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jas_ |
hi |
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00:32 |
jas_ |
np: https://youtu.be/clAJ8mufzJ0 <-- lightning bolt - ride the skies - 2001 lp |
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jas_ |
!mod ignore |
00:57 |
MinetestBot |
jas_: Ignore list manager [ignore] by Mg - https://forum.minetest.net/viewtopic.php?t=13993 |
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jas_ |
i saw lightning bolt live and it was sooo goood https://www.youtube.com/watch?v=8JpHoAnaPK0 |
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jas_ |
(they play in the middle of the mosh pit muaha) |
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sare_at_work |
Hi, does anyone knows how the digistuff:touchscreen works? |
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08:27 |
swift110 |
hey all |
08:27 |
jas_ |
greetings |
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08:30 |
swift110 |
how ar eyou jas_ |
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08:30 |
jas_ |
good thanks for askin, how are you? |
08:31 |
swift110 |
im good jas_ what ya up to |
08:31 |
jas_ |
ohh not much, compiling nerzhul's minetest with builtin asio, gonna test that |
08:32 |
jas_ |
what are you up to? |
08:32 |
swift110 |
nice |
08:33 |
swift110 |
what is that jas_ |
08:33 |
swift110 |
jas_, listening to an old linux podcast |
08:33 |
jas_ |
i'll show you, it's a network rewrite incoming for minetest |
08:33 |
jas_ |
https://github.com/minetest/minetest/pull/6485 |
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12:07 |
sovetskiy |
hello everybody |
12:09 |
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12:09 |
Wuzzy |
hint: nobody can't help you if you don't ask your question |
12:10 |
Wuzzy |
it's nothing personal. i just need a break from MT. don't be mad at me |
12:15 |
sovetskiy |
Wuzzy, I already broke from MT forever -- "thanks" to celeron-55, who banned me. But thank you for advice. |
12:16 |
sovetskiy |
I would like to know which side of node (top, bottom, left, right, front, back) I punched while punching some node |
12:18 |
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12:18 |
sfan5 |
i can't remember the last time c55 banned anymore, you sure must be unforgiving |
12:19 |
sfan5 |
regarding the question: there's no built-in function to do that but you might be able to get it by examining the look direction of the player during punch |
12:19 |
sfan5 |
s/anymore/anyone/ |
12:21 |
sovetskiy |
then you don't know c55, because I and azekill were banned |
12:22 |
sovetskiy |
ok, I already thought about camera vector |
12:24 |
sovetskiy |
player:get_look_dir() — returns the camera direction as a unit vector. But what about camera position? Where can I take it? |
12:24 |
sfan5 |
vector.add(player:getpos(), {x=0, y=2, z=0}) should come pretty close to the camera pos |
12:24 |
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12:26 |
sovetskiy |
player:getpos() -- position under palyer feet? |
12:26 |
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12:28 |
sfan5 |
yes |
12:29 |
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12:29 |
sovetskiy |
ok, another question. I look all the time at the center of screen where crosshair is. Can I convert 2D coordinates of screen to 3D point in MT world? |
12:30 |
sfan5 |
not really |
12:37 |
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13:04 |
Krock |
doing some mathematical complicated shit with fov and depth calculation, this would be somehow possible manually. If you want to implement this in a mod, I'd however recommend using the Raycast object |
13:04 |
Krock |
^ sovetskiy |
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13:56 |
swift110_ |
hey Krock long time no speak |
13:56 |
Krock |
hey swift110_ |
13:57 |
swift110_ |
how are you Krock |
13:58 |
Krock |
fine, thanks. How are you? |
13:58 |
swift110_ |
im great |
13:59 |
swift110_ |
miss having you in my channel |
14:00 |
Krock |
well, I wasn't active there anyway |
14:00 |
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14:04 |
itbeterbeme |
Hello |
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14:29 |
swift110 |
Well, you are welcome to return at anytime. |
14:30 |
swift110 |
I have a few folks that have Minetest servers there so it would help to encourage it even further to have your presence |
14:35 |
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14:38 |
swift110 |
hey Preuk |
14:38 |
swift110 |
hey proller |
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15:56 |
itbeterbeme |
