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03:38 |
GreenDimond |
I am unable to apply #6165 to my build of Minetest.. is it because the Travis build failed? |
03:40 |
GreenDimond |
bigfoot547: "Patch is empty. Was it split wrong?" |
03:40 |
GreenDimond |
looking at the PR it says the Travis build failed but I don't know if that has anything to do with it |
03:40 |
GreenDimond |
ah ok |
03:40 |
GreenDimond |
Other people are able to test it |
03:41 |
GreenDimond |
I made sure I opened a terminal in the minetest dir, because that was a problem I had had earlier |
03:41 |
GreenDimond |
but it still doesnt want to work |
03:41 |
GreenDimond |
I think? |
03:42 |
GreenDimond |
hmmm |
03:42 |
GreenDimond |
originaly I ran curl -I https://github.com/minetest/minetest_game/pull/6165.patch | git am |
03:43 |
GreenDimond |
then I tried curl -L https://github.com/minetest/minetest_game/pull/6165.patch | git am and it gave an additional error saying "patch does not apply" |
03:43 |
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03:43 |
GreenDimond |
:| |
03:43 |
GreenDimond |
*facepalm |
03:43 |
GreenDimond |
wait |
03:43 |
GreenDimond |
no |
03:44 |
GreenDimond |
same error |
03:44 |
GreenDimond |
I copied that line from my notepad so it wasnt modified to what I had in my terminal |
03:44 |
GreenDimond |
so I have the correct cmd |
03:44 |
GreenDimond |
..? |
03:44 |
GreenDimond |
I barely know how to do the curl thing |
03:45 |
GreenDimond |
someone else told me how to do that |
03:45 |
GreenDimond |
and it only works some of the time :P |
03:46 |
GreenDimond |
cmake and make separate commands? |
03:46 |
KaadmY |
bigfoot547: git checkout, not git branch? |
03:47 |
GreenDimond |
cmake doesnt work |
03:47 |
GreenDimond |
ah |
03:47 |
GreenDimond |
and make . ? |
03:48 |
GreenDimond |
I do -j 9 :P |
03:48 |
GreenDimond |
goes a lot faster :P |
03:48 |
GreenDimond |
Minetest takes 15 seconds to build xD |
03:49 |
GreenDimond |
:P |
03:49 |
GreenDimond |
I have 8 cores and 8 gigs of RAM, but I want 16 gigs :/ |
03:49 |
GreenDimond |
6 gigs doesnt cut it for Blender :P |
03:50 |
GreenDimond |
at least not what I do |
03:50 |
GreenDimond |
I barely make it with my 8 gigs |
03:51 |
GreenDimond |
Linux |
03:51 |
GreenDimond |
Doesnt look like it worked :/ |
03:51 |
GreenDimond |
Is there a different executable now? |
03:51 |
GreenDimond |
No it built fine I think |
03:51 |
KaadmY |
I survive with 4gb |
03:51 |
GreenDimond |
But when I play the game I dont see any directional shading |
03:52 |
KaadmY |
Core 2 Duo CPU |
03:52 |
KaadmY |
GreenDimond: enable shaders |
03:52 |
GreenDimond |
They are enabled.. |
03:52 |
GreenDimond |
Ohhh |
03:52 |
GreenDimond |
you added the dir light option |
03:52 |
KaadmY |
Hm? |
03:52 |
KaadmY |
enable_advanced_lighting |
03:52 |
GreenDimond |
The setting for directional light? |
03:52 |
GreenDimond |
because I alread have shaders on |
03:52 |
KaadmY |
It should be enabled by default |
03:52 |
GreenDimond |
I always have them on |
03:52 |
KaadmY |
Also I assume you're actually running the version you compiled? |
03:53 |
GreenDimond |
I would think so |
03:53 |
KaadmY |
:P |
03:53 |
KaadmY |
./bin/minetest |
03:53 |
KaadmY |
From the repo basedir |
03:53 |
GreenDimond |
"Minetest 0.4.16-dev-c50a57c-dirty" |
03:53 |
KaadmY |
Well that's wrong |
03:53 |
GreenDimond |
? |
03:53 |
KaadmY |
Wrong commit |
03:53 |
KaadmY |
Not my branch |
03:53 |
KaadmY |
That's latest master |
03:54 |
GreenDimond |
then probably the wrong execuatable |
03:54 |
KaadmY |
Yeah |
03:54 |
GreenDimond |
then where did it put it.. |
03:54 |
KaadmY |
If you didn't install it it should be in ./bin/minetest |
03:54 |
GreenDimond |
? |
03:55 |
GreenDimond |
it should have built to ~/minetest-daily/minetest |
03:55 |
GreenDimond |
cuz thats where I had the terminal open to |
03:56 |
GreenDimond |
oh |
03:56 |
GreenDimond |
I think I know where it is |
03:56 |
KaadmY |
Also a full clean build is almost 10 minutes for me |
03:58 |
GreenDimond |
