Time Nick Message 00:24 jas_ hi 00:32 jas_ np: https://youtu.be/clAJ8mufzJ0 <-- lightning bolt - ride the skies - 2001 lp 00:57 jas_ !mod ignore 00:57 MinetestBot jas_: Ignore list manager [ignore] by Mg - https://forum.minetest.net/viewtopic.php?t=13993 01:24 jas_ i saw lightning bolt live and it was sooo goood https://www.youtube.com/watch?v=8JpHoAnaPK0 01:25 jas_ (they play in the middle of the mosh pit muaha) 08:13 sare_at_work Hi, does anyone knows how the digistuff:touchscreen works? 08:27 swift110 hey all 08:27 jas_ greetings 08:30 swift110 how ar eyou jas_ 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 12:07 sovetskiy hello everybody 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 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 12:26 sovetskiy player:getpos() -- position under palyer feet? 12:28 sfan5 yes 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 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 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 14:04 itbeterbeme Hello 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 14:38 swift110 hey Preuk 14:38 swift110 hey proller 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.. 16:24 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 16:26 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 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 16:49 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 16:52 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 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. 17:02 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 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. 17:14 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 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 17:39 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? 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 19:15 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 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 (╯°□°)╯︵ ┻━┻ 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 ("(╯°□°)╯︵ ┻━┻"):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 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 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