Time Nick Message 00:33 IhrFussel Can someone tell me why my OS closes Minetest WITHOUT having OOM-Killer involved? I thought the only way for it to silently crash is when the PC is out of memory but dmesg doesn't mention anything whatsoever 00:48 calculon hmm, there are many ways to silently crash 00:48 calculon and i don't think dmesg can help in any way 00:50 calculon IhrFussel, did you check the minetest logfile ? 00:52 IhrFussel calculon, nothing in the log file and it just happened again..I was IDLING in the game and it suddenly closes itself 00:54 IhrFussel I watched free -m before it crashed and it was at a constant "130 MB available" 00:55 calculon that's strange indeed, i guess the only way to find the error is to run it with gdb 00:55 calculon or try to disable your mods one by one to find if one of them is doing that 00:56 IhrFussel A mod cannot cause a silent crash AFAIK...it can cause an unspecified error at worst 00:57 IhrFussel I could try to run the game with --verbose once maybe it helps finding the issue 00:59 calculon i've never seen silent crashes, but i sometimes have weird ones when my mods do stupid things 00:59 calculon so i'm not sure it's impossible 01:05 IhrFussel Maybe I set the unload map data interval too low 01:28 IhrFussel IT seems to be random...I'm playing on my server, placed 200+ nodes, dug them with an admintool, spawned 20 animals, killed them, walking around...no crash yet 01:30 OldCoder A mod cannot cause a silent crash AFAIK...it can cause an unspecified error at worst 01:30 OldCoder If there is a core bug 01:30 OldCoder A mod can trigger that and thereby cause a silent crash 01:42 IhrFussel OldCoder, it is no mod problem...it mostly happens when I view formspecs after building or chatting a lot 01:42 OldCoder Right; a core bug, as I said 01:42 OldCoder Anything, at any level, may trigger one 01:45 IhrFussel I'm not sure, it might be a low RAM problem but then I don't see why dmesg doesn't contain any OOM-Killer lines 01:48 IhrFussel Is there an easy way to trigger an OOM? To see if dmesg even logs those 01:56 rdococ am I meant to define on_step in the entity registration function? 01:59 rdococ . 02:00 benrob0329 anyone else here used Vivaldi? 02:01 rdococ ah 02:01 rdococ t's working now 02:01 rdococ I have working banana peels 02:01 rdococ yay 02:09 rdococ o_o 02:10 rdococ I just picked up a dropped hand?! 02:10 benrob0329 thats the seccond time ive heard of this 02:10 benrob0329 somethings up 02:12 diemartin rdococ! 02:13 rdococ diego martin! 02:14 rdococ I'm working on a powerup mod for a vehicles mod :P 05:57 passant OldCoder, i have no shout as it appears but hi 05:57 OldCoder see other msg 06:01 AlexYst Is there a way in any sort of callback to know what item a player just acquired by digging? For example, if a player dug leaves, I want to know id they got leaves or a sapling. If they dug gravel, I want to know if they got gravel or flint. 06:01 AlexYst Simply knowing what the node was before they dug it isn't what I'm after. 06:04 OldCoder AlexYst, hello. Reviewing. 06:04 OldCoder AlexYst, my experience falls short of this. Try asking in #minetest-project 06:04 OldCoder Possibly in 8 hours 06:04 OldCoder Hm 06:05 AlexYst Alright. Thanks, OldCoder! I hadn't heard of that channel. 06:05 OldCoder AlexYst, is your nick registered? 06:05 OldCoder Join and let me voice you manually if not 06:05 AlexYst OldCoder: I think so. I think it's a registered alias of another nick. 06:05 OldCoder Wait 06:07 VanessaE AlexYst: in a register-on-dignode callback. 06:07 VanessaE https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2081 06:07 AlexYst VanessaE: That tells me the position, the digger, and the old node, but not the drop. 06:07 VanessaE use this if you need to know every and any kind of node, at random 06:08 VanessaE OH 06:08 VanessaE hm' 06:08 AlexYst Ha ha, yeah, strange request. 06:08 VanessaE well you could compare the inventory before and after the callback :) 06:09 AlexYst Check every player's inventory every milisecond in case they happen to be about to dig? 06:09 VanessaE nah 06:09 AlexYst *millisecond 06:09 VanessaE you'd do it in that ^^^ callback 06:09 VanessaE but get_node_drops() might be useful too 06:10 VanessaE https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2520 06:10 VanessaE maybe wedge into this 06:10 AlexYst That callback will only give me the post-dig inventory, not the pre-dig inventory to compare it against. As for get_node_drops(), it'll recalculate them, not tell me what was actually dropped. 06:11 AlexYst Ah, thank you. 06:11 AlexYst I think overwriting minetest.handle_node_drops() is what I need. 06:12 VanessaE actually I'm surprised there isn't a more straightforward method, now that you mention it. 06:12 AlexYst I can store the default, then call it from within a redefined version that checks things first. 06:12 VanessaE yep 06:12 VanessaE that's what I mean by a "wedge" 06:14 VanessaE (from my Commodore 64 days, it was common to modify some of the system code to insert new DOS commands/functions. we called that a "disk wedge") 06:14 AlexYst Right, sorry. I'm a bit tired. 