Time |
Nick |
Message |
00:06 |
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00:07 |
AlexYst |
I was trying to create an underground farm, but it's just not feasible. To make it work, there needs to be a mese lamp or mese lamppost directly above each plant. There's no room to walk if I do that. |
00:08 |
AlexYst |
I was hoping to maximise the efficiency of my underground highway's space, but it looks like that's not going to happen. |
00:14 |
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00:19 |
AlexYst |
Hmm. It looks like there's space to walk between adjacently-placed lampposts, on further inspection. |
00:19 |
AlexYst |
It's not entirely comfortable, but it'll work. |
00:20 |
AlexYst |
Now I just need to worry about whether I can gather enough mese to build that many lampposts. |
00:20 |
AlexYst |
(In addition to the mese required for all the powered rails of the highway.) |
00:26 |
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00:27 |
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00:33 |
AlexYst |
It looks like I'd need to gather 194 mese crystals from every 16^3 area I clear out. One in every 21 nodes would need to be a mese ore. I don't think mese is that densely-packed. I need to come up with a new plan. |
00:34 |
AlexYst |
Maybe I should just leave the farm out of my highway plans altogether. |
00:41 |
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00:52 |
jas_ |
what we need is soil mixed with broken pieces of mese so it glows hehe |
00:52 |
AlexYst |
That'd be lovely. Underground farms would be so much more feasible. |
00:54 |
AlexYst |
The catch is that the soil'd need to glow at LIGHT_MAX or LIGHT_MAX-1. Anything dimmer and it won't keep the crops growing. I'm not sure the Minetest Game developers want a soil that bright. |
00:55 |
AlexYst |
Hmm ... I wonder though ... Maybe once I find the time to complete my current mod, I'll set up a glowing soil mod that adds nodes like you described. If someone doesn't beat me to it. |
00:58 |
XeonSquared |
uranium grass |
00:59 |
AlexYst |
Hmm. That gives me an unrelated idea for some reason. Maybe crops could be added for growing minerals, based on the mineral mixed with the soil and/or seed. |
01:00 |
AlexYst |
Mese cotton might produce mese crystal fragments, for example. |
01:00 |
XeonSquared |
that sounds useful |
01:00 |
AlexYst |
Nah. I won't do that. |
01:00 |
AlexYst |
Have you seen the mineral trees mod? |
01:01 |
AlexYst |
I forget what it's called. |
01:01 |
XeonSquared |
I haven't. Not played much Minetest recently. |
01:01 |
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01:01 |
AlexYst |
My mineral crops would be a bad knockoff of that, now that I think about it. |
01:01 |
AlexYst |
It makes it so minerals spawn in freshly-generated trees sometimes. |
01:02 |
AlexYst |
But if you mine them and put those tree/mineral nodes near water, they grow a continuous stream of that mineral. |
01:02 |
AlexYst |
It's like farming, but without the need to keep replanting. |
01:02 |
XeonSquared |
That's convenient |
01:03 |
AlexYst |
Yeah. It's an old mod, but I don't see anyone using it. |
01:03 |
AlexYst |
I came across it when I was trying to find mods to test their compatibility with my main mod. |
01:04 |
AlexYst |
I found all sorts of incompatibilities in different mods, so I was able to fix those issues. |
01:04 |
AlexYst |
That mod worked right off the bat though. |
01:07 |
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09:06 |
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09:09 |
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09:20 |
deltasquared |
hi all, I'm looking for some guidance with the lua API, wasn't sure if it went in #minetest-dev judging by the topic there, so here goes |
09:20 |
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09:20 |
deltasquared |
looking at the object property table for set_properties(), I'm curious as to what visual_size is for |
09:20 |
deltasquared |
given that it's only a 2D vector. |
09:21 |
deltasquared |
the ObjectRef and LuaEntitySAO pages don't really mention what it is, so unless this is documented somewhere else I don't know where I would find out |
09:22 |
deltasquared |
