Time |
Nick |
Message |
00:00 |
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00:01 |
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00:04 |
Devy |
I'm sure you know this, but just in case, here's the code that I copied for re-registering all of the default biomes: https://github.com/minetest/minetest_game/blob/master/mods/default/mapgen.lua#L536-L1174 |
00:04 |
Devy |
Thanks for any help you can give me paramat. |
00:08 |
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00:09 |
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00:26 |
redblade7 |
lol |
00:26 |
redblade7 |
"IRC Technologies Inc Sales" what is that |
00:26 |
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00:28 |
Devy |
I googled it. It's either a roofing company or a construction company. Haha |
00:29 |
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00:32 |
paramat |
sorry was busy .. |
00:32 |
Fatar |
I'm not sure if it's a troll or if he's getting ripped off lol |
00:32 |
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00:32 |
paramat |
will look at it |
00:33 |
Devy |
paramat, no problem, give it a look if you can whenever you can. Thanks. |
00:35 |
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00:37 |
paramat |
your issue is familiar so a solution is likely |
00:37 |
red-001 |
imr, you should really get an IRC license |
00:38 |
imr |
red-001, yes, I know :P |
00:38 |
Devy |
Great. If you have a forums post or something I can read I could go from there. Less work for you! |
00:39 |
paramat |
~tell sfan5 is grandolf still banned here? if so should they also be banned in -dev? they are present there now |
00:39 |
ShadowBot |
paramat: O.K. |
00:46 |
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00:51 |
swift110 |
hooray I have 4.16 |
00:51 |
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00:52 |
red-001 |
ahh cross compiling takes ages |
00:52 |
swift110 |
red-001: what do you mean? |
00:53 |
red-001 |
I'm cross compiling for windows on arch |
00:53 |
red-001 |
having some issues with the windows 32-bit build |
00:59 |
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01:00 |
redblade7 |
Minetest is like the only game ever that is better on Linux than Windows |
01:00 |
redblade7 |
although 0.4.16 has a lot of improvements for both |
01:00 |
jcalve |
try compiling it in an openbsd vps where you're not even the admin |
01:02 |
jcalve |
except it has dependencies and they have dependencies so you spend a couple of days trying to compile them all then you realise make wasn't working because it's a crappy bsd make and you wanted gmake |
01:04 |
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01:15 |
rdococ |
windows wandows |
01:17 |
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02:00 |
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03:04 |
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03:19 |
redblade7 |
hey does having an fps too high affect lag with minetest? |
03:19 |
redblade7 |
i know it does with openarena and games like that |
03:19 |
redblade7 |
and lag for other playesr too? |
04:08 |
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04:49 |
* cheapie |
waves to ThomasJaguar1212 over here |
04:49 |
ThomasJaguar1212 |
ohhai :D |
04:50 |
cheapie |
It's always kind of funny spotting the same person on multiple networks :P |
04:54 |
tiwake |
cheapie: IRC like its supposed to be |
05:13 |
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05:18 |
redblade7 |
that reminds me i forgot to sign on to rizon today |
05:41 |
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05:54 |
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06:03 |
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06:04 |
derr |
I noticed Fozland is down, does anyone know if this is temporary? |
06:07 |
derr |
dang I miss my fozland, now what I am suppose to do |
06:10 |
derr |
stonecraft is a nice client |
06:26 |
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06:29 |
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06:32 |
AlexYst |
I have a directory of configuration files. Is there a way to find out what files are in the directory without knowing their names? |
06:36 |
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06:36 |
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06:38 |
cheapie |
