Time |
Nick |
Message |
00:04 |
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00:38 |
AlexYst |
I just built a mod to add teleporters into the map generator. From one teleporter, you can access any of the others. It occurs to me that I have to ways to set this up now though. I can either make it so all the teleporters are active by default, or I can make it so you can only warp to a given teleporter after you've managed to find it on the map via a non-teleportation means. Does anyone have any advice |
00:38 |
AlexYst |
or recommendations as to which to choose? |
00:41 |
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00:43 |
Jordach_ |
find them |
00:43 |
Jordach_ |
give players a reason to explore |
00:45 |
AlexYst |
Yeah, that's a good point. |
00:46 |
AlexYst |
That said, anyone that reads the source code will know exactly where to look for them. |
00:47 |
AlexYst |
Hmm. Maybe I should use the world seed as a way to pseudorandomize their locations ... |
00:47 |
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00:51 |
benrob0329 |
<plug> Youtubers etc can join #contentcreators , or #contentcreators:matrix.org for Matrix users. </plug> |
00:55 |
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01:00 |
AlexYst |
Hmm. The map seed isn't large enough to store a location for all 27 warp points. I'll need to artificially expand the seed in some way to make the placements seem more unique than they are. Or I could shrink the areas in which they're able to show up in. |
01:05 |
Jordach_ |
all aboard the MC with custom skybox train https://jordach.net/Images/Screenshots/screenshot_20170414_015939.png |
01:05 |
benrob0329 |
Choo choo! |
01:06 |
AlexYst |
uri 1 |
01:06 |
AlexYst |
Oops, sorry, that was supposed to be a command. |
01:07 |
AlexYst |
Jordach_: Wow, that looks very nice! |
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02:08 |
AlexYst |
Hmm. It looks like Lua doesn't do integers. All numbers are floating point. |
02:08 |
VanessaE |
it does not. |
02:08 |
VanessaE |
however, math.floor(foo) will give you the integer of some number. |
02:11 |
ThomasMonroe |
hey Vanessa, i updated my mod today! |
02:11 |
ThomasMonroe |
i added an ore |
02:11 |
VanessaE |
cool |
02:11 |
AlexYst |
Yeah. I was trying to break an existing integer (the map seed) into bits though. |
02:11 |
AlexYst |
ThomasMonroe: What mod it that? I haven't been on the forum in ages. |
02:11 |
ThomasMonroe |
ExoticOres |
02:12 |
ThomasMonroe |
some of the rarest ores around(irl , not necessarily in-game) |
02:12 |
VanessaE |
AlexYst: oh, well the version of Lua used in Minetest doesn't have bit operations.. |
02:13 |
ThomasMonroe |
hey AlexYst, wht do you need integers for? |
02:13 |
AlexYst |
VanessaE: I was going to use modulo division. I assume Lua has that, though I haven't checked yet and now have no reason to. |
02:13 |
VanessaE |
it has. the % argument |
02:13 |
ThomasMonroe |
x % y is x mod y |
02:13 |
VanessaE |
yup |
02:14 |
ThomasMonroe |
same in most languages |
02:14 |
AlexYst |
ThomasMonroe: I need to break the map seed into four pieces and rearange them to get a bunch more numbers, to act as locations for "randomly"-placed structures. |
02:14 |
VanessaE |
AlexYst: why not feed the seed into the RNG? |
02:14 |
VanessaE |
that'll give you a predictable sequence of values |
02:14 |
AlexYst |
VanessaE: Because I need 27 different seeds. |
02:14 |
ThomasMonroe |
yeah why not, that would then make any number of numbers you need |
02:15 |
AlexYst |
They aren't ordered, either. |
02:15 |
VanessaE |
you're trying to generate coordinates or something, right? |
02:15 |
ThomasMonroe |
use the RNG to get 27 numbers off of the World seed, then use those as seeds themselves |
02:15 |
VanessaE |
or do that ^ |
02:15 |
AlexYst |
VanessaE: Correct. And I need to know the coordinates in an unknown order, as I don't know what order the map generator will need to generate the locations in. |