I found the correct one |
03:58 |
GreenDimond |
but |
03:58 |
GreenDimond |
still no directional lighting |
03:58 |
KaadmY |
What's the version string? |
03:59 |
GreenDimond |
f51377f |
03:59 |
KaadmY |
That's correct now |
03:59 |
GreenDimond |
but why no directional shading? o_O |
03:59 |
KaadmY |
Look at third person |
03:59 |
KaadmY |
It should be pretty obvious |
03:59 |
GreenDimond |
Nope 6o_O |
03:59 |
KaadmY |
Huh |
03:59 |
KaadmY |
bigfoot547: night |
04:00 |
GreenDimond |
'nite bigfoot547 |
04:00 |
GreenDimond |
KaadmY, are there any other settings that I need to enable? |
04:03 |
KaadmY |
GreenDimond: enable_advanced_lighting |
04:03 |
KaadmY |
And shaders |
04:03 |
KaadmY |
That should be it |
04:03 |
GreenDimond |
that would do it |
04:03 |
GreenDimond |
adv lighting was off |
04:03 |
KaadmY |
Huh |
04:04 |
* KaadmY |
wonders why |
04:06 |
GreenDimond |
what is it with daily build not liking the WE wand? o_O |
04:07 |
GreenDimond |
or the replacer? |
04:07 |
GreenDimond |
and Homedecor o_O |
04:07 |
KaadmY |
What happens with them |
04:07 |
GreenDimond |
What is "register_item_raw"? |
04:07 |
KaadmY |
:shrug: |
04:08 |
GreenDimond |
Well in both dev builds it says invalid key to 'next' in function 'register_item_raw' |
04:09 |
KaadmY |
Yeah I was getting that too |
04:09 |
KaadmY |
Some other people also are getting it too |
04:09 |
GreenDimond |
I had to disable WorldEdit, replacer, and building_blocks. |
04:09 |
KaadmY |
In different places though |
04:10 |
GreenDimond |
luckily my build doesnt use anything from building_blocks |
04:11 |
GreenDimond |
Personally, I think that the directional shading looks a tad ugly without shadows. |
04:13 |
KaadmY |
Yeah I know ;( |
04:13 |
KaadmY |
Shadows would break too much though |
04:13 |
KaadmY |
Not just for rendering |
04:13 |
KaadmY |
Since all the mod-side lighting would be completely different |
04:13 |
GreenDimond |
Why? |
04:13 |
GreenDimond |
Is there a way to implement it? |
04:13 |
GreenDimond |
(that works) |
04:13 |
KaadmY |
For example right now if you have a cave, it's lit the same the entire day/night cycle |
04:14 |
KaadmY |
But if you had shadows, a 100m deep cave could be lit at some times of day |
04:14 |
GreenDimond |
o_O |
04:15 |
GreenDimond |
How did BlockMen implement shadows to BlockPlanet? |
04:16 |
KaadmY |
Probably only visually |
04:16 |
GreenDimond |
What's the difference? |
04:17 |
KaadmY |
Mods would have visual/physical inconsistencies |
04:17 |
KaadmY |
For example mods would detect light in the dark, or vice verssa |
04:18 |
GreenDimond |
ah |
04:20 |
GreenDimond |
How hard would it be to implement visually? |
04:23 |
GreenDimond |
^KaadmY |
04:23 |
KaadmY |
GreenDimond: no clue |
04:24 |
KaadmY |
The logic behind it is easy |
04:24 |
GreenDimond |
I would assume so |
04:24 |
KaadmY |
The implementation will probably be really difficult due to Minetest's *wonderful* codebase |
04:24 |
GreenDimond |
heh |
04:24 |
GreenDimond |
Have you ever tried it? |
04:25 |
KaadmY |
Nope |
04:25 |
GreenDimond |
Maybe you should :P |
04:25 |
GreenDimond |
I would, but I can barely do Lua as it is. I don't even want to touch C++ yet. |
04:26 |
KaadmY |
http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/ |
04:26 |
KaadmY |
The implementation in raw OpenGL is really simple |
04:26 |
KaadmY |
Just computationally expensive |
04:26 |
GreenDimond |
How computationally expensive? |
04:26 |
KaadmY |
Minetest abstracts the rendering through like 50 levels so nothing can do anything |
04:26 |
KaadmY |
GreenDimond: not horribly bad, but it'd probably reduce fps by 10-20% |
04:27 |
GreenDimond |
That's not too bad.. |
04:28 |
GreenDimond |
I think it would be a great addition to Minetest, even if a few mods detect light in shadows. It wouldn't be that bad. |
04:29 |
KaadmY |
At the absolute least, models need shadows |
04:29 |
GreenDimond |
Why? |
04:29 |
KaadmY |
Right now they look really flat |
04:29 |
KaadmY |
Even with shading they're not tied to the ground visually |
04:29 |
GreenDimond |
