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 |