Time Nick Message 00:42 wilkgr It's pretty funny how Infiniminer and Minetest 'share' a bug 00:45 AlexYst wilkgr: What bug is that? 00:45 wilkgr Falling through blocks sometimes 00:45 AlexYst Hmm. I haven't experienced that one. 00:45 wilkgr Pretty easy to replicate once you know how 00:45 AlexYst Maybe it's as hard for our devs to solve as their devs though. 00:46 AlexYst Our devs are more awesome, but they still have limitations. 00:46 wilkgr Ofc ;) 00:47 wilkgr I was just amused that they have a completely different codebase and yet have the same bug 00:47 AlexYst Ha ha, yeah, that is pretty strange. 00:48 * AlexYst goes into crackpot conspiracy mode 00:48 wilkgr xD 00:48 AlexYst Maybe they *don't* have completely different code bases. 00:48 wilkgr Good point 00:48 AlexYst We can't copy their code because they keep theirs a secret. 00:49 AlexYst That means that *they* copied *our* code. 00:49 wilkgr Infiniminer also has two separate executables - for client and server 00:49 AlexYst But they came first. That means ... they have *time travel technology* at their disposal. 00:49 wilkgr This makes me question why there is no such thing as #minetest-offtopic tbh 00:49 AlexYst wilkgr: We used to have two separate executables, one for client and one for server. 00:49 wilkgr Linux still does 00:50 AlexYst Really? I'm on Linux, and the compiler only spits out one executable. 00:50 wilkgr Ohh, I was building with -DBUILD_SERVER=1 00:51 AlexYst Ah, so it still has an option to do that. Interesting. 00:52 * AlexYst exits crackpot conspiracy mode 00:52 wilkgr I found an error in your conspiracy theory FWIW 00:52 wilkgr Infiniminer is Windows-only 00:53 AlexYst wilkgr: They chose to build the Windows version. Without a source code release, we don't know what other systems the game could be built for. 00:53 wilkgr Aye 00:53 AlexYst Honestly though, I'd forgotten that trait. I forgot it was a Windows-only game. 00:53 wilkgr But it uses a Microsoft toolkit for rendering I believe. Would you like to move this convo to a different channel so we don't get kicked for off-topic? 00:54 AlexYst Sure. Any suggestions? 00:54 wilkgr #AlexYstOfftopic ? 00:54 wilkgr (temp channel :P) 00:56 rubenwardy #minetest-offtopic is a thing 00:56 wilkgr Hmm 00:56 wilkgr Interesting 00:58 * AlexYst adds that one to auto-join 00:59 * wilkgr does too 03:07 Hijiri didn't zach open source infiniminer at some point? And then write a blog post about regretting it 03:21 Grandolf But they came first. That means ... they have *time travel technology* at their disposal. lets pretend they do... y do they need our code? 03:21 Grandolf :P 03:34 Calinou Hijiri: the source code was leaked 03:35 Calinou apparently, it ended up being release under MIT, in 2009, https://github.com/gibbed/Infiniminer 03:35 Calinou the author linked here, https://github.com/krispykrem, deleted their account entirely 03:45 AlexYst Grandolf: They have the same bug as us. It's not that they need our code, just that they must be using our code, bug and all. 03:45 AlexYst Oh, nice. The code's available. 03:46 AlexYst Now if we ever find the bug in the code, we can verify the bug is indeed the same code in both games. 04:06 wilkgr lol 04:10 wilkgr I found the blog post http://thesiteformerlyknownas.zachtronicsindustries.com/apparently-im-now-in-charge-of-an-open-source-project/ 05:05 tiwake what version of lua does minetest use again? 05:32 Calinou tiwake: 5.1 05:33 Calinou because of LuaJIT 05:33 Calinou don't use 5.2 or 5.3-specific features, they won't work anyway I guess 05:48 EDAKIRI I wish to change leaves so that all detached leaves decay -- including placed ones. Where would I need to change? 05:55 AlexYst EDAKIRI: There are a few ways. The easiest would probably be to remove the leaves' on_place method, though that won't make leaves that were placed before you removed it decay. 