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03:30 |
thePalindrome |
Is there a better way to change the visible formspec? calling a formspec from an exit button makes minetest to sometimes not opening the new formspec |
03:32 |
Cornelia |
thePalindrome: instead of calling the FormSpec, start a 'minetest.after' |
03:33 |
Cornelia |
For.. like.. 0.125 seconds |
03:33 |
Cornelia |
Should be enough CPU cycles to avoid any silliness |
03:34 |
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03:34 |
thePalindrome |
alright, I'll try that then |
03:37 |
thePalindrome |
As a semi-related thing, how popular do you think a mod could be that has performance issues for android? |
03:37 |
rubenwardy |
most Android players play on servers |
03:37 |
rubenwardy |
I'd imagine |
03:37 |
rubenwardy |
or singleplayer without mods |
03:38 |
thePalindrome |
because I'm building a massive steam factory mod, and I'm a bit concerned about performance |
03:38 |
rubenwardy |
so the performance issues would be related to network - sending lots of map blocks |
03:38 |
rubenwardy |
and large texture |
03:38 |
rubenwardy |
yeah, a steam factory mod would probably have lots of node updates |
03:38 |
rubenwardy |
and particles |
03:38 |
rubenwardy |
I think it would still be popular though |
03:39 |
rubenwardy |
technic is popular |
03:39 |
thePalindrome |
I'd be looking for feedback, but I consider it too in-dev to really showcase aside from some technical parlour tricks |
03:41 |
thePalindrome |
and for my reference again, how can I read <userdata>? |
03:41 |
rubenwardy |
depends on the userdata |
03:41 |
rubenwardy |
userdata could be one of multiple things |
03:41 |
thePalindrome |
I mean for debugging |
03:41 |
thePalindrome |
your book doesn't mention it anywhere ;p |
03:41 |
thePalindrome |
dump() just says <userdata> |
03:42 |
rubenwardy |
do you know the type of userdata? |
03:42 |
rubenwardy |
if so, you can use the presence of methods and variables |
03:42 |
rubenwardy |
err |
03:42 |
rubenwardy |
if so, you can just print out things that interest you |
03:42 |
thePalindrome |
In this case I was trying to test an InvRef, but sometimes I'm not certain exactly what I'm getting |
03:43 |
rubenwardy |
if not, you can use the presence of methods and variable |
03:43 |
rubenwardy |
so a ref is an inv if it has get_lists |
03:43 |
rubenwardy |
so if inv.get_lists then print |
03:43 |
thePalindrome |
get_lists wwas giving me <userdata> |
03:43 |
rubenwardy |
so if inv.get_lists then print(dump(inv:to_table())) end |
03:43 |
rubenwardy |
if it's always going to be an InvRef, you can remove the if |
03:43 |
thePalindrome |
ah, wasn't sure that it had to_table |
03:44 |
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03:44 |
rubenwardy |
anyway, gtg |
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05:56 |
MinetestBot |
[git] paramat -> minetest/minetest: Lua_api.txt: Fix, improve and add to Object Properties documentation 62872da https://git.io/vNsFe (2018-01-12T05:51:40Z) |
05:56 |
MinetestBot |
[git] paramat -> minetest/minetest: Lua_api.txt: Improve and complete ABM documentation 05e9e12 https://git.io/vNsFv (2018-01-12T05:45:39Z) |
05:56 |
MinetestBot |
[git] paramat -> minetest/minetest: Settingtypes.txt: Correct value of 'max block send distance' b8fc6a1 https://git.io/vNsFf (2018-01-12T05:45:39Z) |
05:56 |
MinetestBot |
[git] numberZero -> minetest/minetest: Fix ambient occlusion and dark lines at mapblock borders b4df0d6 https://git.io/vNsFJ (2018-01-12T05:44:11Z) |
06:13 |
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07:39 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Forget to fix non freetype build in StaticText 6f2fe8a https://git.io/vNsxs (2018-01-12T07:36:38Z) |
08:17 |
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08:25 |
yusf |
Why is lua_api.txt written in Markdown for the first half, then not? |
08:26 |
jluc |
yusf, it's waiting for you to fix it ! |
08:31 |
yusf |
jluc: Thinking about it, yes… |
