doesn't look like mt's fault |
18:44 |
Fixer |
yeah |
18:45 |
Fixer |
maybe some bug in lj_gc64 itself |
18:45 |
Fixer |
it is ongoing work |
18:47 |
Fixer |
sfan5: hopefully people are starting to test GC64 in their projects, maybe it will get fixed eventually |
18:48 |
swift110 |
hey all |
18:48 |
Milan[m]1 |
looool can mods edit the map_meta? because i had and have again the nocaves flag in it! Guess that's the reason, agaran! |
18:49 |
Milan[m]1 |
yeee `fun_caves/init.lua:minetest.set_mapgen_setting('mg_flags', "nocaves", true)` |
18:49 |
Milan[m]1 |
here we go pew |
18:51 |
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18:51 |
Fixer |
sfan5: you build luajit in linux, right? |
18:52 |
Milan[m]1 |
wonderful, my lovely oversized caves are back <3 |
18:56 |
sfan5 |
Fixer: obviously |
18:56 |
agaran |
Milan[m]1: :-) heh |
18:57 |
Milan[m]1 |
thanks again agaran! :3 |
18:58 |
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19:02 |
agaran |
Milan[m]1: did that change worked in end? |
19:02 |
Milan[m]1 |
yes |
19:02 |
agaran |
:) |
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19:34 |
MinetestBot |
[git] lhofhansl -> minetest/minetest: Use true distance for block priority. 454483f https://git.io/vyygf (2017-03-15T19:30:34Z) |
19:37 |
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19:52 |
Fixer |
sfan5: i'm thinking about opening an issue in luajit repo, maybe it will help in some way to them or minetest |
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20:49 |
kaeza |
greetings |
20:56 |
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20:59 |
swift110 |
hey kaeza how are you |
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21:09 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: lua_api: Document minetest.features (#5311) c05dfac https://git.io/vyyy8 (2017-03-15T21:07:19Z) |
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22:05 |
benrob0329_ |
test |
22:05 |
Benrob0329[m] |
hmm |
22:06 |
Benrob0329[m] |
why is there an _ in my name... |
22:06 |
agaran |
because 2 of you joined |
22:07 |
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22:07 |
benrob0329 |
there |
22:07 |
kaeza |
where? |
22:08 |
benrob0329 |
here |
22:08 |
swift110 |
hey benrob0329 |
22:08 |
benrob0329 |
riot is soo laggy compared to a normal irc client.. |
22:08 |
benrob0329 |
im watching it, and messages are a few seconds behind |
22:08 |
benrob0329 |
test |
22:09 |
benrob0329 |
O_O |
22:09 |
benrob0329 |
irc has formatting, this i did not know |
22:09 |
kaeza |
and ponies too |
22:10 |
benrob0329 |
everyone can see this text :04P |
22:10 |
agaran |
benrob0329: yes;) |
22:10 |
Milan[m]1 |
even matrix :3 |
22:10 |
benrob0329 |
I just need OldCoder to give me voice on mt-project |
22:11 |
kaeza |
benrob0329, are you logged in? |
22:11 |
benrob0329 |
yes |
22:12 |
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22:13 |
Milan[m]1 |
when will i learn to use the clipboard before sending messages in the forum... |
22:14 |
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22:29 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Farming: Add override for default:dirt_with_rainforest_litter bd4d2df https://git.io/vyyxM (2017-03-15T22:22:21Z) |
22:29 |
MinetestBot |
[git] sofar -> minetest/minetest_game: Skeleton key: Change to use left-click (tool on_use) 61d7c43 https://git.io/vyyxD (2017-03-15T22:22:21Z) |
22:29 |
MinetestBot |
[git] SmallJoker -> minetest/minetest_game: Sapling_on_place: Restore after_place_node() calls 780f991 https://git.io/vyyxy (2017-03-15T22:18:50Z) |
22:29 |
MinetestBot |
[git] sofar -> minetest/minetest_game: Sethome: Migrate sethome mod to player attributes. 1c78fd3 https://git.io/vyyxS (2017-03-15T22:18:36Z) |
22:30 |
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22:42 |
Fixer |
benrob0329: yep, I can see it |
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22:46 |
kaeza |
Fixer, ocassionally |
22:47 |
Fixer |
never seen kaeza on any servers |
22:47 |
kaeza |
needs lots of mods though. vanilla kind of sucks |
22:47 |
kaeza |
I mostly play sp |
22:47 |
kaeza |
often on VE-Survival or Hometown |
22:48 |
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22:50 |
Fixer |
i'm on hometown too |
22:53 |
kaeza |
Fixer, I don't usually go by 'kaeza' when on servers so you probably haven't seen me anywhere ;) |
22:54 |
Fixer |
kaeza: oh |
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