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07:48 |
gorilla |
Hey all. I'm running up a person minetest server btu whenever I run minetest-mapper, I'm getting numerous errors about block, such as : Error at (-47,-7,7): ord() expected a character, but string of length 0 found |
07:50 |
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08:15 |
swift110 |
hey Krock long time no see |
08:17 |
Krock |
hi swift110 |
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09:58 |
m712 |
is it normal for minetest to push the limits of my GPU? my WM becomes really laggy once i start playing minetest even though it shows 18% CPU usage, and i need to switch to xfwm4 |
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10:18 |
sfan5 |
>asks question |
10:18 |
sfan5 |
>leaves 10 minutes later |
10:20 |
Krock |
>not familiar with IRC |
10:21 |
deltasquared |
so does that mean we'll get whoever it was on in a few days expecting to see the answer to his question in the backlog? :P |
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10:35 |
Krock |
well, great. deltasquared ^ |
10:38 |
Krock |
m712, usually it's the other way around: heavy CPU use but almost nothing in the GPU |
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11:00 |
m712 |
huh |
11:01 |
m712 |
my CPU is an i7-4790 but my GPU is radeon hd 5670 |
11:01 |
m712 |
my GPU is my bottleneck. lol |
11:05 |
sfan5 |
sounds like broken wm if it becomes laggy with increased gpu usage |
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11:11 |
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11:13 |
Sockbat |
Hi everyone. On my 0.5.0 server the players appear to be stuck half-way in the ground. They can move around freely and from the players' perspective it looks normal but from an external perspective the player's top half is visible and stuck in the ground. Any solutions please? |
11:15 |
Krock |
update minetest_game |
11:15 |
Krock |
or better: sync the minetest_game history with the 0.5.0 server version you use |
11:16 |
Krock |
if you want to host a server for 0.4.x clients, you should wait for 0.4.17 and use the latest stable (0.4.16) to host the server |
11:17 |
Krock |
^ saves trouble and time |
11:18 |
Sockbat |
Thanks for your response Krock. I will try that. |
11:22 |
Krock |
!next |
11:22 |
MinetestBot |
Another satisfied customer. Next! |
11:22 |
Sockbat |
Haha |
11:27 |
m712 |
sfan5: GPU intensive rather than broken |
11:27 |
m712 |
it's compiz |
11:27 |
m712 |
lol |
11:28 |
sfan5 |
huh |
11:28 |
m712 |
it's a really nice compositing WM |
11:33 |
Krock |
even if it poops gold, it's not usable if the GPU tries to cook eggs |
11:34 |
Krock |
so a WM (or maybe graphics driver) issue, but not ours |
11:48 |
m712 |
not your issue i know |
11:48 |
m712 |
maybe compiz's compositing + minetest becomes too much to the GPU to handle, it *is* an old GPU after all |
11:49 |
m712 |
and turning off compositing makes it go away |
11:49 |
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11:53 |
Krock |
old? Minetest also works with an integrated chip from 2004/2005 |
11:54 |
Krock |
surely without shaders in that case |
12:03 |
Calinou |
I don't think it does |
12:03 |
Calinou |
integrated graphics were terrible in the mid-2000s |
12:03 |
Calinou |
they didn't even support hardware T&L! |
12:03 |
Calinou |
(Intel began supporting this in 2006) |
12:03 |
Calinou |
even then, you had terrible drivers back then, regardless of the OS |
12:04 |
Calinou |
m712: what's your graphics card?$ |
12:04 |
Calinou |
-$ |
12:05 |
Calinou |
don't use compositing on old GPUs, especially while playing games |
12:05 |
Calinou |
even on new GPUs, it is advised to disable it when gaming |
12:05 |
Calinou |
(lower input lag, higher FPS) |
12:05 |
Calinou |
thanks Linux, on Windows this isn't necessary, in fact you can't even do it anymore on 10 :P |
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14:00 |
Guest13946 |
to |
14:09 |
MinetestBot |
[git] numberZero -> minetest-mods/mesecons: Fix typo f78937b https://git.io/vdbNM (2017-10-21T14:05:09Z) |
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14:22 |
ZenonSeth |
hello |
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14:29 |
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14:32 |
Krock |
hi |
14:33 |
ZenonSeth |
would this be the place to ask minetest mod-development questions? is there a channel for that? or just forums? |
14:35 |
sfan5 |
just ask here |