I guess.. |
04:30 |
GreenDimond |
But that might be harder to implement, no? |
04:30 |
KaadmY |
Probably really easy |
04:30 |
GreenDimond |
ah |
04:30 |
GreenDimond |
Would these be modifications to the engine or openGL? |
04:30 |
KaadmY |
Hmm? |
04:31 |
GreenDimond |
To make shadows |
04:31 |
KaadmY |
Um |
04:31 |
GreenDimond |
Nvm I guess you could have to change the engine to get it into MT (duh) |
04:31 |
KaadmY |
One does not simply make modifications to OpenGL |
04:31 |
GreenDimond |
*would |
04:31 |
GreenDimond |
Yeah I realized that after I said it |
04:32 |
GreenDimond |
in comparison, how much harder is it to implement shadows in general vs shadows for models? |
04:32 |
KaadmY |
Model shadows will be very different |
04:32 |
KaadmY |
Probably just blob shadows like MC |
04:33 |
KaadmY |
Also shadows in MC/MT have a huge problem |
04:33 |
GreenDimond |
and that is? |
04:33 |
KaadmY |
Since the sun and moon are aligned on one axis |
04:33 |
KaadmY |
So shadows are aligned to nodes, which looks really strange |
04:33 |
GreenDimond |
Yeah.. |
04:33 |
GreenDimond |
I think in Minecraft, custom HD shaders change the sun/moon axis |
04:33 |
GreenDimond |
so they look better |
04:34 |
GreenDimond |
but I could be wrong |
04:34 |
GreenDimond |
I am probably wrong |
04:34 |
GreenDimond |
I am tired |
04:34 |
GreenDimond |
Changing the sun/moon axis would change the cardinal direction which would mess so much stuff up |
04:34 |
KaadmY |
https://youtu.be/vyr3XZrZssk?t=1m53s |
04:35 |
KaadmY |
Look where the god rays come from |
04:35 |
KaadmY |
Literally unplayable |
04:37 |
KaadmY |
https://youtu.be/vyr3XZrZssk?t=1m38s |
04:37 |
KaadmY |
MC's super duper graphics pack just offsets the sun/moon to the side |
04:37 |
KaadmY |
Which looks really bad as soon as you notice it |
04:38 |
GreenDimond |
>-< uh, yeah |
04:38 |
GreenDimond |
the rays arent even comming from the sun |
04:38 |
GreenDimond |
but the shaders look amazing |
04:39 |
GreenDimond |
regardless |
04:39 |
KaadmY |
Yeah IKR |
04:40 |
KaadmY |
BTW we have this stuff now in 2017 https://www.youtube.com/watch?v=E3LtFrMAvQ4 |
04:40 |
KaadmY |
Realtime photorealism |
04:40 |
GreenDimond |
Hey.. where'd my mind go? Oh wait. It got blown up. |
04:40 |
GreenDimond |
(*mind blown*) |
04:42 |
GreenDimond |
They lied to me.. that is real life.. |
04:42 |
GreenDimond |
It has to be.. |
04:42 |
GreenDimond |
Too.. realistic.. |
04:42 |
GreenDimond |
Its.. beautiful.. |
04:43 |
KaadmY |
Well if your computer can handle it you can go and download it right now |
04:43 |
GreenDimond |
Do you think 8gigs of mem and 8 cores can handle it (this is a legit question) |
04:44 |
KaadmY |
No clue |
04:44 |
KaadmY |
What's your GPU? |
04:44 |
VanessaE |
still looks rendered ("shark still looks fake.") |
04:44 |
GreenDimond |
Yeah it has that ternered look |
04:44 |
GreenDimond |
*rendered |
04:44 |
GreenDimond |
I can speel |
04:45 |
GreenDimond |
KaadmY: Nvidia GeForce 720 |
04:45 |
VanessaE |
they're using a bad focus blur algorithm, in one or two places you can see glitching polys, light spread looks bad in a couple places, and the whole thing looks too "pure" |
04:45 |
GreenDimond |
I think |
04:45 |
VanessaE |
there's no "life" |
04:45 |
GreenDimond |
Still |
04:45 |
KaadmY |
Yeh I can se |
04:45 |
GreenDimond |
its pretty amazing |
04:45 |
VanessaE |
it puts HDX to shame, though. |
04:46 |
GreenDimond |
lol |
04:46 |
VanessaE |
also it needs cinematic movement |
04:46 |
VanessaE |
(like minetest has) |
04:46 |
KaadmY |
o_O |
04:47 |
GreenDimond |
dammit! |
04:47 |
GreenDimond |
They dont have UE4 for Linuz |
04:47 |
KaadmY |
GreenDimond: yes they do |
04:47 |
GreenDimond |
They do? |
04:47 |
GreenDimond |
I dont see it.. |
04:47 |
KaadmY |
You have to compile it yourself |
04:47 |
GreenDimond |
*googling* |
04:48 |
KaadmY |
You need to sign up at Epic Games' website though |
04:48 |
KaadmY |
To get the repository |
04:49 |
KaadmY |
https://wiki.unrealengine.com/Building_On_Linux |
04:49 |
GreenDimond |