06:14 VanessaE no worries. 06:18 AlexYst Wait. THat function isn't what I thought it was. I think it might be even more perfect. Sweet! 06:19 AlexYst I thought it did more, but it specifically gets called once the items are known. It doesn't even calculate them from within. 06:20 VanessaE hope that helps :) 06:20 AlexYst It does. Thank you! 06:20 VanessaE cheers :) 07:05 MinetestBot 02[git] 04sofar -> 03minetest/minetest: Plug two minor Leaks (#5603) 1397988a1 https://git.io/vSdnX (152017-04-17T07:04:58Z) 07:38 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: Remove an unused variable in Android Build 13907be0a https://git.io/vSdcx (152017-04-17T07:37:12Z) 09:15 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Sneak: Add option for old move code 13f6da7b3 https://git.io/vSd4J (152017-04-17T09:13:05Z) 09:26 DS-minetest hi MinetestBot 09:26 MinetestBot Hello DS-minetest. 10:02 IhrFussel I still couldn't reproduce the crash since last time yet but I found another bug with the chat ... it seems to happen at random times with all sorts of chat messages http://i.imgur.com/LjjMkq0.png ... as you can see the engine puts a newline in between words a lot 10:06 IhrFussel Resizing the window often helps ... sometimes the next message will fix the incorrect newline too 10:17 IhrFussel The bug only happens with the last word it seems... like just now someone left and it said "xyz is now offline. (connection[newline]timeout)" and when the next message appeared the previous one changed to "xyz is now offline. (connection timeout)" 10:23 celeron55 IhrFussel: which version of freetype do you have? 10:23 koz_ According to: http://dev.minetest.net/Compiling_Minetest#Building_without_Irrlicht_.2F_X_dependency I can build a server-only build of Minetest without 'Irrlicht or any graphical stuff'. What exactly does this mean the dependencies are, then? 10:24 IhrFussel celeron55, if you mean freetype-config then 18.1.12 10:25 celeron55 koz_: if you think of debian dependencies, i think at least these are unused then: libirrlicht-dev libbz2-dev libfreetype6-dev libpng12-dev libjpeg8-dev libxxf86vm-dev libgl1-mesa-dev libogg-dev libvorbis-dev libopenal-dev 10:25 celeron55 (and i don't think libhiredis-dev is needed in any case unless you want redis) 10:26 koz_ celeron55: Would a Banana Pi be able to run a 'bare' server? 10:26 koz_ (like, no graphical client, just the server) 10:27 celeron55 well, it'll start and run of course 10:27 koz_ Well, I meant in the sense of 'and people can actually play on it'. 10:28 celeron55 i hope someone can answer that 8) 10:28 koz_ celeron55: Would it help if I gave you its specs? 10:28 celeron55 i already checked, but i'm not the one running servers around here 10:29 IhrFussel koz_, even an Android phone could serve as a Minetest server ... I doubt your device is less powerful 10:29 koz_ IhrFussel: Alrighty, I might just give it a try then. 10:30 IhrFussel A barebones server with no external mods should run on anything...if you plan to add heavy mods that's another question 10:30 celeron55 it's up to the player count and mods 10:31 koz_ I don't think I'll run any mods, or very few, and I doubt I'll have more than a half-dozen players. 10:31 * koz_ doesn't have a lot of Minetest-loving friends. 10:40 IhrFussel Regarding the player count: I noticed it when I connected once with my phone to my server while it had suddenly 30 players ... I wonder what causes this extreme stutter compared to 10 or 15 players ... is the player data refreshing such a resource hog celeron55 ? 10:41 celeron55 was the only difference the player count? 10:41 celeron55 probably not :P 10:42 IhrFussel celeron55, actually yes..I didn't add any content to my server...areas that had 20 - 25 FPS suddenly were 10 - 15 FPS ... as soon as the majority left the FPS went up again 10:43 celeron55 submitting an issue on github with some details might be a good idea 10:44 IhrFussel Maybe it's important to mention that my server has unlimited transfer distance 10:44 celeron55 by the way, what is the freetype package version? 10:45 IhrFussel I only have the package "freetype-config" on my PC and --version gives 18.1.12 10:45 celeron55 eg. i have 2.6.0 for which "freetype-config --version" gives 18.0.12 10:45 celeron55 which distro? 