14:35 |
sfan5 |
or on the forums |
14:36 |
ZenonSeth |
ok, well might ask there too |
14:37 |
ZenonSeth |
but i was wondering cause i can't find, is there a way to dynamically change digging time? i can't quite find how exact digging time is determined, i'm assuming its using both tool-capabilities and some node info.. |
14:37 |
ZenonSeth |
by dynamically i mean something like is there a way to get something to make a callback to a function that can return some number to change dig time |
14:42 |
Krock |
tool caps can't be changed dynamically yet. but the PR to implement that is pending |
14:43 |
ZenonSeth |
oh i see ok |
14:44 |
ZenonSeth |
i imagine the workaround right now would be to replace tool in players hand when satrting to use it, but then i'd have to register every single tool capability i can think of |
14:48 |
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15:00 |
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15:01 |
sfan5 |
indeed |
15:06 |
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15:19 |
ZenonSeth |
ok, related to that, what exactly is it in tool capabilities that determines dig time? |
15:20 |
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15:20 |
ZenonSeth |
is it the times stuff, so like times={[1]=4.00, [2]=1.50, [3]=1.00} ? the wiki isn't 100% clear on what those mean |
15:21 |
deltasquared |
ZenonSeth: have you tried the lua_api.txt file in your MT install? |
15:21 |
deltasquared |
though, I personally couldn't get my head around that myself either |
15:21 |
deltasquared |
there's a section titled "Groups" in there (note the cap G for searching it) |
15:22 |
ZenonSeth |
i've read it, but kinda forgot about it when i found dev.minetest.net |
15:22 |
ZenonSeth |
looking now |
15:22 |
deltasquared |
ZenonSeth: well bear in mind that dev.minetest.net is considered secondary |
15:22 |
ZenonSeth |
alright |
15:23 |
deltasquared |
always the trouble with wikis... :P |
15:23 |
deltasquared |
ZenonSeth: out of curiousity, why you looking up the groups mechanism, you defining a new tool/node? |
15:23 |
ZenonSeth |
i did send a few things to the minetest-doc channel to update them :P |
15:24 |
Krock |
https://forum.minetest.net/viewtopic.php?f=47&t=10927 |
15:24 |
ZenonSeth |
oh thx Krock |
15:24 |
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15:24 |
Krock |
!next |
15:24 |
MinetestBot |
Another satisfied customer. Next! |
15:25 |
ZenonSeth |
as to why i was looking, i was thinking of how to make mining harder, any experienced player can dig down pretty fast |
15:25 |
deltasquared |
hrm |
15:25 |
ZenonSeth |
so i was thining of making dig times take longer as depth increases |
15:25 |
deltasquared |
I don't think that's possible somehow |
15:25 |
ZenonSeth |
and/or requiring new tools |
15:25 |
ZenonSeth |
yeah, node properties are kidna set in stone |
15:26 |
ZenonSeth |
not very dynamic, so i can't override the default stone to be "harder" based on depth |
15:26 |
deltasquared |
I don't actually know if code in minetest_game or in the engine itself handles node digging behaviour |
15:26 |
Krock |
deltasquared, both |
15:26 |
ZenonSeth |
i had a look at some of both, not that im expert |
15:26 |
ZenonSeth |
ah but Krock sounds like he is :) |
15:27 |
deltasquared |
ZenonSeth: though consider, that it doesn't make sense to make it harder if it's the same old stone, have you looked into making deeper stone a different node perhaps? |
15:27 |
ZenonSeth |
hm, no that i havent' |
15:27 |
deltasquared |
I can't see a straightforward way to get the terrain gen to do that for you though, off the top of my head |
15:27 |
deltasquared |
using voxelmanip seems a tad hacky |
15:28 |
ZenonSeth |
as far as i can tell, terrain gen is done in c++, and you CAN override generated blocks with your own in lua |
15:28 |
deltasquared |
ZenonSeth: can you do so based on depth though? |
15:28 |
ZenonSeth |
so it may be possible i think |
15:28 |
ZenonSeth |
yes, you know the position of the node blocks being generated... i think |
15:28 |
ZenonSeth |
i'm new to the api |
15:28 |
deltasquared |
doing so based on the world depth would require some kind of call into lua, which (unless it's per-chunk, not sure) would be very ouch |
15:29 |
deltasquared |
Krock: halp |
15:29 |
Krock |
keeping it below 10ms per mapblock will be very hard. It's also not quite efficient to replace everything |
15:29 |
ZenonSeth |