cpp does not have maven like dependency management? :/ |
15:59 |
sfan5 |
would be terrible if it had |
15:59 |
itbeterbeme |
I would like to practice cpp around MT but hell, set-up'ing such project on eclipse cdt isn't looks easy task. For java its like import maven project > done. |
15:59 |
sfan5 |
try googling "cmake c++ eclipse" |
15:59 |
itbeterbeme |
all thirdparty libs are download and build automaticly |
16:06 |
Krock |
works fine here by calling cmake once and starting eclipse in the source directory.. |
16:08 |
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16:24 |
red-001 |
eclispe isn't a great IDE tbh |
16:25 |
red-001 |
it works through so I can't complain |
16:25 |
ThomasMonroe |
well at least itsbetter than netbeans |
16:25 |
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16:26 |
red-001 |
MSVC is pretty good when it's not forgetting where the standard lib headers are |
16:27 |
ThomasMonroe |
heh true |
16:28 |
ThomasMonroe |
but it doesnt work on linux im assuming |
16:28 |
red-001 |
I would assume so |
16:28 |
red-001 |
it might work under win |
16:28 |
red-001 |
wine* |
16:29 |
red-001 |
I haven't check cause it's like 10 gigabytes for a normal install |
16:31 |
ThomasMonroe |
maybe |
16:36 |
Krock |
MSVC 2010 was about 2 GiB.. duh |
16:36 |
itbeterbeme |
so on windows you download bunch of dll manually and add them to path, sounds like stone-age :/ |
16:38 |
red-001 |
there is a reason 96% of minetets builds for windows are cross compiled |
16:38 |
Krock |
on Windows you copy dlls, on Linux appimages if you want to make it half-way portable |
16:38 |
Krock |
red-001, right now it's rather 99% |
16:39 |
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16:39 |
red-001 |
I assume there are some builders we don't know about |
16:39 |
red-001 |
otherwise it would be like 100% |
16:39 |
red-001 |
my assumptions could be way off |
16:40 |
Krock |
if you want to build on Windows, there will be problems, which leads to questions. Questions which can get answered here sometimes. Getting almost no questions in regard to this makes me believe that it either works (almost unbelievable) or nobody tries |
16:40 |
Krock |
but sure, thanks to Addi this could change soon :) |
16:42 |
twoelk |
seems compiling on windows is not meant for the casual fooling around with code - the way ms and as it seems some of the browser companies are handling it at the moment they only want professionals or the very detirmed to create programs or apps as they are called now |
16:42 |
itbeterbeme |
minetest dev wiki under windows compilation section mentions libs, but not versions if its important which illrich verions for example i download or just grab latest? |
16:42 |
red-001 |
not really |
16:42 |
red-001 |
just minetest doesn't care about it |
16:42 |
red-001 |
so it's a pain to compile it for windows |
16:43 |
red-001 |
itbeterbeme, what version of windows do you use? |
16:43 |
itbeterbeme |
windows10 |
16:44 |
Krock |
Irrlicht 1.8.1 if you want Direct3D8 support, anything newer if you want better key input |
16:44 |
red-001 |
just compile in the intergrated linux enviroment |
16:45 |
red-001 |
I reckon you would be able to get a cross compiler working in it without much difficulty |
16:45 |
red-001 |
they aren't the kernal level or graphical stuff that it struggles with |
16:46 |
sfan5 |
itbeterbeme: which compiler do you plan to use |
16:47 |
itbeterbeme |
sfan5, anything which runs, I'm not very picky at this moment, eclipse currently for minGW GCC |
16:48 |
sfan5 |
then you can download pre-compiled libraries for either 32-bit or 64-bit |
16:48 |
sfan5 |
since the buildbot (cross-compiling linux -> windows) is also mingw |
16:48 |
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16:49 |
red-001 |
wb behalebabo |
16:49 |
sfan5 |
itbeterbeme: you can see where it downloads those here https://travis-ci.org/minetest/minetest/jobs/282417150#L3913 |
16:51 |
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16:52 |
wasv |
Hello, I've been looking for a project to contribute to during Hacktoberfest. I've been planning to get involved in minetest for a while, and I feel like this would be a good time to start. I have experience with OpenGL and C++, I'm wondering if someone could point me to a good issue/feature to start on. |
16:53 |
wasv |
I've scrolled through the issues on GitHub for a while, but I haven't found any that seem approachable. |
16:54 |
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16:54 |
fwhcat |
hi |
16:55 |
red-001 |
wasv, just work on something you would like to see implemented |
16:56 |
red-001 |