10:46 IhrFussel Xubuntu 16.04 10:46 celeron55 (this is fedora, so i checked using dnf info freetype) 10:47 celeron55 i guess "apt-cache show libfreetype6" 10:47 IhrFussel Version: 2.6.1-0.1ubuntu2 10:48 IhrFussel Could it be an OpenGL issue? My version is extremely old (1.5) 10:50 IhrFussel But then again I don't even know if the chat requires OpenGL to display...I'm guessing no 10:50 celeron55 extremely unlikely 10:52 celeron55 well i can't get any other's freetype versions for reference right now and nothing else comes to mind that could affect that 10:53 IhrFussel celeron55, no problem thanks though =) 10:53 celeron55 submit an issue on github if possible 11:00 celeron55 ok, now i got some for reference: 19.0.13 and 17.1.11 apparently work 11:01 celeron55 which means i have the closest version and don't have that issue; could still be a problem with that particular build of it (by ubuntu) but seems unlikely 11:02 celeron55 could be caused by compiler optimizations too; it's quite clearly some kind of a rounding error or similar 11:15 DS-minetest something in the lua api is unlogical 11:15 DS-minetest in https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2508 it's called method 11:15 DS-minetest but in the example beyond it's called "type" 11:15 DS-minetest so, what is true? 11:23 celeron55 lol, how is it possible nobody has noticed that 11:24 DS-minetest + 11:24 celeron55 "method" is correct, "type" does nothing 11:24 DS-minetest ok 11:25 DS-minetest I'll make a PR to fix it 11:27 DS-minetest #5604 11:27 DS-minetest https://github.com/minetest/minetest/pull/5604 11:32 DS-minetest hi ThomasMonroe 11:32 ThomasMonroe hi DS 11:59 MinetestBot 02[git] 04celeron55 -> 03minetest/minetest: MeshUpdateQueue: Add a MapBlock cache that minimizes the amount of Ma… 1304cc9de https://git.io/vSd2z (152017-04-17T11:58:29Z) 11:59 MinetestBot 02[git] 04celeron55 -> 03minetest/minetest: Include container.h in util/thread.h. util/thread.h doesn't compile w… 134323ad1 https://git.io/vSd2g (152017-04-17T11:58:29Z) 11:59 IhrFussel I think I found the problem regarding the silent crashes: minetest: ../../nouveau/pushbuf.c:238: pushbuf_krel: Zusicherung »bkref« nicht erfüllt. 11:59 mechanik hello 12:08 mechanik jest tu ktoś z Polski? 12:13 DS-minetest hm, I'm just seeing, method and type are given 12:16 Krock hmm.. somehow I got a déjà vu 12:17 Krock there already was an issue/PR about this inconsistency 12:20 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest: Fix MSVC build broken by 34d32ce 136120251 https://git.io/vSdas (152017-04-17T12:02:26Z) 12:27 mechanik where i can find clay? 12:31 mechanik goodbye 12:41 IhrFussel Impatient people... 12:46 red-004 ^ 12:50 Jordach >expecting IRC to be like a live chat system 12:52 IhrFussel Well in theory the chat message does reach all connected clients in realtime...but IRC is more like a "check every X mins/hours" chat system xP 12:56 IhrFussel Great, so I found out the silent crashes are caused by the Nouveau Graphics Driver my GPU uses and there is nothing I can do about it since there are no updates available -.- 12:58 Markow IhrFussel: Nouveau is a horrible Linux driver: Use Nvidia proprietary instead 12:58 IhrFussel Not sure what the person means but their comment on it is "nouveau doesn't handle multithreaded GL usage (even if it's done by having separate contexts per thread). If the application has a mode which adds an interlock to GL calls, please try enabling it. (The issue isn't with multiple contexts, but with concurrent use of multiple contexts.)" 12:59 IhrFussel Markow, I doubt that I can get drivers for this old card anymore^^ 12:59 Markow What's the card? Mine is pretty old and drivers are still available 13:00 IhrFussel GeForce FX 5200 13:00 Markow I have only a GeForce 210 13:00 Markow You're is much better I think 13:00 Markow There definitely is a Linux driver for it 13:00 Markow *Yours 13:00 IhrFussel But where do I get its driver? 13:00 Markow Directly from their website 13:01 Markow Everything works much better using Nvidia's proprietary Linux driver for me 13:01 Markow Games are faster, Graphics display quicker, etc 13:02 Jordach *you don't say* 13:02 IhrFussel Markow, there are 2 entries which one should I choose ? http://www.nvidia.de/object/linux_supported_de.html 13:03 Markow IhrFussel: You're on the wrong area of the website 13:03 Markow Let me find it for you.. 13:03 Markow One moment please... 13:04 Markow You have 64-bit Linux, right? 13:04 IhrFussel No 32 13:05 Markow ok, moment... 13:05 Markow IhrFussel: Here is your driver: http://www.nvidia.com/download/driverResults.aspx/71302/en-us 13:07 IhrFussel Markow, thanks a lot...and where do I need to move the file to? I never installed drivers 13:07 Markow I would walk you through it if I had time now, but I must do some things. But do this: 13:08 Markow First, make the file executable by: chmod 755 FILENAME 13:08 Markow Then, do the following: 13:09 IhrFussel Ok done 13:09 Markow You must get out of X by: systemctl isolate multi-user.target 13:09 Markow Then, run the installer: ./filename 13:09 Markow But wait, even more... 13:09 Markow You must block the nouveau module driver from loading 13:09 Markow in /etc/modprobe.d 13:10 IhrFussel Before I leave X? 13:10 Markow actually, before you do anything... 13:10 Markow block the nouveau driver... 13:10 Markow then... 13:11 Markow You want or recreate your initial RAM disk 13:11 Markow using Dracut, at least that's what I use 13:11 Markow then reboot 13:11 Markow Next step, run "systemctl isolate multi-user.target" to get out of X 13:11 Markow Go into a TTY screen and then go into root 13:11 Markow Run the installer 13:12 Markow Initially, it's all a bit tricky, but once you get the hang of installing the Nvidia driver, it's a piece of cake 13:12 Markow and well worth it 13:14 Markow Make sure in the install process, you choose NOT to configure Xorg.conf, it's not necessary 13:18 Markow When you run systemctl isolate multi-user.target, to get into a TTY (console) screen to do your work, use: CTL-ALT-(F1 to F6 key) 13:57 Nyarg hi ) I see animation - type="vertical_frames" . What is a type animation else may be ? 