Time |
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00:02 |
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00:39 |
pauloue |
/msg NickServ VERIFY REGISTER pauloue zjogczndysep |
00:54 |
pauloue |
hello, I'm on fedora 26 wayland and by default the touchpad is disabled while typing, which means I can't turn while walking. How can I disable this? |
00:56 |
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01:00 |
Megaf |
pauloue, gnome? |
01:00 |
Megaf |
if so, just press the windows key and type mouse |
01:01 |
Megaf |
then unmark the option disable touchpad while typing |
01:01 |
pauloue |
I don't have such an option |
01:01 |
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01:02 |
Megaf |
pauloue, then #Fedora |
01:15 |
Lone-Star |
pauloue: and you should change your password now, since you just posted it so eveyone in this channel can see it ;) |
01:18 |
pauloue |
that was a verification code, is that ok? |
01:18 |
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01:20 |
Lone-Star |
yeah, think reg code is one time use anyways. at first glance, thought you were identifying |
01:21 |
pauloue |
it was a copy/paste and I guess there was a space that messed it up |
01:29 |
rdococ |
/msg NickServ identify rdococ gullible |
01:29 |
rdococ |
oops |
01:42 |
Lone-Star |
:D |
01:42 |
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01:57 |
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02:01 |
Megaf |
I need someone to join my server just to tell me if the world loads at a reasonable speed |
02:01 |
Megaf |
!server Megaf |
02:01 |
MinetestBot |
Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 1/20, 0/3 | Version: 0.4.14-Megaf / MegafXploreNext | Ping: 7ms |
02:01 |
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02:05 |
pauloue |
it seems I have to use X for minetest unless I want to write my own tool to talk to libinput |
02:07 |
Megaf |
oh, you on wayland |
02:07 |
Megaf |
wayland doesnt support mouse grab stuff for games |
02:11 |
Megaf |
pauloue, we crashed the server :) |
02:11 |
pauloue |
oops |
02:12 |
Megaf |
pauloue, back |
02:16 |
Megaf |
well, bed time, good night all |
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06:18 |
MinetestBot |
[git] DTA7 -> minetest/minetest: Add mute setting (toggled by the mute key and in the volume menu) (#6… 9eb163a https://git.io/vdIjG (2017-09-26T06:17:50Z) |
06:22 |
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06:33 |
MinetestBot |
[git] nerzhul -> minetest/minetest: preview: try to send mod channel messages 4 seconds after joining, no… f7e57a0 https://git.io/vdLev (2017-09-26T06:32:07Z) |
06:40 |
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07:04 |
swift110 |
hey |
07:11 |
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08:00 |
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08:25 |
fireglow |
Hello |
08:28 |
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08:31 |
fireglow |
deltasquared: cool |
08:32 |
fireglow |
deltasquared: how do I access the stats in your mod? Do I need modns also? |
08:32 |
deltasquared |
fireglow: actually you made me realise I forgot the depends.txt entry, hold on |
08:32 |
deltasquared |
fireglow: technically no, because I left the global there for ease of use in luacmd |
08:32 |
deltasquared |
hold on. |
08:34 |
fireglow |
ok |
08:34 |
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08:36 |
deltasquared |
fireglow: I just pushed a change that *should* make it possible to use without modns |
08:36 |
deltasquared |
also actually remembered to put the appropriate entry in depends.txt |
08:37 |
deltasquared |
fireglow: in any case, should still be available via the global as modhelpers.stats.show_nodes_by_modname(), you just need to pass in "print" as the argument to it wherever you use it |
08:38 |
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08:38 |
deltasquared |
... d'arrgh, now something else blew up. one moment. |
08:40 |
deltasquared |
I'm an idiot. accidentally put the global obj part inside the modns guard |
08:40 |
deltasquared |
fireglow: it should be noted I'm prone to such mistakes at times -_- |
08:40 |
fireglow |
aren't we all sometimes |
08:42 |
deltasquared |
fireglow: ok, *now* it's fixed. made a new test world with just luacmd and libmthelpers, works just fine without modns |
08:43 |
fireglow |
okay, that's cool |
08:43 |
deltasquared |
modns is only really there for the benefits of mods that want to be *really* sure that it's that precise interface that they're getting |
08:43 |
fireglow |
so how did you get it to print the stats? /lua stats.show_nodes_by_modname |
08:43 |
fireglow |
? |
08:44 |
deltasquared |
fireglow: you missed the modhelpers. on the front, and you have to pass "print" to the function |
08:44 |
deltasquared |
so, hold on |
08:44 |
deltasquared |
/lua modhelpers.stats.show_nodes_by_modname(print) |
08:44 |
