Minetest logo

IRC log for #minetest, 2018-06-08

| Channels | #minetest index | Today | | Google Search | Plaintext

All times shown according to UTC.

Time Nick Message
00:14 Lone-Star joined #minetest
00:17 Tmanyo joined #minetest
00:30 Tmanyo joined #minetest
00:31 shivajiva joined #minetest
00:43 KrimZon_2 joined #minetest
00:53 Tmanyo joined #minetest
00:55 shivajiva joined #minetest
00:57 paramat joined #minetest
01:12 Tmanyo joined #minetest
01:17 LevierMRQ left #minetest
01:17 LevierMRQ joined #minetest
01:18 LevierMRQ joined #minetest
01:19 BillyS Has anyone else had trouble with Sokomine's trader mod? For me, the traders never remember the trades
01:22 Tmanyo joined #minetest
01:22 LevierMRQ left #minetest
01:23 Tmanyo joined #minetest
01:37 Tmanyo joined #minetest
01:48 Hawk777 joined #minetest
01:48 LevierMRQ joined #minetest
01:53 troller joined #minetest
02:02 Tmanyo joined #minetest
02:09 LevierMRQ joined #minetest
02:32 epony joined #minetest
02:34 illwieckz_ joined #minetest
02:39 AndroBuilder joined #minetest
02:42 LevierMRQ joined #minetest
02:52 Tmanyo joined #minetest
03:01 DI3HARD139 joined #minetest
03:03 Tmanyo joined #minetest
03:09 LevierMRQ joined #minetest
03:31 wilkgr joined #minetest
03:37 RichardTheTurd joined #minetest
04:21 swift110 hey all
04:25 paramat joined #minetest
05:35 LevierMRQ joined #minetest
05:45 reductum joined #minetest
06:14 KrimZon_2 joined #minetest
06:49 KrimZon_2 joined #minetest
07:00 ensonic joined #minetest
07:29 Player-2 joined #minetest
07:51 ANAND joined #minetest
08:00 LevierMRQ joined #minetest
08:09 Ruslan1 joined #minetest
08:47 proller joined #minetest
09:01 Tuxedo[Qyou] joined #minetest
09:30 aheinecke joined #minetest
09:36 entuland joined #minetest
09:45 CWz_ joined #minetest
09:57 Darcidride joined #minetest
10:38 Fixer joined #minetest
10:43 entuland aaaargh!
10:44 entuland stupid, stupid entuland! stupid being entuland!
10:44 entuland :(
10:44 ANAND sup? :)
10:44 entuland I have very cleverly had my mod creating a folder in the mod_storage folder of the world
10:45 entuland only that it conflicts with the same named file of the mod_storage facility :/
10:45 ANAND haha
10:45 entuland now I have to check if one such folder exists first, and rename it
11:01 Beton joined #minetest
11:04 Ruslan1 joined #minetest
11:11 lumberJ joined #minetest
11:29 Player-2 joined #minetest
11:51 ensonic joined #minetest
12:02 Krock joined #minetest
12:19 Wuzzy joined #minetest
12:21 Wuzzy :-(
12:21 Wuzzy cannot build minetest 0.5.0-dev
12:21 rubenwardy luajit error?
12:21 Krock missing compiler?
12:21 ANAND missing repo?
12:22 rubenwardy is your computer turned on?
12:22 ANAND lol
12:23 rubenwardy have you tried kneeling on the floor and praying to our lord and saviour, Richard Stallman?
12:23 Wuzzy irtrlich fail... wait a minute
12:24 rubenwardy obligatory: http://rms.sexy
12:24 Wuzzy make[2]: *** No rule to make target '/usr/lib/libIrrlicht.a', needed by 'bin/minetest'.  Stop.
12:24 Wuzzy make[1]: *** [CMakeFiles/Makefile2:214: src/CMakeFiles/minetest.dir/all] Error 2
12:24 Wuzzy make: *** [Makefile:152: all] Error 2
12:24 Wuzzy but i do have irrlicht installed.
12:24 Wuzzy Arch Linux package irrlicht 1.8.4-1
12:25 rubenwardy odd
12:25 Wuzzy i.e. Irrlicht 1.8.4
12:25 rubenwardy ll /usr/lib/libIrr*
12:25 Krock wrong irrlicht path?