08:33 |
yusf |
Not interested in having work rejected by some dev who likes it the way it is though, hence the question. |
08:43 |
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09:49 |
yusf |
With accurate Markdown one could then imagine it being put into https://github.com/lord/slate or some other static doc generator. |
09:49 |
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10:01 |
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10:06 |
pgimeno_ |
yusf: I copy-pasted the document here to be able to see the markup: https://gist.github.com/pgimeno/8fa385ff4dd6dc9686024586ffc634fe - not sure what you mean by the second half not being written in markdown |
10:07 |
pgimeno_ |
I can't see any transition |
10:17 |
yusf |
I mean these parts: https://i.imgur.com/TfG2QXP.png |
10:17 |
yusf |
pgimeno_ |
10:19 |
yusf |
They are technically written i Markdown in that Markdown is able to parse all of it as code snippets, but it has very low legibility compared to other parts of the doc. |
10:22 |
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10:24 |
pgimeno_ |
hm, I see pros an cons. As a pro, you can copy/paste the definition as a starting point. As a con, they indeed reduce legibility. I don't see how to improve that without losing the ability to copy/paste. |
10:24 |
pgimeno_ |
Also, it seems to me that that format is used by tables that can be user-written, while a textual format is used to describe userdata objects. |
10:25 |
pgimeno_ |
It makes the distinction between both clearer. |
10:33 |
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10:39 |
pgimeno_ |
can anyone please explain, or give any links to, in what sense are node timers preferable to ABMs? |
10:40 |
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10:42 |
t20kdc |
pgimeno_: ABMs require the engine to search through the areas they affect, while node timers are attached to the nodes they affect (so could affect perf). Node timers can be set up to, say, keep a lamp on for 5 seconds starting from when said lamp is punched - an ABM set for every 5 seconds is set for a global 'every 5 seconds', not one particular to that lamp's timing. |
10:44 |
pgimeno_ |
t20kdc: thank you. So I guess they are not generic replacements for ABMS, but more like another mechanism to which some ABMs can be converted and some can't. Is that right? |
10:45 |
t20kdc |
Kind of, though in practice if something is using an ABM it is using it for a reason, and if something is using a node timer, it is using it for a reason. |
10:46 |
pgimeno_ |
t20kdc: yeah, it's just that I've seen several times that something was converted from ABMs to node timers for performance reasons. |
10:46 |
pgimeno_ |
That's what made me wonder. |
10:46 |
t20kdc |
That would be because of the whole "searching" part. |
10:47 |
t20kdc |
Using ABMs on anything too rare is a waste. |
10:47 |
pgimeno_ |
with that understanding, now I guess that that's probably because an ABM was not the right tool for a job that would be more suitable to node timers, should they have been available at the time the code was written |
10:47 |
pgimeno_ |
thanks! |
10:48 |
t20kdc |
...last I checked, node timers weren't a relatively recent feature, so I do wonder how old that code you refer to is. |
10:49 |
pgimeno_ |
I'm thinking furnaces, leaf decay... those things |
10:50 |
t20kdc |
I'd have thought leaf decay would have stayed... |
10:52 |
pgimeno_ |
https://github.com/minetest/minetest_game/issues/1545 |
10:57 |
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12:06 |
shangul |
anyway to place a block when no block is around? |
12:08 |
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12:43 |
yusf |
I wonder if it's a feature or a bug that mod sounds loaded after "default" sounds with the same name are not overwriting the default counterpart (but instead added as just another alternate sound)?? |
12:58 |
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12:58 |
danSNDBX_ |
hi |