AlexYst: "ls" outside of the game, or minetest.get_dir_list() from in-game. |
06:44 |
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07:04 |
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07:15 |
AlexYst |
cheapie: Sweet, thank you! I knew of ls, but I can't do that from within a mod on other people's machines. minetest.get_dir_list() is perfect! |
07:16 |
AlexYst |
The next step is to remove those files after I've read them. (I'm updating to a new, single-file format.) Is there a way to delete old files and directories? |
07:21 |
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07:28 |
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07:38 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Remove SharedPtr, it's not used and will be never used, we use C++11 718121d https://git.io/vHa98 (2017-06-05T07:36:13Z) |
07:43 |
MinetestBot |
[git] Dumbeldor -> minetest/minetest: Fixed #5907 Documentation for screen_h and screen_w (#5909) dfd79c0 https://git.io/vHa9p (2017-06-05T07:43:21Z) |
07:46 |
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10:28 |
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10:36 |
DS-minetest |
is it possible to set the meat of ignore? |
10:36 |
DS-minetest |
meta* |
10:37 |
DS-minetest |
i mean of ignore that is outside of map boundaries |
10:42 |
calcul0n |
DS-minetest, i looked for that and never found so i don't think so |
10:42 |
calcul0n |
unless i missed some undocumented stuff |
10:43 |
calcul0n |
i guess you'd have to force the loading of the node you want to access, maybe there's a way to do that |
10:43 |
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10:43 |
DS-minetest |
oh, right, it has to be loaden |
10:43 |
DS-minetest |
(you can load with voxelmanip) |
10:44 |
calcul0n |
ho, interesting |
10:44 |
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10:44 |
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10:45 |
DS-minetest |
that means ignore wont work for cummunication between csm and ssm |
10:45 |
DS-minetest |
communication* |
10:45 |
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10:53 |
CWz |
minetest seems to fail compile |
10:59 |
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11:04 |
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11:06 |
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11:15 |
DS-minetest |
aww, clients cant load blocks >_< |
11:26 |
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11:35 |
EDAKIRI |
CWz: 0.4.16 works for me as long as source code directory is writable |
11:35 |
EDAKIRI |
(even when it is being built outside of the source directory) |
11:41 |
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12:04 |
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12:09 |
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12:27 |
DS-minetest |
is name in the ssm chatcommand definition function the name of the player? |
12:28 |
red-NaN |
ssm == server-sided modding? |
12:28 |
sfan5 |
. |
12:29 |
DS-minetest |
y |
12:29 |
red-NaN |
should be |
12:29 |
DS-minetest |
ok |
12:29 |
red-NaN |
however it doesn't mean the player is currently online |
12:30 |
red-NaN |
just that the command is executed by them or on their behalf |
12:30 |
DS-minetest |
umm, how can a player execute a chatcommand without being online¿ |
12:30 |
DS-minetest |
ah |
12:30 |
DS-minetest |
tok |
12:30 |
DS-minetest |
thy |
12:30 |
DS-minetest |
thanks* |
12:30 |
red-NaN |
DS-minetest, the ncurese terminal or the IRC mod |
12:31 |
DS-minetest |
none of both |
12:31 |
* DS-minetest |
is making a mod for server and client to communicate using the server chatcommand |
12:31 |
DS-minetest |
status command* |
12:34 |
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12:35 |
sfan5 |
!tell paramat they are still banned here yes, dunno whether that should apply to -dev too |
12:35 |
MinetestBot |
sfan5: yeah, yeah |
12:41 |
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12:45 |
DS-minetest |
umm and what's the name in minetest.register_on_receiving_chat_message in csm? |
12:49 |
red-NaN |
eh that's a mistake |
12:49 |
red-NaN |
it shouldn't be there |
12:50 |
DS-minetest |
afair it's just additional information but im not sure >_< |
12:50 |
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12:51 |
DS-minetest |
but looking in preview, it's really a mistake |
12:51 |
