Time |
Nick |
Message |
00:04 |
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00:10 |
AntumDeluge |
I mean, when I run the "mobs_mc" mod, my server lags a lot. I thought that's what you were referring to when you said "luaentity code had a nervous breakdown". |
00:23 |
wilkgr |
Huh, you can leave messages for users. |
00:23 |
wilkgr |
Fancy |
00:54 |
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00:54 |
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01:24 |
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01:31 |
AntumDeluge |
bigfoot547, so lowering the spawn rate of "mobs_mc" possibly might make it run smoother? |
01:32 |
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01:32 |
AntumDeluge |
In the "register_abm" function (http://dev.minetest.net/minetest.register_abm), what value type is "chance"? An int or float? |
01:35 |
AntumDeluge |
The movement (turning) is very smooth for these mobs. I figured that was part of why it ran slow. |
01:38 |
VanessaE |
well folks, prepare for an influx of Minecraft users, maybe some converts... some new virus/malware is making its way through MC servers, most of which may be vulnerable, which is resulting in connection failures. |
01:38 |
AntumDeluge |
What does "inverted chance" mean for "register_abm"? I'm confused about it. It appears to be an integer value, but I'm not sure what value to set it at for spawns. If I want something to spawn on every interval, would I set it to "1"? |
01:38 |
VanessaE |
(one of my minetest players reported it from the MC server he plays) |
01:38 |
VanessaE |
AntumDeluge: chance as stated in the ABM means a 1/chance chance of something happening |
01:39 |
VanessaE |
e.g. if chance = 100 then there's a 1/100 probability of the target node being acted on |
01:39 |
AntumDeluge |
Ah, okay. So the higher the number the less probable. |
01:39 |
VanessaE |
interval 1, chance 1 would make something happen on every node in the selection once per second. interval 1, chance 3 would make something happen once a second to about 1/3 of all nodes in the selection. |
01:40 |
VanessaE |
(on average) |
01:41 |
AntumDeluge |
Okay, that brings up another question: When you say "1 second", does the "1" represent a second in game time or real-world time? |
01:41 |
VanessaE |
real-world time |
01:41 |
VanessaE |
assuming the server isn't lagging |
01:41 |
AntumDeluge |
Excellent! Thank you. |
01:42 |
AntumDeluge |
The reason I ask this is because I was using Rui's "creeper" mod (which I have re-labeled to "sneaker") & my world is overrun with them. |
01:44 |
VanessaE |
heh |
01:47 |
AntumDeluge |
I was using TenPlus1's "clean" mod to remove all the "creepers", but "/clearobjects" is a built-in command? |
01:48 |
AntumDeluge |
I'll look into how to use the mob cap. Is that dependent on a specific mob engine? |
01:48 |
AntumDeluge |
Sorry, "clean" was made by PilzAdam, not TenPlus1. |
01:49 |
AntumDeluge |
If you like bigfoot547, but I think I can figure it out.... emphasis on "think". ;) |
01:50 |
VanessaE |
try to always use `/clearobjects quick` when you can |
01:50 |
VanessaE |
that only takes seconds to run and operates only on loaded blocks |
01:50 |
VanessaE |
(rather than parsing the whole map) |
01:51 |
AntumDeluge |
Thank you VanessaE |
01:57 |
AntumDeluge |
Thank you bigfoot547. :) |
02:02 |
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02:05 |
AntumDeluge |
lol |
02:07 |
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02:23 |
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02:30 |
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02:34 |
redblade7 |
http://www.smithsonianmag.com/history/children-80s-never-fear-video-games-did-not-ruin-your-life-180963452/ |
02:34 |
redblade7 |
had no idea |
02:34 |
redblade7 |
(i'm 32) |
02:34 |
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03:01 |
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03:15 |
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03:38 |
AntumDeluge |