deltasquared |
only reason you need to pass print is because otherwise it'll bind to print in the load environment, which prints to log/console. |
08:44 |
fireglow |
oh right, ok. sec doing it |
08:46 |
deltasquared |
fireglow: how's it going? nothing blew up I hope |
08:46 |
fireglow |
deltasquared: yes it works, nice! thanks :) |
08:47 |
fireglow |
hm ok, what about craftitems? Do they also count towards the engine cap? |
08:47 |
deltasquared |
fireglow: AFAIK if they had a cap it would be independent. |
08:48 |
deltasquared |
nice to know that stats thing is useful to someone anyway. it's a bit of a unique situation now though, because now I have to remember that someone is using that API and try not to break it :P |
08:49 |
deltasquared |
that said wrt craftitems, not sure myself but I would not be suprised if inventories etc. store itemstacks in save files in string form (i.e. no limits from size of numerical ID field), but there may be some other limitation of the engine that might limit it. |
08:49 |
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08:50 |
fireglow |
hmm |
08:51 |
fireglow |
ok I'm trying to start a server now with only luacmd, libmthelpers and streets active |
08:51 |
* deltasquared |
crosses fingers |
08:52 |
deltasquared |
also I should point out if there is a *lot* of nodes to go through, there may be a slight pause what with all the string.sub calls |
08:52 |
fireglow |
hmm, weird. Streets "only" has 1763 nodes |
08:52 |
deltasquared |
welp... |
08:53 |
* deltasquared |
stares at code to make sure it wasn't a derp |
08:55 |
deltasquared |
fireglow: it just occured to me, I can try adding a "total: " thing at the end, see if that gives any insight |
08:57 |
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09:01 |
deltasquared |
fireglow: right, just pushed a change to add a totals line at the end |
09:01 |
deltasquared |
you could try using that on the other server setup where streets pushed it over the limit |
09:03 |
deltasquared |
whew, nearly 7850 nodes in my case. I suspect that's moreblocks at work there |
09:05 |
deltasquared |
inb4 next feature is sort by most used... oh dear. |
09:05 |
deltasquared |
I should probably get on with my actual work for this fine day before I get sidetracked in this :P |
09:06 |
deltasquared |
fireglow: you wouldn't get this kinda turnaround time via a feature request on github, that's for sure ;) |
09:12 |
fireglow |
yes very cool =) |
09:12 |
fireglow |
hmm, totals just above 17k nodes |
09:14 |
deltasquared |
fireglow: huh... that's on the streets-crashes-it server? I assume ~17k came out in the "nodes including without mods" count as well, just in case that string chopping had a bug in it |
09:15 |
fireglow |
ooh sec |
09:15 |
fireglow |
that was on the modded server |
09:15 |
fireglow |
trying now with streets |
09:15 |
deltasquared |
fireglow: unless for some reason streets adds *more* nodes when there are already lots of nodes around, though I wouldn't know why |
09:17 |
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09:17 |
fireglow |
with only streets 2387 |
09:18 |
fireglow |
this is probably a bug in streets |
09:18 |
deltasquared |
!mod streets |
09:18 |
MinetestBot |
deltasquared: StreetsMod create modern cities by webdesigner97 - https://forum.minetest.net/viewtopic.php?t=2984 |
09:18 |
SamYule |
What bug? |
09:18 |
VanessaE |
^^^ consider cheapie's fork/combo of streets + "infrastructure" |
09:18 |
VanessaE |
it's good |
09:18 |
SamYule |
VanessaE: glad to see you up and about |
09:18 |
SamYule |
fireglow: what bug? |
09:19 |
deltasquared |
SamYule: we think that something in streets is adding too many nodes when other mods are around to the point that the total exceeds the engine limit |
09:19 |
fireglow |
SamYule: streets hitting the node limit of about 33k when loaded with other mods |
09:19 |
deltasquared |
yet, said other mods, and streets alone, individually *do not* exceed this limit or get anywhere close |
09:19 |
|
SamYule was kicked by sfan5: SamYule |
09:19 |
deltasquared |
whoah |
09:19 |
VanessaE |
DAMMIT |
09:19 |
deltasquared |
what was that |
09:19 |
VanessaE |
beat me to it. |
09:19 |
VanessaE |
that was oldcoder again |
09:20 |
deltasquared |
is... is there something I'm missing in history here |
09:20 |
VanessaE |
deltasquared: don't ask. |
09:20 |
deltasquared |
ok, I get it. |
09:20 |
VanessaE |
it's a long and messy story that none of us want to relate. |
09:20 |
deltasquared |
yet I see a ref to oldcoder in the pub server list... *shrug* |
09:20 |
deltasquared |
unless that's something else. |
09:21 |
VanessaE |
same person. |
09:21 |
fireglow |
wait, wasn't oldcoder really popular in this channel? |
09:21 |
deltasquared |
right. only other thing is how did you know, IP range? |
09:21 |
VanessaE |
recommend you avoid him and anything run or managed by him, at all costs. |
09:21 |
VanessaE |