02:16 |
ThomasMonroe |
they wont be in any particular order |
02:16 |
VanessaE |
maybe you should look into biome_lib then? |
02:16 |
ThomasMonroe |
but it will be unique to that map |
02:16 |
VanessaE |
it might be suitable for your mod. |
02:17 |
AlexYst |
ThomasMonroe: With the huge space between structures, I've got to be able to tie a specific number to a specific structure. |
02:17 |
AlexYst |
VanessaE: Can biome_lib give me 27 unique coordinates? |
02:17 |
ThomasMonroe |
use the order that you generate the coords in as thier ID |
02:18 |
ThomasMonroe |
like the first pair can be ID:1 |
02:18 |
VanessaE |
not really, but you're not really being very forthcoming about the problem you're actually trying to solve. |
02:18 |
AlexYst |
ThomasMonroe: And generate all 27 numbers every time the map generator is called? I guess that could work. |
02:19 |
ThomasMonroe |
right bcs the map seed doesnt change, those numbers wouldnt either |
02:19 |
AlexYst |
VanessaE: I have 27 structures I need placed in the world. Each inhabits a space somewhere within the space you'd have if you divided the map in three along each of the three (x, y, z) coordinates. |
02:20 |
ThomasMonroe |
ah ok |
02:20 |
ThomasMonroe |
hmmmm |
02:20 |
AlexYst |
So nine are high in the sky, nine are deep below ground, and nine have the potential to be near the surface. |
02:21 |
AlexYst |
Currently, I have them placed in a very gridlike formation, but that's too predictable. |
02:21 |
OldCoder |
AlexYst, random seems simple enough |
02:21 |
VanessaE |
use the seed + RNG to crease coordinate offsets. |
02:21 |
VanessaE |
then add those to your regular grid |
02:22 |
VanessaE |
result: 27 randomly-placed structures that each stays within its sector of the map |
02:22 |
ThomasMonroe |
well then you could use the seed + RNG to generate a number between -5000 and 5000, then do that 27*3 times add that to 27 static coordinates wich are in each of the sectors you laid out |
02:22 |
VanessaE |
s/crease/create/ |
02:22 |
AlexYst |
VanessaE: If I just add something to the regular grid, won't they still be in a grid, just offset from the current grid? |
02:22 |
VanessaE |
ThomasMonroe: just so. |
02:22 |
VanessaE |
AlexYst: not if what you're adding is randomly-generated. |
02:22 |
VanessaE |
each building gets a new coord offset from the RNG |
02:23 |
ThomasMonroe |
just make sure that the static coords are in the dead center of the sectors |
02:23 |
VanessaE |
right |
02:23 |
ThomasMonroe |
sorry if i come across a a know-it-all, i just think fast |
02:23 |
AlexYst |
VanessaE: Okay, so how do I make sure that the "randomly" generated number for that particular structure is always the same, no mater which order the structures are generated in? |
02:24 |
ThomasMonroe |
why would you change the order? |
02:24 |
VanessaE |
AlexYst: the map seed fed to the RNG as the RNG's initial seed |
02:24 |
VanessaE |
then you use the "next value" function to get the next set of numbers from the RNG |
02:24 |
AlexYst |
ThomasMonroe: Because players won't generate the map in an expected order. |
02:24 |
VanessaE |
doesn't matter, alex. |
02:24 |
VanessaE |
the mapgen doesn't work that way :) |
02:25 |
ThomasMonroe |
AlexYst: as players find the structures, the map they find will not change after they leave |
02:26 |
ThomasMonroe |
so the strucure wont up and leave to another spot |
02:26 |
VanessaE |
hm. |
02:26 |
AlexYst |
ThomasMonroe: The coordinates need to be calculable on demand. The code needs to know where structure Q is, regardless of when it was generated, or even *if* it's generated yet. |
02:27 |
AlexYst |
ThomasMonroe: That also prevents the same structure from generating twice in two locations. |
02:27 |
ThomasMonroe |
hm i see your problem there Vanessa does the lua have any fileI/O abilities? |
02:28 |
AlexYst |
VanessaE: Okay, let's say I use pseudorandom(mapseed). Is that what you're telling me to do? |
02:28 |
VanessaE |