05:55 AlexYst EDAKIRI: Another way would be to alter the ABM not to check the param2 of the leaves before decaying them. 05:56 AlexYst That second way *will* cause previously-placed leaves to die. 05:56 EDAKIRI Are each in the C++ code or Lua? 05:57 AlexYst EDAKIRI: The Lua. THey're in the "default" mod of Minetest Game. 06:03 EDAKIRI nodes.lua : minetest.register_node("default:leaves", 06:03 EDAKIRI groups = {fleshy = 3, dig_immediate = 3, flammable = 2, leafdecay = 3, leafdecay_drop = 1} 06:06 EDAKIRI The leafdecay_drop is on apple , but nothing else. 06:07 EDAKIRI perhaps if i add it to other leaves, they decay? I don't see an on_place method for them. I am looking at the dev head version. 06:09 EDAKIRI leafdecay_drop is used in functions.lua , but i don't understand it. 06:25 EDAKIRI I think it makes an apple possibly result from apple leaf decay. 06:39 EDAKIRI delete: after_place_node = default.after_place_leaves, 06:41 EDAKIRI or change default.after_place_leaves -- same thing. 07:16 EDAKIRI Eliminating after_place_leaves was not adequate. 10:36 IhrFussel How to check if a object is a player? does obj:is_player() work? 11:27 Krock IhrFussel, yes sure 11:27 Krock works on any ObjectRef 11:29 IhrFussel Krock, alright and obj:get_player_name() will return "" if it's not a player if I understood it correctly 11:41 Krock from what I see in the source code, yes. 12:00 EDAKIRI What is wrong with this Lua? > print(true?"A":"C") 12:00 EDAKIRI error message: ')' expected near '?' 12:00 Krock ... that's not lua 12:00 Krock you're using the C(++/#) conditional expression 12:01 sfan5 that type of conditional expression can be found in a lot of languages actuallyy 12:01 Krock instead, try > print (true and "A" or "C") 12:01 sfan5 but lua isn't one of them 12:01 EDAKIRI Oops. I saw it on this page and didn't read carefully. and thought it was in Lua. https://www.lua.org/pil/3.3.html 12:01 EDAKIRI Thanks. 12:02 Krock !next 12:02 MinetestBot Another satisfied customer. Next! 12:04 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest: Time: Change old `u32` timestamps to 64-bit (#5818) 13d99b6fe https://git.io/vHG73 (152017-05-26T12:03:36Z) 12:09 EDAKIRI Krock: must one remove the minetest_game carts to use yours? should one? 12:10 Krock EDAKIRI, no. boost_cart overwrites the MTG carts 12:10 EDAKIRI does boost_cart require any part of MTG carts? 12:10 Krock none 12:11 Krock heck, the MTG carts are basically just a modified non-mesecons version of boost_cart :P 12:37 EDAKIRI It appears that Lua needs special 'glue' written in C in order to call a C function. It is not possible to call a plain normal (unprepared) C function from Lua. Correct? 12:37 EDAKIRI -- because I wish to call a function in game.cpp 12:40 Krock yes, because a Lua function must have the arument 1 being lua_State *) 12:59 EDAKIRI Is function name(parameter) body end -- the same as -- name = function (parameter) body end ? 13:01 Krock yes 13:01 Krock hello kaeza 13:02 kaeza greetings, Krock 14:06 EDAKIRI I thought that if i install LuaCmd , i could change a non-local variable, but it seems to not. 14:08 Krock strange. is it sandboxed? 14:09 IhrFussel Is the quickest way to check whether or not players are nearby "local pfound = 0 for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 10)) do if obj:is_player() then pfound = pfound + 1 end end ? 14:12 Krock yes. 14:16 EDAKIRI Krock: probably. i must add it to secure.trusted_mods . 14:17 Krock only to change global variables this shouldn't be required 14:47 EDAKIRI LuaCmd can not set a global variable in another mod, even if both are listed in secure.trusted_mods . (current Dev HEAD) 14:49 kaeza maybe it sets its global environment to a temporary one? 14:49 kaeza while it runs code, that is 16:22 Gambit Hey guys. So a dumbass spammer told me that the freenode staff killed your project dead forever. I'm really sorry to hear that. 16:23 sfan5 :thinking: 16:23 red-002 the old spammer? 