yeah I am already looking at that |
04:50 |
GreenDimond |
How do I link my GitHub to it? |
04:51 |
KaadmY |
GreenDimond: no clue |
04:51 |
KaadmY |
https://www.unrealengine.com/ue4-on-github |
04:51 |
KaadmY |
I haven't done it myself but I know someone who's gotten it fully compiled and running on Linux |
04:52 |
KaadmY |
I can't run it due to my computer being about 100000x below the minimum specs |
04:52 |
GreenDimond |
lol |
04:55 |
GreenDimond |
Oh gosh that will take a while to clone |
04:56 |
KaadmY |
Yeah it's huge |
04:56 |
KaadmY |
Took a couple days (!) to compile on a friend's laptop that's slightly better than mine |
04:57 |
GreenDimond |
o_o |
04:57 |
GreenDimond |
to clone or compile? |
04:57 |
KaadmY |
Compile |
04:57 |
KaadmY |
The repo's like 7gb or something |
04:57 |
KaadmY |
Not sure how big, just a guesstimate |
04:57 |
GreenDimond |
It'll probly take ~half an hour - an hour to compile for me (I would suspect.. I could be horribly wrong though) |
04:57 |
KaadmY |
Yeah it'll probably be pretty quick for you |
04:58 |
KaadmY |
Minimum specs are about 30x higher than my GPU |
04:58 |
GreenDimond |
ah |
04:58 |
GreenDimond |
I think GeForce 720 is good enough |
04:58 |
KaadmY |
For CPU they say "quad core 2.5GHz or higher" |
04:58 |
GreenDimond |
I can never remember Nvidia version style |
04:58 |
KaadmY |
So I can't compare to mine |
04:58 |
KaadmY |
GreenDimond: what version style...? |
04:59 |
GreenDimond |
My old card was an 1800 |
04:59 |
GreenDimond |
my new one is a 720 |
04:59 |
GreenDimond |
they went backwards |
04:59 |
KaadmY |
Yeah |
04:59 |
Hijiri |
KaadmY: did your friend use up enough memory to start swapping? |
05:00 |
KaadmY |
UE4's minimum specs are 470, which is actually faster than the 720 |
05:00 |
GreenDimond |
Darn |
05:00 |
GreenDimond |
Oh well |
05:00 |
GreenDimond |
will try anyway |
05:00 |
GreenDimond |
maybe the 8 cores will make up for it |
05:00 |
KaadmY |
Hijiri: they had 8gb of RAM IIRC, plus swap |
05:00 |
Hijiri |
oh |
05:00 |
KaadmY |
GreenDimond: my friend ran it about 10 fps on an Intel HD 4000 |
05:00 |
Hijiri |
but did they go to swap? |
05:00 |
Hijiri |
If you swap at all it will slow everything down massively |
05:00 |
KaadmY |
Hijiri: not sure, probably did though |
05:01 |
GreenDimond |
5 minutes and at 16% cloned. Woot. |
05:01 |
Hijiri |
it can be faster to run with fewer jobs if it will avoid swapping |
05:01 |
KaadmY |
GreenDimond: that number's not linear :P |
05:01 |
GreenDimond |
I know :/ |
05:02 |
Hijiri |
usually my approach is just ctrl + C when I start running out of RAM and start again where it left off |
05:02 |
Hijiri |
in general, I haven't compiled UE4 before |
05:05 |
GreenDimond |
I hope this doesnt take too much of a hit on my data usage |
05:07 |
GreenDimond |
Know how many Gigs UE4 is? |
05:07 |
GreenDimond |
gah screw it |
05:08 |
GreenDimond |
How do I remove whatever it had started to clone? |
05:09 |
VanessaE |
just delete the folder it says it was "cloning into". |
05:09 |
VanessaE |
if there isn't one, it didn't start the actual download yet. |
05:09 |
GreenDimond |
I dont see it. |
05:09 |
GreenDimond |
Oh |
05:09 |
GreenDimond |
well |
05:09 |
GreenDimond |
it must have been |
05:09 |
GreenDimond |
because Netflix was slowing for other people in the house :P |
05:09 |
VanessaE |
it syncs up a bunch of stuff first before it starts downloading the actual repo |
05:10 |
GreenDimond |
It just says cloning to "UnrealEngine" |
05:10 |
GreenDimond |
but no filepath |
05:11 |
VanessaE |
then it didn't create the clone yet |
05:11 |
VanessaE |
there's nothing to delete |
05:11 |
GreenDimond |
it was in the middle of "receiving objects" |
05:11 |
GreenDimond |
alright |
05:33 |
MinetestBot |
[git] paramat -> minetest/minetest: Network protocol: Document settable player collisionbox (#6168) 4a4eba7 https://git.io/v7qbA (2017-07-25T05:32:44Z) |
05:37 |
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05:41 |
hisforever |
Hi I would like to knowis there a way to make blocks unbreakable? |