Is there a command like "clearobjects" that will remove specific nodes? For example, I use the "spawneggs" mod & I want to removed all active nodes of "spawneggs:egg". |
03:41 |
VanessaE |
there is not. you'll need to code an LBM for that |
03:41 |
AntumDeluge |
Okay. Thank you VanessaE. |
03:43 |
srifqi |
WorldEdit? |
03:44 |
VanessaE |
worldedit isn't automatic though |
03:44 |
VanessaE |
and it sometimes has issues dealing with unknown nodes |
03:44 |
AntumDeluge |
Using PilzAdam's "clean" is pretty simple, but I only think that removes nodes near active players. |
03:46 |
VanessaE |
that most likely uses ABMs |
03:46 |
VanessaE |
LBMs are similar but operate as blocks are loaded, rather than periodically after the fact. |
03:49 |
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03:50 |
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03:53 |
exio4 |
are LBMs new? |
03:54 |
VanessaE |
ish. |
03:54 |
VanessaE |
couple releases old now I guess |
03:55 |
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03:55 |
exio4 |
new enough such that I haven't heard about them! |
03:55 |
exio4 |
what are they all about? |
03:56 |
VanessaE |
they work just like an ABM except on block-load instead of periodic |
03:56 |
VanessaE |
so you can use a LBM to convert a whole block's worth of some node to something else all at once. |
03:56 |
VanessaE |
they can be set to run only once, or every time a block is loaded |
03:57 |
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03:57 |
VanessaE |
morning, jin_xi |
03:59 |
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03:59 |
exio4 |
oh, nice |
04:00 |
exio4 |
I think I haven't been here for way too long! |
04:00 |
VanessaE |
it's good that you're back though :) |
04:00 |
exio4 |
not for long! |
04:00 |
VanessaE |
? |
04:00 |
exio4 |
I got some midterms coming up |
04:00 |
VanessaE |
oh ok |
04:00 |
exio4 |
I started chemistry :P |
04:02 |
exio4 |
VanessaE: btw, I have improved my spoken english! no idea if you have heard me before, but I am slowly starting to pronounce certain english phonotypes corrctly or at least much closer to the correct pronunciation :P |
04:02 |
VanessaE |
cool |
04:04 |
exio4 |
anyway, good night! it's late |
04:04 |
VanessaE |
night |
04:10 |
AlexYst |
Oh, wow. I like that LBM concept. |
04:19 |
Hijiri |
l/buffer 46 |
04:38 |
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06:16 |
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06:16 |
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06:26 |
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06:56 |
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07:13 |
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07:14 |
IhrFussel |
Why does on_dig() DISABLE the digging of the node? I just wanted it to send something in the chat when a player digs a certain node I didn't want it to be "undiggable" |
07:19 |
IhrFussel |
Okay I just found after_dig_node() ... I'm guessing that will behave as I expect |
07:20 |
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07:25 |
MinetestBot |
[git] NathanSalapat -> minetest/minetest: Added missing levels to logging menu (#5836) c09e16f https://git.io/vHcO5 (2017-05-28T07:23:06Z) |
07:28 |
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07:36 |
IhrFussel |
After restart my server will display a formspec on each login that contains "This is a Minetest Server. If you see ads or in-app purchases you are NOT using the official client to play." |
07:39 |
IhrFussel |
I think that's a gopod way to do it...this way players will be "forced" to read it |
07:39 |
IhrFussel |
good* |
07:41 |
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07:50 |
srifqi |
Some server actually does that iirc. |
07:54 |
IhrFussel |
srifqi, ALL servers should do that, but I'm glad that I'm not the only one with that idea |
07:54 |
srifqi |
That's actually a nice idea. |
07:55 |
IhrFussel |
To write it as a sign is very in-efficient...players can just oversee it |
07:56 |
srifqi |