I'm curious because because there's a "standard monoid" for it in player_moniods, and I wondered if it had something to do with viewmodel scaling - because I reckoned if it did, a combination of this, collisionbox, and set_eye_offset() could be used to implement a "player shrink" mod |
09:24 |
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09:27 |
sfan5 |
deltasquared: visual_size is used for scaling indeed https://github.com/minetest/minetest/blob/master/src/content_cao.cpp#L574 |
09:27 |
deltasquared |
sfan5: oh boy, core code time. |
09:28 |
deltasquared |
sfan5: huh, but the visual size there has 3 components in the vector? does that mean the lua API docs on the site are incorrect? |
09:28 |
deltasquared |
because the page only lists x and y |
09:28 |
sfan5 |
if you look closely you only see visual_size.X and visual_size.Y |
09:29 |
deltasquared |
... oooooh |
09:29 |
deltasquared |
my brain auto-read the third one as .Z for some reason |
09:29 |
deltasquared |
my bad. |
09:30 |
deltasquared |
I guess it doesn't make much sense to have x and z be independent considering rotation etc. |
09:31 |
deltasquared |
though, the idea I could make the player model really thin is amusing me greatly |
09:47 |
Chinchou |
that quit message is tripping my "must fix bug" mode D: |
09:48 |
* Milan[m] |
uploaded an image: 2017-09-12-114733_3360x1396_scrot.png (20KB) <https://matrix.org/_matrix/media/v1/download/tchncs.de/IUDrAbPUxrebCLJqpSNYcWKN> |
09:48 |
Milan[m] |
dafuq :o |
09:49 |
Milan[m] |
i was so close to update my servers to latest master merge :o |
09:51 |
Milan[m] |
why is there no backwards compatibility? many players need their time to update minetest anyways, this may cause problems in the minetest community :/ |
09:51 |
sfan5 |
0.5 was planned to be a compat breaking release from the beginning |
09:53 |
Milan[m] |
if there is no way around that, maybe consider making the error message more "noob-friendly"... i'd say |
09:54 |
sfan5 |
pretty sure 0.4.16 connecting to 0.5 yields a different error message |
09:54 |
Milan[m] |
oh i see |
09:55 |
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09:56 |
sfan5 |
Milan[m]: indeed http://i.imgur.com/E9hQXHx.png |
09:57 |
Milan[m] |
Hmm i think at least one sentence more like "Please update your client" may be useful |
09:59 |
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10:08 |
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10:09 |
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10:11 |
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10:12 |
deltasquared |
alright, I'm back again. does minetest have any facility by which one could test out lua fragments which use the mod API in-game? |
10:12 |
deltasquared |
like, just being able to open a console and type something like "get_current_player().<insert playerref method here>()" |
10:13 |
deltasquared |
mostly so I can play around with such calls without having to restart the game and add it to an item or something |
10:13 |
sfan5 |
!mod luacmd |
10:13 |
MinetestBot |
sfan5: LuaCmd [luacmd] by prestidigitator - https://forum.minetest.net/viewtopic.php?t=9671 |
10:14 |
deltasquared |
sfan5: oh, naturally. cheers. |
10:15 |
deltasquared |
welp, why not get back into programming again while experimenting with best block game :P |
10:15 |
Milan[m] |
okey, i think i sucessully reverted the latest minetest merge *pew* |
10:18 |
deltasquared |
git troubles again? |
10:18 |
deltasquared |
just as long as you never have to git push --force I guess... |
10:19 |
deltasquared |
well, I say *again*, but I was thinking of another channel in that case |
10:21 |
deltasquared |
welp, decided to call set_physics_override() to see what happens, now I can't move, welp. |
10:21 |
Milan[m] |
i just never had to revert a whole merge before ^^ but i think the -m2 was just what i needed |
10:21 |
Milan[m] |
okey maybe i was wrong, it's still 0.5.0-dev xD |
10:22 |
deltasquared |
I should probably read the layman's shortlog for the upcoming version on the wiki. |
10:45 |
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10:50 |
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10:59 |
deltasquared |
hmm, interesting. pretty sure I'm spelling collisionbox correctly and using it according to the wiki, but it doesn't appear to affect collision with nodes |
