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IRC log for #minetest, 2017-09-26

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All times shown according to UTC.

Time Nick Message
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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?
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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
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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?
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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
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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
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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)
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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)
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07:04 swift110 hey
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08:25 fireglow Hello
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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
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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
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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.
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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
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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
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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.
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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 ;)
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10:17 deltasquared hmm, cert creation for the tor gateway is quite some hoops...
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10:52 deltasquared welp, I'm back
10:56 deltasquared certificate setup seems to work ok.
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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
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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.
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13:42 JayTheNinja23 whois?
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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
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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.
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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
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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
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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
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15:18 rdococ ?
15:18 rdococ it doesn't seem to be loading for me
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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
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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
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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.
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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
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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
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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
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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
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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!
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19:53 rdococ puppy
19:54 JayTheNinja23 hi
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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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20:42 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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