12:25 sfan5 re-run cmake
12:25 rubenwardy oh yeah
12:25 Wuzzy i also tried to set IRRLICHT_SOURCE_DIR to /usr/include/irrlicht
12:25 Wuzzy because thats where the headers are on my system
12:25 Krock usr/lib/libIrrlicht.a is the issue, not the include files
12:26 rubenwardy rerun cmake, also try    rm CMakeCache.txt CMakeFiles -rf
12:26 Wuzzy hmmmm
12:27 Wuzzy -- Found Irrlicht: /usr/lib/libIrrlicht.so
12:27 Wuzzy lets see if it builds
12:27 Wuzzy is there any other cmake setting which somehow affects "finding irrlicht"?
12:28 sfan5 no
12:28 rubenwardy IRRLICHT_LIBRARY and IRRLICHT_INCLUDE_DIR
12:28 rubenwardy but reruning cmake or deleting the cache and rerunning should fix it
12:30 Wuzzy yes
12:30 Wuzzy it did, thx
12:30 Wuzzy IRRLICHT_LIBRARY?
12:30 Wuzzy hmmm are you sure it exists?
12:30 * Wuzzy checks
12:31 Wuzzy ah indeed
12:31 Wuzzy ust not shown in ccmake for some reason o_O
12:31 Wuzzy anyway
12:31 Wuzzy thx
12:31 Wuzzy btw I am a heretic, i use Vim. :D
12:34 Wuzzy oh ffs
12:34 Wuzzy minetest game fail
12:34 Wuzzy https://lpaste.net/raw/2738617915552038912
12:35 sfan5 ask nrz about that, he added it
12:35 Wuzzy rofl nerzhul just left #minetest-dev. too late
12:36 Wuzzy anyway do you have this assertian fail, too?
12:36 Wuzzy oh boy its all games, not just minetest game
12:36 ANAND Wuzzy, nerzhul's back now :)
12:38 Wuzzy oops RUN_IN_PLACE was of course reset. i feel dumb now
12:38 ANAND :D
12:38 Krock outdated builtin code, generally spoken
12:38 rubenwardy I had this error on my server, because BUILD_SERVER reset to 0
12:38 rubenwardy so the engine was older than builtin
12:39 sfan5 hm yes
12:39 sfan5 Wuzzy: did you run make install?
12:39 Wuzzy no this just messes up my /usr/local
12:40 Wuzzy default make install location seems WTF
12:41 sfan5 minetest is using the system-wide installed builtin, which doesn't match the version you built
12:42 sfan5 either run "make install" or build with -DRUN_IN_PLACE=1
12:42 sfan5 btw /usr/local is the standard default install location for linux software
12:42 rubenwardy or remove system wide install
12:42 Fulgen joined #minetest
12:42 rubenwardy for custom built software
12:42 rubenwardy AUR packages like minetest-git which are compiled locally will still go to /usr
12:44 Wuzzy yes /usr/local is standard, this is not the issue
12:44 Wuzzy the issues i have is that the directories it creates
12:44 Wuzzy it puts games in /usr/local/games... no, just no
12:44 rubenwardy err what?
12:44 Wuzzy minetest docs are put in /usr/local/doc
12:44 rubenwardy is that from the pkgbuild?
12:44 Wuzzy no subdirectory
12:44 Wuzzy no, default make install
12:45 rubenwardy because when I've done it, it's gone to /usr/local/bin/minetest and /usr/local/share/minetest
12:45 Wuzzy what is in share?
12:45 Wuzzy all the docs, games, example config, etc?
12:45 rubenwardy builtin and MTG
12:45 rubenwardy and textures/pack
12:45 rubenwardy the standard readonly resources
12:45 Wuzzy this makes much more sense
12:46 ANAND doesn't textures go to ~/.minetest?
12:46 rubenwardy either that's changed then, or I made it up
12:48 Wuzzy btw what is the difference between minetest.log("action", MY_MESSAGE) and minetest.log(MY_MESSAGE)?
12:48 Wuzzy i don't get lua_api.txt
12:48 Wuzzy anyway game work now fine for me, that problem from earlier is solved
12:49 Krock log level for 1 argument only is "none"
12:50 Wuzzy what is log level "none"? is is special?
12:50 sfan5 https://github.com/minetest/minetest/blob/master/CMakeLists.txt#L96
12:50 sfan5 I don't see /usr/local/games anywhere
12:50 ANAND Wuzzy, the level of logging is configurable
12:51 ANAND e.g. It can be set to log only Warnings and Errors
12:51 Krock "none" means that you'd need a higher level than that to not have it logged
12:51 Krock which does not exist, so it'll surely be logged
12:51 Wuzzy is none the highest level?