05:44 |
Raven262 |
Try not adding any groups to the block's definition. |
06:01 |
hisforever |
Ty Raven22: I'mlayint Advanced Train track and keep taking out floor. |
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06:16 |
Raven262 |
lol |
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06:50 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Move MapEditEventAreaIgnorer to emerge.cpp 31b84ce https://git.io/v7qpD (2017-07-25T06:47:52Z) |
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10:52 |
wilkgr |
YAAAAAAS |
10:52 |
wilkgr |
oops wrong channel |
10:52 |
wilkgr |
sorry! :/ |
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11:19 |
wilkgr |
oops |
11:19 |
wilkgr |
typo |
11:19 |
wilkgr |
(typo in channel list) |
11:20 |
wilkgr |
(I meant to have it in similarly spelt channels to tell people who log into those that they may have misspelt it, just because I was curious about node bots) |
11:20 |
wilkgr |
anyways, gn! |
11:22 |
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12:23 |
ThomasMonroe |
https://forum.minetest.net/viewtopic.php?f=10&t=18167 |
12:23 |
ThomasMonroe |
the only and only original post for MM-Survival has been accomplished |
12:24 |
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12:34 |
Fixer |
ThomasMonroe: can you format it a little better? |
12:35 |
ThomasMonroe |
what would you suggest? |
12:35 |
ThomasMonroe |
one line for each? |
12:36 |
Fixer |
ThomasMonroe: no-no, just stuff like Bold text and other, to make it more readable |
12:37 |
ThomasMonroe |
ah ok |
12:37 |
Fixer |
ThomasMonroe: let me see for examples |
12:37 |
ThomasMonroe |
i'll see what i can do |
12:40 |
Fixer |
ThomasMonroe: 1) Short server description with IP 2) Rules 3) Stuff 4) Screenshot |
12:40 |
Fixer |
probably like that |
12:40 |
Fixer |
use bold text to enhance visibility |
12:41 |
ThomasMonroe |
ok |
12:41 |
ThomasMonroe |
thanks |
12:51 |
Fixer |
but not everywhere |
12:55 |
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12:59 |
ThomasMonroe |
ik |
12:59 |
ThomasMonroe |
hi DS |
13:00 |
DS-minetest |
hi |
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13:44 |
ThomasMonroe |
@Fixer is that good? |
13:44 |
Fixer |
ThomasMonroe: You can remove first sentence about hey guys |
13:45 |
ThomasMonroe |
ok |
13:45 |
Fixer |
Description/Rules/RulesItself font size seems a bit large to me |
13:45 |
ThomasMonroe |
kk |
13:45 |
Fixer |
ThomasMonroe: remove some spaces between lines too |
13:46 |
ThomasMonroe |
ok |
13:47 |
ThomasMonroe |
done |
13:48 |
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13:51 |
ThomasMonroe |
is that all Fixer? |
13:56 |
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14:01 |
Fixer |
ThomasMonroe: nice, you can also show screenshot itself, let me see |
14:02 |
Fixer |
ThomasMonroe: use this code to past image itself [img]https://forum.minetest.net/download/file.php?id=11426[/img] |
14:02 |
ThomasMonroe |
thanks |
14:06 |
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14:23 |
PietroSmusi |
hello |
14:24 |
PietroSmusi |
how do i uninstall minetest (I've compiled it from github)? |
14:26 |
ThomasMonroe |
done Fixer |
14:26 |
ThomasMonroe |
thanks for the line |
14:26 |
PietroSmusi |
answer me pls |
14:27 |
ThomasMonroe |
idk Pietro |
14:27 |
Fixer |
ThomasMonroe: looks nice, one thing is fix rules different No/NO etc, start with upper case everywhere |
14:28 |
ThomasMonroe |
oop, forgot to change that |
14:28 |
PietroSmusi |
i remember it was something like "command install_manifest.txt" |
14:29 |
Fixer |
ThomasMonroe: make rules cases consistent, move please respect to prelast position, "players become should start with Players", same for "screenshots are posted" and following sentences should start with upper case too |
14:29 |
Fixer |
ThomasMonroe: you can also specify server version, and optionally subgame or notable mods (shortly) |
14:30 |
Fixer |
ThomasMonroe: also add more description: is this survival server and other gameplay aspects |
14:30 |