11:00 |
deltasquared |
there goes the shrink idea, the viewmodel part works but tiny model is stuck hovering off the ground :P |
11:02 |
sfan5 |
setting the player collisionbox from lua was a recent addition |
11:03 |
deltasquared |
sfan5: right, so I'm not aware of what it looks like internally - is it just a case that the engine doesn't take this set collision box into account when determining movement around nodes? |
11:03 |
sfan5 |
are you using 0.4.16? |
11:03 |
sfan5 |
if yes then the engine ignores whatever cbox you try to set on players |
11:04 |
deltasquared |
sfan5: yes indeedy... let me guess, I need a dev build |
11:04 |
sfan5 |
bingo |
11:04 |
deltasquared |
arch linux's packages are still on 0.4.16. |
11:04 |
deltasquared |
which means I gotta compile from source, oh dear. I hope this doesn't take too long |
11:04 |
sfan5 |
it won't |
11:05 |
sfan5 |
a dev build is what it says, no surprise that official sources don't have them |
11:05 |
deltasquared |
sfan5: I'm going to see if there's an unofficial source build package in the arch user repository so it's automated |
11:05 |
sfan5 |
there is |
11:06 |
deltasquared |
sfan5: yeah but I don't know if it just pulls from git master, I'd have liked at least an RC or somming instead of most bleeding edge possible :P |
11:07 |
sfan5 |
bleeding edge is not as unstable as it sounds |
11:07 |
deltasquared |
I guess it varies on dev style ;) |
11:07 |
deltasquared |
hrm, minetest-git has 21st june |
11:08 |
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11:08 |
deltasquared |
sfan5: I think I'll build it manually anyway, I can set the bulid flags that way. also because run-in-place mode |
11:09 |
deltasquared |
... does run-in-place mode even work if built on linux? |
11:09 |
deltasquared |
only one way to find out, I guess |
11:09 |
sfan5 |
why wouldn't it? |
11:09 |
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11:09 |
deltasquared |
I dunno, run-in-place always felt like it was only there for windows, though if the code is done right I guess it wouldn't matter |
11:10 |
deltasquared |
sfan5: I'm just used to some of the projects I use routinely having sloppy coding standards :P |
11:10 |
deltasquared |
such as broken abstractions |
11:10 |
Chinchou |
deltasquared, ew |
11:10 |
deltasquared |
Chinchou: ? |
11:10 |
sfan5 |
deltasquared: while this *is* an open-source project that doesn't mean everything is broken :P |
11:10 |
Chinchou |
Anyway, it works fine - I use run_in_place on my Devuan and debian boxes, makes things nice and easy. |
11:11 |
deltasquared |
Chinchou: it'll make things easier in my case so the dev build doesn't clobber the system package |
11:11 |
Chinchou |
Exactly! |
11:11 |
Chinchou |
In my case, it keeps my scripts from breaking. |
11:11 |
Chinchou |
Write once, keep 'em in the build directory. |
11:12 |
deltasquared |
might I suggest by the way, edits to some of the API pages so say the code examples have comments such as "in development version" |
11:12 |
deltasquared |
inb4 "why don't you do it" |
11:12 |
sfan5 |
api pages = dev.minetest.net? |
11:12 |
deltasquared |
sfan5: yes |
11:13 |
sfan5 |
this would not have happened if you had used the primary reference, as that is kept in git |
11:13 |
sfan5 |
!api |
11:13 |
MinetestBot |
Someone thinks you should read the API docs, please go to: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt |
11:13 |
sfan5 |
;) |
11:13 |
deltasquared |
oh, 'course. right. I guess I'll just clone the repository already. |
11:13 |
deltasquared |
btw would it be worth retrieving git version of minetest_game as well? I don't know if the base game's mods use any of the new features |
11:13 |
deltasquared |
can't hurt, I guess |
11:14 |
sfan5 |
it's generally advised to have matching mtg + engine |
11:14 |
deltasquared |
fair enough, it rules out one more thing to check |
11:15 |
deltasquared |
now I just need to check how to do cmake out-of-dir builds again |
11:15 |
deltasquared |
... it is cmake right |
11:15 |
sfan5 |
cmake . -DRUN_IN_PLACE=1 |
11:16 |
deltasquared |
sfan5: I like to keep git clones on a read-only drive specifically for storing external source code, so I guess I'd replace "." with said directory |