it has, but be doesn't need that. |
02:28 |
AlexYst |
ThomasMonroe: It won't be in a file, no. |
02:28 |
ThomasMonroe |
AlexYst, why does the code need to know that? |
02:28 |
VanessaE |
AlexYst: then start the RNG at the start of your mod, using the map seed, and immediately pull off enough numbers to generate 27 sets of offset coords. inside your mapgen hook, check the coords of the generated block. If they're the center of one of your "sectors", do some basic math to figure out which of the 27 offsets you generated at mod start applies to that sector. then generate your structure using those coords + that offset. |
02:29 |
VanessaE |
AlexYst: I don't remember the correct name of the call, but basically. |
02:30 |
AlexYst |
ThomasMonroe: Two reasons. First, to ensure there are exactly the right amount of structures. Second, to be able to send players to one, given a name. But neither reason is important to the problem. What's important is that the locations need to be calculable in any order, regardless of when or if they've been generated. |
02:31 |
VanessaE |
(of course "generate your structure" would involve deliberately calling the mapgen to emerge a few blocks around the final target before placing the structure) |
02:31 |
AlexYst |
VanessaE: Doing that, I'd get the same offsets for each structure, as pseudorandom(mapseed) will always output the same numbers. |
02:31 |
VanessaE |
correct. |
02:31 |
AlexYst |
VanessaE: So that leaves my structures aligned in a predictable grid. |
02:31 |
VanessaE |
no |
02:31 |
VanessaE |
you'd pull off 27 offsets from the RNG |
02:32 |
VanessaE |
big ranges like ThomasMonroe said, +/- 5000 or so. |
02:32 |
ThomasMonroe |
you could assign a special undestroyable block deeeeeep down underground some meta data to keeep track of the coords |
02:32 |
AlexYst |
VanessaE: Okay, so the solution that involves calculating all 27 locations every time the map generator is called? |
02:32 |
VanessaE |
AlexYst: no, calculate them all at the start of the mod, outside the mapgen |
02:33 |
VanessaE |
i.e. in the first part of the mod where you might normally put tables and constants and such |
02:33 |
ThomasMonroe |
AlexYst: you check them everytime though |
02:33 |
AlexYst |
VanessaE: So save them in a file? OH! Save them in an ARRAY (or whatever Lua calls it)!! |
02:33 |
VanessaE |
yes! |
02:33 |
VanessaE |
a table, we call it |
02:33 |
ThomasMonroe |
^ |
02:33 |
VanessaE |
seed the RNG, call it 27 * 3 times, store the ressults in a table |
02:33 |
VanessaE |
then reference that table inside your mapgen code |
02:33 |
VanessaE |
-s |
02:34 |
AlexYst |
Hmm. That sounds like it'd work very nicely. I think I'll do that. Thank you!! |
02:34 |
VanessaE |
actually, 27*2 times, because you're probably going to have to search for a good Y coordinate at each destination |
02:35 |
VanessaE |
(though some perlin functions against the map seed get you exactly on a surface, I think) |
02:35 |
AlexYst |
Naw, the Y coordinate'll be random too. Some are buried, some are high in the sky. |
02:35 |
VanessaE |
ok |
02:35 |
VanessaE |
then 27*3 it is. |
02:35 |
AlexYst |
Well, maybe the ones near the ground should be on it if possible ... |
02:36 |
AlexYst |
Oh, wait, never mind. I forgot they're aligned to map blocks for a couple reasons, including to ensure full generation. |
02:38 |
VanessaE |
good luck :) |
02:39 |
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02:41 |
ThomasMonroe |
hi Wuzzy |
02:44 |
fireglow |
hi guys |
02:44 |
fireglow |
hi VanessaE |
02:44 |
VanessaE |
hi |
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07:06 |
MinetestBot |
[git] bigfoot547 -> minetest/minetest: [CSM] Add function to set minimap shape (#5569) e80a83d https://git.io/vSH16 (2017-04-14T07:04:41Z) |
07:11 |
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07:29 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Fix android build 98286a2 https://git.io/vSHMD (2017-04-14T07:26:11Z) |