14:13 Krock Nyarg, only type = "sheet_2d" but I have no clue what it does 14:18 Crawlins salutations :,D 14:19 Krock hi 14:19 Crawlins I've just begun digging in to minetest... always thought those games were neat but never played them much. Now I'm working on learning to make fun mods. 14:20 Krock well then, welcome :) 14:20 Nyarg hi ) thank you ) Is here a way to synchronize node animations ? Right now it seems desynchronized somewhere. 14:29 Crawlins Is there somebody particularly apt with mods I could ask some questions to help me get rolling? 14:29 Crawlins I'm trying to work on a tool, but I can't connect a couple of dots to make it do what I would like. 14:39 ThomasMonroe what do you want to know? 14:40 Jordach # Whether node texture animations should be desynchronized per mapblock. 14:40 Jordach # desynchronize_mapblock_texture_animation = true 14:41 ThomasMonroe i was talking to Crawlins Jordach 14:41 Jordach ThomasMonroe, it was to Nyarg ;) 14:41 ThomasMonroe oh sorry 14:41 Jordach Nyarg, see above :) 14:42 ThomasMonroe bad timeing i guess 14:44 Crawlins ThomasMonroe, for testing, I'd like a tool to say things in chat when it hits certain objects. 14:45 ThomasMonroe hmmm. thatd be neat 14:45 Crawlins Down the road, this would result in fun RPG elements like needing a special axe for a special tree (for example) 14:45 ThomasMonroe ah ok cool 14:45 ThomasMonroe so what do you need to know 14:45 Crawlins For now, I'd just like to make development tools, if i hit a node I'd like it to display the default:nodename in chat so I don't have to look things up, for example 14:46 Crawlins following the chatty_bricks tutorial, I can get all bricks to show their name when I hit them, but now I'd like it to only happen if I do it with my magnifying glass tool 14:46 ThomasMonroe ok well in-game if you turn on debug info, you can see the name of th highlighted node 14:47 ThomasMonroe press F5 to get the debug info 14:47 Crawlins Ah, that is good to know. I am particularly interested in the interaction between my custom item and a node. 14:48 ThomasMonroe idk about that sort of thing, i myself am realtivily new to modding 14:48 ThomasMonroe it would probly be linked in the wiki though 14:48 ThomasMonroe i'll check 14:48 Jordach iirc there was an item that inspected a node and printed it's properties to a formspec 14:49 Crawlins That would be interesting to dissect. The end functionality I'm looking for is to change the properties of nodes with certain items. Example, hit dirty water with a purifier to make it drinking water. 14:50 Crawlins Or hit a lead node with a midasfinger to make it gold x,D you catch my drift 14:52 Nyarg thank Jordach ) 14:52 Jordach go drop that with it ending in false to your minetest.conf 14:54 ThomasMonroe yeah, im looking around right now on the wiki to see if there is anything and then i'll give you the link if i find anything 14:55 Jordach https://forum.minetest.net/viewtopic.php?t=17092 14:55 Jordach clientside mod that inspects nodes 14:55 Jordach (and items( 14:55 Crawlins Thank you, Jordach! 14:55 Jordach requires a minetest 0.4.16-dev build 14:55 Jordach Crawlins, read: not stable 14:56 ThomasMonroe i found something Crawlins 14:56 ThomasMonroe http://rubenwardy.com/minetest_modding_book/chapters/node_metadata.html 14:56 ThomasMonroe you could use some metadata in the nodes to change properties in them 14:57 Crawlins So when I do minetest.register_on_punchnode can I make an 14:57 Crawlins "if" condition that checks if the weapon in my hand is.. for example.. rpgtool:magicaxe ? 14:57 Jordach yes 14:57 Crawlins Or would I want to build that kind of thing in to the axe itself? 14:58 Jordach puncher:get_wielded_item():get_name() 14:59 Jordach local node = minetest.get_node(pos) \n if node.name == "node:name" and itemname == "item:name" then 14:59 Crawlins <3 <3 <3 <3 14:59 Jordach you can also, do local in_hand = puncher:get_wielded_item():get_name() 15:01 Jordach when you're done you can do puncher:set_wielded_item("item:here 1") or use local new_item = ItemStack() 15:01 Jordach and apply wear using itemstack gained from pumncher 15:04 Jordach Crawlins, https://github.com/tenplus1/farming/blob/master/hoes.lua#L105 15:05 Jordach you can get the current wielded itemstack via puncher:get_wielded_item() 15:11 Crawlins Jordach https://codeshare.io/aldzbd 15:11 Jordach you don;t even need digging 15:12 Crawlins Oh, right, that's just because I copied a pickaxe 15:17 Jordach there is one difference between a tool and item 15:17 Jordach an item has regular meta, the tool has wear meta and regular meta 15:17 Jordach wear = durability 15:19 Crawlins I think minetest.register_on_punchnode is crashing my game xD 15:19 Crawlins using example