Wait, doesn't it will disturb already-joined-for-a-long-time player? |
07:56 |
srifqi |
Maybe just display it few times? |
07:57 |
IhrFussel |
srifqi, my server already shows a formspec on each login..it contains the date of the compiled server version and the time of their last login (very helpful to check if someone accessed your account) |
07:57 |
IhrFussel |
I just added the 2 sentences in it |
07:58 |
srifqi |
:O |
08:00 |
IhrFussel |
Of course I could just display it to players who don't have certain privs yet (cause they are new) ... hm I'll see |
08:02 |
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08:24 |
IhrFussel |
Yesterday I was surprised when suddenly LONG LOST dogs suddenly appeared next to me again...apparently someone went near them on the map and their "owner tp code" activated...that was pretty cool |
08:35 |
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08:54 |
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09:21 |
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09:25 |
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09:26 |
mitch8128 |
i want to be able to create an account for mintest and donate |
09:26 |
mitch8128 |
put minetest on steam for like 50 cents |
09:27 |
red-arch |
http://www.minetest.net/development/#donate |
09:27 |
red-arch |
or https://forum.minetest.net/viewtopic.php?f=3&t=14935 |
09:29 |
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09:30 |
mitch8128 |
ty |
09:36 |
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09:38 |
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10:12 |
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10:14 |
Raven262 |
Hello red-arch |
10:17 |
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10:19 |
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10:24 |
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10:24 |
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10:28 |
IhrFussel |
It was so much better back when certain apps didn't give the people pre-defined names and they had to think about one themselves... |
10:28 |
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10:29 |
red-001 |
any suggestions for a new csm command prefix since people seem to dislike "."? |
10:29 |
red-001 |
would "!" be a good idea? |
10:29 |
IhrFussel |
red-001, ! is used in many chat rooms so I'd say yes |
10:30 |
sfan5 |
what about % |
10:31 |
red-001 |
huh can builtin use modstorage?? |
10:32 |
red-001 |
maybe it would be best if the prefix could be changed in-game |
10:32 |
IhrFussel |
% looks stupid honestly... %info? |
10:32 |
red-001 |
%help |
10:32 |
red-001 |
vs !help vs .help |
10:32 |
wilkgr |
I personally wouldn't mind using ^ |
10:32 |
wilkgr |
^help ? |
10:32 |
red-001 |
&help |
10:33 |
IhrFussel |
Please just make it a setting...our opinions differ way too much |
10:34 |
Krock |
yeah, let's assign the key "h" :P |
10:34 |
wilkgr |
IhrFussel, agreed |
10:36 |
IhrFussel |
Make it default to . still but customizable |
10:39 |
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10:40 |
GNU[BDC] |
what is wroing with existing prefix? |
10:41 |
wilkgr |
With the /? |
10:42 |
GNU[BDC] |
yes |
10:42 |
wilkgr |
That blurs the line between client and server commands |
10:43 |
wilkgr |
And what happens when both a server and client define a command with the same name? |
10:43 |
red-001 |
e.g. help |
10:43 |
IhrFussel |
Correct and // is already taken by WorldEdit |
10:43 |
IhrFussel |
Let's try /// :D |
10:43 |
wilkgr |
You can do that in a normal mod too :P |
10:44 |
wilkgr |
(I think) |
10:44 |
wilkgr |
Anyways, gtg. Cya! |
10:44 |
IhrFussel |
WorldEdit commands are defined including a / that's why the final commands are //bla |
10:56 |
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11:00 |
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11:06 |
EDAKIRI |
Krock: https://github.com/SmallJoker/boost_cart/pull/18 |
11:06 |
EDAKIRI |
I must depart in a few hours. |
11:07 |
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11:07 |
Krock |