16:23 Gambit I dunno he pinged everyone in #minecraft and shouted that staffers killed Minetest. lol 16:23 red-002 oh whats his nick? 16:24 red-002 he might be k-line evading again 16:24 Gambit tilugo; just got k-lined 16:24 sfan5 red-002: it's probably you-know-who 16:24 sfan5 but ¯\_(ツ)_/¯ 16:24 Gambit idiot even pinged ChanServ 16:24 red-002 lol 16:24 red-002 I think this might be the same person 16:25 Gambit I think, what Freenode really should be focusing on, is killing Minetest PvP 16:26 red-002 if minetest got decent PvP we could do that 16:26 Gambit lol 16:27 Gambit You too could enjoy endless reddit threads about how your game is Ruined Forever™ 16:30 Gambit Well you all seem lovely and not at all destroyed as was reported to us repeatedly in all caps, and as a lover of FOSS I hope you stay that way. Good luck with the continued development of the project. Sorry to have bothered you. I just came over to see wtf was up with that guy. ♥ 16:32 Krock >somehow< I've a particular person in mind 16:33 EDAKIRI Krock: I have some wishes for boost_carts . Interested? 16:33 red-002 well it could just be another unrelated person that uses a digital ocean ip and hates the project 16:33 Krock EDAKIRI, -> https://github.com/SmallJoker/boost_cart/issues 16:33 EDAKIRI Easiest is, i think the recipes and number of rails gotten in the main minetest are preferable. 16:34 EDAKIRI If you want that as an issue, i will file it. 16:34 EDAKIRI (let me know) 16:35 EDAKIRI oops, i take that back. I didn't notice. default:mese_crystal is used in main default:mese_crystal_fragment in yours. 16:36 Krock well, if you're sure that there are improvements needed or bugs around, feel free to open an issue 16:36 Krock or a PR to fix it (preferable) 16:39 red-002 https://www.youtube.com/watch?v=jX3iLfcMDCw 16:40 Krock wtf 16:40 red-002 ^ 16:48 EDAKIRI The other is curves of less than 90° , such as Advanced Trains has. http://advtrains.bleipb.de/ 16:50 Krock well, the current rail type (straight and 90°) is already implemented in the core, which makes it very easy to make the railways look good, anytime 16:51 Krock 45° rails would be nice, very nice. The problem is that this will require to either extend the core feature or implement the rail rotating in the mod itself 17:12 red-002 hi nealshire 17:13 nealshire sup 17:13 nealshire thought this was dead 17:13 red-002 we just got an old troll spamming people 17:13 red-002 he is angry he got k-lined 17:14 nealshire lol 17:14 Krock can confirm dead but still moving 17:14 Krock perhaps going to consider this rather as "undead" 17:15 red-002 damn it krock why can't you just stay dead? 17:16 Krock burry me with your money 17:16 Krock *bury, and related: http://burymewithmymoney.com/ 17:17 red-002 ah a burial worthy of a Nigerian prince. 17:59 IhrFussel Lol...I googled "minetest on_server_step" and there was only 1 result containing this sentence "(If you think an internet server is hard, just try making a Mine test server! =: L)." 18:09 IhrFussel Is there a way to get the owner name of an animal on_step? (Mobs Redo API) 18:10 MinetestBot tenplus1: May-21 12:42 UTC Hello there, one of my players also plays on your server as "laute12" and wanted me to ask you if you could add some command aliases for easier typing like /p1 instead of /area_pos1 because he likes those quite a bit on my server but his English is not good enough to talk to you about it 18:10 MinetestBot tenplus1: May-21 12:43 UTC The server I'm refering to is "Xanadu" in case you have more than 1 18:10 rubenwardy Is there a way to get the owner name of an animal on_step? (Mobs Redo API) 18:10 MinetestBot tenplus1: May-21 13:02 UTC Ignore the previous messages by me, laute12 explained it in a confusing way but what he ACTUALLY meant was "could you ask tenplus1 to add the areas mod AND then add an alias for /area_pos1 and /area_pos2 like /p1 and /p2 for easier typing" 18:10 tenplus1 hi folks 18:10 tenplus1 self.owner gives the owner name 18:11 tenplus1 on_step and many other functions provides access to self.