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10:47 |
Markow |
Good afternoon, anyone around? |
10:54 |
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10:56 |
ANAND |
Good afternoon, Markow |
10:56 |
Markow |
Hi ANAND |
10:56 |
ANAND |
Hi! |
10:56 |
Markow |
Would you or anyone else know what the horizontal and vertical shaded lines on my world are? https://i.imgur.com/WLWplhu.jpg |
10:57 |
Markow |
I'm unable to get rid of them |
10:58 |
ANAND |
Those subtle darker lines in the middle? |
10:58 |
ANAND |
that form a '+'? |
10:58 |
Markow |
On the top portin of the island, they are very noticeable on the grass |
10:58 |
Markow |
*portion |
10:58 |
ANAND |
yes |
10:58 |
Markow |
What are they? |
10:58 |
Raven262 |
Did you use worldedit? |
10:58 |
Markow |
Yes |
10:59 |
ANAND |
I *think* they're lighting bugs |
10:59 |
Raven262 |
YOu need to fix the lightning then. |
10:59 |
Markow |
How? |
10:59 |
Raven262 |
*lighting |
10:59 |
Raven262 |
//fixlight |
10:59 |
Markow |
That's it? |
10:59 |
Raven262 |
Select the whole area and do that, yes. |
11:00 |
Raven262 |
It should work. |
11:00 |
Markow |
Hold on, I'll try... |
11:00 |
ANAND |
You need to set a region first |
11:00 |
sfan5 |
note that you need to select an area much bigger than just the shadows |
11:01 |
ANAND |
that I didn't know... |
11:01 |
Markow |
That makes sense, I'm doing it now, thank you! |
11:01 |
ANAND |
That's why the lighting wasn't fixed in my world, I guess |
11:02 |
ANAND |
Good luck, Markow |
11:04 |
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11:06 |
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11:09 |
Markow |
It fixed the lighting in the given area, and then created two darker vertical lines on the edges of my selection area |
11:09 |
sfan5 |
make your selection bigger |
11:10 |
Markow |
ok |
11:11 |
Markow |
I probably made the depth and height too deep and high in my initial selection |
11:11 |
Markow |
It was one large rectangular cube |
11:16 |
Markow |
The outcome wasn't good, even with a larger selection box. I'll make a screenshot and post it |
11:16 |
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11:19 |
Markow |
Here is the outcome: |
11:19 |
Markow |
https://i.imgur.com/7EJRhiG.jpg |
11:21 |
IcyDiamond |
i'll brb, gotta reboot my server |
11:23 |
ANAND |
It's worse this time... |
11:23 |
Markow |
Yeah |
11:23 |
ANAND |
The lines are darker and much thicker |
11:23 |
Markow |
Now it's just a square box |
11:24 |
Markow |
Everything inside was cleaned up well |
11:24 |
ANAND |
true |
11:25 |
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11:26 |
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11:26 |
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11:27 |
ANAND |
Markow, I think you need to select a much larger area, try 100^3 blocks |
11:28 |
Markow |
I wonder what depth and height I need? (y value) Only several blocks, from -2 to 2 ? |
11:29 |
Markow |
I'm using //fixedpos |
11:29 |
ANAND |
That's too less, try y=100 |
11:29 |
ANAND |
Also, see if //1 and //2 might help |
11:29 |
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11:30 |
Markow |
Wouldn't it only create a larger box with shaded borders? |
11:31 |
ANAND |
You can get a better idea of the region you've selected, before executing //fixlight |
11:34 |
JDCodeIt |
Isn't the "light" problem in the air blocks? |
11:34 |
Markow |
Ok, interesting.... |
11:35 |
Markow |
I used //p set1 and //p set2 instead, with not such a great depth, but a larger area, then //fixlight, and it fixed everything |
11:35 |
ANAND |
JDCodeIt, It's the problem with the lighting itself, which is independent from the nodes themselves (AFAIK) |