12:51 rubenwardy yes
12:51 Wuzzy o_O
12:51 Krock yes. and verbose the "lowest" - low-level
12:51 rubenwardy none, error, warning, action, info, verbose
12:51 rubenwardy although
12:51 Wuzzy i always thought minetest.log(MESSAGE) is an error
12:51 Krock https://github.com/minetest/minetest/blob/master/minetest.conf.example#L1471
12:52 rubenwardy it's standard for printing to none to have messages discarded
12:52 rubenwardy so you'd set log level to none to see nothing
12:52 rubenwardy it would make more sense for it to go to info
12:52 Krock nothing but log messages which are "none"
12:52 Wuzzy sfan5, looks like make install just thinks that the share dir is the same
12:53 Wuzzy i believe games/ should be in /usr/local/share/minetest/games
12:53 Wuzzy not /usr/local/games
12:53 entuland rubenwardy, a random question if you don't mind: "SmartFS - (Warning) On the fly forms are being used. May cause bad things to happen" what could go wrong there?
12:53 Wuzzy sfan5, how does minetest know the share/ location?
12:53 sfan5 the one way i can see that happening if you try to install a RUN_IN_PLACE=1 build to /usr/local
12:53 Wuzzy because it does not appear for me in ccmake
12:53 rubenwardy can't remember
12:53 entuland okay
12:53 sfan5 Wuzzy: cmake_config.h
12:53 Wuzzy lol this is allowed?
12:53 entuland I'll test that out
12:54 rubenwardy I do suggest using parameters instead
12:54 rubenwardy there's no real need for on the fly forms
12:54 sfan5 whatever cmake frontend you're using probably doesn't show "hidden" variables
12:54 Wuzzy wait what we have seeeecret variables? :O
12:54 entuland can't manage to have forms create new elements at runtime, as I would by rebuilding the formspecs directly, I guess that's the difference there
12:55 rubenwardy you can pass arbitrary parameters to a form
12:55 entuland anyway, not a big deal, I'm working that around using a single button and changing its behavior instead of removing /adding buttons
12:55 rubenwardy so say a list of items
12:55 rubenwardy then have the form function do the for loop
12:56 rubenwardy this is better design anyway, as it separates view logic and other logic kinda
12:56 rubenwardy like templating
12:56 entuland uhm... I'll study how that works, thanks
12:56 rubenwardy although callbacks would need to be separated too
12:56 sfan5 Wuzzy: cmake frontend generally only show variables that were intended for the user to configure
12:56 Wuzzy with pressing T key you can show everything in ccmake anyway :P
12:57 CWz joined #minetest
13:11 Sokomine joined #minetest
13:16 sur3 joined #minetest
13:17 sur3 Hi, can I put comments in my world.mt file?
13:17 rubenwardy yeah, it uses the config parser
13:17 rubenwardy # is the comment character
13:17 sur3 ok thx
13:18 Wuzzy is the world.mt format documented anywhere?
13:18 sfan5 minetest will delete those comments when it decides to save world.mt
13:19 rubenwardy ah yeah, that too
13:19 sur3 oh thats sad, then I better keep a backup
13:25 tpe joined #minetest
13:25 entuland_ joined #minetest
13:27 Blo0D joined #minetest
13:28 Ruslan1 joined #minetest
13:30 sur3 is there an easy way to desable all mods instead of writing false behind every line?
13:30 sur3 *disable
13:31 sfan5 every mod that is not explicitly enabled, is disable
13:32 sfan5 so just omit those lines
13:32 sur3 ah ok thx
13:34 sur3 ah ok my server crashing seems not to be the mods fault, but a broken library.. ^^
13:36 rubenwardy yeah, remove all the lines
13:36 sur3 this is weird it wants to have a postgreSQL library even though I disables PostgreSQL in the use flags
13:48 sur3 yay the server is running again :3
13:52 twoelk joined #minetest
13:55 entuland uhm... weird situation again... stuff stored in the mod folder cause I can't load them from world folder... gotta mark them for deletion upon restart, can't store such info in the mod folder but only in the mod_storage file, which is tied to the world
13:56 entuland this means that loading a different world will not read the info about stuff to be deleted, and as such stuff won't get deleted :P
13:56 entuland oh well, I'll state that in the README.md :P
14:00 nowhere_man joined #minetest
14:04 rafalcpp joined #minetest
14:06 Foz joined #minetest
14:09 sur3 lol disabled the animals, now an unknown object is flying in the air instead of seagulls.. xD
14:10 LevierMRQ entuland: It looks like a problem that can be held with ln (LN -> Link).  But i must lure your attention on the fact that i am very noob here.  Good luck
14:10 Foz joined #minetest
14:11 entuland LevierMRQ, you mean symlinking a folder or a file?