DS-minetest |
but it also uses register_on_receiving_chat_messages, not register_on_receiving_chat_message… |
12:52 |
DS-minetest |
and the core table |
12:52 |
red-NaN |
yeah chat is sent as raw text no sender or anything fancy like that |
12:53 |
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13:09 |
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13:15 |
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13:15 |
ThomasMonroe |
ok i have a compilation prob with the latest stable source from github |
13:15 |
ThomasMonroe |
hi RobbieF |
13:16 |
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13:16 |
ThomasMonroe |
nvmd i figured it out |
13:20 |
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13:26 |
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13:26 |
Elench |
I'm running a small server and lava doesn't seem to set stuff on fire, is that normal? |
13:28 |
Gundul |
maybe fire is turned off in your world ? |
13:31 |
Elench |
Hmm not that I can see, I'll try explicitly turning it on |
13:34 |
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13:40 |
DS-minetest |
https://github.com/DS-Minetest/csm_com now i have to test it >_< |
13:44 |
DS-minetest |
hmm, if only the server has the mod, it will ask a readable question |
13:45 |
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13:45 |
Gundul |
builtin/deprecated.lua complaining about "WARNING: minetest.setting_* functions are deprecated. Use methods on the minetest.settings object." generated a 250MB logfile in only 5 hrs :D |
13:46 |
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15:05 |
GreenDimond |
I am trying to enable a client mod and its not working |
15:06 |
GreenDimond |
I enabled it in adv. settings, I made a clientmods folder and put the mod in and made a mod.conf and put load_mod_colour_chat = true in it but it still doesnt load |
15:06 |
ThomasMonroe |
what do client mods do anyway? |
15:08 |
Calinou |
ThomasMonroe: they run Lua logic on the client |
15:09 |
Calinou |
currently it can't access the HUD, so not a lot can be done |
15:09 |
Calinou |
but once that's possible, a whole new world of possibilities will be there |
15:09 |
Calinou |
like, displaying a wall clock, etc |
15:09 |
Calinou |
small but useful things |
15:11 |
GreenDimond |
So how do I enable one? |
15:11 |
red-NaN |
GreenDimond, where did you make the /clientmods folder? |
15:11 |
GreenDimond |
yes |
15:11 |
GreenDimond |
oh |
15:11 |
GreenDimond |
in .minetest |
15:11 |
red-NaN |
and you are using a non-run-in-place build? |
15:12 |
DS-minetest |
GreenDimond: the mods.conf is in /clientmods/ |
15:12 |
red-NaN |
oh yeah mods.conf not mod.conf |
15:12 |
GreenDimond |
yes |
15:12 |
antims |
Can client mods move the character and cause the character to place/dig blocks and such? |
15:12 |
GreenDimond |
tried mods.conf too |
15:12 |
red-NaN |
I think you have to restart minetest sometimes |
15:12 |
GreenDimond |
still didnt work |
15:12 |
GreenDimond |
and I did restart mt |
15:12 |
DS-minetest |
antims: sadly not |
15:13 |
red-NaN |
and it's a non-run-in-place build right? |
15:13 |
GreenDimond |
Correct. |
15:13 |
GreenDimond |
Linux. |
15:13 |
antims |
DS-minetest: Gotcha. Any plans to add such functionality? |
15:13 |
DS-minetest |
antims: no |
15:13 |
antims |
Ok. Last question. Is it specifically wanted that that functionality *not* be added? |
15:14 |
DS-minetest |
normally the mods.conf file is automatically created |
15:14 |
DS-minetest |
antims: yes |
15:14 |
GreenDimond |
I had to make it myself. |
15:14 |
antims |
:( Ok. Thanks for the info. |
15:14 |
red-NaN |
could you paste the tree of .minetest? |
15:14 |
GreenDimond |
/home/user/.minetest/clientmods |
15:15 |
red-NaN |
huh are you sure the mod is not loaded? |
15:15 |
GreenDimond |
im sure |
15:15 |
DS-minetest |
so, the conf is /home/user/.minetest/clientmods/mods.conf |
15:15 |
red-NaN |
colour_chat requires you to set the colour to see the effects |
15:15 |
GreenDimond |
.rainbow doesnt work and no new cmds show up with .help all |
15:15 |
red-NaN |
huh |
15:15 |
red-NaN |
brb rebooting into linux |
15:16 |
DS-minetest |
GreenDimond: have you tried deleting the file again and seeing if a new one comes? |
15:16 |
GreenDimond |
which file? |
15:16 |
DS-minetest |
if not, it's not the right place |
15:16 |
DS-minetest |