from: http://dev.minetest.net/minetest.register_on_punchnode 15:32 DS-minetest hmm, somehow indexing with tables doesn't work 15:32 DS-minetest eg. {[{"bla"}] = "bli", [{"foo"}] = "bar"} 15:33 DS-minetest print(dump(t[{"bla"}])) gives nil 15:33 DS-minetest but why? 15:33 DS-minetest can anybody help? 15:34 Krock because it's not the same table 15:35 Krock you'd have to do something like this: local keything = { "bla" } mytable[keything] = "bli" dump(mytable[keything]) 15:35 DS-minetest ok, I'll try that 15:35 DS-minetest thanks 15:40 DS-minetest it still doesn't work with 15:40 DS-minetest local t = {} 15:40 DS-minetest local keything = {"bla"} 15:40 DS-minetest t[keything] = "bli" 15:40 DS-minetest keything = {"foo"} 15:40 DS-minetest t[keything] = "bar" 15:40 DS-minetest local key = {"bla"} 15:40 DS-minetest print(dump(t[key])) 15:40 * DS-minetest hopes that's not too long for direct irc >_< 15:41 Krock because it's not the same table again 15:41 DS-minetest oh 15:41 Krock the reference must be the same. Hash the stuff if you want to index it from anywhere 15:41 DS-minetest ok 15:42 Krock see * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer 15:42 Krock but well, only for positions 15:42 DS-minetest and for any tables? 15:42 Krock can't you just use regular indices 15:43 Krock just use strings as keys or even better, numbers 15:43 DS-minetest i could serialize or dump the tables 15:43 DS-minetest the keys 15:43 Krock yes sure but then's your key bigger than the actual value if you want that 15:44 DS-minetest hm, i could make 2 tables with number keys that fit to each other 15:44 Krock IMO, you should consider using another strategy to process/store your data 15:46 * DS-minetest will hash it 15:49 DS-minetest it works now :D 15:49 DS-minetest thanks Krock 15:49 Krock !next 15:49 MinetestBot Another satisfied customer. Next! 15:53 DS-minetest btw. if anyone wants to know, I needed it for https://github.com/DS-Minetest/pipeworks/commit/18a0abbf6e9d553fe2eb2ce516efead61b7d02b5 15:53 DS-minetest (i'll have to do more commits to make it usedful) 15:53 DS-minetest -d* 16:02 GreenDimond *sigh* VanessaE? sfan5? Calinou? another forum spammer. markj11 16:03 DS-minetest GreenDimond: just use report button 16:03 GreenDimond Faster this way. 16:04 GreenDimond I have done it before anyways. might as well do it the same way :P 16:04 GreenDimond I *seriously* think we need a spammer detector. 16:07 Calinou GreenDimond: spam detection is very tricky 16:07 Calinou these days, a sizeable amount of spam is done via humans 16:08 Calinou (I've noticed that at least once) 16:08 GreenDimond This spamming is getting out of hand though. 16:08 GreenDimond I do have some ideas on a spam detector 16:08 Calinou ok, the spammer should be gone now 16:08 Calinou well, all we could do is use reCAPTCHA 16:09 Calinou but reCAPTCHA is not perfect, it's also proprietary so not highly regarded in open source circles 16:09 Calinou (and it's Google-owned, too) 16:09 GreenDimond Such as, if a user posts multiple posts that are at least 90% the same (body, not title) then do stuff. 16:10 GreenDimond Or have speed based, like multiple posts >100 characters or something in less than 5 minutes than do stuff. 16:10 GreenDimond *then 16:10 Calinou yeah, we could look at rate limiting extensions (or built-in phpBB abilities) perhaps 16:10 Calinou most notably for users with few posts 16:11 Calinou (or recent accounts, or both) 16:11 GreenDimond Or language based. Lots of these spammers are foreign. They post foreign stuff in English sections (against the rules). 16:12 GreenDimond ^(not to say all spammers are foreign, just pointing out that a lot of them recently have been) 16:13 Calinou language detection is not easy, but it is possible 16:13 Crawlins People should have to solve a puzzle in minetest to prove they're not a robot ;D 16:14 GreenDimond The point is, we can't keep bugging you guys to stop these people. 16:14 GreenDimond You probably have more important things to do :/ 16:15 GreenDimond lol Maybe people that have been on the forum for >3 years and have >1000 posts could get a spam-watch rank xD jk 16:15 GreenDimond is kaeza only able to remove/move posts? 16:15 GreenDimond Cuz her name is normal, not yellow like urs 16:15 GreenDimond (or his, i dunno) 16:16 DS-minetest only because someone has many posts and is already registered since a long time doesn't mean, that he is trust able GreenDimond 16:17 GreenDimond Hence, the 'jk'. 16:17 DS-minetest jk? 16:17 GreenDimond 'Just Kidding' 16:17 DS-minetest ahhh 16:17 GreenDimond lol 16:18 GreenDimond If someone has >1000 posts, they could be $#!+posts (*cough cough* ABJ), and therefore not trustable. 16:21 GreenDimond Anywhos, I'm off. 16:21 GreenDimond o/ 16:24 Calinou You probably have more important things to do :/ 16:24 Calinou meh, it's holidays for me this week :P 16:35 Crawlins Can somebody point me in the right direction in terms of manipulating contents of a book? 16:45 benrob0329 Calinou: space magic 16:46 benrob0329 Er Crawlins 16:47 celeron55 try changing some bits 16:52 Crawlins thanks benrob0329 do you have a link? My idea is a book that accumulates knowledge by "hitting" signs with it. 16:54 thefamilygrog66 Crawlins: that's a really cool mod idea 16:54 XtremeHacker Anyone know where I can find an up-to-date version of the Blitz 3D export plugin for Blender? 