Time Nick Message 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? 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 01:02 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? 01:20 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 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 02:05 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 06:18 MinetestBot 02[git] 04DTA7 -> 03minetest/minetest: Add mute setting (toggled by the mute key and in the volume menu) (#6… 139eb163a https://git.io/vdIjG (152017-09-26T06:17:50Z) 06:33 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: preview: try to send mod channel messages 4 seconds after joining, no… 13f7e57a0 https://git.io/vdLev (152017-09-26T06:32:07Z) 07:04 swift110 hey 08:25 fireglow Hello 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 08:36 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 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. 08:50 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 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 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 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 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 ;) 10:17 deltasquared hmm, cert creation for the tor gateway is quite some hoops... 10:52 deltasquared welp, I'm back 10:56 deltasquared certificate setup seems to work ok. 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 See™ 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 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. 13:42 JayTheNinja23 whois? 13:42 JayTheNinja23 hi 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 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 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 14:08 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 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 15:18 rdococ ? 15:18 rdococ it doesn't seem to be loading for me 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 15:27 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 15:54 deltasquared RIP, tor went bang 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. 16:27 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 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 17:15 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 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 18:31 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest: Update version correctly again (#6462) 1350b2185 https://git.io/vdt0H (152017-09-26T18:30:42Z) 18:31 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: Update JsonCPP to 1.8.3 (#6466) 1350423d8 https://git.io/vdt0Q (152017-09-26T18:30:14Z) 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 19:07 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! 19:53 rdococ puppy 19:54 JayTheNinja23 hi 19:55 * JayTheNinja23 has quit (Quit: Bye!) 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 20:42 webD97 okay, thanks 21:30 webD97 I'll stop trying for today. If anyone has an idea, feel free to contact me on the forums :) bye!