the conf |
15:18 |
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15:18 |
GreenDimond |
deleted it and it hasnt come back |
15:18 |
GreenDimond |
it never generated in the first place |
15:18 |
DS-minetest |
have you activated clientmods general? |
15:18 |
red-NaN |
could you verify if csm is enabled by closing minetest and checking minetest.conf? |
15:19 |
GreenDimond |
Yes I alread activated it |
15:19 |
GreenDimond |
I am using 0.4.16 btw |
15:19 |
GreenDimond |
stable |
15:19 |
red-NaN |
it's possible I messed up my CSM enable/disable pr somehow |
15:19 |
GreenDimond |
*checks mt.conf* |
15:20 |
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15:20 |
GreenDimond |
I don't see anything |
15:20 |
GreenDimond |
CSM works for other people but they dont have Linux |
15:20 |
red-NaN |
it works fine in a RUN_IN_PLACE build |
15:21 |
GreenDimond |
:/ |
15:21 |
GreenDimond |
they worked in the dev builds |
15:21 |
GreenDimond |
(0.4.15-dev) |
15:21 |
red-NaN |
well looking at the code it should work |
15:22 |
GreenDimond |
.help all works |
15:22 |
GreenDimond |
but the cmds dont show |
15:22 |
GreenDimond |
and the cmds dont work |
15:22 |
GreenDimond |
(from the mod) |
15:22 |
red-NaN |
yeah thats because .help is part of builtin |
15:22 |
GreenDimond |
ik |
15:22 |
GreenDimond |
so at least we know csm is enabled |
15:22 |
red-NaN |
eh no |
15:22 |
GreenDimond |
oh |
15:22 |
red-NaN |
.help will always work |
15:22 |
red-NaN |
even if you disable csm |
15:22 |
GreenDimond |
there is chat_modes.active = true in the minetest.conf |
15:22 |
GreenDimond |
but other than that |
15:23 |
red-NaN |
as will the builtin commands |
15:23 |
GreenDimond |
that makes sense |
15:23 |
red-NaN |
could you run "/set -n enable_client_modding true"? |
15:24 |
GreenDimond |
in-game? |
15:24 |
GreenDimond |
oki |
15:24 |
red-NaN |
and then exit minetest and start it again |
15:24 |
red-NaN |
I think this is an issue with advance settings being a bit buggy |
15:24 |
GreenDimond |
Hey it works now :D |
15:24 |
GreenDimond |
Thanks! |
15:25 |
red-NaN |
np |
15:26 |
GreenDimond |
y'all should add some documentation on how to enable csm mods |
15:26 |
red-NaN |
yeah |
15:26 |
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15:27 |
red-NaN |
octacian mentioned they might add enabling csm mods to the mod tab in the main menu |
15:27 |
octacian |
Yup, once I finish modmgr rewrite |
15:27 |
octacian |
And it's he, not they :P |
15:27 |
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15:28 |
DS-minetest |
but the mod configuration is per world |
15:28 |
DS-minetest |
i would rather like something at settings tab |
15:29 |
red-NaN |
I do tend to abuse they by using it as a singular pronoun |
15:29 |
DS-minetest |
ah, now i know, what you mean, ok |
15:30 |
GreenDimond |
oh btw octacian ty for the rig suggestion |
15:30 |
octacian |
YW :D |
15:30 |
GreenDimond |
Do you like the revised renders? |
15:40 |
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15:41 |
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15:42 |
numzero |
Elench, fire is disabled by default in multiplayer game |
15:43 |
Elench |
That'll be it |
15:43 |
GreenDimond |
red-Nan, your who_plus csm mod doesnt seem to work right. when I do .who I only see 3 players in the list when there are 33 players online. |
15:43 |
Elench |
I did "/set -n disable_fire false" but no change |
15:43 |
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15:44 |
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15:44 |
red-NaN |
GreenDimond, it's a minetest bug I keep forgetting to fix |
15:44 |
GreenDimond |
ah |
15:44 |
red-NaN |
well let me fix it now |
15:45 |
GreenDimond |
Your chatlog mod will be usefull |
15:45 |
GreenDimond |
maybe you can make it into a formspec |
15:48 |
numzero |
well, the proper setting is called enable_fire |
15:48 |
numzero |
although disable_fire is read as well |
15:48 |
numzero |
but these are read at load time |
15:49 |
numzero |
not sure if /set updates the config or runtime settings only |
15:50 |
Elench |
OK thanks I'll try next reboot |
15:51 |
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15:51 |
GreenDimond |
octacian could you send me a copy of your skin? I need it for the staff render :) |
15:52 |
octacian |
Sure. Give me a moment |
15:52 |
octacian |