16:55 XtremeHacker All I can find is either ones that say they are for <2.50, or they don't specify 16:55 Crawlins thanks thefamilygrog66 I have a lot of fun ideas, just gotta figure out how to make them, haha 16:56 XtremeHacker Just found it: https://forum.minetest.net/viewtopic.php?f=3&t=14257 16:57 thefamilygrog66 Crawlins: I hear ya. I've made a few unusual mods on my own server, based on strange ideas as well 17:56 DS-minetest lol, Tre your Rubystone mod doesn't event have an init.lua 17:57 Tre ik i just started it DS 17:58 Tre literally, i created the repo then made the post 17:58 Tre i havnt had time to start yet 18:02 DS-minetest tomorrow the daily ppa is not working since one moth or more 18:07 Tre sorry 18:07 Tre why dont you use the stable? 18:08 DS-minetest because the daily is nicer 18:09 DS-minetest and many mods need it 18:09 DS-minetest and co. 18:13 DS-minetest bye MinetestBot 18:13 DS-minetest and everyone else 20:08 GreenDimond I am slightly annoyed -_- 20:08 VanessaE lemme guess... another spammer? 20:09 GreenDimond Nope. 20:09 fireglow heh 20:09 Krock did they steal your pony again? 20:10 GreenDimond I want a weather mod that has rain, thunder, and lighting (flashy skybox). I like sofar's snowdrift mod rain, but I also want MCL2's thunder/lightning, which is a modified version of weather_pack. The 2 mods are not exactly compatible and my attempts to combine them are futile. 20:10 VanessaE heh 20:11 GreenDimond sofars rain mod is lightweight, which is why I like it, but I want to add thunder/lightning to it D: 20:11 VanessaE snowdrift is paramat's mod isn't it 20:11 VanessaE ? 20:12 GreenDimond *sigh* yes. I always get the 2 confused. 20:13 GreenDimond snowdrift is by paramat and weather_pack is by xeranas and modified by Wuzzy. 20:14 sofar I didn't make a rain mod 20:14 sofar at least, I don't remember doing that 20:14 GreenDimond You didnt. 20:14 GreenDimond Read my reply :P 20:14 sofar you stole my thunder 20:14 GreenDimond *ba-dum tssss* 20:14 VanessaE sofar: didn't you make a lightning mod though? 20:15 GreenDimond ^tru dat 20:15 sofar I made a fantastic lightning mod, yes 20:15 VanessaE indeed 20:15 GreenDimond Well... 20:16 GreenDimond It is nice, but I don't want the lightning strike. I just want the quick skybox color flash corresponding with the thunder. 20:16 GreenDimond (like Wuzzy's modified version of w_p) 20:16 Fixer sofar: and it is now usable after those light tixes 20:16 VanessaE you want cloud-to-cloud lightning 20:16 VanessaE rather than cloud-to-ground. 20:17 GreenDimond I think so, yes. 20:17 fireglow I want it all 20:17 fireglow especially cloud-to-player 20:18 GreenDimond It would be easy to just use the modified w_p and change the texture and sound (the ones from paramat's) but it is a lot laggier on servers. 20:18 sofar Fixer: it is? 20:18 sofar the `glow` really helped afaicr 20:19 sofar oh I thought you said "unusable" lol 20:19 GreenDimond :/ 20:19 VanessaE well that can be solved by calculating where a streamer ought to come from (maybe several places, always something tall), and directing the actual return stroke to one of those 20:19 GreenDimond VE: I don't care about the texture. I just want a skybox flash. 20:19 sofar VanessaE: lightning mod works by spawning a particle with high velocity downwards 20:19 sofar VanessaE: that way I can always make it "hit" something 20:19 GreenDimond I could care less about a streak of lightning going thru the sky. 20:19 VanessaE GreenDimond: I was talkng to fireglow actually. 20:20 VanessaE sofar: nice trick 20:20 GreenDimond Ah, my bad. 20:20 sofar GreenDimond: doesn't the lightning skycolor mod part work? 20:20 GreenDimond In your mod? 20:20 sofar obviously 20:20 sofar it's short but lights up the entire sky 20:21 GreenDimond Durrr... dunno. I will check. After I make a sandwich. sofar: If you say it does, it probably do. But I want it to also correspond with thunder. 20:21 GreenDimond brb making a sandwich... 20:21 sofar GreenDimond: that's what it does, obviously 20:21 sofar https://github.com/minetest-mods/lightning 20:22 sofar I think it should even work with my skybox mod together 20:25 GreenDimond sandwich made. 20:25 GreenDimond You have thunder with yours o-0 20:29 GreenDimond sofar: there a command to make it do stuff? or entirely chance? 20:32 GreenDimond aaaaand I am dumb. MCL2 uses lighting mod + w_p 20:34 GreenDimond sofar: setting lightning.auto to false will disable the strike but still make the sky flash? 20:49 GreenDimond Ehhh nvm. I think I figured it out :D 20:49 GreenDimond Thanks! 20:52 GreenDimond Now I shall add water splooshes to the water! 20:53 ThomasMonroe splooshes? 20:53 VanessaE splooshes. 20:55 Fixer related https://www.youtube.com/watch?v=DwQ3GEncwh8 20:57 GreenDimond Rain hits water. Rings form. Sploosh. 