11:36 |
Markow |
Could it be //fixedpos set1 and //fixedpos set2 aren't good to use with //fixlight ? |
11:36 |
ANAND |
Markow, wow! I guess the larger area made the difference, as sfan5 mentioned... |
11:36 |
Markow |
I have a feeling it might be due to the fact the final time, I used //p set1 and //p set2 to define my area (an even larger one) |
11:37 |
Markow |
I 'tapped' my selection points |
11:37 |
ANAND |
Hmm... |
11:37 |
Markow |
And the depth / height wasn't great at all |
11:38 |
ANAND |
You mean to say //fixedpos is different from //p? |
11:38 |
Markow |
Could be functioning differently when used with //fixlight, it's possible |
11:39 |
Markow |
From what I've seen it is |
11:39 |
Markow |
There isn't one minute trace of the lighting issue now |
11:39 |
Markow |
It's totally clean |
11:39 |
Markow |
Even on the land, it doesn't exist |
11:40 |
Markow |
This is great |
11:40 |
* twoelk |
always has mapfix installed for quick lighting fixes |
11:41 |
Markow |
twoelk: "mapfix" is a mod? |
11:41 |
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11:42 |
twoelk |
https://forum.minetest.net/viewtopic.php?t=10662 |
11:42 |
Markow |
Thanks! |
11:43 |
ANAND |
The 2 commands do seem to differ: https://gist.github.com/ClobberXD/dac91fedd038a1ac6a5fa5468be08447 |
11:43 |
Markow |
So, volume wasn't too important it seems (depth/height), only the area was, using //p set |
11:43 |
twoelk |
is usefull for when you don't want to use or give access to WE |
11:44 |
twoelk |
therefore you can find mapfix on some public servers |
11:44 |
ANAND |
IIRC, mapfix is now a part of MTG 0.5.0, right? |
11:44 |
Markow |
twoelk: That fixes the shading on the entire map, regardless of where the selected region is? |
11:45 |
Markow |
Well, 'lighting' (not shading) |
11:45 |
ANAND |
Markow - No, only fixes the region within an n-node radius around the player |
11:46 |
ANAND |
Where the n is configurable |
11:46 |
Markow |
ok. ANAND Btw, I'm using almost the latest MT 0.5.0, so it doesn't appear to be built in, unless it's an adjustable option |
11:46 |
ANAND |
MTG 0.5.0 not MT :) |
11:47 |
Markow |
From git, I used git clone |
11:47 |
Markow |
I compiled from source |
11:48 |
Markow |
Minetest 0.5.0-dev-7e3f88f (Linux) |
11:50 |
JDCodeIt |
I looked at the worldedit code - fixlight removes non-player objects and non-world-edit objects found within a radius of your selection size. So are these actually the artifacts of WE entities that are showing the selection area? |
11:51 |
JDCodeIt |
So, fixlight might actually remove the text displayed on your signs... |
11:52 |
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11:52 |
Markow |
I'll stick with the current solution, using //fixlight with a region selected using //p set1 & //p set2, that works perfectly |
11:53 |
Markow |
/fixedpos with //fixlight must be looked into |
11:53 |
twoelk |
it might also throw out other objects like the content of pictures of the paintings mod iirc |
11:55 |
ANAND |
twoelk: but mapfix does not have those side-effects? |
11:55 |
Markow |
So signs with text should be placed last when geography looks fine ;) |
11:56 |
ANAND |
I gtg, cya all |
11:56 |
ANAND |
AFK |
11:56 |
Markow |
Thanks ANAND, sfan5, twoelk |
11:56 |
Markow |
and JDCodeIt |
11:57 |
Markow |
and Raven262 |
11:57 |
JDCodeIt |
One smaller point - WE does make sure the entity being removed is within your bounding box, although it searches a sphere that goes outside your selection |
12:00 |
ANAND |
Markow: Your welcome, and good luck :) |
12:02 |
Markow |
Another quick question, if I have a structure, and I wish to simply copy it to another area on the same map, but rotate it, what's the best commands to use? |