if you are experinced with opengl you might want to take a look at improving shaders |
16:56 |
sfan5 |
wasv: something to note is that (except for shaders) minetest does not work directly with opengl but rather lets Irrlicht handle everything |
16:59 |
wasv |
Hmm. Okay. I'll look into Irrlicht too then. I haven't actually played minetest yet, I'm more interested in the coding side. I'll take a look at the shaders though. |
17:01 |
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17:02 |
red-001 |
oh btw webchat is blocked on -dev |
17:03 |
red-001 |
so you might want to get an irc client |
17:05 |
wasv |
I have one on my laptop, I just happened to be between classes on my chromebook. |
17:06 |
wasv |
The post-processing feature request sounds interesting, but it seems rather large for a first contribution. |
17:07 |
sfan5 |
i'm pretty sure someone had opened a PR for that already |
17:08 |
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17:08 |
wasv |
One other than https://github.com/minetest/minetest/pull/3623? |
17:09 |
sfan5 |
that's the one |
17:10 |
wasv |
That one was closed around a month ago it seems. Although I found one from June that is still open. https://github.com/minetest/minetest/pull/5913 |
17:11 |
wasv |
So I think I'll need to look into another issue. |
17:11 |
red-001 |
well you can try to continue RBA's work |
17:12 |
wasv |
brb, switching to a real IRC client. |
17:12 |
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17:14 |
red-001 |
you might want to at least take a look through RBA's github, I think he was prepering things needed to implemenet hardware lighting |
17:27 |
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17:27 |
Flitzpiepe |
Hello everyone |
17:27 |
Flitzpiepe |
How to find out the coords of the map-blocks at a minetest-server? |
17:28 |
ThomasMonroe |
hey Flitz |
17:28 |
Flitzpiepe |
Hi Thomas :) |
17:28 |
ThomasMonroe |
try pressing f5 |
17:28 |
ThomasMonroe |
that shows the debug info |
17:29 |
Flitzpiepe |
ok and which of all these numbers can tell me the map-block I'm in? |
17:30 |
ThomasMonroe |
the second line is the X Y Z |
17:30 |
ThomasMonroe |
Y is up |
17:31 |
Flitzpiepe |
Ok so I know my coods. how to get the coors of the map-block I'm in? |
17:31 |
sfan5 |
divide each of them by 16 |
17:31 |
Krock |
divide by the mapblocksize (16) |
17:31 |
Krock |
eeks. ninjas. |
17:32 |
Krock |
or if you want to investigate the database index, it'll be encoded in a different way: https://github.com/minetest/minetest/blob/master/src/database.cpp#L59 |
17:32 |
Flitzpiepe |
so if the map-block-size is 16 then the first mapblock starts at (0,0,0) and ends at (15,15,15) ? |
17:32 |
Krock |
yes |
17:32 |
Flitzpiepe |
ok, thank you very much :) |
17:32 |
Krock |
!next |
17:32 |
MinetestBot |
Another satisfied customer. Next! |
17:33 |
Flitzpiepe |
and when I want to use World-anchor then my machine must not use more than 1 single map-block - is that true? |
17:33 |
sfan5 |
world-what |
17:34 |
Flitzpiepe |
the nodes that make machines working even if noone is next to it |
17:35 |
sfan5 |
oh those must be part of the technic modpack |
17:35 |
sfan5 |
pretty sure you can configure their range |
17:35 |
sfan5 |
even if not you can just place multiple |
17:37 |
Flitzpiepe |
My proble is: I built some machines and I cannot place the world-anchor node at these areas. and there are positions where is can place it and others where I can't. And I try to find out on what this depends. |
17:37 |
Flitzpiepe |
(oh I hope you can understand what I wrote) |
17:37 |
Flitzpiepe |
*problem |
17:38 |
Flitzpiepe |
*it |
17:38 |
Flitzpiepe |
*I |
17:38 |
Flitzpiepe |
tsorry |
17:38 |
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17:39 |
sfan5 |
the easiest way to answer that would be to read the source code |
17:40 |
Flitzpiepe |
where to find it? |
17:40 |
Flitzpiepe |
is it coded in lua or in c++? |
17:40 |
sfan5 |
lua |
17:40 |
Flitzpiepe |
ok |
17:42 |
Flitzpiepe |
can you post a link of the source code? |
17:42 |
Flitzpiepe |
*please? |
17:43 |
robot4243 |
what is state of client side mods api? is it worth start using it, seems lots of rejection in forum so im unsure? |
17:46 |
Flitzpiepe |
what does "mods api" mean? |
17:47 |
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18:58 |
jas_ |
can't talk without having voice in -hub, i don't understaaaaand |
18:59 |
sofar |
register nick? |
18:59 |
sofar |
then ask for auto voice |
18:59 |
jas_ |
it's registered and i'm identified |
18:59 |
jas_ |
i did |
18:59 |
jas_ |
and again |
18:59 |
jas_ |
i'll ask you now |
18:59 |