* variables containing ALL mob information 18:12 IhrFussel Ok will try thanks :) ... my plan is to make the owned animal teleport to the player if it's too far away (I hope it's not too heavy) 18:13 tenplus1 nah, should be easily done... a simple range check and teleport would suffice per actively owned mob 18:14 rubenwardy checking spherical distance is cheap 18:14 rubenwardy just multiplication - you can leave the sqrt out 18:14 tenplus1 yeah, redo api has a quick check for distance in there :P 18:15 IhrFussel So I shouldn't use for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 10)) do ##check if object is owner ? 18:16 tenplus1 you can get player object from self.owner name and check distance from mob object to owner 18:16 tenplus1 lot faster 18:17 IhrFussel Can you tell me how to get the distance between owner and animal? 19:28 soupfly_ Hello, I'm having the hardest time trying to configure my Minetest server to give creative mode to the players. I've purged the cofigure files and Minetest server side and started fresh. I've edited the world.mt file to enable creative mode "creative = true". Nothing seems to work. It used to work and I can't figure out what to do. 19:28 Krock "creative" mod missing? 19:29 Krock are you sure that any instance of minetestserver was DOWN when you changed that file? 19:29 soupfly_ I didn't think about that. I was not aware creative mode was a mod outside of the default mod. 19:30 Krock btw, it's "creative_mode = true" 19:31 Krock the server already should have put this setting into the file, so simply change the value 19:31 soupfly_ Oh yes I'll try that 19:32 soupfly_ I'm going to take the server down, remove the file, then restart to create a new one. 19:32 Krock if you want creative mode for specific players only, you'll have to patch your minetest_game version with this one: https://github.com/minetest/minetest_game/pull/1543.patch 19:32 Krock no need to remove the file. you can simply change the values without troubles 19:33 Krock or as an alternative to patch: get unified_inventory 19:33 Krock players will most likely have to rejoin after they got the "creative" priv 19:36 soupfly_ No luck on enabling creative mode. I'll try that patch 19:38 soupfly_ thank you for your help 19:50 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Mapgen files: Update and correct copyright credits 13210a339 https://git.io/vHZSM (152017-05-26T19:46:03Z) 21:26 VaultyTowers OldCoders threats are being dealt with authorities 21:26 VaultyTowers any questions PM me 21:43 sfan5 uh huh 22:18 jin_xi hi guise 22:18 VanessaE hey 22:19 jin_xi Hi VanessaE what's up? It's been a while since i checked on MT 22:19 VanessaE not much here 22:20 VanessaE we just entered feature freeze for 0.4.16 release, which is in less than 2 weeks 22:20 VanessaE folks have been missing you :) 22:20 VanessaE you may wish to join #minetest-hub 22:20 jin_xi i noticed a lot of new channels 22:21 VanessaE that's sort of a half-way point between here and #minetest-dev 22:21 VanessaE for users/admins to talk to core devs in a relaxed way (in theory :P )) 22:22 yumbox how acn I throw a snowball in someones face? 22:22 VanessaE I don't think you can, at least not by default 22:23 VanessaE maybe the old throwing mod can do that? 22:23 yumbox is this game intentionally bad? 22:23 VanessaE (weapons, whatever it's called not) 22:23 VanessaE (now*) 22:23 VanessaE er no, pretty sure it isn't. 22:23 VanessaE it's a free game with volunteers doing the work 22:23 yumbox ah, so it's a bug 22:23 VanessaE it isn't like it's some paid-for professional setup or something 22:24 VanessaE I don't know if I'd call it a bug. file an issue against minetest/minetest_game on github 22:24 yumbox no thanks 22:27 VanessaE suit yourself. 22:38 DI3HARD139 Not gonna ask what that was about.... 22:38 DI3HARD139 Let alone if the response from yumbox was necessary, 22:42 VanessaE is it ever? 23:04 Inocudom Minetest is capable of freezing computers, just like GZDoom, when it runs out of RAM, even when swap is enabled. 