12:02 |
Markow |
I use the commands on chat, not the gui |
12:03 |
shivajiva |
copy the building to a we file, insert and rotate at the destination |
12:04 |
Markow |
Thanks shivajiva |
12:04 |
ANAND |
or select the area, //move <x or y or z> <distance> |
12:04 |
Markow |
I don't want to move it, but copy it |
12:04 |
ANAND |
then //copy with the same params :) |
12:04 |
Markow |
And then rotate it once at destination? |
12:04 |
ANAND |
yes |
12:05 |
Markow |
Great, thank you |
12:05 |
ANAND |
No problemo |
12:05 |
shivajiva |
only good for relatively small adjustments imo, can't really move it far that way, I've lost a few buildings moving it to far |
12:06 |
Markow |
lol |
12:06 |
ANAND |
shivajiva, the //copy you mean? |
12:06 |
shivajiva |
can't tell if it's from server lag or my stupidity tho :) |
12:06 |
Markow |
Maybe went too far and got embedded into a mountain or such |
12:07 |
shivajiva |
yea I've had failed copy and move ops when it's stated it has worked |
12:07 |
shivajiva |
not on skyblocks lol |
12:07 |
Markow |
ah |
12:08 |
shivajiva |
anything decent in exported first so I can put it back if there is an issue |
12:08 |
ANAND |
shivajiva, the original area disappears too? (even when using //copy) |
12:09 |
ANAND |
true, always safe to have a backup |
12:09 |
shivajiva |
schem is superfast but no metadata, nope copy is safer than move for sure |
12:09 |
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12:10 |
shivajiva |
you can live with repeating a copy op but when you move and it's gone... |
12:10 |
ANAND |
lol |
12:10 |
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12:11 |
shivajiva |
my server was attacked for days by a player who griefed the map and I lost the building moving it up |
12:11 |
shivajiva |
they took it personally |
12:11 |
ANAND |
sad... |
12:12 |
shivajiva |
we seem to attract more than our fair share of players like that tbh |
12:13 |
ANAND |
didn't you have rollback enabled then? |
12:13 |
shivajiva |
rollback is flakey with unknown ops like WE |
12:13 |
ANAND |
ah.. |
12:14 |
shivajiva |
it works fine if the operation succeeded but it's toast if it fails |
12:14 |
ANAND |
"From the frying pan into the fire", as my grandma used to say... |
12:15 |
shivajiva |
it's like a kick in the stomach as the realisation dawns that there is no way back |
12:16 |
ANAND |
haha |
12:16 |
shivajiva |
so always make a schem copy of anything decent before playing with it =) |
12:18 |
ANAND |
so true |
12:20 |
shivajiva |
insertion point takes a bit of getting your head round when placing, I always copy from the same pos1 bottom right looking north to make insertion easier |
12:21 |
Markow |
Good to know, thanks |
12:22 |
ANAND |
I always mess up the placing part, tnx for the tip |
12:23 |
shivajiva |
it just helps to know where pos1 was relative to the build when inserting so you can replicate the orientation |
12:25 |
shivajiva |
there was a fork of WE that allowed rotation before final placement I believe |
12:25 |
JDCodeIt |
I have used the feature to save to a *.we file, then before loading from a file - display the area affected with a selection box (//save to make the file, //allocate after choosing the new insertion point, //load if you are happy with it) |
12:27 |
ANAND |
JDCodeIt - are these features available in the original WorldEdit, or have you modified a fork? |
12:27 |
shivajiva |
standard features |
12:27 |
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12:28 |
ANAND |
cool |
12:28 |
JDCodeIt |
...checking |
12:28 |
ANAND |
afk |
12:28 |
shivajiva |
allocate isn't in the gui, it's cl |
12:29 |
Markow |
So, //mtschemecreate is preferred over //save ? |