there are custom generators written in lua though, so i thought you could completely overwrite any generated blocks? |
15:29 |
deltasquared |
ZenonSeth: it should be pointed out that C++ and lua mapgens are mutually exclusive, and the latter just ain't as fast |
15:30 |
ZenonSeth |
ofc |
15:30 |
Krock |
no, you can adapt or overwrite a mapblock. just pay attention what comes first and which code is executed afterwards |
15:30 |
ZenonSeth |
well |
15:30 |
deltasquared |
there is some mechanism for on_mapgen hooks or something, and you *could* go over existing terrain with voxelmanip say and replace all the stone |
15:31 |
ZenonSeth |
yeah probably not too fast |
15:31 |
deltasquared |
the example that comes to mind is technic's sulfur placement, it does a voxelmanip to replace any stone near lava sources with sulfur ore |
15:32 |
deltasquared |
there it is, minetest.register_on_generated |
15:32 |
ZenonSeth |
yeah thats the one ive seen too |
15:33 |
ZenonSeth |
need to read more on this stuff though |
15:33 |
deltasquared |
hmm, voxelmanip, the only time you'll ever see the internal numerical node IDs |
15:34 |
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15:34 |
ZenonSeth |
hmm |
15:35 |
paramat |
no need just use the ore placement API to create layers of different stone types |
15:35 |
ZenonSeth |
actually that might not do any good? |
15:35 |
ZenonSeth |
the answer krock linked seems to imply thjat the dig time is strictly determined by the tool_capabilities groups |
15:35 |
deltasquared |
ZenonSeth: no, it depends on the node groups too |
15:35 |
ZenonSeth |
> Quote: |
15:35 |
ZenonSeth |
[1]=4.00 |
15:35 |
ZenonSeth |
Nodes with the group |
15:35 |
ZenonSeth |
cracky = 1 |
15:35 |
ZenonSeth |
require 4.0s to dig |
15:36 |
deltasquared |
you can't mine obsidian with a wooden pickaxe for instance |
15:36 |
ZenonSeth |
yeah, but grups don't go "higher" than 1 |
15:36 |
ZenonSeth |
yes |
15:36 |
deltasquared |
I forget how it works, but my point is you *can* make a tougher node. |
15:36 |
deltasquared |
you can figure out that part later. |
15:37 |
ZenonSeth |
i need to experiment, tougher as in, can't be dug by lesser tools seems possible, but tougher as in "needs more time to be dug" seems impossible as dig-time seems kinda tool-determined |
15:37 |
ZenonSeth |
seems possbile = is entirely possible as you said |
15:38 |
Krock |
I'd rather wait for settable tool caps |
15:38 |
deltasquared |
Krock: are we definitely getting that now? I saw it getting approval |
15:38 |
Krock |
all other attempts are somewhat hackish and inefficient |
15:39 |
deltasquared |
settable tool caps for something like this though seems like a nice way to get a tool stuck in a permanent handicapped state, unless the settable caps are not saved |
15:39 |
deltasquared |
but rather set on each load |
15:49 |
ZenonSeth |
Krock: on a kinda related note, is there any feature request for a callback to lua on a start digging node time? The serverpackethandler stuff i saw already has dig-start prevention for stuff like interact priv or digging too far, could it also do a call to lua mods to bugger out early? |
15:51 |
ZenonSeth |
im assuming someone else has probably thought of this too, its just current protection mods are all on after-dig,and don't work well with laggy clients |
15:52 |
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15:52 |
deltasquared |
I personally just want use-and-hold callbacks on items, so on_use_start and on_use_end (maybe with the ability to pass data between the two, via the first returning an object... though you might also want that to return a true/false to allow use start or not) |
15:53 |
deltasquared |
ZenonSeth: well, in all fairness protected area plugins on minecraft servers don't work well with lag either, so it's not like we're missing out at least ;) |
15:54 |
ZenonSeth |
deltasquared: true, but minecraft modding is more like a hack, minetest is designed to be modded, so what im saying is minecraft has much lower standards, minetest can do a lot better :) |
15:54 |
deltasquared |
shots fired. fair enough |
15:57 |
ZenonSeth |
that wasn't meant to be shots, if you play and enjoy minecraft too |
15:57 |
ZenonSeth |
just saying what i think is the case |
16:01 |
asl97 |
ZenonSeth: the different in modding is rather huge afaik, you can pretty much override anything in minecraft from what i understand. I wouldn't really call it lower standards |
16:03 |
ZenonSeth |