deltasquared: harassing messages that follow his usual pattern. |
09:22 |
deltasquared |
I didn't see any... eh. |
09:22 |
VanessaE |
PMs. |
09:22 |
deltasquared |
yii. ok. |
09:23 |
deltasquared |
I kinda get the picture, though even with your recommendation (and I appreciate if you're trying to keep me out of a mess) I don't usually immediately boycott someone on a whim unless I know a bit more about what went on |
09:23 |
deltasquared |
said messages are something he did a lot of? |
09:23 |
VanessaE |
deltasquared: yes. |
09:24 |
deltasquared |
there's always one creep... |
09:24 |
VanessaE |
multiple targets, varied subjects, all being some kind of threat of legal action. |
09:24 |
Raven262 |
deltasquared, Do not talk to him. |
09:24 |
Raven262 |
I made a mistake and I did talk to him. |
09:24 |
Raven262 |
Do not do the same. |
09:25 |
VanessaE |
it should be noted that he likely is reading the channel log. |
09:25 |
deltasquared |
alright *fine* I get it |
09:25 |
deltasquared |
... now you've made me feel exposed all of a sudden |
09:25 |
Raven262 |
VanessaE, he made a post this morning (same thing that you probably got in PM) |
09:25 |
fireglow |
much drama |
09:25 |
Raven262 |
Somebody deleted it though. |
09:25 |
Raven262 |
lisac also got a PM |
09:26 |
deltasquared |
fireglow: ikr I wasn't expected this kinda thing at this time in my morning, oh well |
09:26 |
VanessaE |
Raven262: I saw it via screenshot. the same old crap he's been spewing since May. |
09:26 |
deltasquared |
When VanessaE merely said "PM" I have to admit I assumed the harasment was the sexual variety, quiet legal threats are a new one. |
09:27 |
* deltasquared |
goes to check for the user block list in hexchat |
09:27 |
VanessaE |
deltasquared: actually he's been trying to make a connection between Freenode, those of us in here, and child porn charges |
09:27 |
VanessaE |
so..yeah. |
09:27 |
deltasquared |
I don't know if I should facepalm yet |
09:28 |
VanessaE |
you may facepalm any time. :) |
09:28 |
deltasquared |
and now I've lost the image where the facepalm goes through the head |
09:28 |
VanessaE |
http://i0.kym-cdn.com/photos/images/original/000/625/428/bd6.png |
09:29 |
deltasquared |
that's the one, I need to save that somewhere |
09:29 |
rubenwardy |
don't feed the troll |
09:29 |
VanessaE |
rubenwardy: |
09:29 |
VanessaE |
(oops) |
09:29 |
VanessaE |
rubenwardy: troll food is cheap and the entertainment is worth it :) |
09:30 |
VanessaE |
(really though, the whole thing is just amusing now) |
09:30 |
rubenwardy |
he's also invited me to have a cup of tea in London |
09:30 |
rubenwardy |
how exciting |
09:30 |
sfan5 |
>tea |
09:30 |
deltasquared |
london... nervousness level is at 9000 |
09:30 |
deltasquared |
thank fuck I got that cloak |
09:31 |
deltasquared |
that... is enough, right |
09:31 |
rubenwardy |
Tea is great, I tend to prefer it with good company though |
09:31 |
sfan5 |
you must be british |
09:31 |
sfan5 |
oh wait you are |
09:31 |
VanessaE |
it's enough to keep him from geolocating you probably. won't stop any harassing PMs though |
09:31 |
deltasquared |
not really a fan unless it's iced |
09:31 |
rubenwardy |
cloaks don't protect IPs that well, you should use a BNC/VPN/TOR |
09:31 |
deltasquared |
VanessaE: eh, I've found the ignore list anyway. |
09:32 |
* VanessaE |
raises a bottle of instant iced tea to rubenwardy |
09:32 |
deltasquared |
rubenwardy: I didn't get around to trying out tor-sasl yet |
09:33 |
deltasquared |
oh waaaait... I might be alright for a little bit, my ISP doesn't geolocate close enough. in fact it often comes out halfway down the country. |
09:33 |
deltasquared |
might be worth investing in though in any case |
09:33 |
deltasquared |
tor, I mean. |
09:33 |
XeonSquared |
people throwing around CP accusations? huh |
09:34 |
XeonSquared |
there was some drama about that on a small imageboard I frewuent |
09:34 |
VanessaE |
my ISP tells people I'm quite some distance from where I actually am. |
09:34 |
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09:34 |
Raven262 |
Mine too. |
09:34 |
XeonSquared |
frequent rather |
09:34 |
Raven262 |
But that is not intentional. |
09:35 |
XeonSquared |
Mine geolocates to the capital city of the state because that's where their offices are |
09:35 |
Raven262 |
Mine does that same |
09:36 |
Raven262 |
*the |
09:37 |
Raven262 |
well that took some time to correct. |
09:40 |
deltasquared |
Raven262: wouldn't be the only one ;) |
09:42 |
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10:17 |
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10:17 |
deltasquared |
hmm, cert creation for the tor gateway is quite some hoops... |
10:28 |
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10:52 |
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10:52 |
deltasquared |
welp, I'm back |
10:56 |
deltasquared |
certificate setup seems to work ok. |