21:08 sofar animated ring textures on the water surface should be easy 21:08 sofar esp. with animated particles 21:11 IhrFussel How expensive would it be to check the contents of a text file inside after_use ? 21:11 sofar how often does the text file change? 21:12 IhrFussel The file could change every few seconds 21:12 sofar what kind of data is in there? 21:12 sofar who generates the changes? 21:13 IhrFussel It's just a numerical value generated by an external bash script 21:13 sofar that could race if done wrong 21:14 sofar make sure you don't do `echo 123 > file` directly 21:14 sofar always do `echo 123 > file.new && mv file.new file` 21:14 sofar that's atomic and safe 21:15 sofar doing IO isn't free, but it's not terribly bad 21:15 IhrFussel Ok thanks for the tip, but I wonder how the engine/Lua will behave when for example players use the item a lot within 1 second and trigger the file check each time...how bad could the performance get? 21:16 sofar open/close calls even a moderate linux system can handle thousands per second 21:16 sofar even from lua 21:17 sofar if you're worried, then don't read the file every time 21:17 sofar just cache it and re-read if it was a while ago 21:17 sofar last_file_read_time = os.time() 21:17 sofar something like that 21:18 IhrFussel sofar, would io.open make the whole server lag? 21:18 sofar not a single io.open call 21:18 sofar but hundreds, maybe 21:18 sofar it's bad design for sure 21:18 sofar but, depending on the use, it may be ok 21:26 IhrFussel hmm...well I can't foresee how much they will use it =/ 21:27 IhrFussel I'm guessing worst case scenario would be 15 players using it 5 times per second = 60 file checks 21:29 IhrFussel Wait my math is wrong xD 75 file checks* 21:43 GreenDimond sofar: I don't know how to do that xD 21:44 sofar GreenDimond: do what? 21:44 GreenDimond The particles for rain hitting water ripples 21:44 GreenDimond I would assume they would be O shaped and expand and fade 21:44 sofar you learn by trying :D 21:44 GreenDimond and generate on top of the water randomly 21:45 GreenDimond oh boy. Time to get my hands messy :o 21:47 GreenDimond I suppose the lua api will have stuff on particle gen? 21:47 sofar you betcha 21:48 GreenDimond Either there is another place in there it's explained or it's documentation is horrible. 21:49 GreenDimond ahh it would be the first. 21:49 GreenDimond Found it :P 21:52 rdococ GrenDiamonde! 21:53 GreenDimond mh? 22:00 Fixer time to visit hometown 22:03 Hijiri sofar: an attacker could send thousands of interact packets, not sure if minetest does any throttling or throwing away of such things 22:03 benrob0329 I want to see ERB do a Linix vs OSX rap battle 22:04 GreenDimond ^Linux would win 22:04 benrob0329 Or a Richard Stallman 22:04 benrob0329 Vs BSD creator 22:05 benrob0329 GreenDimond: both are Unixes, so pethaps it would turn into Stan Lee vs Jim Henson 22:05 sofar Hijiri: that's why I said to cache and limit the file reads 22:05 Hijiri oh yeah, sorry 22:05 benrob0329 With windows stepping in at the end :D 22:06 Hijiri I wonder how bad it would look if I tried to dither transparency into textures 22:07 benrob0329 use_texture_alpha = true Hijiri 22:08 Hijiri for entities I mean 22:08 Hijiri or was partial transparency implemented for entities also? 22:18 GreenDimond First test of adding water ripples. :/ let's see how this goes... 22:18 sofar it doesn't work afaicr 22:18 sofar it's either fully transparent, or opaque 22:20 GreenDimond code. meh... 22:20 sofar easy enough to find_nodes_under_air() 22:20 sofar minetest.find_nodes_in_area_under_air(minp, maxp, nodenames) 22:21 GreenDimond Who you talkin to? 22:21 sofar pick a random one 22:21 sofar put a particle at the top 22:21 sofar GreenDimond: to GreenDimond 22:21 GreenDimond ah. 22:21 GreenDimond :P 22:29 GreenDimond sofar: is this right (methinks it is not)? https://gist.github.com/GreenXenith/cafb46af86ecd38f505b22ea9749c363 22:31 GreenDimond hrm. added if and then 22:31 GreenDimond but the find_nodes_in_area_under_air did not work 22:32 sofar it returns an array 22:32 sofar you made plenty of typos 22:33 GreenDimond o-o yeah I am seeing that 22:33 sofar minp, maxp are vectors 22:33 sofar so, {x = ..., y = ..., z = ...} thingies 22:33 sofar then it returns an array 22:33 sofar so you need to do a `for k, v in pairs(...) do` somewhere 22:34 GreenDimond ... 22:34 sofar there's no position in your add_particle 22:34 GreenDimond yeah I realize that 22:34 sofar oh, this is interesting, MT can't make horizontal particles 22:34 sofar so it won't work regardless 22:34 sofar heh, I didn't even think about that yet 22:35 GreenDimond That a) saves me from having to figure out all that code and b) leaves me with having to find a different solution. 22:36 GreenDimond hm... 22:37 GreenDimond They don't even have to be rings, they could just be upset water. 22:37 GreenDimond It just seems unnatural for water to remain calm during rain :/ 22:39 benrob0329 A splash? 22:40 GreenDimond Kinda. 22:40 GreenDimond I want to upset the water. 