Speaking of which, I too would like a copy of staff skins at some point, wanna try a render myself |
15:52 |
GreenDimond |
Alright I can send you that |
15:52 |
GreenDimond |
I wonder |
15:52 |
GreenDimond |
Is IMS out? |
15:52 |
octacian |
Yes |
15:52 |
GreenDimond |
oki |
15:52 |
octacian |
He has had his privileges revoked, though I expect that he'll possibly be back |
15:52 |
GreenDimond |
He needs to be removed from staff list at spawn and you need to be added |
15:53 |
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15:53 |
octacian |
All of the signs at spawn need to be updated |
15:53 |
GreenDimond |
Also should I include guardians in the render? |
15:53 |
octacian |
ExeterDad needs to get a better mod for protecting spawn, one where he doesn't have to manually add people to every protector |
15:53 |
octacian |
Yeah, I think so. They're still staff |
15:53 |
GreenDimond |
Or just give mods prot_bypass |
15:53 |
octacian |
Ah, true |
15:54 |
octacian |
Though just having better protection to give some mods access to spawn might be best |
15:54 |
octacian |
Though prot_bypass would remove a lot of a work for ExeterDad is other areas |
15:55 |
GreenDimond |
Prot_bypass prob wont happen though. The big man takes thing into consideration VERY seriously. I doubt he will do it. |
15:55 |
GreenDimond |
And I ain't gonna ask him xD |
15:55 |
octacian |
heh, Me neither |
15:56 |
GreenDimond |
Being a new moderator, it would be even more dangerous for you :P |
15:56 |
GreenDimond |
xD |
16:06 |
GreenDimond |
Having to append rigs is annoying |
16:16 |
octacian |
GreenDimond: Yeah, for me to ask that would be incredibly dangerous :rofl: |
16:17 |
octacian |
So, that's how you use multiple rigs in one scene? |
16:17 |
octacian |
hmmm, will have to keep that in mind lol |
16:17 |
GreenDimond |
not that simple |
16:18 |
octacian |
heh, Well then, when I need to do it I'll come ask you :P |
16:19 |
* octacian |
is gonna be away for several hours |
16:20 |
GreenDimond |
did you send the skin? |
16:20 |
GreenDimond |
(octacian) |
16:26 |
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16:50 |
red-NaN |
DS-minetest, thats a brilliant way to abuse the chat protocol |
16:50 |
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16:50 |
DS-minetest |
:D |
16:50 |
red-NaN |
but I think I know of a way to make the inital handshake invisible to non-csm clients |
16:50 |
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16:50 |
red-NaN |
did you try and abuse the colour code system? |
16:50 |
DS-minetest |
ah, not yet |
16:50 |
DS-minetest |
good idea |
16:51 |
DS-minetest |
but there will be an empty line |
16:51 |
red-NaN |
can you not embedded it into the status display? |
16:52 |
DS-minetest |
i have thought of it |
16:53 |
DS-minetest |
but players would see that too |
16:53 |
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16:53 |
red-NaN |
dammit too bad my pr for custom join messages didn't get merged |
16:53 |
DS-minetest |
what if i add characters that let minetest shut down when they are seen? |
16:54 |
red-NaN |
I don't think minetest will display anything inside a colour code, even if the colour code is invalid |
16:54 |
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16:54 |
red-NaN |
so you could use an invaild colour code like "HAZ_CSM!" |
16:54 |
DS-minetest |
ahh |
16:54 |
DS-minetest |
i'll try that |
16:57 |
red-NaN |
hey considering there is a moral panic over csm, maybe you make is an optinal dependency for oredected and allow servers to request oredetect to be disabled |
16:58 |
red-NaN |
it would be as secure as any of the solutions people came up with |
16:58 |
DS-minetest |
:/ |
16:58 |
DS-minetest |
then players wont use the mod |
16:59 |
DS-minetest |
hm, but more servers would |
16:59 |
DS-minetest |
good idea |
16:59 |
red-NaN |
lol |
17:00 |
DS-minetest |
minetest.colorize("HAZ_CSM!", "Do you have csm?") |
17:00 |
DS-minetest |
doesn't work |
17:01 |
red-NaN |
in what way do it not work? |
17:01 |
DS-minetest |
btw it would still be nice to have a function to get the modpath |
17:01 |
DS-minetest |
the string is shown white |
17:01 |
DS-minetest |
so, normal |
17:02 |
red-NaN |
but it should contain the colour code |
17:02 |
red-NaN |
colourize an empty string |
17:03 |
red-NaN |
minetest.colorize("HAZ_CSM!", "") |
17:04 |
DS-minetest |