11:16 |
sfan5 |
ye |
11:16 |
deltasquared |
also, is it necessary to specify luajit still? I'd prefer the speedups :P |
11:17 |
sfan5 |
it will detect that automatically |
11:17 |
deltasquared |
already used by the base arch package, so I guess I'm good there |
11:20 |
deltasquared |
... d'oh, left my umask on |
11:20 |
* Chinchou |
sees cmake, sneezes. |
11:20 |
deltasquared |
I didn't know you could be allergic to cmake :P |
11:20 |
Chinchou |
I think that almost anyone who tries using it will end up being allergic to it. |
11:21 |
Chinchou |
(as a dev, I mean) |
11:21 |
deltasquared |
Chinchou: I looked at an example once and almost immediately saw macro usage, and was like "this is going to go well..." |
11:21 |
Chinchou |
Anyway, I use ccmake(cmake-curses-gui in the debian/devuan repos) - makes things a lot easier on me |
11:21 |
Chinchou |
for configuring, not for developing, I mean. |
11:22 |
deltasquared |
!shrug |
11:22 |
deltasquared |
... oh wait, wrong channel |
11:23 |
Chinchou |
Pff. Anyway, 'tis a nice UI to cmake. |
11:27 |
deltasquared |
next part, is it any worth getting leveldb |
11:27 |
deltasquared |
I heard it was supposed to be faster or something I dunno |
11:27 |
sfan5 |
not that important for casual usage |
11:27 |
deltasquared |
more for servers huh |
11:28 |
deltasquared |
here goes 'nuffin |
11:30 |
deltasquared |
to actually run it after it's built, could I run it directly from the build output directory? |
11:30 |
deltasquared |
though if it's run-in-place I guess I could just make a directory, symlink the binaries, and fill in the other bits like minetest_game myself |
11:31 |
deltasquared |
â€specified size 18446744073709551615 exceeds maximum object size 9223372036854775807†|
11:31 |
deltasquared |
o.O |
11:31 |
deltasquared |
erm |
11:32 |
deltasquared |
I didn't see the context that made the compiler deduce that, so I'll just disregard it for now |
11:32 |
deltasquared |
in a memcpy() call it looked like |
11:32 |
MinetestBot |
[git] sfan5 -> Uberi/Minetest-WorldEdit: Optimize gui icon texture d572d76 https://git.io/v5M8K (2017-09-12T11:30:11Z) |
11:32 |
MinetestBot |
[git] sfan5 -> Uberi/Minetest-WorldEdit: Support //cube in the GUI 5bbb6b3 https://git.io/v5M86 (2017-09-12T11:25:33Z) |
11:32 |
MinetestBot |
[git] sfan5 -> Uberi/Minetest-WorldEdit: Remove Lua functions from WorldEdit GUI d6a9b51 https://git.io/v5M8i (2017-09-12T11:04:25Z) |
11:32 |
sfan5 |
deltasquared: it expects to be ran from the cloned repo |
11:33 |
deltasquared |
sfan5: -_- |
11:35 |
deltasquared |
sfan5: couldn't it have least linked the binary in the source dir then copied it? would have made my, uh, interesting setup easier to work with |
11:35 |
deltasquared |
grah. fun. |
11:35 |
sfan5 |
in the end you just need to copy the binary there yes |
11:36 |
deltasquared |
I mean I understand why, it just ticks me a little wrt to build dir separation |
11:36 |
celeron55 |
i guess you could use cmake's install feature to get all the stuff in a specific place |
11:37 |
deltasquared |
I suspect I also gotta restart the build now to reconfigure cmake if I do the build in-place |
11:37 |
celeron55 |
not sure if it works, but it should |
11:37 |
deltasquared |
celeron55: sounds good, though right now it doesn't alleviate my problem, I was hoping *not* to have to dive into cmake today :P |
11:40 |
deltasquared |
lunch time first though. back later |
11:40 |
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12:03 |
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12:21 |
deltasquared |
oh look, my laptop palmrest has a built-in heater :P |
12:22 |
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12:24 |
deltasquared |
sfan5: I'll just compile inside a shallow clone this time to avoid any issues |
12:24 |
deltasquared |
thankfully it doesn't take long as pointed out |
12:29 |
MinetestBot |
[git] sfan5 -> Uberi/Minetest-WorldEdit: WorldEdit 1.2 47d9a2a https://git.io/v5Muq (2017-09-12T12:28:47Z) |
12:29 |
MinetestBot |
[git] sfan5 -> Uberi/Minetest-WorldEdit: Remove work in progress/unused components 35ad2f0 https://git.io/v5Mum (2017-09-12T12:13:18Z) |
12:29 |
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12:54 |