Fixer |
briefly |
14:31 |
ThomasMonroe |
ok |
14:31 |
ThomasMonroe |
well i mean its a survival like any other |
14:33 |
Fixer |
ThomasMonroe: you should specify it is survival |
14:33 |
ThomasMonroe |
just did |
14:33 |
ThomasMonroe |
i gtg for 30 min brb |
14:33 |
Fixer |
ThomasMonroe: specify if PVP is enabled or it is just PVE |
14:33 |
ThomasMonroe |
and i will |
14:42 |
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14:54 |
ThomasMonroe |
ok added it Fixer |
14:55 |
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15:03 |
PietroSmusi |
The command was sudo xargs rm < install_manifest.txt |
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16:00 |
Milan[m] |
ewwww this new playercam height is not nice :( |
16:00 |
Milan[m] |
it feels very very odd and also causes glitches like running into stone :/ |
16:00 |
Milan[m] |
also i cannot protect byself by holding me on node edges |
16:00 |
Milan[m] |
i just fall down |
16:01 |
Milan[m] |
*myself/me |
16:04 |
* Milan[m] |
uploaded an image: screenshot_20170725_180204.png (33KB) <https://matrix.org/_matrix/media/v1/download/tchncs.de/tEergFhLQahfYUSAYmUeZpYd> |
16:04 |
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16:05 |
Milan[m] |
crossed a tree with a wood on it |
16:07 |
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16:07 |
dbrz |
Heyo. |
16:07 |
dbrz |
I've got a question about entities. |
16:07 |
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16:07 |
GreenDimond |
Milan[m], are you using the latest build on a server? |
16:07 |
GreenDimond |
Are you on a server? |
16:07 |
dbrz |
I'm trying to make a mod which has an item that fires projectiles, so obviously I'm dealing with entities. |
16:08 |
GreenDimond |
Milan[m], if you are on a server that doesn't have a certain commit, your 3rd person view will be messed up. |
16:08 |
dbrz |
I'm getting an error on using the entity-spawning item |
16:08 |
DS-minetest |
dbrz: you can also use particles |
16:08 |
DS-minetest |
but what is the error? |
16:08 |
dbrz |
"ServerError: AsyncErr: ServerThread::run Lua: Expecting itemstack, itemstring, table or nil. item=minemaku:singleshot" |
16:08 |
dbrz |
Where minemaku:singleshot is the item I'm currently working on |
16:09 |
dbrz |
one moment, I'll pastebin my init.lua--this is very early stages so there's only one file to look at |
16:09 |
DS-minetest |
did you forget the "s at "minemaku:singleshot"? |
16:09 |
dbrz |
https://pastebin.com/sppkGtay |
16:09 |
Milan[m] |
GreenDimond: ooh i see - atm it's only the client, the server is not on the latest commit |
16:10 |
dbrz |
All of my itemstrings appear to be quoted right |
16:10 |
Krock |
aagh. please use tabs for indents |
16:10 |
GreenDimond |
Milan[m]: Also, your player model might be one block in the air or floor :P |
16:10 |
GreenDimond |
Krock: IKR. |
16:10 |
GreenDimond |
I hate it when people use spaces |
16:10 |
dbrz |
unfortunately, I haven't gotten my tab width set up right in vim yet |
16:10 |
Milan[m] |
but am i able to use hold myself on node edges again to not fall down a cliff for example?^^ |
16:10 |
GreenDimond |
Makes it super annoying to edit |
16:11 |
Milan[m] |
(oh the one node - makes sense now) |
16:11 |
GreenDimond |
Milan[m], what server are you on? |
16:11 |
dbrz |
Ideally I'd have tabs that are two-space width for the best of both worlds |
16:11 |
GreenDimond |
Because some servers actually disabled that. |
16:11 |
dbrz |
anyway |
16:12 |
Milan[m] |
it's my server actually - it's one or two commits before the latest release atm |
16:12 |
dbrz |
The documentation for minetest.register_entity is kinda sparse |
16:12 |
GreenDimond |
then I don't know why your sneak isnt working. |
16:13 |
DS-minetest |
dbrz: did it give a line number? |
16:14 |
Milan[m] |
maybe because my player model is flying as mentioned^^ maybe i should update the server soon aslong it's backwarts compatible :P |
16:14 |
dbrz |
DS-minetest: No, which is really weird |
16:14 |
DS-minetest |
i think, the problem is in the crafting recipe |