ok, fair enough, and i haven't gotten into minecraft modding either so can't really say |
16:03 |
ZenonSeth |
though i guess my point was more that (at least last i saw) minecraft doesn't support modding officially, while minetest kind of is all about modding |
16:08 |
deltasquared |
asl97: that's with forge installed mind, not exactly base game... but I'm not really going to get into an argument over it, MC vs MT has a certain degree of apples vs oranges, despite both being voxel games |
16:10 |
ZenonSeth |
deltasquared: its true, and i wasn't even comparing them till you mentioned it :P |
16:10 |
Krock |
ZenonSeth, https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2453 |
16:10 |
Krock |
that's when digging starts |
16:11 |
ZenonSeth |
yes, but it doesn't ask whether digging can continue does it? |
16:11 |
ZenonSeth |
aka if i return false, it won't stop digging |
16:11 |
Krock |
no, but you can revoke interact from the player |
16:12 |
Krock |
maybe interesting: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4369 |
16:12 |
ZenonSeth |
hmm, ok i think someone might have tried that on the forum with a mod.. should test to see how it works |
16:13 |
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16:14 |
asl97 |
Krock: are you suggesting to abuse the interact privs for tool digging check? |
16:14 |
Krock |
if you set stone on very easily breakable, you could use the prediction to let players dig it many times until it's finally mined |
16:14 |
Krock |
asl97, YES. Isn't it beautiful? |
16:15 |
Krock |
I can't even explain. It's so a e s t h e t i c |
16:15 |
ZenonSeth |
the dig prediction is cool for a custom block to build in protected areas with |
16:15 |
asl97 |
deltasquared: forge makes it easier to create mod and provide an api which allow mods to work together, but there was a time before forge, if you consider direct modding as base game. |
16:17 |
deltasquared |
asl97: I remember "that time", even though I don't want to >_> |
16:18 |
ZenonSeth |
this was the one someone tried: https://forum.minetest.net/viewtopic.php?f=11&t=18621 |
16:18 |
ZenonSeth |
revokes interact from players when digging protected nodes |
16:20 |
ZenonSeth |
it uses register_on_punchnode like krock said |
16:20 |
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16:25 |
deltasquared |
I detect a potential timing window |
16:26 |
deltasquared |
like, if it's a torch... interesting. I would hope that dig completion would only occur on return to the event loop |
16:26 |
deltasquared |
so in that case revoking the priv temporarily would be guaranteed to be done before the user can dig the node... hopefully. |
16:27 |
deltasquared |
I *love* race conditions, they make my life *so* interesting -_- |
16:30 |
ZenonSeth |
there's no race condition for the interact priv, its returned when user lets go of LMB |
16:34 |
ZenonSeth |
mod works fine with torches too |
16:34 |
ZenonSeth |
or wait |
16:35 |
ZenonSeth |
eh not exactly fine |
16:35 |
ZenonSeth |
but i think its meant more for blocks, to stop people from breaking protected blocks with lag |
16:40 |
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16:46 |
ZenonSeth |
yeah, the only downside of using register_on_punchnode is that it doesn't work outright with nodes that define on_punch |
16:46 |
ZenonSeth |
i mean using register_on_punchnode to revoke privs |
16:54 |
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16:58 |
Kurtzmusch |
hey, i have a sugestion for the engine: cilindrical or spherical fog |
17:02 |
ZenonSeth |
isn't fog already spherical? at least it looks like it is with shaders on (tbh i have not seen without shaders) |
17:03 |
ThomasMonroe |
it should be |
17:03 |
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17:06 |
Kurtzmusch |
ill try to turn on shaders |
17:07 |
Kurtzmusch |
oh, my bad |
17:07 |
Kurtzmusch |
its much better this way ! |
17:07 |
ZenonSeth |
even with shaders, fog looks speherical on my machine but dunno |
17:08 |
ZenonSeth |
tone mapping makes it nicer still, esp. at night, in my opinion |
17:09 |
ThomasMonroe |
XD my machine can't do the shaders, tooo slow |
17:09 |
Kurtzmusch |
on my machine if shaders are off the fog is flat in fornt of the player so you can see farther on the sides of the screen |
17:10 |
ZenonSeth |
yea, ive seen that type of fog too, its depth based fog i think? but it doesn't do that even without shaders for me :P |
17:11 |
ZenonSeth |