MinetestBot |
[git] sfan5 -> Uberi/Minetest-WorldEdit: WorldEdit 1.2 cfe1562 https://git.io/v5M2f (2017-09-12T12:52:24Z) |
12:54 |
MinetestBot |
[git] sfan5 -> Uberi/Minetest-WorldEdit: Fix invalid node error message of //mix f7ec5e4 https://git.io/v5M2J (2017-09-12T12:52:24Z) |
12:54 |
sfan5 |
... |
12:56 |
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12:57 |
MinetestBot |
[git] sfan5 -> Uberi/Minetest-WorldEdit: WorldEdit 1.2 59dc2d3 https://git.io/v5M2l (2017-09-12T12:56:01Z) |
12:57 |
MinetestBot |
[git] sfan5 -> Uberi/Minetest-WorldEdit: Fix invalid node error message of //set and //mix 283f47f https://git.io/v5M28 (2017-09-12T12:56:01Z) |
12:57 |
sfan5 |
last time i promise |
12:59 |
MinetestBot |
[git] sfan5 -> Uberi/Minetest-WorldEdit: Fix assignment to undeclared global "sign" @ worldedit_commands/init.… 4605596 https://git.io/v5M21 (2017-09-12T12:58:26Z) |
13:01 |
deltasquared |
sfan5: PR technical difficulties? :P |
13:02 |
deltasquared |
welp, the collisionbox thing is kinda working now... though the game likes to let me fall through blocks now at small size |
13:02 |
sfan5 |
deltasquared: needed to include the fix commit before the release commit |
13:03 |
sfan5 |
and then it turned out i needed to amend the fix again |
13:03 |
deltasquared |
so you had to undo the release commit to amend the fix? |
13:03 |
deltasquared |
that sounds like something I've had to do before |
13:03 |
sfan5 |
well "undo"... |
13:04 |
sfan5 |
i made the fix commit and swapped them with rebase -i |
13:04 |
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13:04 |
deltasquared |
ok, so this time I'm going to use the api doc in the repository. |
13:05 |
deltasquared |
I kinda wish it weren't in one big lump though. |
13:09 |
deltasquared |
sfan5: just noticed something when setting my collisionbox X and Z to +-0.03 (1/10th usual): pressing my face into a block appears to prevent me from being able to jump, but a little distance away appears to be fine |
13:09 |
sfan5 |
yeah non-standard cboxes aren't tested at all |
13:09 |
deltasquared |
hah. |
13:09 |
deltasquared |
guess who's job that's going to become then -_- |
13:10 |
deltasquared |
things like this though wouldn't get real-world testing though until a mod relies on them I guess |
13:12 |
deltasquared |
sfan5: another thing I noticed, even when not playing around with player "size scaling", I noticed that the range limits on set_eye_offset() in third person mode prevent getting a decent over-the-shoulder position |
13:12 |
deltasquared |
though then again that was an older version, so I'll just check that |
13:18 |
deltasquared |
nope, still limiting. I think that'd only be a problem in 3rd person when "sized up" as it were |
13:19 |
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13:34 |
deltasquared |
hehe, small cbox lets me get through diagonal gaps between blocks using sneak |
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Brackston |
How is the technic:common_tree_grindings made? The grinder(s) do not produce it from wood planks or logs. Am I missing something in a seetting to make this happen? |
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DS-minetest |
for technic:common_tree_grindings you need default:tree afaik |
14:45 |
Brackston |
Hi DS-minetest, I have the default:tree and place it into either grinder (LV of MV), and nothing happens. the grinders both process ores fine. |
14:45 |
Brackston |
LV or MV* |
14:46 |
cx384 |
Brackston, for what do you need technic:common_tree_grindings |
14:54 |
cx384 |
I think it should work. https://github.com/minetest-mods/technic/blob/322615542e570f6363c7006b90f334e9ffd722c8/technic/machines/register/grindings.lua#L50 |
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Brackston |
cx384 I am test building on a server. Noting what does not work |
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Brackston |
It seems like it should work. Thanks for the link cx384 |
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Brackston |
I will have to wait for the server admin to have him check the file for diff |
15:13 |
Brackston |
Thanks again |
15:16 |
Brackston |
I am going to try the rubber tree and see if that functions. |
15:22 |
Brackston |