16:14 |
dbrz |
hm |
16:14 |
DS-minetest |
try commenting it out and dtry again |
16:15 |
dbrz |
seems kind of odd that that'd make using the item crash things, but |
16:15 |
DS-minetest |
recipe has to be a table value |
16:15 |
DS-minetest |
i think… |
16:15 |
DS-minetest |
no |
16:15 |
dbrz |
OK, commenting recipe out didn't work |
16:16 |
dbrz |
OH |
16:16 |
GreenDimond |
It should only be visually higher, but maybe it isnt. |
16:16 |
dbrz |
I know what I did wrong. |
16:16 |
dbrz |
I'm returning "true" from my on_use function |
16:16 |
dbrz |
and it expects an itemstack |
16:16 |
DS-minetest |
ah |
16:17 |
dbrz |
OK, that fixed that |
16:18 |
* DS-minetest |
has to hurry before someone else does this: |
16:18 |
DS-minetest |
!next |
16:18 |
MinetestBot |
Another satisfied customer. Next! |
16:18 |
riff-IRC |
!next |
16:18 |
MinetestBot |
Another satisfied customer. Next! |
16:18 |
dbrz |
Now I just gotta modify the position and set the thing up to fly forward. |
16:19 |
dbrz |
and also find out why my recipe is suddenly missing a recipe |
16:19 |
DS-minetest |
btw. getpos() is deprecated, use get_pos() |
16:19 |
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16:20 |
riff-IRC |
Hey Telesight |
16:21 |
dbrz |
thx DS-minetest |
16:21 |
DS-minetest |
np, terminal would say the same, i think |
16:22 |
dbrz |
>attempt to perform arithmetic on a table value |
16:22 |
dbrz |
right, forgot that lua doesn't have vector addition stuff |
16:22 |
DS-minetest |
but minetest has |
16:22 |
Telesight |
Hello all ... |
16:22 |
DS-minetest |
eg. vector.add |
16:23 |
DS-minetest |
hello Telesight |
16:26 |
riff-IRC |
why is !next not +v or +o only? |
16:27 |
dbrz |
>attempt to index global newShot (a userdata value) |
16:27 |
sfan5 |
why would it be |
16:27 |
dbrz |
OK, so I'm trying to store the newly-created shot in newShot so I can, moments later, give it a value |
16:28 |
dbrz |
namely, the player's current look direction |
16:29 |
DS-minetest |
dbrz: you can do newShot:get_luaentity() |
16:30 |
dbrz |
thanks |
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16:36 |
dbrz |
huh |
16:37 |
dbrz |
LuaEntitySAO does not appear to have get_pos, only getpos |
16:37 |
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16:37 |
dbrz |
although that may be me not having the latest version |
16:37 |
DS-minetest |
it does |
16:37 |
DS-minetest |
well, luaentity.object has |
16:37 |
dbrz |
getpos doesn't work either, so I'm using this wrong |
16:38 |
dbrz |
hang on, lemme pastebin this (again) |
16:39 |
dbrz |
https://pastebin.com/H8JcGLzr |
16:39 |
DS-minetest |
make self.object:get_pos() |
16:41 |
dbrz |
there we go |
16:41 |
dbrz |
wasn't sure what "self" was in that contextr |
16:42 |
DS-minetest |
self is a luaentity without name afaik |
16:42 |
DS-minetest |
and what a luaentity is is written in the api |
16:42 |
DS-minetest |
!api |
16:42 |
MinetestBot |
Someone thinks you should read the API docs, please go to: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt |
16:43 |
dbrz |
hrm |
16:44 |
dbrz |
it appears that the "speed" value disappears after a tick or so |
16:44 |
DS-minetest |
it's called step, not tick |
16:45 |
dbrz |
Either way, the object moves for a step, then it crashes with an arithmetic-on-nil-value error |
16:45 |
DS-minetest |
what shall the nil value be |
16:45 |
DS-minetest |
i mean the variable that is nil, what should it be? |
16:45 |
dbrz |
Currently it's set at 4, but I'm using a variable to hold it so that I can change it later |
16:46 |
dbrz |
What *should* be happening is the item spawns a shot, sets its "target" to the player's look vector, and sets its "speed" to 4. |
16:47 |
dbrz |
speed does not appear to be listed as a property that LuaEntity has |
16:47 |
dbrz |
however moveto() may be using it |
16:47 |
dbrz |
I'll try renaming that variable |
16:48 |
dbrz |
nnnnope, movespeed is apparently taken too |
16:48 |
dbrz |
that or it's wiping out any other vars somehow |
16:48 |
Krock |
btw, it's self:moveto |
16:48 |