hmm.. your GitHub email settings need some tweaking |
11:07 |
Krock |
the currently used email in your commits is not associated with your accunt |
11:07 |
Krock |
*account |
11:08 |
Krock |
but thanks a lot, will look at it :) |
11:22 |
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11:26 |
IhrFussel |
what the HECK? My server got a website and one section is "Player Announcements" where you can see what events/important things happened etc ... and some Joomla site COPIED the entire section |
11:27 |
IhrFussel |
Either it must be the site of one of my moderators/players or someone was really bored |
11:30 |
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12:46 |
EDAKIRI |
I am viewing the Mod Releases forum , am logged in. Where do I click to post a new thread/topic ? |
12:47 |
rubenwardy |
EDAKIRI, wip mods |
12:47 |
rubenwardy |
you then ask to be moved to Mod Releases |
12:49 |
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12:59 |
EDAKIRI |
https://forum.minetest.net/viewtopic.php?f=9&t=17737 |
13:00 |
EDAKIRI |
I wish to move it to Mod Releases. Need I ask someone some other way? How? |
13:03 |
sfan5 |
https://forum.minetest.net/viewtopic.php?f=11&t=10418 |
13:04 |
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13:09 |
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13:10 |
Yruama_Lairba |
hello, have a question, where are stored minetest data under windows ? |
13:11 |
red-backup |
since all windows builds currectly use RUN_IN_PLACE it should be stored in the same directory as the other minetest files |
13:11 |
Krock |
in your installation directory |
13:12 |
Yruama_Lairba |
in fact, i have a problem, since i installed subgames "saturn" all of my games haven't gravity |
13:12 |
Yruama_Lairba |
even after uninstall this subgame |
13:13 |
Krock |
do you have the most recent version, 0.4.15? |
13:13 |
Yruama_Lairba |
yes, last stable |
13:14 |
Krock |
"Minetest Saturn [Spacesim]"? |
13:15 |
Yruama_Lairba |
think it this one |
13:15 |
Krock |
okay, cloning. I'll check if it's the subgame's fault :) |
13:16 |
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13:18 |
Krock |
uh, I can only move down using WASD |
13:19 |
Krock |
space and shift to move up/down |
13:20 |
Krock |
Yruama_Lairba, works alright |
13:20 |
Krock |
I think no gravity is intended |
13:22 |
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13:22 |
COUSCOUS77 |
:JOIN |
13:22 |
Krock |
but I don't see what I'm supposed to do there :< |
13:23 |
COUSCOUS77 |
COUSCOUS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
13:25 |
Yruama_Lairba |
Krock: in fact i haven't gravity in other subgames |
13:25 |
MinetestBot |
[git] nerzhul -> minetest/minetest: guiVolumeChange: prevent wrong value position by using 1 label instea… ef15242 https://git.io/vHcBS (2017-05-28T13:23:30Z) |
13:26 |
Krock |
indeed, the saturn mod messes up the gravity settings |
13:27 |
Krock |
movement_gravity = 9.81 <-- this value should be in your minetest.conf to have gravity again |
13:27 |
Krock |
but apparently the saturn subgame changes this to 0 every time you start the game |
13:28 |
Krock |
will report this on the saturn github page |
13:30 |
Yruama_Lairba |
i should have use search and replace tool to find gravity definition :p |
13:32 |
Yruama_Lairba |
i think i will replace my minetest.conf by a new and clean one, the mod may have change some other values in this file |
13:35 |
Yruama_Lairba |
how do we generate a fresh minetest.conf ? by delete it ? |
13:35 |
red-001 |
yes |
13:36 |
Krock |
this means you'll have to redo all the changes you've done in the configuration |
13:42 |
Yruama_Lairba |
ok, i backup the current conf and generate a new one |
13:44 |
Yruama_Lairba |
strange, the conf is writted only when we quit the game |
13:46 |
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13:47 |
COUSCOUS |
RE |
13:47 |
COUSCOUS |
£ |
13:47 |
red-001 |
? |
13:48 |
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13:48 |
red-001 |
ok... |
13:57 |