22:40 sofar just do a vertical splash animation 22:40 benrob0329 A splash wouldn't have to be horizontal 22:40 sofar . 22:40 sofar v 22:40 sofar . 22:40 GreenDimond ..? 22:41 GreenDimond I have another idea. 22:41 sofar or something like: 22:41 sofar . 22:41 sofar v 22:41 sofar . . 22:41 GreenDimond I could make it like minecraft and have little drops bounce off when the raindrops hit the ground 22:42 sofar that's what I'm suggesting 22:42 sofar lol 22:42 GreenDimond Oh I thought you were talking about animated xD 22:43 sofar yes animated 22:43 GreenDimond ... 22:43 GreenDimond Minecraft rain splashes arent animated 22:43 GreenDimond https://media.giphy.com/media/iFhSN3rqx1inu/giphy.gif 22:44 sofar that doesn't mean you should make the same mistake 22:44 GreenDimond lol 22:44 GreenDimond what if I dont want it animated :P 22:45 sofar that means you're making the same mistake 22:45 GreenDimond how is it a mistake? 22:46 VanessaE is it even possible to animate a particle on impact? 22:46 sofar every code or artwork created is by definition a mistake :) 22:46 GreenDimond lol 22:46 sofar VanessaE: yes, because drops like that are just spawned at the impact point 22:46 sofar not that anything impacts 22:46 VanessaE I mean in MT in particular 22:47 GreenDimond Therefore it would not be the same because it is different code and probably a different texture. 22:47 VanessaE Oh wait I see 22:47 sofar there's only collision_remove = true (which I added recently) 22:47 VanessaE interesting idea really, I guess a falling raindrop doesn't actually have to correspond to a "plop" on the ground 22:47 sofar yup, no need to 22:48 sofar you only want circles in water, so, they're spawned there 22:48 sofar raindrops sliding down sides of blocks would be a different spawn thing 22:49 GreenDimond I am beginning to think this is a bit to complicated for my modding level (low). 22:49 GreenDimond *too 22:50 sofar your modding skill has just increased by +1! 22:50 sofar You have gained 10 skill points! 22:50 GreenDimond mhh +0.2.. 22:50 sofar You have gained 1 point in reading code documentation! 22:50 GreenDimond ^tru dat 22:50 sofar You have gained 2 points in trying random code! 22:50 GreenDimond ^also, tru dat 22:51 Calinou I remember back when PCs were not as powerful as today, and rain made everyone's PCs slow down to a crawl 22:52 Calinou everyone hated it, many servers disabled rain entirely 22:52 Calinou (and I think many still do today) 22:52 sofar It'll be interesting what people will come up wrt better particles 22:52 sofar I intend to CSM the crap out of them 22:52 GreenDimond On a scale from 1-100 (1 being I could add a block of dirt, 100 being super-dev-level) I would put myself at maybe a... from 10-20. 22:52 sofar see my torch particle video for instance 22:53 GreenDimond go 22:53 VanessaE animated particles and such aside, did we ever get proper irrlicht particles like jin-xi was trying to do? 22:53 sofar no 22:53 VanessaE damn. 22:53 GreenDimond meh. wrong windo. 22:53 GreenDimond *window 22:55 GreenDimond interesting torch concept. 22:55 GreenDimond Question. 22:56 GreenDimond Is there such thing as an inverse glasslike node? Like you can only see the texture of a side if that side is touching something that is not air. 22:57 sofar no, but you could fake it with connected nodeboxes I think 22:57 GreenDimond nah. I will just make it a normal block :/ 22:57 sofar You've lost +2 risk taking 22:58 GreenDimond Nono, I just don't want nodeboxes. 22:58 GreenDimond :P 22:58 sofar -1 charisma 22:58 GreenDimond :( 22:59 GreenDimond -3 feelgoods. 23:08 benrob0329 sofar++ 23:08 benrob0329 Does karma npt work here? 23:08 benrob0329 ~karma sofar++ 23:08 ShadowBot benrob0329: sofar++ has neutral karma. 23:08 benrob0329 ~sofar++ 23:09 benrob0329 ~karma sofar +2 23:09 ShadowBot benrob0329: sofar: 2. +2 has neutral karma. 23:15 nore ~karma 23:15 ShadowBot nore: Highest karma: "c" (5), "ShadowBot" (2), and "Matrix" (2). Lowest karma: " --." (-6), " --does not compute" (-2), and " --_" (-2). You (nore) are ranked 191 out of 294. 23:15 nore ~help karma 23:15 ShadowBot nore: (karma [] [ ...]) -- Returns the karma of . If is not given, returns the top N karmas, where N is determined by the config variable supybot.plugins.Karma.rankingDisplay. If one is given, returns the details of its karma; if more than one is given, returns the total karma of each of the things. is only necessary if the message (1 more message) 23:38 VanessaE all right, I'll bite. 23:38 VanessaE ~karma 23:38 ShadowBot VanessaE: Highest karma: "c" (5), "ShadowBot" (2), and "Matrix" (2). Lowest karma: " --." (-6), " --does not compute" (-2), and " --_" (-2). 23:39 VanessaE well fine, piss on you, ShadowBot :) 23:40 GreenDimond ~karma 23:40 ShadowBot GreenDimond: Highest karma: "c" (5), "ShadowBot" (2), and "Matrix" (2). Lowest karma: " --." (-6), " --does not compute" (-2), and " --_" (-2). 23:40 GreenDimond What does it mean by 'does not compute'? 23:41 GreenDimond ~karma GreenDimond 23:41 ShadowBot GreenDimond: GreenDimond has neutral karma. 23:41 GreenDimond ahh I see