12:58 |
danSNDBX_ |
o wow, i didnt expect so many people in irc :)! |
12:59 |
sfan5 |
beware, most are just idling here |
13:00 |
danSNDBX_ |
true |
13:01 |
danSNDBX_ |
still, i wonder how big the community actually is |
13:10 |
danSNDBX_ |
i started a minetest YT channel :) |
13:12 |
danSNDBX_ |
Here is my first vid: https://youtu.be/YGWQMr1PrLU |
13:12 |
danSNDBX_ |
Please give me some feedback |
13:13 |
sfan5 |
!title |
13:13 |
MinetestBot |
sfan5: How To Build A Very Small House (In A Tree) - YouTube |
13:14 |
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13:16 |
danSNDBX_ |
how does this MinetestBot work? |
13:17 |
shangul |
MinetestBot, ping |
13:18 |
shangul |
MinetestBot, hi |
13:20 |
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13:24 |
srifqi |
Hi MinetestBot |
13:24 |
MinetestBot |
Hi srifqi. |
13:25 |
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13:25 |
srifqi |
Hi danSNDBX_ ! |
13:26 |
danSNDBX_ |
hi srifqi :)! |
13:26 |
srifqi |
Try to say hi to MinetestBot. |
13:27 |
danSNDBX_ |
hi MinetestBot |
13:27 |
MinetestBot |
Hey danSNDBX_. |
13:27 |
danSNDBX_ |
haha |
13:27 |
srifqi |
:D |
13:29 |
srifqi |
danSNDBX_: how did you record your gameplay for your YouTube video? |
13:30 |
danSNDBX_ |
I just Open Broadcast Software (OBS) |
13:31 |
danSNDBX_ |
It is used for streaming, but also able to just record your screen |
13:32 |
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13:32 |
danSNDBX |
test |
13:34 |
srifqi |
:O |
13:34 |
danSNDBX |
? |
13:37 |
srifqi |
nvm |
13:39 |
srifqi |
Just watched your video. I feel mouse movement is a little bit laggy. ._. |
13:40 |
danSNDBX |
yeah, makeing a vid from screen is hard for CPU |
13:40 |
danSNDBX |
i tried to reduce it as much as possible |
13:40 |
danSNDBX |
do you think it is still helpfull/watchable? |
13:41 |
srifqi |
I've ever watched a video about building a small 3x3x9 house underground. But inside a jungle tree? Just now. |
13:42 |
srifqi |
Yes, it's still watchable and you explain clearly. |
13:44 |
danSNDBX |
haha, cool :) - i think the 2x2 jungle tree house is nothing special, but i wanted to try somethin simple for the first vid. |
13:49 |
danSNDBX |
and i think it is hard to find a minetest audience on YT |
13:51 |
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14:04 |
danSNDBX |
hi compunerd |
14:18 |
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14:19 |
danSNDBX |
hi krock |
14:20 |
Krock |
hi danSNDBX-who-I-have-never-seen-here-before |
14:21 |
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14:24 |
danSNDBX |
yeah i am new |
14:24 |
danSNDBX |
playing mindtest for a few weeks and just figgured out to join this channel :D |
14:26 |
serp |
hello danSNDBX |
14:26 |
danSNDBX |
hi serp :)! |
14:27 |
danSNDBX |
how are u? |
14:33 |
serp |
work making me work.. how bout you? |
14:37 |
danSNDBX |
i am ill :( spending the first days of the year in bed. |
14:37 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Add a build step to test non freetype builds (#6908) 7e50529 https://git.io/vNGoa (2018-01-12T14:36:54Z) |
14:37 |
danSNDBX |
i used time for creating a MT YouTube Channel :D |
14:39 |
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14:39 |
adfeno |
Hi all! ;) |
14:39 |
adfeno |
Is anyone using treecapitator mod in valleys mapgen? |
14:40 |
Krock |
it doesn't matter in what mapgen you're using it |
14:41 |
Krock |
danSNDBX, please. * Minetest |
14:42 |
danSNDBX |
* Mindtest |
14:43 |
shangul |
anyone who is playing on Telesight's Hide and Seek? |
14:43 |
Krock |
https://i.imgur.com/2yWhwN9.png |
14:44 |
Krock |
^ danSNDBX |
14:44 |
adfeno |
Krock: Oh, OK. I think I found a partial way to support jungletrees |
14:44 |
adfeno |
Although I still can't make sense on how the tree registry works. |
14:45 |
adfeno |
I tested some values and those seeem to work best. |
14:45 |
Krock |
adfeno, many people could help you once there's a source link and a half way usable API for the mod :) |
14:45 |
adfeno |