11:09 |
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12:53 |
lsabino |
how is the minimum hardware requirements? oldest pc with celeron processor and 512MB RAM will works with? |
12:54 |
lsabino |
to client |
12:54 |
deltasquared |
I don't know about celeron. I have an old pentium IV system though that runs MT quite well |
12:54 |
deltasquared |
that said, it *is* clocked at 3.2Ghz (and accordingly sounds like a hurricane under load) |
12:55 |
deltasquared |
when I say old, it's about 10yrs I think |
12:55 |
ph3-der-loewe |
this is a i5. mt is limited to one core. no GPU support. I simply haven't noticed when I opened a second instance of mt. |
12:55 |
deltasquared |
the GPU in my old system's case is an old radeon HD card, a 5450 I think. it was low end five years ago when I brought it... YMMV |
12:56 |
ph3-der-loewe |
(graphic is rendered completly in-cpu and is transfered to remote X. so not even shared memory.) |
12:56 |
deltasquared |
ph3-der-loewe: doesn't that like make your system real warm or something? o.O |
12:56 |
deltasquared |
last time I tried using software rendering it brought my system to it's knees |
12:56 |
lsabino |
I have intel onboard graphic |
12:57 |
ph3-der-loewe |
deltasquared: it surely spins the CPU fan up. but not even running at full speed. |
12:57 |
deltasquared |
lsabino: what's the CPU model, do you know? |
12:57 |
deltasquared |
ph3-der-loewe: now I want to run experiments... |
12:58 |
deltasquared |
lsabino: of course, you could always Try It And Seeâ„¢ |
12:58 |
ph3-der-loewe |
deltasquared: should I mention that it runs in a VM? ;) |
12:58 |
deltasquared |
ph3-der-loewe: you shouldn't, because I'm about to throw something out the window |
12:58 |
ph3-der-loewe |
(but that doesn't make a difference as it's KVM based.) |
12:59 |
lsabino |
it's Celeron, but i don't know the model specific, but it had about 9 years old |
12:59 |
deltasquared |
oooouch. |
12:59 |
deltasquared |
eeh, I forget what the integrated graphics was like back then... I'm hoping it wasn't that GMA stuff that was powerVR based |
13:00 |
deltasquared |
ph3-der-loewe: right, I'ma gonna LIBGL_ALWAYS_SOFTWARE=1 minetest |
13:00 |
deltasquared |
and see if anything melts |
13:01 |
lsabino |
deltasquared: it's to set in minetest.conf? |
13:03 |
deltasquared |
lsabino: set what |
13:04 |
deltasquared |
I wasn't suggesting anything for you to try |
13:04 |
deltasquared |
ph3-der-loewe: interesting, initially about 8fps, though turning shaders off gave me ~20, so playable I guess |
13:04 |
deltasquared |
I wonder if it'd be faster to use the builtin software rast |
13:06 |
lsabino |
deltasquared: sorry I got wrong |
13:06 |
ph3-der-loewe |
in my standard window size I get ~35fps, at 1600x900 I'm at about 20fps. |
13:09 |
deltasquared |
ph3-der-loewe: somehow I'm not convinced the renderer config is doing anything, I don't see any changes in utilisation |
13:09 |
deltasquared |
whereas forcing software rast at the libgl level definitely shows increases |
13:09 |
ph3-der-loewe |
hm. |
13:10 |
deltasquared |
I definitely expected the framerates I was getting out of the libgl override. drawing 20 megapixels per second in software is nothing to sneeze at |
13:11 |
deltasquared |
and the llvmpipe software renderer in mesa already uses a truckload of JIT tricks and other performance hacks for it in |
13:12 |
lsabino |
to Celeron processor with software rendering, will I get something? |
13:15 |
deltasquared |
lsabino: I do not suggest you use software rendering |
13:15 |
deltasquared |
if your GPU is slow software render will be 10x slower |
13:15 |
deltasquared |
believe me, 3D stuff is a *lot* of number crunching, it's why high end GPUs are so powerful... it's a lot of parallism, that CPUs don't even come close to. |
13:15 |
lsabino |
ok, and the null option? |
13:16 |
deltasquared |
lsabino: hah, you won't see anything :P |
13:16 |
deltasquared |
null means nothing |
13:16 |
deltasquared |
lsabino: I would stick with opengl. |
13:17 |
deltasquared |
that said, if you are on a windows system and have the direct3d8 option, that might still be helpful if your system is that old |
13:17 |
deltasquared |
disclaimer: I have no sources for this, this is just bits of info I've gathered over time |
13:17 |
lsabino |
:-D I know, but is there in minetest configurations |
13:18 |
deltasquared |
lsabino: I would leave the config alone unless a) you know what you're doing or b) it's absolutely broken beyond repair |
13:19 |
deltasquared |
the render distance at least you can turn down while playing, use the plus/minus keys on your keypad if you have one |
13:19 |
deltasquared |
specifically, minus to lower it, might help with the FPS |
13:19 |
lsabino |
ok, there is the option direct3d8 in linux |
13:19 |
deltasquared |
lsabino: err, not sure if that'll work |
13:21 |
lsabino |
the server rendering influences the clients? |