07:31 |
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07:44 |
AlexYst |
I had no idea, but apparently, some of the giant, floating islands in the sky have lakes on them. |
07:58 |
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07:58 |
DS-minetest |
hi MinetestBot |
07:58 |
MinetestBot |
Hey DS-minetest. |
07:59 |
VanessaE |
morning, DS-minetest |
07:59 |
DS-minetest |
morning VanessaE :) |
08:00 |
DS-minetest |
(well, evening or midday for you) |
08:00 |
VanessaE |
early morning actually :) |
08:01 |
DS-minetest |
and you are still awake? O_o |
08:01 |
VanessaE |
yep. |
08:01 |
VanessaE |
I have a pretty random sleep pattern |
08:04 |
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08:08 |
OldCoder |
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08:08 |
DS-minetest |
|
08:20 |
cheapie |
[02:44:39] <AlexYst> I had no idea, but apparently, some of the giant, floating islands in the sky have lakes on them. <---Typical mapgen brokenness... |
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09:16 |
rdococ |
I wouldn't mind giant floating islands with lakes, cheapie. |
09:17 |
rdococ |
BTW. Does anyone know where in the code isolated flowing water is removed (not decreased by one, completely removed)? |
09:23 |
rdococ |
Ping. |
09:23 |
DS-minetest |
Pong. |
09:25 |
rdococ |
... |
09:25 |
rdococ |
Does anyone know where in the code isolated flowing water is removed (not decreased by one, completely removed)? |
09:26 |
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09:27 |
rdococ |
hi Markow. |
09:32 |
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09:35 |
rdococ |
... |
09:35 |
rdococ |
Where in the code is flowing water isolated from other water removed? |
09:38 |
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09:40 |
rdococ |
Hi. |
09:43 |
Markow |
Good morning (almost afternoon) |
09:49 |
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10:01 |
rdococ |
Good appropriate time zone. |
10:08 |
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10:19 |
rdococ |
I have discovered the secret to making water flow up. |
10:19 |
sfan5 |
turning the camera upside-down? |
10:21 |
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10:21 |
Calinou |
that would work, sfan5 :P |
10:22 |
Calinou |
although you can't do that in vanilla Minetest |
10:22 |
rdococ |
:P |
10:23 |
rdococ |
I'm working on a fork of minetest to see how close I can get current water physics to finite water physics |
10:23 |
rdococ |
so far it isn't going too badly |
10:23 |
rdococ |
I can create pools of 2x2 flowing water |
10:24 |
rdococ |
don't tell anyone about how you can flood a savanna, though |
10:26 |
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10:37 |
DS-minetest |
hey MinetestBot |
10:37 |
MinetestBot |
Hello DS-minetest! |
10:40 |
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11:07 |
DS-minetest |
There's still a clientmod in WIP mods. https://forum.minetest.net/viewtopic.php?f=9&t=17060 |
11:07 |
DS-minetest |
please move it |
11:12 |
Krock |
DS-minetest, just report and it will be moved automatically from a forum mod |
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12:07 |
paramat |
rdococ please don't spam your question. we've shown you exactly where already |
12:08 |
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12:08 |
paramat |
btw the lakes in the floatland realm are intentional |
12:09 |
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12:55 |
benrob0329 |
Hi MinetestBot! |
12:55 |
benrob0329 |
No? |
12:55 |
benrob0329 |
Ok -.- |
12:55 |
DS-minetest |
only |
12:55 |
DS-minetest |
MinetestBot! |
12:55 |
MinetestBot |
DS-minetest! |
12:55 |
DS-minetest |
or hi MinetestBot |
12:55 |
DS-minetest |
hi MinetestBot |
12:55 |
MinetestBot |
Hey DS-minetest. |
12:56 |
benrob0329 |
MinetestBot! |
12:56 |
MinetestBot |
benrob0329! |
12:56 |
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12:56 |
benrob0329 |
Ah |