12:29 |
shivajiva |
IF you don't need any metadata it's way faster |
12:30 |
JDCodeIt |
If you have Uberi's version, then yes, they are in there |
12:30 |
twoelk |
handle_schematics might be another option https://forum.minetest.net/viewtopic.php?f=9&t=13116 |
12:31 |
JDCodeIt |
//allocate : Set the region defined by nodes from \"(world folder)/schems/<file>.we\" as the current WorldEdit region |
12:32 |
Markow |
Indeed, //allocate is a good check prior to //load |
12:32 |
shivajiva |
huge areas are saved/inserted in short order because there is nothing other than node and pos stored, save checks each node for meta and stores it resulting in a slower op for save and insert |
12:33 |
Markow |
There is no structure size limit, correct? |
12:34 |
shivajiva |
you can place a million blocks in a schem with a little stutter, load would crash the server |
12:35 |
Markow |
So better to //mtschemecreate separate structures as opposed to an entire small town ;) |
12:35 |
twoelk |
rotating massivley decorated buildings with lots of stairs and slabs is usually lots of fun - do plan to invest lots of time for repairing |
12:36 |
shivajiva |
schemcreate is ideal for a town imo save/load for an individual building |
12:36 |
Markow |
schemchreate for the 'shell' |
12:36 |
JDCodeIt |
... yes, like torches and furnaces - the block doesn't rotate - right? |
12:37 |
shivajiva |
sawbench blocks are the worst |
12:37 |
shivajiva |
seems no param2 saved with schemcreate |
12:37 |
twoelk |
the rplacer tool can be a time saver here |
12:37 |
twoelk |
*replacer |
12:37 |
Markow |
I'll use save/load for finished structures which include lots of interior items |
12:39 |
shivajiva |
good idea, chests and signs will be kept but you will need to clear objects on a save and delete op |
12:39 |
twoelk |
I usually copy a building first up into the sky and than close to above the desired position, this way I have a backup coipy in the sky if rotating goes wrong |
12:39 |
shivajiva |
yea I've adopted that method at times |
12:40 |
* twoelk |
has destroyed many a world beyond repair with WE |
12:40 |
twoelk |
you learn to make backups of every important step |
12:41 |
shivajiva |
entities are duplicated in a move op and itemframes will drop the duplicates |
12:41 |
shivajiva |
*originals |
12:42 |
shivajiva |
not cool if you have admin items in frames lol |
12:55 |
ANAND |
If I want to /deleteblocks, I first move them high up in the sky, and then delete them, since /deleteblocks erases whole map-blocks - yes, I learnt from experience |
12:55 |
ANAND |
*// |
13:00 |
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15:58 |
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15:59 |
ANAND |
Once, I went through rubenwardy's Minetest Modding Book, and have made a simple mod, just to understand the basics in a practical way. |
15:59 |
ANAND |
It defines ores, lumps, ingots, and blocks for aluminium in MT. But one problem: |
16:00 |
ANAND |
Aluminium ore doesn't spawn anywhere in the world naturally |
16:00 |
ANAND |
Here's the repo: https://github.com/ClobberXD/aluminium |
16:00 |
ANAND |
Any help would be much appreciated |
16:23 |
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16:28 |
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16:29 |
Gael-de-Sailly |
ANAND: i'm checking out your repo :) |
16:30 |
Gael-de-Sailly |
is_ground_content doesn't make the mapgen spawn the ore |
16:30 |
Gael-de-Sailly |
you need to use minetest.register_ore() |
16:32 |
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16:33 |
ANAND |
oh hi Gael |
16:33 |
ANAND |
ah right |
16:33 |
ANAND |
where do I add it? |
16:33 |
ANAND |
Would you like to make a PR? |