I'm also now testing in v7 mapgen. |
14:45 |
adfeno |
https://github.com/HybridDog/treecapitator |
14:46 |
danSNDBX |
haha, now i get it Krock xD Sorry for misspelling :D |
14:46 |
adfeno |
Also, if you wish, I can pass a patch to you. |
14:47 |
adfeno |
... to test the changes. |
14:48 |
Krock |
adfeno, there's a helpful notice about the API in https://github.com/HybridDog/treecapitator/blob/master/trees.lua |
14:48 |
Krock |
otherwise you can simply copy a similar looking tree's registration and adjust the stem and leaf node name |
14:49 |
adfeno |
Yep, that's what I'm doing, although I got lost with range* parameters, and their description. |
14:51 |
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15:02 |
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15:07 |
adfeno |
Krock: Well, I'm getting there (that is: almost getting jungletrees support usable) however it seems that it always leaves 3 or 4 blocks of height on the top, specially for th most crowded groups of jungletrees. The lone ones are cut nicely. |
15:10 |
adfeno |
I have this (all enabled): (1) trees = {"default:jungletree"}, leaves = {"default:jungleleaves"}, fruits = {"default:jungletree"}, range = 4, range_up = 11, range_down = 3, trunk_fruit_vertical = true, cutting_leaves = 5, stem_height_min = 12, |
15:11 |
Krock |
hmm.. seems correct |
15:11 |
adfeno |
(2) The same as (1), but stem_type = "2x2". In all cases (both for (1) and (2)) the map has only default mods of Minetest 0.4.16 and treecapitator. |
15:14 |
adfeno |
If jungleetrees are in a radius of 2 blocks from each other, the mod works, but leaves around 3-4 blocks of the top untouched --- if not more. |
15:15 |
adfeno |
(it would be seen as the neighboring jungle trees would be holding the trunks of those which were removed... very funny and strange) |
15:18 |
adfeno |
Krock: Correction: the jungletrees *out* of the radius seem to hold the lone trunks and leaves. |
15:20 |
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15:23 |
adfeno |
Found a better setting: range_up = 14 for both cases |
15:26 |
shangul |
Telesight, I was talking |
15:26 |
shangul |
Telesight, for example a deep lake which has underwater caves could be so hard for it to find |
15:26 |
shangul |
Telesight, or a maze |
15:27 |
Telesight |
I am in the game ;-) |
15:28 |
shangul |
Telesight, Also a lava pool |
15:28 |
shangul |
if it fall there, he/she will lose |
15:29 |
shangul |
Telesight, I think I have judged early! |
15:30 |
Telesight |
Yes I know ;-) |
15:30 |
adfeno |
Krock: OK, at least the partial support seems good to me. I'll send a patch to treecapitator project. |
15:32 |
shangul |
Telesight, but not the "small area" part |
15:32 |
shangul |
I have to see 10p |
15:48 |
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15:56 |
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15:58 |
Astrobe |
Hello. In a lua script, how do I test for the "jump" bit in the value returned by get_player_control_bits()? |
15:59 |
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16:09 |
Krock |
Astrobe, in C that would be get_player_control_bits() & (1 << 4). (1 << 4) is 0x10. so: math.floor(get_player_control_bits() / 0x10) == 1 |
16:11 |
Krock |
However, you should try to use get_player_control(), as it's much handier than reading the bits |
16:12 |
Astrobe |
thanks. Minetest uses Lua 5.1 which doesn't have bit32 or bitwise operators, so I was looking for a helper function |
16:13 |
yusf |
Quick question: How is this server achieving this? ("players can't see far away names") https://i.imgur.com/7uGYWia.png |
16:13 |
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16:13 |
rubenwardy |
yusf, player send distance setting |
16:13 |
rubenwardy |
forget the exact name |
16:14 |
Krock |
https://github.com/minetest/minetest/blob/master/minetest.conf.example#L1161 |
16:14 |
Krock |
^ yusf |
16:14 |
yusf |
Thanks a bunch rubenwardy , Krock ! |
16:15 |
Krock |
!next |
16:15 |
MinetestBot |
Another satisfied customer. Next! |