cool feature i never knew, the +/- keys (on numpad too) change your viewing range while in-game |
17:12 |
Kurtzmusch |
are you running 4.16? |
17:12 |
ZenonSeth |
no 0.4.17 |
17:12 |
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17:13 |
Kurtzmusch |
oh, maybe thats why |
17:13 |
ZenonSeth |
maybe |
17:13 |
rubenwardy |
0.4.17 doesn't exist yet |
17:13 |
ZenonSeth |
but if you can run with shaders, it's nicer anyway |
17:13 |
Kurtzmusch |
also im on windows |
17:13 |
rubenwardy |
so you're running 0.4.16 |
17:13 |
rubenwardy |
oops |
17:14 |
rubenwardy |
0.4.17-dev, which is 0.4.16 |
17:14 |
ZenonSeth |
ok... top of my window says 0.4.17-dev-stuff |
17:14 |
Kurtzmusch |
i think hes running those non oficial versions |
17:14 |
ZenonSeth |
yeah im on linux, so i had to compile it myself |
17:15 |
ThomasMonroe |
same here |
17:16 |
ZenonSeth |
rubenwardy: whatever head of stable-0.4 is on git |
17:16 |
rubenwardy |
it's 0.4.17-dev which is exactly the same as 0.4.16 |
17:16 |
rubenwardy |
blame nerzhul if you find that confusing |
17:17 |
ZenonSeth |
well good to know at least |
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19:26 |
loganrun |
so I started with host server, in create mode. how do I grant others fly privilege |
19:27 |
red-001 |
/grant <player name> fly |
19:29 |
Calinou |
I believe I can /grant <player name> fly |
19:30 |
Krock |
I thought it was /grant <player name> fly |
19:31 |
loganrun |
ok got it, also shift doesn't seem to go down on mac |
19:31 |
loganrun |
I mean in free fly when I press shift on mac the player does not decend |
19:32 |
Krock |
ESC -> Change Keys |
19:32 |
Krock |
or open that pause menu in another way if your macbook doesn't have the esc key |
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19:33 |
loganrun |
ok |
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22:34 |
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22:34 |
Mati^1 |
hi All |
22:40 |
Mati^1 |
I am sorry for my language!!!!!!! hope you remember! RBA Maciej Kasatkin! I would like to go on his dead! on his memorial monument. his achievements in the game! and not only! Minetest! also SamQoupe Game! |
22:42 |
Mati^1 |
on the monument I would like commemorate his achievements in programming amd other things that will be associated with him |
22:42 |
rubenwardy |
VanessaE |
22:43 |
Mati^1 |
Please think about this |
22:43 |
VanessaE |
wat |
22:43 |
Mati^1 |
hi Vanessa |
22:43 |
VanessaE |
hi |
22:44 |
Mati^1 |
condolence! :( |
22:44 |
VanessaE |
I think he's saying RBA should be commemorated in the game/engine, e.g. "this release it dedicated to..." but did't we already do that before? |
22:44 |
VanessaE |
is* |
22:44 |
rubenwardy |
I think they're asking for some works for an eulogy / lasting IRL memorial |
22:44 |
rubenwardy |
*words |
22:45 |
VanessaE |
hm, well nothing much I can do to help that. |
22:45 |
rubenwardy |
oh, I thought you were the closest to RBA. Nevermind |
22:45 |
rubenwardy |
I never talked to him, so can't really say anything |
22:46 |
Mati^1 |
I do not know about it! I would like this person to be remembered somewhere |
22:46 |
VanessaE |
I was only as close to him as anyone else, but since I'm no core dev and have no resources to speak of, I can do nothing useful hgere. |
22:46 |
VanessaE |
here* |
22:47 |
VanessaE |
(besides, I have someone else's memorial on my mind these days) |
22:47 |
Mati^1 |
:/ sorry but my englich ist not good germany or polnisch |
22:47 |
VanessaE |
it's okay, Mati. |
22:47 |
Mati^1 |
:/ thx |
22:48 |
Calinou |
VanessaE: I think Mati^1 means that on RealBadAngel's commemorative plate, his contributions to Minetest are remembered |
22:48 |
Calinou |
maybe? |
22:48 |
VanessaE |
I guess that's reasonable but I don't see how anyone here can help with that |
22:49 |
Mati^1 |
Vanessa I am very sorry for your husband's death RBA Thank you very much |
22:49 |
VanessaE |
thanks, Mati. :-/ |
22:50 |
Mati^1 |
Dziekuje!!! Thx!!! |
22:51 |
Mati^1 |
my son very often returns to RBA Games |
22:52 |
Mati^1 |
my new nick in games |
22:52 |
Mati^1 |
RBD |
22:52 |
VanessaE |
I'm sure RBA would be happy that people are still enjoying his work |
22:52 |
Mati^1 |
RealBadDevil |
22:53 |
Mati^1 |
StarWars II and I |
22:54 |
red-001 |
Mati^1, btw there is a german minetest channel at #minetest-de |
22:54 |
Mati^1 |
He had a very bad family sisters do not remember just uncle |
22:54 |
Mati^1 |
Thx |
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