Acacia and rubber trees grind, default:tree and default:wood do not grind. |
15:24 |
rdococ |
woof! woof woof. woof ? !? woof 1! |
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luizrpgluiz |
hi |
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16:49 |
luizrpgluiz |
hello guys, I see that few players even here in irc have difficulties in opening a simple minetest server on their computers because they have difficulties in configuring adsl routers and even wifi, it happens that these devices do not have operating systems like other competitors like D-Link and TP-Link where both use other systems made by them where users have difficulty opening the input and output ports for client and server |
16:49 |
luizrpgluiz |
communication and vice versa, before opening a server, first check the steps to open the ports and configure the firewalls of your devices or use openwrt, ddwrt or librewrt.(PT-BR: olá pessoal,vejo que poucos jogadores mesmo aqui no irc tem dificuldades em abrir um simples servidor de minetest em seus computadores por terem dificuldades em configurar os roteadores de adsl e até wifi,acontece que estes aparelhos não tem sistemas op |
16:49 |
luizrpgluiz |
eracionais iguais a de outros concorrentes como D-Link e TP-Link onde ambas usam outros sistemas feitas por elas onde os usuários tem dificuldades em abrir as portas de entrada e saÃda para comunicação de cliente e servidor e vice versa,antes de abrir um servidor,verifÃque primeiro os passos para abir as portas e configurar os firewalls de seus aparelhos ou usem o openwrt,ddwrt ou librewrt.) |
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17:00 |
sfan5 |
? |
17:00 |
jas_ |
better a forum thread methinks |
17:03 |
luizrpgluiz |
sfan5: few people remember this and only the most experienced can open servers without depending on vps |
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sofar |
why not post it in french too? or in german? |
17:04 |
jas_ |
hi luizrpgluiz ... on here people may miss it, on forum there are subforums in many languages |
17:04 |
sofar |
(hint: that was somewhat sarcastic) |
17:05 |
luizrpgluiz |
sofar: kkkkkkkkkkk |
17:05 |
sofar |
dumping a large text in IRC isn't likely going to help much. no search engine will pick it up |
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sofar |
good intentions, though |
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luizrpgluiz |
sofar: I put it in English and within the relatives in my native language, because if I put it in English only, the staff will be a bit confused by the mistakes of English that I do without meaning to. |
17:09 |
luizrpgluiz |
sofar: I put it without translation into English on the topic of discussions in other languages in the Portuguese part. |
17:12 |
jas_ |
anybody ever notice the player's movement being quantized ever so slightly every so often, just a little, while jumping forwards diagonally? i've noticed it for a while now but never brought it up and was curious. |
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MinetestBot |
[git] sfan5 -> minetest/minetest: Fix core.wrap_text and make its behaviour consistent with the docs 6fa2f6b https://git.io/v5DYv (2017-09-12T17:33:00Z) |
17:34 |
MinetestBot |
[git] kahrl -> minetest/minetest: Make INodeDefManager::getIds return a vector, not a set 17fd5fe https://git.io/v5DYf (2017-09-12T17:31:46Z) |
17:37 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Fix failing linter (travis) 7f2a19d https://git.io/v5DYu (2017-09-12T17:35:31Z) |
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MinetestBot |
[git] SmallJoker -> minetest/minetest: Network: Remove large parts of deprecated legacy code (#6404) ee9a442 https://git.io/v5D3t (2017-09-12T17:48:09Z) |
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MinetestBot |
[git] SmallJoker -> minetest/minetest: Network: Fix logging into older worlds with base64 hashes 5e141ac https://git.io/v5Dc1 (2017-09-12T18:26:03Z) |
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MinetestBot |
[git] paramat -> minetest/minetest: Item drop: Tune to land exactly 2 nodes away with level view (#6410) 604fe20 https://git.io/v5DDU (2017-09-12T22:01:50Z) |
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