13:22 |
deltasquared |
lsabino: the server doesn't do any rendering. |
13:22 |
deltasquared |
why would you think that |
13:23 |
deltasquared |
I'm just checking to see where these assumptions are coming from |
13:24 |
lsabino |
I don't know, just suposes, I run minetest in local network with theses pc configurations and they breaks with minetest |
13:25 |
deltasquared |
defines "breaks" |
13:25 |
deltasquared |
as in, how does it break |
13:26 |
lsabino |
i don't know the word in English, the pc stop and I have to restart |
13:26 |
deltasquared |
your computer *crashes*? that's a new one |
13:27 |
deltasquared |
you should have said that to begin with. I can't be expected to ask these questions all the time |
13:27 |
lsabino |
yes, no mouse, no keyboard, just restart to reestablish |
13:27 |
deltasquared |
lsabino: so does that happen at the moment minetest is opened? |
13:28 |
lsabino |
it crashes when I try connect to server and when the loading at about 90% |
13:29 |
deltasquared |
lsabino: it's possible that when minetest starts to render, that the game is freezing your system due to graphics driver issues |
13:29 |
deltasquared |
but, I have no way of confirming this |
13:29 |
lsabino |
sorry, but I thought it happen because the oldest pc |
13:30 |
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13:30 |
deltasquared |
lsabino: that also. older hardware (or their drivers, because they don't get updated) sometimes just can't handle modern stuff at all, and crashes/freezes happen |
13:31 |
deltasquared |
so you may be partly right still |
13:31 |
deltasquared |
but I have no idea how you'd fix it really |
13:31 |
deltasquared |
you *could* try the different renderer settings then now, if you have the patience for it |
13:32 |
lsabino |
yes, I will later I'm not at work now |
13:32 |
lsabino |
thank you for all |
13:32 |
deltasquared |
sure. |
13:34 |
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13:42 |
JayTheNinja23 |
whois? |
13:42 |
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13:42 |
JayTheNinja23 |
hi |
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13:57 |
w_laenger |
How would the map look like if that's used as heightmap? https://user-images.githubusercontent.com/3192173/30864157-273ca312-a2d3-11e7-89a9-e8226c55e1ec.png |
13:57 |
Krock |
rather boring, as it's quite repetitive terrain |
13:58 |
Krock |
similar to literal noise like sound waves |
13:59 |
Krock |
however, you could try to open a random binary file for a custom noise. Will need some interpolation to make it look well |
14:00 |
Krock |
but the map will definitely be unique |
14:01 |
deltasquared |
using raw noise for a map I reckon would make it look like it's been run through a blender. |
14:01 |
deltasquared |
as in, true random data from e.g. /etc/random |
14:01 |
deltasquared |
*urandom rather |
14:01 |
* JayTheNinja23 |
want deltasquared to stop |
14:02 |
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14:02 |
JayTheNinja23 |
nooooooooooooooooooooooooooooooooooooooooooooooooooooo |
14:02 |
deltasquared |
wat. |
14:02 |
deltasquared |
aaaanyway. |
14:02 |
Krock |
random numbers aren't suited for this purpose, as the same terrain can't be reproduced a 2nd time |
14:03 |
* JayTheNinja23 |
and boss joined |
14:03 |
deltasquared |
Krock: alright, a PRNG from a seed then. |
14:03 |
Krock |
pretty much like perlin noise then :P |
14:03 |
deltasquared |
my point was that statistically random data would make for rather chaotic terrain |
14:03 |
deltasquared |
depending on how it's interpreted, I guess. |
14:04 |
Krock |
I haven't tried reading from a binary file yet but the already said sound waves are boring :( |
14:05 |
Krock |
produces fancy hills but after 100m it starts to look almost the same way again |
14:05 |
deltasquared |
indeed, I've noticed that zoomed in on a sound wave in audacity (so that one can see individual samples) it gets very repetitive at that level |
14:05 |
Raven262 |
Relevant (i guess): https://forum.minetest.net/viewtopic.php?t=12666 |
14:06 |
Krock |
> 666 |
14:06 |
Raven262 |
262 - 666 = 404 (not found) |
14:06 |
Raven262 |
*666 -262 |
14:06 |
Raven262 |
anyways |
14:06 |
Raven262 |
you get -404 |
14:06 |
Raven262 |
and whats bad with that? |
14:06 |
Krock |
or abs(262 - 666) |
14:06 |
Raven262 |
Yea that works too |
14:07 |
Raven262 |
I believe it is |262 - 666| in math though. |
14:07 |
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14:07 |
deltasquared |
Raven262: the screenshots in that thread won't load for me :/ |
14:07 |
Raven262 |
Odd |
14:07 |
deltasquared |
also yeah the |x| notation is what I was taught for abs() |
14:07 |
Krock |
Raven262, it is. And here's the explanation of 666 with a story around (thanks Jordach) https://youtu.be/U4FNBMZsqrY?t=38m46s |
14:07 |
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14:08 |
Krock |