16:37 |
Gael-de-Sailly |
you add it in init.lua, and it needs a table of parameters (a bit like register_node and register_craft) |
16:37 |
Gael-de-Sailly |
example here with iron ore in MTgame: https://github.com/minetest/minetest_game/blob/master/mods/default/mapgen.lua#L572-L581 |
16:38 |
Gael-de-Sailly |
I can do the PR if you want |
16:46 |
ANAND |
Those sound complicated to me... if you make a PR, I can see all the changes you've made, and it'd be more easier for me to learn that way. |
16:58 |
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17:11 |
Gael-de-Sailly |
https://github.com/ClobberXD/aluminium/pull/3 |
17:14 |
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17:14 |
ANAND |
Nice one Gael - thanks! :D |
17:15 |
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17:21 |
Gael-de-Sailly |
also i think the texture is not enough distinguishable from tin |
17:23 |
Gael-de-Sailly |
and if you want realism, the aluminium ore is a very colorful rock (bauxite) |
17:24 |
VanessaE |
...and it's spelled aluminum :P |
17:24 |
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17:24 |
ANAND |
this mod is primarily based on tin, with a few visual modifications, but I might change the texture to a more realistic one |
17:25 |
ANAND |
VanessaE - that's what my text-editor first suggested, but aluminium is the correct IUPAC-approved name for the metal :) |
17:25 |
VanessaE |
screw IUPAC..... "aluminum" is what the discoverer called it I believe :P |
17:26 |
ANAND |
XD |
17:26 |
* ANAND |
starts to doubt the legitimacy of Notepad++'s dictionary... :P |
17:28 |
Gael-de-Sailly |
thanks VanessaE xD |
17:28 |
VanessaE |
so there. :) |
17:28 |
ANAND |
I initially trusted N++ and the spelling was aluminum |
17:28 |
Gael-de-Sailly |
never noticed there was no 'i' in english |
17:29 |
Krock |
Gael-de-Sailly, aluminium is used in every language but english |
17:29 |
* Krock |
looks at "Ananas" |
17:29 |
ANAND |
.... |
17:29 |
Gael-de-Sailly |
xDD |
17:30 |
Gael-de-Sailly |
https://en.wikipedia.org/wiki/Aluminium --> apparently both are accepted |
17:30 |
ANAND |
I ended up correcting every occurence of 'aluminum' to aluminium in the repo :/ |
17:32 |
ANAND |
While I'd love to continue, I don't want to flood this channel with my Chemistry revelations, so 'aluminium' it is... :D |
17:32 |
Krock |
Since when is aluminium a plain ore which can be found underground? |
17:32 |
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17:33 |
ANAND |
Krock - the primary objective of the mod is to teach me basic modding, which has hopefully been achieved. |
17:33 |
Gael-de-Sailly |
hum, indeed it's a sedimentary rock generally found near the surface |
17:33 |
ANAND |
I'll change it somewhere along the line, though |
17:35 |
Gael-de-Sailly |
I coded the ore quickly, based on iron ore, just to get it working, but we could add more realism later |
17:35 |
ANAND |
exactly |
17:36 |
ANAND |
Realism and textures are the top priorities (the only priorities AFAIK) |
17:36 |
* ANAND |
wonders why *everyone* thinks I'm a pineapple though... o_O |
17:38 |
Krock |
ANAND, because you're a pineapple and the hexchat nickname color looks also a bit like it |
17:39 |
ANAND |
the second part is kinda true :/ |
17:44 |
* ThomasMonroe |
didn't know pineapples were capable of such intelligence. :O |
17:45 |
ANAND |
Dat a compliment? ._. |
17:50 |
jluc |
it depends how much is "such" |
17:50 |
ANAND |
so mean... |
17:52 |
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17:57 |
* Markow |
busy with his medieval town on an island, trainstation comes next ;) Relaxing day for me. |
17:57 |
ANAND |
cool :) |
18:02 |
Fixer_ |
aliminium |
18:02 |