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14:02 |
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14:09 |
IhrFussel |
Will after_dig_node change the behavior of the digging in any way? |
14:10 |
IhrFussel |
Or the "removing" |
14:10 |
Krock |
don't think so |
14:10 |
Krock |
since it's >after< digging it |
14:11 |
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14:11 |
Krock |
o/ kaeza |
14:11 |
IhrFussel |
Well on_dig cancels the digging that's why I have to try after_dig_node |
14:11 |
kaeza |
greetings, Krock |
14:13 |
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19:09 |
IhrFussel |
Wait someone said minetest-hub is the continuation of minetest-project ... but minetest-project was not only for contributors AFAIK since I had voice and am just a server owner |
19:10 |
IhrFussel |
A contributor is someone who either donated towards Minetest or helped with the code...or am I wrong? |
19:11 |
red-002 |
it's for contributors and server owners and other major members of the community |
19:15 |
red-002 |
anyway -project was shutdown |
19:15 |
red-002 |
join -hub if you want a similar channel |
19:16 |
IhrFussel |
I did, now to wait until someone gives me voice I guess |
19:17 |
red-002 |
just ping an OP |
19:19 |
IhrFussel |
What does pinging mean? PM? |
19:19 |
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19:19 |
red-002 |
yes |
19:20 |
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19:27 |
Shara |
IhrFussel: As far as I'm concerned, a contributor is anyone who does something useful. Hosting a server for a long time counts :) |
19:28 |
IhrFussel |
Alright :) |
19:28 |
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19:32 |
EDAKIRI |
Sometimes I wish for per-world configuration settings. |
19:32 |
EDAKIRI |
-- but maybe i'm the only one. |
19:33 |
Shara |
There was some talk about that. |
19:33 |
IhrFussel |
EDAKIRI, That's understandable, I personally am really happy with the per-world mod option for example |
19:33 |
Shara |
But don't know what happened. |
19:34 |
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19:47 |
red-002 |
hi ratmix |
19:55 |
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20:08 |
EDAKIRI |
Why would the hdx texture pack not be listed or available? |
20:09 |
VanessaE |
? |
20:09 |
VanessaE |
!hdx |
20:09 |
VanessaE |
what was it... |
20:09 |
VanessaE |
!forum hdx |
20:09 |
VanessaE |
meh |
20:09 |
VanessaE |
https://forum.minetest.net/viewtopic.php?t=1583 |
20:10 |
VanessaE |
as long as you installed it right, it should just show up |
20:11 |
EDAKIRI |
I'm using minetest dev head . I unpack it to /usr/local/share/minetest/textures . so it under a subdirectory such as hdx-256 . |
20:13 |
VanessaE |
dev HEAD from what date? |
20:13 |
VanessaE |
not that it matters |
20:13 |
VanessaE |
also don't put texture packs there |
20:13 |
VanessaE |
put them in $HOME/.minetest/textures |
20:13 |
EDAKIRI |
within the past day |
20:13 |
EDAKIRI |
That would be a storage problem. |
20:14 |
EDAKIRI |
I compiled with -DRUN_IN_PLACE:BOOL=OFF |
20:14 |
VanessaE |
that's why |
20:14 |
VanessaE |
actually I'm not sure if that's valid at all |
20:14 |
VanessaE |
-DRUN_IN_PLACE=1 (or 0) is the usual way |
20:15 |
EDAKIRI |
if it is boolean, they are equivalent |
20:15 |
VanessaE |
but anyway, put the textures somewhere sane, and symlink the dir back to $HOME/.minetest/textures |
20:16 |
EDAKIRI |
According to this it seems that the path under /usr/local should work. http://wiki.minetest.net/Help:Installing_Mods |
20:17 |
EDAKIRI |
The symlink does work |
20:18 |
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20:25 |
IhrFussel |
Is the formspec when a player dies c++ or Lua? |
20:25 |
rubenwardy |
C++, iirc |
20:26 |
IhrFussel |
That's a shame, I thought I could tell the players in it how they can return to their bones without having to recompile |
20:29 |
red-002 |
rubenwardy, it got moved to csm |
20:29 |
rubenwardy |
what if CSM is disabled? |
20:29 |
IhrFussel |
That's even WORSE... |