but in programming it's unlikely to find |x| for the absolute value function, as it's painful for nesting |
14:08 |
deltasquared |
not to mention ascii pipe being used for other things |
14:09 |
deltasquared |
I think it has another name, but I spend a lot of times writing shell scripts, it's always been "the pipe symbol" to me |
14:10 |
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14:10 |
deltasquared |
just "vertical bar"? how boring |
14:10 |
deltasquared |
"pipe" has less syllables in it, feck it |
14:10 |
Krock |
here, a horizontal bar: https://imgur.com/yE6CKMf |
14:11 |
deltasquared |
I think that's an em dash. |
14:11 |
deltasquared |
EM DAAAASH |
14:11 |
deltasquared |
sorry. |
14:11 |
Krock |
yep |
14:12 |
w_laenger |
U+2015 is a horizontal bar: ― |
14:12 |
w_laenger |
according to gucharmap |
14:12 |
deltasquared |
bah, they all look too damn similar in terminus 8 |
14:12 |
w_laenger |
long dash introducing quoted text |
14:13 |
w_laenger |
fractals give the best height map in my opinion |
14:14 |
deltasquared |
I should try the fractal terrain gen at some point |
14:14 |
w_laenger |
you can use them in combination with perlin or simplex noise for an even better looking heightmap |
14:14 |
Raven262 |
Is that guy still working on the fractal mapgen? Not the paramat's one, but the one on the forums. |
14:14 |
Raven262 |
It generates some pretty cool stuff. |
14:15 |
Raven262 |
(As does paramat's mapgen, if you know how to use it) |
14:15 |
w_laenger |
deltasquared, you can try that version of the fractured game https://github.com/HybridDog/fractured, it uses the weierstrass function for caves |
14:16 |
w_laenger |
on the eastern side I think |
14:16 |
w_laenger |
or try slemonide's mapgen mods |
14:20 |
w_laenger |
You could also dump the content of the memory minetest uses as heightmap. |
14:28 |
deltasquared |
using the dynamic_liquids mod and watching things drain is certainly... interesting |
14:46 |
rdococ |
dynamic_liquids is weird, but cool |
14:47 |
rdococ |
to be honest, I would like an option to prevent water flowing |
14:47 |
deltasquared |
what, so it doesn't nuke your CPU? |
14:47 |
rdococ |
well, as in, a property of the node registration that would prevent a liquid node from flowing at all |
14:47 |
deltasquared |
well it wouldn't be a fluid then surely |
14:47 |
rdococ |
rather, it would remain in place but wouldn't affect viscosity's role in other things like entity speed and friction in the fluid |
14:48 |
rdococ |
deltasquared, the purpose would be to enable good-looking custom water logic |
14:48 |
rdococ |
as in, you could disable the default flowing mechanics for a certain fluid and substitute your own |
14:49 |
deltasquared |
ooooh right. |
14:49 |
deltasquared |
hmm |
14:52 |
deltasquared |
rdococ: so maybe like the old finite water option in the game, replace that with something that disables engine flow logic entirely (or make it possible for mods to request it like you say) |
14:53 |
rdococ |
yes |
14:55 |
rdococ |
there could either be a new node definition property (disable_flow or something), or a method mods could call to disable engine flow logic entirely for finite liquid mods designed to target every liquid. |
15:02 |
rdococ |
Ooh, the new Firefox logo (at least in Beta) looks awesome. |
15:11 |
w_laenger |
didn't see this coming: https://user-images.githubusercontent.com/3192173/30867953-a46bfc66-a2dd-11e7-9fe9-17d0aa1df499.png |
15:13 |
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15:18 |
rdococ |
? |
15:18 |
rdococ |
it doesn't seem to be loading for me |
15:20 |
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15:20 |
deltasquared |
rdococ: I've had problems with that domain earlier today as well, just appeared to hang |
15:20 |
deltasquared |
oh wait, it's ok for me now |
15:21 |
deltasquared |
w_laenger: erm, what is it supposed to be |
15:21 |
rdococ |
huh |
15:21 |
rdococ |
still won't load for me |
15:21 |
deltasquared |
rdococ: one sec, I'll cross paste it |
15:21 |
rdococ |
I'm using a recently updated (as of 5 minutes ago) Firefox beta |
15:22 |
deltasquared |
hrm, it won't work on my current DNS server, but using google's via a local proxy does |
15:22 |
rdococ |
huh |
15:22 |
rdococ |
odd |
15:22 |
deltasquared |
rdococ: https://ptpb.pw/uUEe.png try that |
15:22 |
deltasquared |
I still don't get what it is though |
15:22 |
deltasquared |
it looks rather abstract to me |
15:24 |
w_laenger |
my firefox 55.0.2 doesn't show yours, deltasquared, but when I hit ctrl+s, the saved image looks right. |
15:24 |
deltasquared |
w_laenger: *shrug* what is it anyway |
15:24 |
w_laenger |
It's a curve |
15:24 |
deltasquared |
that's... not helpful :P |
15:24 |
deltasquared |
still doesn't tell me much |
15:26 |
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15:27 |
rdococ |
w_laenger, you use firefox 55? I swore the most recent full release was 56. |
15:27 |