16:16 |
adfeno |
Wow! MinetestBot |
16:17 |
Krock |
Astrobe, most builds use LuaJIT, which does have bitops bundled, but which require the insecure "require" function |
16:17 |
Krock |
so dirty divide, modulo and floor operations are needed sometimes :/ |
16:18 |
Astrobe |
yep! |
16:19 |
Astrobe |
I'm actually hacking a jetpack mod so it's more jetpack-y (like in planetside for instance). |
16:20 |
Krock |
weeeee... :) good luck with that one. They're quite fun - as long it's on singleplayer |
16:21 |
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16:21 |
Krock |
barely anything fast runs smooth on servers |
16:21 |
Astrobe |
because lag on servers? |
16:21 |
Krock |
yep. |
16:24 |
adfeno |
I think there should be a way to limit the jetpack speed. |
16:24 |
adfeno |
maximum speed that is. |
16:24 |
Astrobe |
It's more intended to overcome gravity than going fast though. Right now I implemented it by setting a negative gravity multiplier (-0.1). |
16:25 |
Krock |
adfeno, you can always normalize the velocity vector and limit it to your desired maximal value |
16:26 |
Astrobe |
But you indeed would go fast if you fall from a high cliff. |
16:26 |
Astrobe |
The only difference is that using your jetpack thrust correctly may allow a non-lethal landing. |
16:27 |
Astrobe |
Like the autorotate technique with helicopters. |
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nepugia |
good day minetest playas |
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20:13 |
GeHa |
gooddayi |
20:43 |
danSNDBX |
Hej everyone, i uploaded my first minetest youtube video. please check it out and give me some feedback (/w), THX! https://youtu.be/YGWQMr1PrLU |
20:47 |
* Krock |
gives danSNDBX some additional FPS |
20:48 |
danSNDBX |
haha :D my CPU is fighting with the screen recording ^^ - but i think it is still watchable, isnt it krock? |
20:49 |
adfeno |
Nice one danSNDBX I also plan on doing some gameplay videos too, I'll post announcements on some MediaGoblin server, and share the video mainly via torrent. ;) |
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20:51 |
nepugia |
@dansnd just record your videos slowly and then speed em up hurhur :) |
20:53 |
adfeno |
What I like about MG is that there are various service providers to choose from, and if you want, you can also use it yourself. And the MG project is trying to make things federated (that means: people using MG1 can interact with those from MG2 without having to make account, just like an email works today) ;) |
20:55 |
nepugia |
first i though you were talking about minetest, but mediagoblin federation i really have not seen in action anywhere |
20:55 |
* rubenwardy |
tries to determine if adfeno is a spam bot |
20:55 |
* rubenwardy |
decides he probably isn't |
20:55 |
rubenwardy |
*they *aren't |
20:58 |
adfeno |
rubenwardy: If you wish, you can heck the channel logs for today, I was talking with Krock (I know you probably don't want to confirm this only with Krock , but I find helpful to say so)... I'm also registered with NickServ in this server. |
20:58 |
rubenwardy |
XD |
20:59 |
Krock |
but I guess I wasn't helpful at all, adfeno :/ |
20:59 |
nepugia |
a spambot with ai :o |
20:59 |
adfeno |
rubenwardy: If in doubt, you can see other ways to contact me by visiting https://libreplanet.org/wiki/User:Adfeno#vCard |
20:59 |
MaybeDragon |
adfeno: mediagoblin should use IPFS |
21:01 |
adfeno |
Krock: You were very helpful, provided feedback. Something rare to find. Even more rare if we consider only people born between 80s and 90s. |
21:04 |
adfeno |
danSNDBX: Was you the one who asked me what is MediaGoblin? (I think I closed the private chat window for some reason.... I got the wrong keyboard shortcut, :S) |
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21:07 |
adfeno |
Well, to put it simple: GNU MediaGoblin is a project that aims to make a computer program/software that can be used to host media upload websites, and has other extra stuff like: comments, multiple file quality, and in the near future: federation (which is one of the coolest extras for me). |