20:29 |
rubenwardy |
Also, CSM is the wrong place for it |
20:29 |
red-002 |
IhrFussel, just send a new formspec on death |
20:29 |
fwhcat |
hey anyone can tell me where to find the abm that changes cobble to mossy ?! |
20:29 |
rubenwardy |
should be minetest.set_death_formspec |
20:29 |
VanessaE |
fwhcat: gloopblocks? |
20:30 |
rubenwardy |
fwhcat, https://github.com/minetest/minetest_game/blob/eec1c5a03bae544e5ac149d5affa2a1b5e229e31/mods/default/functions.lua#L457 |
20:30 |
VanessaE |
or I guess mt_game has it too |
20:30 |
rubenwardy |
MTG has it |
20:30 |
fwhcat |
that might be it thanks rubenwardy :) |
20:30 |
IhrFussel |
red-002, how to overwrite the other one then? |
20:30 |
red-002 |
I was planning to add it once server <-> client communication was added to CSM |
20:30 |
red-002 |
thats why I closed a PR I made for adding a way to set the formspec |
20:31 |
red-002 |
IhrFussel, I'm not sure would that work if you want to change the formspec now that I think about it |
20:31 |
red-002 |
I remember someone used it to stop the formspec from being displayed |
20:32 |
IhrFussel |
N o it won't work at least not for 0.4.15-dev where CSM got added...the client will display the default formspec anyways |
20:33 |
red-002 |
The idea is that you send a new formspec which causes the client to display that instead |
20:33 |
red-002 |
but I need to find a way to run a respawn process from the server |
20:34 |
red-002 |
normally the client sends a packet that tells the server to respawn the player |
20:55 |
AntumDeluge |
I have trouble getting Android devices with 1GB or less RAM/memory to connect to a remote server. As soon as it is finished loading, it crashes. If it successfully connects it does alright, but it's hard to get it to that point. Are there any possible solutions? I've tried going through the settings & shutting down other apps to reduce the RAM load. |
20:55 |
Calinou |
AntumDeluge: the Android port is not designed with low-RAM devices in mind |
20:56 |
Calinou |
you pretty much need 2 GB of RAM to use it |
20:56 |
Calinou |
fully unmodded servers may work with 1 GB, but don't expect stability |
20:56 |
Calinou |
consider that the Android port is not like Minecraft's Pocket Edition: it is a direct port of the PC version |
20:56 |
Calinou |
(and, as such, the controls are hard to use…) |
20:57 |
AntumDeluge |
It would be possible though, for me to modify the Android port code to use less memory? Maybe? |
20:58 |
AntumDeluge |
I've tried a few different builds of the Android port. The only one that seemed to do alright was the Freeminer port (of Minetest, not Freeminer). But that doesn't appear to be available anymore. |
21:05 |
proller__ |
it still can be built |
21:06 |
proller__ |
http://build.freeminer.org/ - freeminermt* |
21:06 |
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21:25 |
AntumDeluge |
Thank you proller__. |
21:28 |
Calinou |
AntumDeluge: optimization is black magic, not many people master the art of black magic |
21:39 |
red-002 |
proller__ is the freeminer dev right? |
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22:05 |
Fixer |
should be |
22:27 |
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22:53 |
EDAKIRI |
how does one force a portion of map to generate? |
22:54 |
VanessaE |
use force loading |
22:54 |
VanessaE |
(in the lua API) |
22:55 |
EDAKIRI |
how from the HUD? I remember there is a way. |
22:59 |
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23:00 |
IhrFussel |
Why doesn't digger:get_player_name() work inside after_dig_node ?? It says method doesn't exist |
23:00 |
EDAKIRI |
is /emergeblocks |
23:02 |
IhrFussel |
When I try "digger" it says cannot concatenate table ... So is digger not a player object but some table and I need to do digger.name or something? |
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23:11 |
IhrFussel |
Nevermind I didn't know you have to define all function parameters, I ommited "oldmetadata" |
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