rdococ |
(by comparison, my beta version is 57.0b3.) |
15:28 |
w_laenger |
I'm using my distro's release 55.0.2+build1-0ubuntu0.17.04.1 |
15:29 |
rdococ |
at the moment I have to use windows, but when I get my laptop back and reinstall Linux I'll probably find an online build, or even build it myself - saves having to use an outdated version |
15:32 |
w_laenger |
What are the differences in the new version? |
15:32 |
deltasquared |
v55.0.3 in here |
15:34 |
* rubenwardy |
uses v58.0a1 |
15:34 |
rubenwardy |
w_laenger, nicer UI |
15:34 |
rubenwardy |
there's now a monobar |
15:34 |
rubenwardy |
and the top thing is more compact |
15:34 |
rubenwardy |
but not in a bad way |
15:34 |
w_laenger |
I've compacted mine with a user chrome |
15:35 |
rdococ |
I do also have nightly |
15:36 |
Lowe |
Hi rubenwardy :) |
15:36 |
w_laenger |
looks less interesting than expected https://user-images.githubusercontent.com/3192173/30869207-d9d78840-a2e0-11e7-81d7-1ff534cfa7fe.png |
15:36 |
rubenwardy |
hi Low |
15:36 |
rubenwardy |
*Lowe |
15:36 |
* rdococ |
burns IE to a crisp |
15:37 |
* rdococ |
then melts Chrome |
15:37 |
rubenwardy |
Do I know you from somewhere? |
15:37 |
deltasquared |
w_laenger: are ye trying to use things for heightmaps |
15:38 |
Lowe |
me? from IRC or the servers :D |
15:40 |
w_laenger |
No, they don't look sufficiently interesting. However, you could apply a low pass filter on random data, then arrange the result on a hilbert curve, after that use DCT somehow to remove the sharp corners and keep the low ones from the low pass filter. |
15:41 |
Krock |
or you could simply load a better suited image |
15:42 |
w_laenger |
or instead of DCT, simply smooth the values and use the supposed sharpness (offset from the curve) as treshhold |
15:44 |
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15:54 |
deltasquared |
RIP, tor went bang |
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16:00 |
w_laenger |
How about this? https://user-images.githubusercontent.com/3192173/30870570-77be9032-a2e4-11e7-98d9-8173302815c9.png |
16:02 |
Krock |
nice piece of noise. can be used. |
16:26 |
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16:27 |
w_laenger |
https://user-images.githubusercontent.com/3192173/30871789-44776f7e-a2e8-11e7-88da-d7166f68b389.png |
16:27 |
paramat |
these will be boring landscapes |
16:28 |
w_laenger |
https://pastebin.com/5aVcpFPb |
16:29 |
w_laenger |
3d noise looks better |
16:35 |
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17:13 |
dogetest |
Hello! Would it be possible to distinguish between rightclick and shift+rightclick on node's on_place? |
17:14 |
Krock |
yes. check for the player's pressed keys |
17:14 |
Krock |
also, hello :) |
17:14 |
Krock |
it might require to overwrite some builtin functions to get that done |
17:14 |
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17:15 |
Krock |
(not sure although) |
17:15 |
Krock |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3472 <-- dogetest |
17:18 |
dogetest |
thx |
17:18 |
Krock |
!next |
17:18 |
MinetestBot |
Another satisfied customer. Next! |
17:18 |
dogetest |
shift =sneak, right? |
17:20 |
Krock |
yes |
17:21 |
Krock |
well, it defaults to the shift key, but there's no custom key-down listener API yet |
17:21 |
Krock |
players might use a different key if it's handier for them, but it will have the same effect |
17:22 |
dogetest |
cool |
17:23 |
Milan[m] |
heyo i have someone with a minetestserver here that loves to coredump (i actually wonder why there was a huge iowait due the coredump while i set the storage to false) - however this is the latest one, not sure if this kind of output is helpful - as there is no dumpfile i cannot run gdb https://haste.tchncs.de/raw/qigacuhili |
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17:55 |
dogetest |
Krock: https://github.com/dogetest/dogestate/blob/master/init.lua#L30 |
17:56 |
Krock |
lgtm |
17:58 |
* Krock |
insists in using tabs for indents |
17:59 |
Krock |
s/in /on / |
18:03 |
dogetest |
I like 2 spaces |
18:06 |
Krock |
tabs can be adjusted to be displayed as 2 spaces, plus 50% less key presses for each indent :P |
18:09 |
dogetest |
good point |
18:09 |
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18:31 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Update version correctly again (#6462) 50b2185 https://git.io/vdt0H (2017-09-26T18:30:42Z) |
18:31 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Update JsonCPP to 1.8.3 (#6466) 50423d8 https://git.io/vdt0Q (2017-09-26T18:30:14Z) |
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18:46 |
ClockGen |
hello, what is version 0.4.16-dev? Is it just latest code from git? |
18:47 |
ClockGen |
Some mods (worldedit, technic, advanced_npcs) require 0.4.16-dev, can I host a server with never minetest version, but players would actually use stable 0.4.16 release? |
18:47 |
ClockGen |