14:12 entuland well, in theory I could do that, but the mod should be able to run on whatever OS and messing with symbolic links would be far too hacky :P
14:12 Hirato joined #minetest
14:12 entuland all of my mod has issues due to the inability to write stuff in the mods' folder at runtime, the inability to load meshes from the world folder, the inability to register nodes at runtime and so forth
14:12 LevierMRQ entuland: precisely.  I never used that feature unless i get guided by a better man than me.
14:13 entuland but all in all my mod is doing fine within its oddities, so I'll live with them till those features will make it in MT (assuming they'll ever will)
14:14 entuland thansk for the idea, though, LevierMRQ
14:17 LevierMRQ entuland: Something must be get changed.  I update mods with mods, à la volée; since playing.  i tuded the second mod to be run every minute, forcing reload.  I may didnt understand your problem.
14:18 CWz joined #minetest
14:30 jimvideo joined #minetest
14:31 twoelk why should stuff in the minetest/mods folder be edited at runtime?
14:32 rubenwardy don't edit anything in minetest/mods at run time
14:32 ANAND A shell script to update mods and launch MT would be a better idea
14:32 rubenwardy that can result in data loss when updating the mod
14:32 ANAND A mod to update mods sounds cool, but it will result in ^
14:33 Booming joined #minetest
14:33 Booming hello
14:34 ANAND Hello! :)
14:34 twoelk o/
14:34 Booming I am trying the mods on minetest right now. Compiled it myself on ubuntu 16.04 and they do not show up in the game
14:35 Booming did the tutorial, also tried it with just copy and paste and also tried downloading one from the repo. None could be found in the game. Any ideas?
14:35 ANAND Booming: Is it a system-wide install?
14:35 Booming no
14:36 Booming just inside ~/Documents/minetest
14:36 twoelk and have the mods been enabled?
14:36 ANAND Mods need to be placed in ~/.minetest/mods
14:36 Booming yes. Clientside mods are enabled
14:36 ANAND No not client-side mods
14:36 Booming and the mods are put in the folder mods
14:36 Booming which do I need to activate then?
14:36 ANAND Mods need to be placed in ~/.minetest/mods
14:37 ANAND the mod folder should be within ~/.minetest
14:37 Booming I will try that.
14:37 ANAND Yes please :)
14:39 Booming Ok, right now I found the world configuration. So, putting the mods in ~/.minetest did not help, but now I get at least some exceptions
14:39 ANAND Let me repeat for the sake of clarity - each individual mod should be located within ~/.minetest/mods
14:40 twoelk exceptions like missing dependencies?
14:40 Booming so, I got hyperloop running
14:41 Booming but it is the one in ~/Documents/minetest/mods
14:41 ANAND How does MT even read data from ~/Documents? o.O
14:42 Booming It was compiled from source
14:42 ANAND I thought it only looks in ~/.minetest
14:42 Booming and reads the mods from its very own folder
14:42 ANAND Oh you made it read from there?
14:42 Booming I guess it was the default from Github
14:43 Booming I did not change something in the source if this is what you mean
14:43 ANAND Oh
14:43 ANAND Strange...
14:44 ANAND So the hyper-loop is loaded from ~/Documents/minetest/mods?
14:44 Booming yes
14:44 Booming I read this from the documentation on https://dev.minetest.net/Modding_Intro
14:45 ANAND Ok nice. So um... what's the issue then? :)
14:45 Booming it worked out. Thank you
14:45 ANAND :)
14:46 Booming maybe someone might want to add how to enable a mod in the documentation. Right now I need to write this specific mod, but if you want me to, I can add that later. Minetest is a project I think is kinda neat
14:47 ANAND Good idea
14:52 twoelk Booming, native language is english?