12:56 |
Tre |
hi DS |
13:04 |
DS-minetest |
hi Tre |
13:04 |
paramat |
rdococ ok not exactly, here https://github.com/minetest/minetest/blob/master/src/map.cpp#L873 and floodable_node is air https://github.com/minetest/minetest/blob/master/src/map.cpp#L700 |
13:04 |
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13:04 |
paramat |
you got me curious :] |
13:07 |
rdococ |
k. |
13:08 |
rdococ |
I'm attempting to figure out a way to remove water as it flows down, so it doesn't become an infinite stream. |
13:08 |
rdococ |
I wonder if setting the water level to -1 would do the trick - or would it underflow? |
13:08 |
EDAKIRI |
Water only flows when a user is nearby |
13:08 |
rdococ |
So? |
13:08 |
benrob0329 |
thatd be interesting Fixer |
13:09 |
EDAKIRI |
So, if no user is nearby, it does not become an inifinite stream -- in case that is relevant. |
13:09 |
benrob0329 |
Up flowing water, heh |
13:09 |
EDAKIRI |
This can cause you to fall out of a water stream which has not flowed down far enough or things such as that. |
13:10 |
benrob0329 |
Would it be made of Helium instead of Oxygen? |
13:11 |
rdococ |
I like to think that an upside down flow would be a vacuum. |
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13:23 |
rdococ |
Or some gas. |
13:26 |
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13:26 |
benrob0329 |
http://bash.org/?414593 |
13:33 |
rdococ |
hm. |
13:33 |
rdococ |
I want to be able to revert to a previous revision on github. |
13:36 |
MinetestBot |
[git] nerzhul -> minetest/minetest: ClientIface::sendToAll: honor packet configuration (#5590) b0be7ab https://git.io/vSQqK (2017-04-14T13:34:01Z) |
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13:40 |
cx384 |
MinetestBot! |
13:40 |
MinetestBot |
cx384! |
13:42 |
benrob0329 |
http://bash.org/?127039 |
13:42 |
benrob0329 |
This is great |
13:54 |
rdococ |
agh, can't get it to treat level<1 water as air |
13:56 |
benrob0329 |
Hey, if you type /quit whoever it'll quit them from irc |
14:09 |
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14:10 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Fix wrong channel type in Client/Server CommandFactories 093e621 https://git.io/vSQOm (2017-04-14T13:56:40Z) |
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14:26 |
DS-minetest |
interesting, with the sneak code of daily ppa you are again able to climb one node high stairs pretty fast |
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15:15 |
ircSparky |
shaders are installed client-side, right? you don't install them on server? |
15:16 |
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15:16 |
Usuario |
test |
15:16 |
cx384 |
yes |
15:17 |
kaeza_ |
Greetings |
15:17 |
Krock |
ircSparky, they're required by OpenGL, which is not used on server-side |
15:17 |
Krock |
hello kaeza_ |
15:17 |
kaeza_ |
o/ Krock |
15:18 |
kaeza_ |
how's it going? |
15:18 |
ircSparky |
ok, thats what I thought. A player on my server asked me to install shaders, so thats why i ask :P |
15:18 |
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15:21 |
Krock |
kaeza_, fine thanks. How about you? |
15:22 |
kaeza_ |
ircSparky, there's no "official" support for shaders; they just come with the game but are mostly undocumented |
15:22 |
kaeza_ |
(?) |
15:22 |
Fixer |
kaeza_: shaders are enabled by default o_o |
15:23 |
kaeza_ |
Krock, I'm great just got home from vaacation :P |
15:23 |
kaeza_ |
Fixer, I meant configurable easily the same way TPs are |
15:24 |
kaeza_ |
will be posting some beautiful pics later :P |
15:26 |
kaeza_ |
fsm I haet win10 |
15:26 |
kaeza_ |
so much change for the sake of change |
15:27 |
Fixer |
kaeza_: microsoft needs your money now |
15:27 |
Fixer |
kaeza_: upgrade now or else |
15:27 |
Krock |
yes, I already heard that you enjoyed some falls, right? |
15:34 |
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15:45 |
AlexYst |