23:08 VanessaE blame the OS then 23:09 VanessaE any program will do that if you fill up all available RAM and push it too far into swap 23:10 Inocudom Seems like every program needs at least 16GB these days. 23:11 Inocudom Even Team Fortress 2 has better RAM management, and it is 18GB in size. 23:13 Inocudom Well, me and my computer are just getting too old. 23:13 Fixer wat? TF2 is 18GB? 23:14 Inocudom I bet the Nintendo Switch could run GZDoom and Minetest just fine, and probably any Source engine game as well. 23:14 Inocudom Far as I can tell, but half of it could be the Source engine itself. 23:17 Inocudom Of course, it would be an extremely bad idea to use a Nintendo Switch for that, as you're not supposed to. 23:17 paramat lol yumbox =/ 23:18 Inocudom Being an international corporation of unimaginable wealth and power, Nintendo would obviously hate any and all mods, fan projects, and open-source projects. 23:18 paramat nah 23:22 Inocudom My operating system is Linux Mint, of course. 64-bit version of it too. 23:23 Inocudom I don't know about Minetest, but Source engine and GZDoom are 32-bit. At least, GZDoom does not support more than one cpu thread at a time. 23:26 Inocudom That proves to be a huge problem for GZDoom, one that, hopefully, an individual known as Eiion_ceo is attempting to tackle by making his own source port. 23:27 Inocudom But what about Minetest? Does it and lua have the ability to use more than one thread at a time? If not, then there is a serious power bottleneck. 23:30 Wayward_One No, Minetest is currently not multithreaded 23:31 rubenwardy Minetest is multithreaded 23:31 rubenwardy Mesh generation runs on a separate thread on the client side 23:31 rubenwardy however the rendering is single threaded 23:32 Wayward_One Ah, that's what I meant 23:32 Wayward_One Pardon my lack of clarity 23:33 Inocudom That would explain the framerate slowdowns then. 23:34 Inocudom In a sense, Minetest suffers from the same issue that GZDoom does in terms of performance. 23:35 rubenwardy concurrency is hard to get right 23:35 Inocudom If Minetest was multithreaded then my framerate would probably be twice what it is now. My CPU has 4 cores. 23:35 rubenwardy heh 23:36 rubenwardy what's your GPU like? 23:37 Inocudom Well, rubenwardy, GeForce GT 610 with 2GB, though a faster CPU is said to be helpful to graphics cards,at least in GZDoom's case. 23:38 Inocudom Though I also heard that Minetest doesn't use GPUs as much as it could. Paramat himself opted for a computer with a powerful CPU instead of a powerful GPU. 23:38 Inocudom GZDoom doesn't use GPUs as much as it could, either. 23:40 Inocudom But, someone by the name of Eiiot_ceo, as he claims, is attempting to make a source port like GZDoom that is multithreaded. You see, mods need that feature. 23:46 rubenwardy that won't be possible without ditching Lua 23:46 rubenwardy well, not true multithreading 23:47 rubenwardy also, mods aren't designed for such 23:47 rubenwardy as in, the whole API of sharing a global environment 23:48 rubenwardy the sims has a nice way of doing it 23:48 rubenwardy each object in the sims is its own "thread" 23:49 Inocudom And Eiiot_ceo stated that programs need to actually be updated to use superior hardware in order to do so in the following video on YouTube: https://youtu.be/URgVFoDbAMw 23:49 rubenwardy this doesn't mean they're all actually threads, they could all be ran in one thread with time slicing 23:50 Inocudom Around the 3:30 mark is where Eiiot_ceo speaks on the matter. 23:56 VanessaE rubenwardy: technically speaking, wouldn't those time slices still BE threads? 23:56 VanessaE just not handled directly by the CPU 23:56 VanessaE I mean, that's how we did preemptive multitasking in the old days - interrupt-driven time-slicing. 23:58 Inocudom Still single core, however. What's the point of getting a multicore cpu if very few things actually use its potential? 23:59 VanessaE browser on one thread, MT on another sound driver on another, video driver on another, network on another, etc etc etc etc 23:59 VanessaE a good OS will delegate cores to tasks according to load 23:59 VanessaE so that each task gets what it needs, if possible