21:07 |
meff |
hey, I have a dvorak keyboard layout, is there a reason why hitting 's' while in any of text inputs causes the cursor to go back to the beginning of the line? ('s' maps to semicolon on QWERTY) |
21:07 |
meff |
running this on macos, through XQuartz |
21:09 |
nepugia |
@adfeno, federation is nice to have, but the point for me is that they dont have federation yet, as such the service is kinda meh with kinda meh content, i cant really easily upload videos and get them to be seen likely, since other people also upload much stuff, if i can upload it to my server and share it via federation that could change dou |
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21:11 |
adfeno |
.... also, with the way our global contemporary economy is derailing (specially due to lack of regulation in technology), fostering/support for federated stuff is even more important now (see https://downloads.softwarefreedom.org/2017/conference/0-keynote.webm, the video is legally shareable also) |
21:11 |
adfeno |
nepugia: ^the link above also agrees with you, but also says it's a matter of getting the first step. |
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21:13 |
nepugia |
maybe it should really have been the first step (as for me this is getting a bit offtopic :3) |
21:14 |
adfeno |
Indeed . ;) |
21:14 |
adfeno |
We can talk over at #fsf if you wish. ;) |
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21:17 |
adfeno |
My last phrase here about lack of federation in Internet: There was a time back in the 90s where people used to depend on single publishers to make a living as artists, 2001 came and people saw various independent artists using various means of getting their work accross, even torrents. Now in 2010s we see a mirror of 90s again: everyone expects everyvideo to be only in YouTube, so artists have to adapt the 90s practice of relying on a |
21:17 |
adfeno |
single entity for their content to appear, again. |
21:17 |
adfeno |
And I'm done ;) |
21:18 |
t20kdc |
adfeno: Nice speech. And, yeah, not helping that "vid.me" is apparently closing v.v |
21:18 |
meff |
yeah I can't seem to type 's' in any of the textboxes in Minetest :/ |
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22:39 |
lil101 |
hi |
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22:47 |
yadnus |
does anyone here know how to contact redblade7? his servers are down |
22:49 |
meff |
hm sorry if I come across as impatient, but should I reiterate my question in #minetest-dev? |
22:50 |
danSNDBX |
no idea yadnus, sory :( |
22:50 |
pgimeno_ |
meff: it's most likely that the problem is in irrlicht not in minetest |
22:51 |
rubenwardy |
no meff |
22:51 |
rubenwardy |
it's a problem with Irrlicht |
22:51 |
rubenwardy |
and Minetest not working around it |
22:51 |
meff |
oh gotcha |
22:52 |
rubenwardy |
I believe there's a way to make the keyboard go into QWERTY mode as a compatibility mode |
22:54 |
meff |
seems like the engine itself just uses keycodes |
22:54 |
meff |
but I'm guessing textboxes don't |
22:54 |
meff |
I smell some sort of weird vim emulation, but idk if that is what's actually going on |
22:54 |
pgimeno_ |
irrlicht sucks in several areas; keyboard handling is one, edit boxes is another |
22:54 |
rubenwardy |
https://github.com/minetest/minetest/issues/302 |
22:55 |
pgimeno_ |
dead keys are not recognized, so as a Spanish user I can't type accented keys |
22:55 |
pgimeno_ |
</rant> |
22:56 |
meff |
is there an irrlicht issue open for this? |
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23:00 |
adfeno |
meff: +1 |
23:00 |
adfeno |
also... accents in GNU+Linux... |
23:04 |
meff |
http://svn.code.sf.net/p/irrlicht/code/trunk/source/Irrlicht/CGUIEditBox.cpp |
23:04 |
meff |
what is this soup of if/else |
23:04 |
meff |
ugh |
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