ANAND |
^ precisely! :D |
18:03 |
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18:03 |
ThomasMonroe |
that was more of a remark on Krock's assertion that ANAND was a pineapple :P |
18:04 |
ANAND |
I understood :) |
18:04 |
rdococ |
A delicious remark |
18:04 |
Fixer |
aliminium! aliminium! aliminium! |
18:04 |
rdococ |
Aluminum |
18:04 |
ANAND |
:D :D :D |
18:04 |
rdococ |
Clearly it's aluminyewoom |
18:05 |
ANAND |
Clearly you didn't pay attention to ur chemistry lessons... :P |
18:06 |
rdococ |
I was planning on creating a fictional, simplified periodic table for MTG+mods |
18:07 |
ANAND |
How many elements? |
18:07 |
rdococ |
At least a 5x5 grid of 25 of them |
18:08 |
Fixer |
and now it is time for everybody loves ALUMINIUM |
18:09 |
ANAND |
I wish this was the original periodic table Mendeleev came up with... :| |
18:11 |
rud0lf |
Minetestium |
18:12 |
* rdococ |
turns into an electron |
18:12 |
* rud0lf |
shots a foton towards rdococ |
18:12 |
VanessaE |
rud0lf: we have a name for that. Mese :P |
18:12 |
ANAND |
XD |
18:12 |
* rdococ |
gets excited, and says yay before re-emitting it |
18:13 |
* rud0lf |
tries to precisely measure rdococ's momentum |
18:13 |
ANAND |
Mesecon is a radio-active isotope of Mese |
18:14 |
* rdococ |
no longer knows his position |
18:14 |
rud0lf |
Mesecon sounds like a gathering event for nerds |
18:14 |
ANAND |
haha true |
18:14 |
VanessaE |
heh |
18:14 |
ANAND |
for *MT nerds |
18:14 |
rdococ |
Hehe, Mesecon |
18:15 |
rdococ |
rud0lf tried to accurately measure my momentum, so now I don't know where I am. Fortunately I can use /teleport, so that I can teleport to a known position without changing my momentum and break the Heisenberg uncertainty principle. Yay! |
18:16 |
ANAND |
When did electrons get the 'teleport' priv?! Dat's very dangerous!! o_O |
18:16 |
twoelk |
don't they do that all the time anyways? |
18:17 |
rud0lf |
i much liked to use electron gun shoting into my face |
18:17 |
rud0lf |
aka CRT tv |
18:17 |
rud0lf |
:D |
18:17 |
rdococ |
^ All electrons have quantum_tunnel priv |
18:17 |
ANAND |
They just have fly and fast enabled - they never could teleport... |
18:17 |
twoelk |
I mean they are here and there and not and sometimes and all at the same time, that is if you care to look |
18:18 |
ANAND |
They do seem to be teleporting, but turns out that we're the ones lagging... |
18:18 |
rdococ |
twoelk: When designing the computer for the universe to run on, our alien creators stumbled upon problems allocating enough RAM to hold the position and momentum of every particle precisely. |
18:19 |
rdococ |
As a result, they decided that precise knowledge of each and every particle in the universe was not necessary and allowed the precision of their positions and momentums to vary inversely proportional to each other. |
18:19 |
rdococ |
As a result, five million humans have died as a result of trying to understand quantum mechanics. |
18:19 |
rdococ |
Save the humans. Buy more RAM for the aliens. |
18:19 |
ANAND |
Sound legit, I might as well start believing it... |
18:20 |
twoelk |
maybe their positions are precise but just our way of looking isn't or maybe we are looking in the wrong direction or ....... |
18:20 |
ANAND |
yea true |
18:21 |
rdococ |
When the aliens steal cattle they're actually looking for intelligent beings that may have the solution to their problem. Unfortunately they do not think humans are intelligent enough to solve it. |
18:21 |
twoelk |
Platons cave is everywhere |
18:22 |
ANAND |
And here I am, thinking that the wolves ate up the neighbour's cow! |
18:22 |
rdococ |
Your neighbour had a cow? |
18:22 |
ANAND |
Yep |
18:23 |
twoelk |