cheapie: It doesn't seem very broken. You'd have to deliberately program the map generator to put water nodes above water_level. Also, the lake is fully enclosed. It's not even like the lakes itself came out broken. |
15:53 |
AlexYst |
Well, I now hove my structures spawning randomly, but I'm starting to doubt the usefulness of my mod. When they spawned predictably, nine of the twenty-seven spawned at or just below ground level. You could stumble upon them. But now .... you're not going to find any of them. |
15:54 |
AlexYst |
I might make the center structure spawn directly at the center of the map every time, and make that one structure easy to locate. |
15:57 |
benrob0329 |
http://bash.org/?962108 |
16:01 |
AlexYst |
benrob0329: It looks like AbstractSingletonProxyFactoryBean is userland code, not part of Java itself. If Java "has" that method, any other language could "have" it too. We could put it in a Lua mod, for example. |
16:02 |
benrob0329 |
... |
16:03 |
AlexYst |
Sorry, just saying. |
16:04 |
DS-minetest |
uuh, never place a mesecons torch to the wall of a mese pyramid |
16:05 |
AlexYst |
DS-minetest: Does your whole pyramid glow now? |
16:05 |
DS-minetest |
AlexYst: heh, that would be nice |
16:05 |
DS-minetest |
but no |
16:05 |
DS-minetest |
it totally lags |
16:05 |
DS-minetest |
and the torch is deactivated and activated because of the activated mese |
16:06 |
AlexYst |
Huh. Well that's not so fun. |
16:06 |
DS-minetest |
+ |
16:09 |
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16:10 |
mogeid |
does this thing even work? |
16:11 |
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16:11 |
fireglow |
* Disconnected |
16:11 |
mogeid |
Kaeza here, btw :p |
16:11 |
fireglow |
* Disconnected |
16:12 |
benrob0329 |
Wth I wrong with my bash.org submission? http://m.imgur.com/sE3z43O |
16:12 |
DS-minetest |
huch |
16:12 |
benrob0329 |
*is wrong |
16:13 |
fireglow |
benrob0329: it hates you |
16:13 |
DS-minetest |
* blabliblup |
16:14 |
benrob0329 |
Frick |
16:14 |
mogeid |
Such negativity |
16:14 |
mogeid |
wow |
16:14 |
Jordach |
http://bash.org/?23396 |
16:14 |
Tre |
tell me about it *roll eyes* |
16:19 |
mogeid |
Jordach: plol |
16:20 |
mogeid |
Jordach: 16 days for partayyyy |
16:20 |
mogeid |
:D |
16:21 |
* Jordach |
is now suspicious |
16:21 |
* Jordach |
realises who it also is |
16:21 |
Jordach |
ayyyy lmao |
16:21 |
mogeid |
kek |
16:21 |
Jordach |
your UY gave you away m8 |
16:21 |
mogeid |
u wot |
16:21 |
Jordach |
>obviously kazea |
16:21 |
Jordach |
>can't even spell |
16:22 |
mogeid |
>not using actuql greentext |
16:23 |
Jordach |
>using IRC |
16:23 |
mogeid |
stupid touch kbs |
16:23 |
Tre |
heh |
16:23 |
Jordach |
>is this better |
16:23 |
Krock |
<insert comic sans font here> |
16:23 |
mogeid |
le androirc not show colors |
16:26 |
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16:27 |
AlexYst |
WHat's with green text? Why do people think other people's text needs to be green? |
16:27 |
MinetestBot |
[git] nerzhul -> minetest/minetest: NetworkPacket: don't copy push std::string and std::wstring b1e6c2a https://git.io/vSQzM (2017-04-14T16:26:24Z) |
16:27 |
AlexYst |
I mean, I'd understand if peopl ewanted their *own* text to be green, but ... |
16:29 |
Jordach |
>doesn't understand greentext |
16:38 |
mogeid |
Jordach: Krock, https://imgur.com/LmRsHz4 :D |
16:38 |
Krock |
alias(mogeid, kaeza) |
16:39 |
Krock |
lovely falls |
16:39 |
Krock |
but the weather could've been better |
16:40 |
mogeid |
yep. It was cloudy most of the week :< |
16:41 |
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16:41 |
mogeid |
Right now it look like a spring day... |
16:45 |
Out`Of`Control |
hi |
16:45 |
Out`Of`Control |
does it matter in what mod you add "minetest.unregister_item....." |
16:49 |
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16:50 |
Krock |
Out`Of`Control, well, the mod must run after the one that added an item |
16:51 |
Krock |
otherwise this function doesn't do anything |
16:52 |