14:52 Booming no, german
14:53 twoelk there is a lot of german info on the wiki
14:54 Booming ok, I will look at that, thank you! :)
14:54 twoelk https://wiki.minetest.net/Minetest_in_der_Schule
14:54 twoelk with lots of linked pages
14:55 twoelk such ashttps://wiki.minetest.net/Minetest_in_der_Schule/Selber_ein_Mod_erstellen
14:57 twoelk and https://wiki.minetest.net/Installing_Mods or https://wiki.minetest.net/Installing_Mods/de
14:57 Booming Oh thank you writing something for school is exactly what I am doing right now
14:58 Krock "change it a little so it doesn't look like a copy"
14:59 twoelk https://wiki.minetest.net/Category:Minetest_as_Educational_Tool might be usefull then
15:00 twoelk also the links section at the bottom of this page has lots of other school examples https://wiki.minetest.net/Mods:Learning
15:01 Booming I will do that. Thank you
15:04 rubenwardy german translations for the modding book would be very appreciated :)
15:04 rubenwardy or any translations
15:05 sfan5 a translation to upside-down english is one CSS rotate away ;)
15:07 twoelk maybe translating the modding book should be a school project :-D
15:08 Booming german translations might be coming. I am definitely keeping an eye on that mod. I would also love to see it growing in terms of hunger, sprinting, dimensions... I will need to learn C++ anyway, so that might be something I could try it on and contribute. Btw, does anyone use GNOME Builder?
15:09 AlexYst joined #minetest
15:16 entuland sorry, got sidetracked editing my README.md file
15:16 entuland am I reading that right that I'm good not trying to alter stuff inside /mods/ at runtime and continuing to do such mangling at load time?
15:18 entuland LevierMRQ, not sure I get what you said above... do you mean that you can reload a mod when the _world_ is running and you can have it register new nodes?
15:18 entuland or were you referring just to the _game_ running (that is, the main world selection screen)?
15:20 entuland twoelk, my mod needs to mess with stuff in the mods' folder cause I can't load meshes from anywhere else (my mod creates new meshes and registers new nodes using them, it's an in-game mesh/node creator)
15:23 twoelk ah, the woolen mesh creator :-) cool mod
15:23 LevierMRQ entuland: World dont matter here.  But i remember i made some tests about creating objects (nodes), and i think it was not a success, Then i temporary this...  research on.  Since i also remember
15:24 entuland well, worlds always matter, cause mods get loaded when worlds get started
15:24 entuland actually, I don't even see how you can alter stuff in _other_ mods folders... aren't mods sandboxed and only allowed to access _their own_ folder and the world folder?
15:25 entuland unless we're speaking about different mods altogether :)
15:25 twoelk how should creating new nodes during world runtime work on a multiplayer server? should all connected players get a register node update while the play?
15:25 entuland but I believe that client side mods work the same way
15:26 entuland dunno, twoelk, I just know that in order to avoid the need for a world restart, my mod should be allowed to register nodes at runtime
15:26 twoelk imagine the traffic and security issues
15:27 LevierMRQ entuland: to plan some test with renames and changing appearance.  I mean to create more nodes we need and then use dummy objects.  Then use the "call" to create (change in fact) attributes of node.  And my tests about changing attribute was working well.
15:27 twoelk entities is probably the only way such as signs use to update the visible text
15:28 entuland LevierMRQ, dunno, I've read here that being able to alter or add registered nodes at runtime isn't really possible right now, and I read also that that's one of the oldest Pull Requests around
15:28 entuland only trivial things such as altering the textures is possible, if I understood that correctly
15:28 entuland but I am using completely different meshes and creating new nodes, I guess that's not really possible right now
15:30 entuland twoelk, haven't investigated entities so far, but I guess they wouldn't be a viable option, cause my meshes are meant to be used as stable decorations or the alike (frames, carpets, bottles, even 3D maps of cities and so forth)
15:30 entuland https://github.com/entuland/wesh the readme may give a better understanding of what this is all about
15:30 entuland I must state again that it's not a big deal, I'm pretty happy with the current behavior as well
15:30 twoelk I guess the current <the server has full control, the client can add nothing> philosophy is not to be changed
15:31 entuland if a community wants to use this mod, they can as well plan to restart the server after they make a certain amount of captures
15:32 LevierMRQ i believe i did change light intensity and some others...  anyway since we can change texture i though it was possible to cheat in a way to get to the planned goal.
15:32 entuland my mod now has proper privileges to disallow players from messing with it, and allows for immediately deleting temporary meshes in-game
15:32 * twoelk was planning to use this mod to make little statues
15:32 nowhere_man joined #minetest
15:32 entuland twoelk, you mean the wesh mod?
15:32 twoelk yep
15:32 entuland oh, nice, I'm glad if you like it :)
15:33 entuland just pushed new commits with lots of little improvements :)
15:33 twoelk I used external voxel editors in the past but that had issues
15:34 twoelk will you delete invisible nodes inside models?