doesnt help, i could use minetest.get_color_escape_sequence(color) |
17:05 |
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17:06 |
DS-minetest |
lol, with alpha 0 only the shadows are visible |
17:09 |
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17:11 |
red-NaN |
minetest.chat_send_all( minetest.get_color_escape_sequence("HAZ_CSM!", "")) is basicly invisible |
17:26 |
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17:32 |
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17:32 |
Demosthenex |
hey folks, interested in minetest and had a question! are there any monsters? any challenge? or is it just building atm? |
17:33 |
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17:33 |
DS-minetest |
Demosthenex: minetest is an engine, you can install mods and subgames |
17:33 |
red-NaN |
Demosthenex, there are multiple mods that add mobs |
17:34 |
DS-minetest |
MTG is mostly sandbox |
17:35 |
Demosthenex |
that's fair. i've looked at it a few times and i downloaded a copy when i saw the latest update |
17:36 |
VanessaE |
Demosthenex: car analogy: Minetest is the frame, engine, and wheels of a project car. you turn it into a workable daily driver by adding minetest_game. you turn it into a hotrod by adding mods on top of that. |
17:36 |
Demosthenex |
i'm a veteran minecrafter who specialized in ultra-hard servers. every see WWZ where the multi-story wave of zombies crashed into the wall? that happened on one of our servers... i was curious if there were hard mobs for minetest as a result |
17:36 |
Demosthenex |
VanessaE: and i like that it's got lua and modding built in! |
17:36 |
VanessaE |
yep :) |
17:37 |
cheapie |
VanessaE: Yeah, except said car has a lawnmower engine... which is fine for moving just the frame, but try turning it into a luxury car or something and it won't go very fast :P |
17:37 |
VanessaE |
heh |
17:38 |
Demosthenex |
so are there any hard mob mods anyone recommends? |
17:38 |
VanessaE |
mobs_redo has lots of monsters |
17:39 |
Demosthenex |
variety != difficulty |
17:39 |
VanessaE |
I get the impression some are quite hard to deal with |
17:39 |
VanessaE |
I know dungeon masters are. |
17:39 |
VanessaE |
as an aside, most mod authors in minetest are happy to take pull requests/contributions if you can code |
17:39 |
VanessaE |
99% of mods for minetest are open source, with permissive licenses like GPL or CC-By-SA |
17:40 |
Fatar |
what's the 1% |
17:40 |
VanessaE |
(many are effectively public domain w.g. WTFPL or CC0) |
17:40 |
VanessaE |
Fatar: there are some mods that are all-rights-reserved for whatever stupid reason |
17:40 |
VanessaE |
and there are a couple of closed-source mods that don't work anymore (not permitted by the engine) |
17:41 |
Demosthenex |
oddly enough yes i do code ;] |
17:42 |
Fatar |
I don't understand why people close source the mods of an open source game. |
17:42 |
Demosthenex |
i even host a development server for a popular minecraft modder |
17:42 |
red-NaN |
you forgot MIT |
17:42 |
yusf[m] |
I'm want to do override_item but on whole groups, how can I do that? |
17:43 |
VanessaE |
MIT, BSD, etc all fall under "permissive" in my book |
17:43 |
VanessaE |
Fatar: because they're stingy. |
17:44 |
VanessaE |
(stinjy?) |
17:44 |
red-NaN |
I don't think the forum allows closed souce mods |
17:44 |
VanessaE |
not in Mod Releases, no |
17:44 |
VanessaE |
but the engine won't run them anyway |
17:44 |
VanessaE |
binary Lua is disabled by default I believe |
17:44 |
red-NaN |
so we ended up with the strange case of a GPL mod that used bytecode |
17:44 |
VanessaE |
precompiled, whatever you wanna call it |
17:45 |
VanessaE |
I think that one was all rights reserved |
17:45 |
VanessaE |
free-as-in-beer, only. |
17:45 |
VanessaE |
some shit mauvebic made I think it was |
17:45 |
ThomasMonroe |
why arent there closed source mods? |
17:46 |
Demosthenex |
so often they ship them closed because they are afraid of ripoffs |
17:46 |
red-NaN |
there are a few with no license |
17:46 |
VanessaE |
ThomasMonroe: there were. the engine doesn't permit it now. |
17:46 |
ThomasMonroe |
thats what im asking, why |
17:46 |
red-NaN |
which basiclly means no-one can legally refuse thier code |
17:46 |
VanessaE |
ThomasMonroe: because it's selfish and doesn't flow well with the philosphy of Minetest |
17:46 |