dbrz |
thx |
16:49 |
Krock |
or was it self.entity:moveto() uhm |
16:49 |
dbrz |
it's working with self.object:moveto() |
16:49 |
Krock |
right ^ |
16:49 |
dbrz |
Is there a specific place to put other data about an entity that doesn't fall into the standard properties? |
16:52 |
DS-minetest |
you can get the speed by vector.length(self.object:get_velocity()) |
16:52 |
Krock |
temporary or static? |
16:52 |
Krock |
static = per entity, kept on restart |
16:53 |
Krock |
however, you can use "get_staticdata" which is called when the map saves and "on_activate" when it loads |
16:53 |
dbrz |
Krock: It's the speed that the entity is supposed to move at, so static |
16:54 |
dbrz |
DS-minetest: I have the speed value, it's just not being stored properly |
16:54 |
Krock |
well, we already have built-in velocity params that _should_ be restored after loading again |
16:54 |
DS-minetest |
as Krock wrote, save it in staticdata |
16:56 |
dbrz |
hm |
16:58 |
Hijiri |
not all the standard properties are saved |
16:58 |
Hijiri |
health isn't saved I think |
16:58 |
Hijiri |
not sure about armor values but they might not be either |
16:58 |
dbrz |
alternatively, I may just do set_acceleration |
16:58 |
DS-minetest |
but do you really want to shoot into unloaded areas, so, that when the entity gets loaden, it inpacts even if the time when it was shot was a day ago? |
16:58 |
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16:59 |
Hijiri |
on_activate receives a time delta so you can use that to decide if the bullet is too old |
16:59 |
Hijiri |
I don't think it makes too much sense when it's a second old either though |
16:59 |
Hijiri |
it would be like delayed fireball |
16:59 |
dbrz |
...wait, on_activate gets a time delta? |
16:59 |
dbrz |
The docs only say self and staticdata |
16:59 |
dbrz |
Or are you talking about on_step? |
16:59 |
DS-minetest |
you can do on_activate = function(self, staticdata, dtime) if staticdata ~= "" then self.object:remove() return end … end |
16:59 |
Hijiri |
dbrz: what docs are you looking at? |
17:00 |
dbrz |
Hijiri: Wiki |
17:00 |
Hijiri |
lua_api.txt is the official documentation |
17:00 |
Hijiri |
wiki info is often old |
17:00 |
Hijiri |
actually at one point it was inconsistently documented in lua_api.txt too. One place included the parameter and the other did not |
17:01 |
dbrz |
yikes |
17:01 |
Hijiri |
But if you look now it should be fine |
17:02 |
dbrz |
hrm |
17:03 |
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17:03 |
dbrz |
So now it's not receiving the look vector, probably because I'm giving it the look vector *after* instantiating it |
17:03 |
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17:03 |
dbrz |
and I need to take a break for lunch anyway |
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19:53 |
Hijiri |
dbrz: are you making a bullet hell mod? |
19:59 |
dbrz |
Hijiri: that was the plan |
20:00 |
dbrz |
however, my end goal is a standalone game |
20:00 |
dbrz |
so I've been trying a bunch of different engines |
20:00 |
Hijiri |
have you tried Godot? |
20:01 |
dbrz |
Hijiri: Tried it, found out that it's undergoing a major rewrite |
20:02 |
dbrz |
Will come back to it when v3 is out of alpha, apparently it's centered around 3D issues |
20:02 |
Hijiri |
has some other nice improvements, like networking stuff |
20:02 |
dbrz |
I also saw a Unity tutorial that I have yet to try, but Unity's kind of got a stigma attached to it |
20:05 |
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20:17 |
Hijiri |
unity is also proprietary, in case you care about that |
20:17 |
riff-IRC |
unity can go diiiiiiiiiiieeeeeeeeeeeeeeeee |
20:17 |
riff-IRC |
XFCE FTW |
20:18 |
Hijiri |
unity the game engine not the de |
20:18 |
riff-IRC |
oh |
20:18 |
Hijiri |
I use i3 btw |
20:18 |
riff-IRC |
well UE4 is free ATM |
20:18 |
Hijiri |
still proprietary |
20:19 |
riff-IRC |
same |
20:19 |
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KaadmY |
i3wm <3 |
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