15:34 entuland I only render faces that have an empty node in front of them
15:35 entuland so if you fill the entire cube, only external faces will be added to the mesh
15:35 twoelk good :-P
15:35 entuland :)
15:35 LevierMRQ yes!
15:35 twoelk that should help reducing rendering lag
15:36 entuland the resulting meshes are fairly decent as optimization (if you import them into blender and ask it to remove duped vertices, it should say that no vertices have been removed)
15:36 entuland oh well, the mod allows for grabbing really heavy meshes
15:36 entuland I have opened an issue for that, cause the canvas of size 64 is very likely to grab meshes that fail to render, or may also crash the game during the capture
15:37 entuland I _can_ make sure the game doesn't crash, by capping the amount of captured nodes
15:37 entuland I'm not doing that to let devs investigate on the issue if they want to
15:37 entuland I could though add an option for that...
15:38 entuland yep, that's going to be the next commit.
15:40 twoelk your not running into the memory limits problems of luajit?
15:42 twoelk https://github.com/minetest/minetest/issues/2988
15:42 Akberid joined #minetest
15:44 entuland when my mod crashes, it does that badly
15:44 entuland no trace in the debug file and no trace in the console
15:44 entuland it simply freezes and dies, or I have to kill it
15:46 twoelk maybe try and do something with the same amount of nodes in World-Edit and compare the behaviour
15:47 entuland uhm... not sure that would be a valid comparison
15:47 entuland the main purpose of my mod is creating new .obj files, that's where the game is crashing most likely
15:48 entuland cause I'm creating huge tables (up to 64x64x64 values) and potentially creating huge strings (to be put into the .obj files)
15:49 entuland but you may be right and I could eventually compare them, to see what happens
15:49 entuland the only real problem with that is that I suck at world-edit-ing :P
15:50 * twoelk got lots of wrecked worlds in his closet of failed we-experiments
15:50 entuland ahahahah
15:54 rohju joined #minetest
16:06 progysm joined #minetest
16:15 troller joined #minetest
16:22 Kat joined #minetest
16:32 Gael-de-Sailly joined #minetest
16:32 troller joined #minetest
16:32 antims joined #minetest
16:48 luizrpgluiz joined #minetest
16:55 troller joined #minetest
16:56 luizrpgluiz1 joined #minetest
16:56 luizrpgluiz1 left #minetest
17:13 tggt joined #minetest
17:38 Cornelia joined #minetest
17:41 nowhere_man joined #minetest
17:47 Foz joined #minetest
17:48 Blo0D joined #minetest
18:01 garywhite joined #minetest
18:03 illwieckz joined #minetest
18:32 Tmanyo joined #minetest
18:38 fwhcat joined #minetest
18:41 troller joined #minetest
18:42 behalebabo joined #minetest
18:44 fwhcat joined #minetest
18:58 Fixer_ joined #minetest
18:59 xSmurf joined #minetest
19:05 BakerPrime joined #minetest
19:08 ssieb joined #minetest
19:10 grumble joined #minetest
19:22 ensonic joined #minetest
19:31 AlexYst joined #minetest
20:25 LevierMRQ joined #minetest
20:25 AlexYst joined #minetest
20:28 Tmanyo joined #minetest
20:29 [k00l]shamoanjac joined #minetest
20:39 Ruslan1 joined #minetest
21:01 Out`Of`Control ку
21:13 garywhite joined #minetest
21:20 paramat joined #minetest
21:20 Unit193 joined #minetest
21:30 CarbineMorpho joined #minetest
21:42 nowhere_man joined #minetest
21:43 KrimZon_2 joined #minetest
21:51 entuland joined #minetest
21:55 Amanda_ joined #minetest
21:55 Amanda_ Evening everyone
22:01 entuland eheheh, TwistedGate managed to grab a mesh with 273K vertices and 783K faces with my wesh mod after improving the string handling as pointed out by Krock
22:01 entuland https://cdn.discordapp.com/attachments/446333811203112962/454755972414570496/unknown.png
22:05 ensonic joined #minetest
22:14 longerstaff13-ZN joined #minetest
22:17 jimvideo joined #minetest
22:25 MinetestBot [git] paramat -> minetest/minetest: Mapgen flags: Add 'biomes' global mapgen flag (#7355) 0b23253 https://git.io/vhghk (2018-06-08T22:24:36Z)
22:38 proller joined #minetest
23:06 entuland joined #minetest
23:13 Sokomine joined #minetest
23:19 Player-2 joined #minetest
23:46 KrimZon_2 joined #minetest

| Channels | #minetest index | Today | | Google Search | Plaintext