VanessaE |
philosophy* |
17:46 |
red-NaN |
plus pointless |
17:46 |
nore |
ThomasMonroe: because lua bytecode is insecure |
17:46 |
VanessaE |
those, too |
17:47 |
Demosthenex |
closed source mods were always a problem in minecraft |
17:47 |
ThomasMonroe |
ok nore |
17:47 |
ThomasMonroe |
ust wondering |
17:47 |
Demosthenex |
its smart to try and define some parameters at the ending |
17:47 |
Demosthenex |
s/ending/engine/ |
17:47 |
VanessaE |
Demosthenex: mods in general kinda are, aren't they? |
17:47 |
red-NaN |
lua bytecode is fairly easy to decomplie, breaks between lua versions and is a major security risk |
17:48 |
ThomasMonroe |
ah, ok |
17:49 |
ThomasMonroe |
question: does the lua bytecode run faster than the uncomiled? |
17:49 |
Demosthenex |
so i saw a mention of modpacks, are there any difficulty oriented ones atm? |
17:49 |
ThomasMonroe |
uncompiled* |
17:49 |
red-NaN |
ThomasMonroe, not really |
17:49 |
VanessaE |
ThomasMonroe: no, quite a lot slower in fact |
17:49 |
ThomasMonroe |
ok |
17:49 |
VanessaE |
because precompiled lua isn't run through luajit |
17:50 |
red-NaN |
well it's faster if you use non-jit lua |
17:50 |
ThomasMonroe |
they should make the bytcode run faster |
17:50 |
red-NaN |
but it's not a large diffrence |
17:50 |
VanessaE |
red-NaN: right, but few people do |
17:51 |
red-NaN |
plus if it's embedded code it **might** make the overall file size small since you could modify your lua to only run bytecode |
17:51 |
red-NaN |
smaller* |
17:51 |
mmuller |
I don't expect there's much of a gain, compile to byte-code is really not very expensive. |
17:51 |
mmuller |
(generally) |
17:53 |
ThomasMonroe |
this is probly a stupid question, but how is a JIT faster than pre-compiled? |
17:53 |
VanessaE |
ThomasMonroe: because "precompiled" isn't really compiled |
17:53 |
VanessaE |
it's more like "pre-tokenized" |
17:54 |
mmuller |
ThomasMonroe: precompiled = compiled to bytecode, which is then interpreted. JITted = compiled to machine code. |
17:54 |
ThomasMonroe |
ah ok |
17:54 |
ThomasMonroe |
ok |
17:54 |
VanessaE |
ThomasMonroe: think of old 8-bitter computers |
17:54 |
ThomasMonroe |
kind of like java's .jar is "pre-compiled" |
17:55 |
VanessaE |
when you type in a BASIC program, it gets stored in an abbreviated, tokenized format, which is what is also saved out to disk |
17:55 |
ThomasMonroe |
right |
17:55 |
VanessaE |
"precompiled" lua is basically the same idea |
17:56 |
ThomasMonroe |
just wondering how hard is it to create bindings to other languages? |
17:57 |
VanessaE |
probably easy enough if you can code C++ :) |
17:58 |
Demosthenex |
VanessaE: i see your name on many servers, and some say "survival" |
17:58 |
VanessaE |
mmhmm |
17:58 |
VanessaE |
not hardcore though |
18:00 |
Demosthenex |
just poking around ;] |
18:00 |
Demosthenex |
my extended family and gaming group was asking me to setup another hardcore MC server, but nothing new is out |
18:01 |
VanessaE |
give mine a try sometime. the element of survival on the daconcepts.com:30001 is, if your computer doesn't melt down, you survived ;) |
18:01 |
ThomasMonroe |
lol |
18:01 |
ThomasMonroe |
mine would definetely melt |
18:02 |
An0n3m0us |
lol |
18:02 |
An0n3m0us |
mine got 984MB |
18:02 |
ThomasMonroe |
HexChat: 2.10.2 ** OS: Linux 4.4.0-36-generic i686 ** Distro: Ubuntu¼iner "xenialÀ" 16.04[»4] ** CPU: 1 x Intel(R) Pentium(R) M processor 1.60GHz (GenuineIntel) @ 1.20GHz ** RAM: Physical: 1.5GiB, 42.5% free ** Disk: Total: 71.8GiB, 40.4% free ** VGA: Intel Corporation Mobile 915GM/GMS/910GML Express Graphics Controller ** Sound: ICH4 - Intel ICH6 ** Ethernet: Marvell Technology Group Lt |
18:02 |
ThomasMonroe |
d. 88E8053 PCI-E Gigabit Ethernet Controller ** Uptime: 6h 23m 29s ** |
18:02 |
ThomasMonroe |
sry wrong channel |
18:02 |
An0n3m0us |
My PC dies 100 times when I play minetest |
18:02 |
ThomasMonroe |
lol |
18:03 |
Fatar |
that's not a lot of hard drive space |
18:03 |
An0n3m0us |
RAM |
18:03 |
Demosthenex |
VanessaE: that the one with the public reactor? |
18:03 |
VanessaE |
Demosthenex: the only major flaw Minetest has really, is that it gives the CPU too much work to do that ought be done by the GPU instead. |
18:03 |
VanessaE |
Demosthenex: the same. |
18:03 |
VanessaE |
there's almost 9 MEU of power on the public grid ;) |
18:03 |
Demosthenex |
ha |