Out`Of`Control |
Krock: so i can add all unregister items to the last mod that loads? |
16:52 |
Out`Of`Control |
that explain why i get errors, as i add them to default mod |
16:54 |
Krock |
errors? |
16:54 |
Out`Of`Control |
yeah as node does not exist |
16:58 |
Out`Of`Control |
Krock: Not unregistering item fences:acacia because it doesn't exist. |
16:58 |
Krock |
indeed. happens when you try to unregister it too erly |
16:58 |
Krock |
*early |
17:01 |
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17:02 |
Out`Of`Control |
Krock: thanks |
17:02 |
Krock |
!next |
17:02 |
MinetestBot |
Another satisfied customer. Next! |
17:03 |
Fixer |
!back |
17:03 |
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17:05 |
fireglow |
!backrub |
17:12 |
AlexYst |
I remember back in the day, when we couldn't unregister crafts or recipes. Instead, we had to register recipes that overwrote the initial recipe, making the item we didn't want to exist inaccessible. |
17:13 |
DS-minetest |
was it an extra mod that adds the sulfur lead crafting recipe for technic batteries? |
17:14 |
nore |
DS-minetest: it has been planned in technic for a long time, I don't know if it has ever been done |
17:15 |
DS-minetest |
nore: i've already seen it on some servers |
17:20 |
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17:32 |
Jordach |
>hungry af |
17:32 |
Jordach |
>ask stomach for food; requests scrambled eggs with noodles |
17:32 |
Jordach |
>it works out |
17:35 |
DS-minetest |
if your stomach hates you it means, that you have eaten too much of your fingernails or you've drilled to much in your nose. |
17:38 |
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17:49 |
DS-minetest |
nore: i'll open a PR to add the recipe, was the lead or the sulfur horizontal? |
17:50 |
nore |
no idea, I never saw this recipe |
17:50 |
DS-minetest |
ok |
17:50 |
nore |
but there were more things than that planned |
17:50 |
nore |
maybe wait a bit |
18:01 |
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18:03 |
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18:04 |
* iisu |
looks at the code written tonight |
18:04 |
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18:05 |
iisu |
https://pastebin.com/N8v2CnpG |
18:05 |
iisu |
Why do I always do this to myself? |
18:07 |
sfan5 |
that's a good question |
18:16 |
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18:29 |
AlexYst |
CloudFlare strikes again. |
18:35 |
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18:50 |
DS-minetest |
where in technic is the oil extract texture saved? |
18:53 |
Jordach |
$20 on a palette texture |
18:54 |
DS-minetest |
ah |
18:55 |
DS-minetest |
umm in which mod of the modpack and whats the name of the palette texture Jordach ? |
18:55 |
Jordach |
DS-minetest, haven;t touched technic in years |
18:55 |
DS-minetest |
ouh |
18:56 |
Jordach |
i just have a feeling it is like that |
18:56 |
DS-minetest |
ahh |
18:56 |
* DS-minetest |
is stupid |
18:58 |
DS-minetest |
it's pipeworks, not technic |
19:03 |
AlexYst |
Does anyone know if the dash and the underscore the only two nonalphanumeric characters allowed in player names? |
19:06 |
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19:14 |
MinetestBot |
[git] numberZero -> minetest-mods/mesecons: Improve overheating (#334) 54b9eaf https://git.io/vSQFF (2017-04-14T19:14:17Z) |
19:16 |
Krock |
o/ more overheating |
19:16 |
AlexYst |
Isn't overheating ... a bad thing? |
19:17 |
Krock |
no, it's good to prevent mesecons from consuming too much server-tiem |
19:17 |
Krock |
*time |
19:18 |
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19:23 |
Fixer |
spacebar overheating |
19:23 |
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19:25 |
DS-minetest |
lol |
19:28 |
AlexYst |
I meant it as a joke. I don't know what overheating is in Minetest, but one of my laptops isn't usable because it overheats too quickly. |
19:29 |
DS-minetest |