Or there are some backward-compatibility breaking changes |
18:49 |
deltasquared |
ClockGen: personally when that happens I just check out a different commit, before the change that required the dev version. |
18:49 |
deltasquared |
how to find it is highly mod specific though. |
18:50 |
ClockGen |
Well, I'd very much like to get latest versions of these mods actually |
18:50 |
ClockGen |
worldedit have some nice brush function |
18:50 |
deltasquared |
ClockGen: then you had better get compiling bleeding edge minetest then |
18:50 |
ClockGen |
advanced_npcs require player collision box fix |
18:51 |
ClockGen |
Well, that's why I ask, can people still play on my server |
18:51 |
ClockGen |
With different versions |
18:51 |
Krock |
ClockGen, 0.5.0-dev is the code from the current git HEAD, which is the same as 0.4.16-dev, due the modified versioning scheme |
18:51 |
deltasquared |
Krock: is there a way of determining protocol version for a given MT version? I think that'd answer his question |
18:51 |
Krock |
as the number already indicates, we're towards a compatibility break for 0.5.0, which already happened in the in-development version |
18:52 |
deltasquared |
ClockGen: then I have no idea. |
18:52 |
deltasquared |
Krock: out of interest, do we know what triggered the major version bump |
18:52 |
Krock |
deltasquared, using the protocol version you can only approximate the Minetest version |
18:53 |
Krock |
deltasquared, deprecated code, lot of garbage in the code. |
18:53 |
deltasquared |
oh right, the "this stuff is broken, stop using it" variety. |
18:53 |
Krock |
it's also the chance for implementing new features that weren't possiblebefore |
18:54 |
ClockGen |
I see, so players need to compile latest versions too. Is there some roadmap or any other way to indicate progress towards the next stable release? |
18:55 |
deltasquared |
"when the devs feel ready" |
18:55 |
deltasquared |
I suspect would be the quick answer |
18:55 |
Krock |
it's all on GitHub. 0.4.17 is already planned. It will contain backported bugfixes from the 0.5.0 code to the old version |
18:55 |
Krock |
but it won't contain (many/any) new features |
18:56 |
ClockGen |
Yeah, that's a common answer for open-source projects, but roadmaps actually allow to determine approximate progress |
18:56 |
Krock |
it's done when it's done. https://github.com/minetest/minetest/projects |
18:59 |
rubenwardy |
ClockGen, it'll be december probably |
19:00 |
rubenwardy |
or early next year |
19:00 |
rubenwardy |
0.4.17, a bug fixing release, will be around the same time |
19:06 |
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19:07 |
rdococ |
Krock: what do those new features include? |
19:10 |
Krock |
https://github.com/minetest/minetest/pulls?q=is%3Apr+is%3Aclosed+label%3AFeature |
19:11 |
Krock |
more to come soon(TM) |
19:12 |
rdococ |
yay for features! |
19:22 |
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19:53 |
rdococ |
puppy |
19:54 |
JayTheNinja23 |
hi |
19:55 |
* JayTheNinja23 |
has quit (Quit: Bye!) |
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20:18 |
webD97 |
hi :) Just a quick question: When building with libspatial, which version do I need? latest (1.8.5)? |
20:18 |
sfan5 |
probably |
20:21 |
webD97 |
The problem is that I'm getting errors like "undefined reference to `SpatialIndex::Region::Region(double const*, double const*, unsigned int)" although I compiled and installed libspatialindex. I set SPATIAL_INCLUDE_DIR to /usr/include and SPATIAL_LIBRARY to /usr/lib/libspatialindex_c.so. Both files/directories exist according to the "make install" output. The Minetest build still fails... |
20:23 |
sfan5 |
since i've never compiled minetest with libspatialindex i can just say: idk |
20:23 |
webD97 |
hm, okay. thanks anyway :) |
20:24 |
Krock |
can confirm working with 1.8.5 with MSVC.. haven't tried on Linux yet |
20:26 |
webD97 |
Thanks Krock. Then it's not version error... |
20:26 |
webD97 |
Must be some paths related issue... |
20:26 |
Krock |
this information can't be outdated as the build system changes rarely and it worked fine in the last stable build |
20:26 |
Krock |
indeed, could be a problem with the paths |
20:29 |
* rdococ |
pets firefox |
20:30 |
webD97 |
Just to make sure I understand it correctly: The readme says "SPATIAL_INCLUDE_DIR - Only when building with LibSpatial; directory that contains spatialindex/SpatialIndex.h"; The build script says "-- Installing: /usr/include/spatialindex/SpatialIndex.h". So the correct value for SPATIAL_INCLUDE_DIR should be /usr/include, isn't it? |
20:39 |
Krock |
yes |
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webD97 |
okay, thanks |
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21:30 |
webD97 |
I'll stop trying for today. If anyone has an idea, feel free to contact me on the forums :) bye! |
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