maybe the cow was an electron in disguise and went of to meet Heisenberg |
18:24 |
ANAND |
Electrons can moo? |
18:24 |
rdococ |
An electron disguised as a bunch of other particles including more electrons? I don't buy it. |
18:24 |
ANAND |
Electronically impossible! |
18:25 |
twoelk |
hm, maybe the electrons took over control and forced the protons and neutrons along |
18:26 |
twoelk |
they could have used some theoretical strings to bind them |
18:28 |
rdococ |
String theory is weird. I tried to play a guitar in the Nether mod but the vibrating strings in another dimension didn't do anything. |
18:33 |
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18:45 |
Krock |
rdococ, and you surely pronounce "MySQL" as "My Sequwel |
18:45 |
Krock |
" |
18:45 |
rdococ |
Lol? |
18:46 |
Krock |
related: https://i.imgur.com/NtGaNA8.png |
18:47 |
xerox123 |
I'm pretty sure developers just name things in a way that has too mny possible pronunciations, and they never come out and say which is right |
18:48 |
Krock |
gif / jiff |
18:48 |
Fixer_ |
bill jeff |
18:48 |
Krock |
my name is jeff |
18:53 |
rdococ |
I've always pronounced it "My Ess Kew Ell" in my head, because it's AY ELL ELL CEE AY PEE ESS |
18:53 |
rdococ |
ACRONYM: Astounding Constructions, Rather Ohelp NI Yran Mout of ideas |
18:55 |
rdococ |
Krockodile is doing some mergishenanigans |
18:56 |
rdococ |
I love the smell of merged pull requests in the morning |
18:57 |
MinetestBot |
[git] bendeutsch -> minetest/minetest: PlayerSettings struct for player movement code (#7243) 3eac249 https://git.io/vpIrt (2018-04-18T18:56:01Z) |
18:57 |
MinetestBot |
[git] srifqi -> minetest/minetest: Android: Modify touch screen GUI's buttons (#7240) b1e58c9 https://git.io/vpIrq (2018-04-18T18:55:42Z) |
18:58 |
Krock |
AYY EMM CEE AY https://www.youtube.com/watch?v=CS9OO0S5w2k |
18:58 |
rdococ |
AMCA? |
18:58 |
rdococ |
That, or ICMI/ICMA. |
19:02 |
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19:12 |
Markow |
How do I place a slab on the side of a block on the top half even with the top of the block without using a screwdriver? |
19:19 |
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19:20 |
JDCodeIt |
place some construction dirt up there, then put the slab against the dirt ceiling, then dig the dirt? |
19:22 |
rdococ |
Or get a screwdriver ;) |
19:22 |
JDCodeIt |
They are cheap |
19:23 |
Markow |
I orginally used a screwdriver |
19:30 |
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19:36 |
rdococ |
Seems that the settings API was modified for 0.5.0-dev |
19:36 |
rubenwardy |
It wasn't |
19:38 |
rdococ |
The dev wiki makes reference to a `minetest.setting_get()` function that doesn't seem to appear in 0.5.0-dev's doc/lua_api.txt |
19:38 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Fix wrong channel number representation in logs (#7205) 9877a1a https://git.io/vpIi4 (2018-04-18T19:26:28Z) |
19:55 |
rubenwardy |
rdococ: that wasn't in 0.4.16 either |
19:56 |
rubenwardy |
use minetest.settings:get() instead |
19:56 |
rdococ |
rubenwardy: Odd that it's in the dev wiki then... |
19:56 |
rubenwardy |
the dev wiki sucks |
19:56 |
rubenwardy |
no one maintains |
19:56 |
rubenwardy |
it |
19:56 |
rdococ |
Yea, nowadays I just have lua_api.txt open and use the dark magicks of Ctrl+F |
19:57 |
rubenwardy |
would be good toget slate working |
19:57 |
rubenwardy |
or maybe split lua_api into lots of different files |
19:57 |
rubenwardy |
and have a pydocs style website to see them all, for ease of use |
19:57 |
rubenwardy |
other people can use grep/etc |
19:58 |
rubenwardy |
although, meh |
19:59 |
rdococ |