the nodes overhead instead of the cumputer |
19:29 |
Krock |
Fixer, workflows are important! |
19:29 |
DS-minetest |
so, it's just sort of safety |
19:30 |
GNU[BDC] |
mods are loaded after game/mods ? |
19:31 |
DS-minetest |
they are loaded at the same time AFAIK |
19:32 |
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19:33 |
GNU[BDC] |
what mod loads last? |
19:33 |
Krock |
GNU[BDC], *mobs, they are entities and must be registered when the lua mods are loaded |
19:33 |
Krock |
i.e. no functions to add delays |
19:34 |
Krock |
if you want to ensure that a mod is loaded after another to use its function, add it as a new line to your depends.txt file of the mod |
19:34 |
GNU[BDC] |
mobs mod is last one i see |
19:35 |
Krock |
IIRC, the mods from the subgame are loaded first due directory fetching |
19:35 |
Krock |
but dependencies sorting may change this a bit |
19:36 |
GNU[BDC] |
so i can create mod with only unregistering lines and huge dependencies list |
19:37 |
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19:37 |
DS-minetest |
Krock: does iirc mean in internet relay chat? |
19:37 |
iisu |
iirc=if I recall correctly |
19:37 |
Krock |
If I Remember Correctly |
19:37 |
Krock |
or recall, as you desire |
19:38 |
Krock |
IRC alone is the chat |
19:38 |
fireglow |
I desire entirely different things |
19:38 |
Krock |
^ $100, as example? |
19:38 |
fireglow |
that's one example, yes |
19:38 |
fireglow |
but it's rather far down on the list |
19:39 |
* Krock |
sees next point on top: $200, then $1000 |
19:41 |
DS-minetest |
ahh |
19:44 |
Calinou |
<Krock> <insert comic sans font here> |
19:44 |
Calinou |
do you happen to be knowledgeable about comic fonts by the way? |
19:44 |
Calinou |
this font isn't too bad for comics, http://comicneue.com/, but is there better in open source fonts? |
19:44 |
Krock |
Calinou, what I know is that it's considered as a very, very serious font |
19:45 |
Krock |
surely, I'm aware that there are opensource ones |
19:46 |
Krock |
however, thanks for pointing this particular one out |
19:53 |
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20:38 |
AlexYst |
Never mind, found it. |
20:46 |
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20:46 |
AlexYst |
There used to be a function for using custom config files for mod settings. Does that still exist? I can't see it in the API doc. |
20:47 |
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20:51 |
AlexYst |
Found it! I'm just bad at knowing what to control + f for, I guess. |
21:00 |
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21:04 |
DS-minetest |
MinetestBot! |
21:04 |
MinetestBot |
DS-minetest! |
21:04 |
DS-minetest |
bye |
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fireglow |
kk |
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23:06 |
iisu |
quit |
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23:18 |
GreenDimond |
Another spammer on the forums. KristenPycle. |
23:19 |
GreenDimond |
VanessaE or Calinou? Looks like you're the only forum mods not afk. |
23:19 |
Calinou |
done |
23:20 |
GreenDimond |
Ah ty |
23:20 |
GreenDimond |
I wonder if there is a way to get a filter for spammers like that. |
23:20 |
GreenDimond |
Like if they post the same thing more than 3 times. |
23:20 |
GreenDimond |
Their posts get deleted and they are banned. |
23:20 |
GreenDimond |
That would be nice. |
23:28 |
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23:44 |
GreenDimond |
hey sofar? Question about your skybox mod. It's great btw :D |
23:45 |
GreenDimond |
I am wondering where you got the images from for each skybox. |
23:46 |
Fixer |
GreenDimond: https://93i.de/p/free-skybox-texture-set/ |
23:49 |
GreenDimond |
Ah cool, thanks. Know any places where I could get more? :D |
23:50 |
GreenDimond |
nvm. Google is my friend. |
23:50 |
Fixer |
good luck with that %) |
23:50 |
GreenDimond |
Ima see what happens :D |
23:55 |
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