jas_ |
will you be so kind to give me voice automatically? |
18:59 |
Krock |
once voiced, always voiced |
19:00 |
jas_ |
i dunno maybe because i'm using /msg nickserv identify ? |
19:00 |
Shara |
jas_: I can help :) |
19:00 |
jas_ |
ok |
19:00 |
Krock |
doesn't matter. just join again and someone will give you voice |
19:00 |
jas_ |
thanks sofar :D |
19:06 |
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19:15 |
wasv |
sfan5: Sorry about the delay. WiFi troubles and classes. Back now. You had mentioned someone named RBA? |
19:15 |
sfan5 |
have I? |
19:15 |
sfan5 |
that's the guy who made the initial version of the postprocessing pr |
19:16 |
red-001 |
jas_, set up sasl |
19:16 |
red-001 |
then you will be auto logged in |
19:16 |
jas_ |
ye i keep meaning to. one of these days. i'm using an autocommand |
19:17 |
jas_ |
https://www.weechat.org/files/doc/stable/weechat_user.en.html#irc_sasl_authentication <-- oh neat, i'll just do it now heh |
19:22 |
deltasquared |
question, for the purposes of reading in lua source (say with i18n messages in), what encoding is used? |
19:22 |
deltasquared |
please don't say it's the environment default... |
19:22 |
sfan5 |
purposes of reading what? |
19:23 |
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19:23 |
deltasquared |
sfan5: mod lua files |
19:23 |
deltasquared |
I would *assume* if it's sane it would assume UTF-8 |
19:24 |
deltasquared |
else, it makes encoding unicode chars in source files a mild pain |
19:24 |
sfan5 |
pretty sure lua treats it as ascii |
19:24 |
deltasquared |
(╯°□°)╯︵ â”»â”â”» |
19:24 |
Krock |
there are no unicode strings in lua. just byte arrays |
19:24 |
sfan5 |
which doesn't mean that it will mangle utf-8 |
19:25 |
deltasquared |
alright, what about for the purposes of in-game text display? is an encoding configured for freetype or is that left to the default as well? |
19:26 |
Fixer |
┬─┬ノ( º _ ºノ) |
19:26 |
deltasquared |
Fixer: you guys putting the table back follow me everywhere... first #archlinux-offtopic and now mumble mumble... |
19:26 |
Krock |
return ("(╯°□°)╯︵ â”»â”â”»"):len() -> 28 |
19:27 |
deltasquared |
Krock: see thing is, if lua "doesn't care" then I could write unicode stuff in UTF-8 and it'd get mangled when it's output again, in say the MT log |
19:27 |
deltasquared |
sure MT itself wouldn't, but it means suddenly I have to care about the target system encoding |
19:27 |
Krock |
meanwhile putting back the table only takes 26 bytes |
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19:28 |
deltasquared |
,if the *core* would treat lua's byte array strings as UTF-8 at least for the purposes of text display in-game at least, that'd be workable. |
19:29 |
deltasquared |
I'd imagine the network protocol would use either that or another portable encoding and translate as necessary |
19:29 |
Krock |
unicode is based on ascii, so checking against the upper bits will allow you some control over unicode in Lua |
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19:30 |
deltasquared |
Krock: I don't really care much about *detecting* it from lua itself, I'm just caring about the possibility of writing multilingual strings without worrying about the target system's locale. |
19:30 |
deltasquared |
so, again, I would like to think there is some kind of conversion internally, if not inside lua, then in the engine... |
19:31 |
deltasquared |
put another way, if I write a UTF-8 multibyte string in a lua source file, I expect MT to be able to output it correctly on any given system *such that it displays as expected*, and I would imagine end users would too |
19:32 |
Krock |
"without worrying about the target system's locale." and then comes a windows user |
19:32 |
deltasquared |
Krock: ... with their codepage locales. I fecking know. |
19:33 |
deltasquared |
personally I would have said "get an editor which can handle UTF-8" and perhaps output UTF-16 when run on a windows console. |
19:34 |
deltasquared |
surely freetype at least could handle it portably for in-game stuff... just tell it to assume everything passed is UTF-8 |
19:36 |
sfan5 |
deltasquared: lua does not really care about encodings but mt internal stuff is utf8 |
19:36 |
sfan5 |
so just use utf8 in your .lua files |
19:36 |
deltasquared |
sfan5: ok, fair enough. though dare I ask about the adformentioned windows situation |
19:36 |
sfan5 |
utf8 is the only sane choice anyway |
19:36 |
deltasquared |
indeed. |
19:37 |
deltasquared |
I'm not going to lie I was restraining myself from a nice long rant there :P |
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