I want to add a setting to a mod to redefine player:set_physics_override(), but I don't know how I would do that for all instances of PlayerRef (unless simply doing it for every player on_join works). |
20:00 |
rubenwardy |
would be useful to have a bot which automatically adds PRs which modify lua_api.txt to some todo list |
20:00 |
rubenwardy |
then wiki contributers go down that todo list |
20:03 |
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20:05 |
Krock |
*which only modify lau_api |
20:06 |
rubenwardy |
no, you want all PRs that modify lua_api |
20:07 |
rubenwardy |
basically so you can add new functions to the wiki then mark them as done |
20:08 |
Krock |
ah I see. I thought you meant so they could comment on how to improve the lua_api wording |
20:08 |
rubenwardy |
no :) |
20:16 |
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20:54 |
rdococ |
is there a way to send a message ingame from bash terminal? |
20:55 |
rubenwardy |
yes |
20:55 |
rubenwardy |
msg |
20:55 |
rubenwardy |
if you have the curses terminal enabled |
20:55 |
rubenwardy |
and start the server with --terminal |
20:55 |
rubenwardy |
this assumes you're hosting this server |
20:56 |
rdococ |
Remember earlier when IhrFussel was talking about searching for profiles on IFS? |
20:58 |
rubenwardy |
if you want to make other programs to send messages to MT, then it's better to: |
20:58 |
rubenwardy |
1. run a webserver which holds the messsges, and Minetest can asynchronously poll |
20:58 |
rubenwardy |
2. read from a file |
20:58 |
rubenwardy |
1. is better for multiple programs, as there's no need for locking a file to write |
20:59 |
rubenwardy |
2. is easier to implement |
21:00 |
rdococ |
http://ihrfussels-server.tk/profile.php |
21:01 |
rdococ |
Type in "./rdococ.txt && echo Yay, and I have glitched it" and search for it (without quotes) |
21:01 |
rdococ |
My level will appear to be "24Yay, and I have glitched it.txt" |
21:01 |
rubenwardy |
oh god |
21:02 |
rubenwardy |
you should not have said that there |
21:02 |
rubenwardy |
that's a classic shell injection issue |
21:02 |
rdococ |
I shouldn't have said it here... I didn't say it anywhere else |
21:02 |
rdococ |
Shit |
21:02 |
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21:02 |
rubenwardy |
please learn about responsible disclosure |
21:02 |
rubenwardy |
especially if you find remote execution vulns |
21:04 |
rdococ |
sorry... |
21:07 |
rubenwardy |
rdococ: https://en.wikipedia.org/wiki/Responsible_disclosure |
21:07 |
rubenwardy |
essentially, PM the service owner about the issue |
21:07 |
rubenwardy |
give them time to fix it |
21:07 |
rubenwardy |
only release publicly if they don't after a month or so |
21:08 |
sfan5 |
[thinking intensifies] |
21:12 |
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21:15 |
Krock |
rdococ, huh.. doesn't work |
21:15 |
Krock |
nvm. I'm blind |
21:16 |
rdococ |
when does the owner of that server get back online usually? |
21:20 |
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21:21 |
rubenwardy |
no idea |
21:21 |
rubenwardy |
they need to completely wipe the server now |
21:22 |
rdococ |
I'm sorry... |
21:22 |
rubenwardy |
well, it's their fault |
21:22 |
rdococ |
Partially, but I should take at least some responsibility |
21:23 |
rubenwardy |
\o/ |
21:23 |
rubenwardy |
well, as a general rule don't try stuff like that without permission |
21:23 |
Krock |
rdococ, try to do a SQL injection with my mod searching page |
21:24 |
Krock |
I believe hostinger itself does a quite good job in preventing that for their stupid users |
21:24 |
rdococ |
I don't think I want to try any more exploits today, I feel guilty enough with one |
21:27 |
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