18:03 |
Wuzzy |
What do drawtime and dtime_jitter in the debug screen mean? |
18:03 |
Demosthenex |
ever try ReactorCraft, the second tier of Rotarycraft? |
18:04 |
VanessaE |
Demosthenex: never played MC at all. |
18:04 |
ThomasMonroe |
how do you not figure that out Wuzzy? |
18:04 |
Demosthenex |
VanessaE: righto! |
18:04 |
VanessaE |
Wuzzy: dtime is draw time, directly related to FPS. jitter is how much variance there is in it over some period of time |
18:04 |
Demosthenex |
hrm, a world border. |
18:04 |
VanessaE |
(idk what the measurement interval is) |
18:04 |
Wuzzy |
and draw time is in ... what unit? |
18:04 |
ThomasMonroe |
milliseconds |
18:04 |
VanessaE |
milli |
18:04 |
VanessaE |
...seconds. |
18:05 |
VanessaE |
ninja'd again :-/ |
18:05 |
Wuzzy |
and jitter? |
18:05 |
VanessaE |
Wuzzy: percent ;) |
18:05 |
ThomasMonroe |
hundreths technichally |
18:05 |
Wuzzy |
so a drawtime of 14 means it took 14 ms to draw the previous frame? |
18:05 |
VanessaE |
I would assume percent of change in a short time, over some average ms. |
18:05 |
VanessaE |
Wuzzy: yeah |
18:06 |
Wuzzy |
so what does dtime_jitter of 29% mean? |
18:06 |
VanessaE |
Wuzzy: I would assume 29% variance over some average? not sure. |
18:06 |
Demosthenex |
means more coffee is needed to increase your jitter |
18:06 |
ThomasMonroe |
lol |
18:06 |
VanessaE |
Wuzzy: ask in -dev :) |
18:08 |
ThomasMonroe |
29% is good |
18:08 |
ThomasMonroe |
i have average 100% |
18:08 |
ThomasMonroe |
or more |
18:08 |
Wuzzy |
huh? you can have more than 100% dtime_jitter? |
18:08 |
Wuzzy |
what does THAT mean? |
18:09 |
ThomasMonroe |
idk |
18:09 |
ThomasMonroe |
id have to look at the src |
18:09 |
VanessaE |
Wuzzy: if you have an average dtime of 15 and it jitters between say 14 and 16, that would be around 7 percent |
18:09 |
VanessaE |
if I am guessing right |
18:10 |
VanessaE |
so 100% would be if average is 15 but it occasionally shoots up past say 309 |
18:10 |
VanessaE |
30* |
18:11 |
VanessaE |
at least, that's how I would define it |
18:13 |
Demosthenex |
thanks for letting me look around =] |
18:13 |
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18:40 |
Fixer |
situation with stutter improved recently |
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20:05 |
EDAKIRI |
Do things in Pipeworks pipes only get transported when you are near? |
20:05 |
EDAKIRI |
So, if you put something in one end and teleport to the other, nothing happens? |
20:06 |
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20:06 |
EDAKIRI |
(on the out end , where you are) |
20:07 |
calcul0n |
EDAKIRI, probably, if the other end is not loaded |
20:08 |
EDAKIRI |
If you put something in the 'input' end, teleport to the 'output' end, does it come out at the output? |
20:18 |
calcul0n |
i never tried, but that's what it's supposed to be |
20:19 |
calcul0n |
but if the end is very far it probably won't work i guess |
20:19 |
calcul0n |
because the map won't be loaded there |
20:20 |
nore |
what happens is: |
20:20 |
nore |
the item gets teleported |
20:20 |
nore |
and continues to move |
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21:39 |
octacian |
The octacian is finally the back. :rofl: |
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21:46 |
EDAKIRI |
If all the flowers in an area are plucked, do more grow there? -- or only if some are plucked and there exists a flower still. |
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21:49 |
MinetestBot |
paramat: Jun-05 12:35 UTC <sfan5> they are still banned here yes, dunno whether that should apply to -dev too |
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21:50 |
paramat |
you need at least one flower to seed more around it |
21:50 |
calcul0n |
EDAKIRI, no, they will only appear if there are some around |
21:50 |
EDAKIRI |
Can one place a flower from another area and it shall grow? |
21:50 |
EDAKIRI |
propogate? |
21:50 |
calcul0n |
yes |
21:51 |
calcul0n |
but only if it's placed in dirt iirc |
21:51 |
calcul0n |
i have a nice flower farm here :) |
22:05 |
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22:09 |
paramat |
dirt, grass, rainforest litter, anything with group 'soil = 1' |
22:10 |
paramat |
and plenty of light |
22:12 |
paramat |
not dirt with snow (frozen ground) |
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