Time Nick Message 01:31 jas_ no ircsparky i dunno how to do that, or if it's possible. 01:31 jas_ i don't think so. i was totally being pedantic i think that's the word, when i said 'i use it'. not being able to jump out of water onto an adjacent higher node is a feature i do indeed use, but someone said, "impossible to 'use' it" -- i should stop splitting hairs. 01:32 jas_ of or like a pedant, i don't think that's right 01:32 jas_ haha anyways, hi 02:10 Ruslan1 Hi jas_ I’m joining your server 02:10 jas_ good luck, i guess i will too 02:11 Ruslan1 I see error 02:11 jas_ mm, what's it say? timed out? 02:13 jas_ i must... depart :D bbfn 02:14 Ruslan1 It said couldn’t read all chars 02:17 Ruslan1 here is error 2019-01-12 20:10:52: ERROR[Main]: A serialization error occurred: 02:17 Ruslan1 2019-01-12 20:10:52: ERROR[Main]: deSerializeString: couldn't read all chars 02:17 Ruslan1 2019-01-12 20:10:52: ERROR[Main]: The server is probably running a different version of Minetest. 02:18 DoyleChris evening 02:19 DoyleChris is there a setting to make torches fall when you blow up a wall 02:19 Ruslan1 jas_: 02:20 Ruslan1 Jas are you here 02:20 rubenwardy no 02:20 DoyleChris within 3 blocks it catches fire but at 4 it floats 02:20 rubenwardy tha'ts a missing feature rather than something intentionally disables 02:24 Ruslan1 Help 02:25 Ruslan1 ??? 02:25 DoyleChris im using tnt to dig down and i set up torches every once and awhile. 02:26 DoyleChris and when i go down to the next level they float above me in thin air 02:26 Ruslan1 jas_: I cannot join your server :( 02:27 Ruslan1 !server Loss 02:27 MinetestBot Ruslan1: Loss | dcbl.duckdns.org:30001 | Clients: 0/15, 0/1 | Version: 5.0.0-dev / loss | Ping: 131ms 02:28 Ruslan1 Anyone help me fix Minetest 5.0.0 02:31 Ruslan1 jas_: I’m still waiting for you 03:17 xerox123_ they said they had to go, if you didnt see 03:20 scr267 Hi all... anyone know how to start minetest after installing it with brew on a Mac OS? 14:13 MinetestBot 02[git] 04osjc -> 03minetest/minetest: Speed up the craft definition handling (#8097) 13a51909b https://git.io/fhn6G (152019-01-13T14:11:47Z) 14:36 majochup hi 15:22 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest: world.mt: Only accept true/false/nil values (#8055) 13ed1415f https://git.io/fhniT (152019-01-13T15:22:32Z) 16:36 ircSparky ANAND, so you are making a new gun mod for ctf? 16:38 ANAND ircSparky: https://github.com/ClobberXD/gunslinger 16:38 ANAND Strictly WIP thoug 16:38 ANAND +h 16:38 ANAND Targeted at 5.0.0+, as it uses Raycast 16:40 ircSparky nice, and you are able to calculate if its a headshot too? 16:40 ANAND Yeah 16:40 Krock > If headshot, damage is increased by 50% 16:40 ANAND ^ :) 16:41 Krock get player collision box, position, take the upper 1/5th , middle 1/3rd of the box and it's likely the head 16:41 ANAND True 16:41 ircSparky nice 16:42 ircSparky are you interested in 3d models? I have a few 16:42 ANAND This mod will benefit greatly from #7557 16:42 ShadowBot https://github.com/minetest/minetest/issues/7557 -- Expose player FOV to Lua API by ClobberXD 16:42 ircSparky definetly 16:42 Krock ircSparky: do you also have one of the carts:cart where the bottom face is slightly higher? the rails glitch though visually uphill 16:43 ircSparky I havent modeled carts 16:43 Krock btw, one of the first mods which use raycast, Oct 2017: https://github.com/SmallJoker/farbows 16:44 ANAND ircSparky: The 3D models are pretty good-looking, but I don't know how I can put them to use. 16:44 Krock just wanted to make sure though :) 16:49 ircSparky is there any reason not to use them? I guess they are a bit harder to make, and models take up more space than a single texture 16:49 ircSparky if i manage to get usable sights to aim down that would be probably the biggest advantage 16:50 ANAND Do you use the models for entities? 16:51 ircSparky in the test i did, they were nodes 16:52 ANAND Cool 16:53 ANAND I use HUD image overlays for aiming down sights 16:53 ircSparky one issue with that may be with different lighting 16:53 ANAND Agreed 16:55 ircSparky does the gun work? 16:56 ircSparky and if it does, how does it work? 16:59 ircSparky it would be nice if huds could have a mesh type 17:00 ANAND Automatic guns work by beginning to fire when LMB is pressed, and fire until LMB is released. Uses a globalstep 17:00 ircSparky i only see one gun 17:00 ANAND I haven't implemented shotgun style splash damage yet 17:00 ANAND Yes, I plan on adding one or two more 17:01 ircSparky does it need ammo? it dosnt not seem to be fireing for me 17:03 ANAND I'm terrible at textures and art in general, which is why I'm a tad too hesitant on making new guns. ;) 17:05 Ruslan1 Who is here 17:09 ANAND You forgot to say "knock knock" 17:12 piesquared You talking to me? 17:19 ircSparky does it need ammo? it dosnt not seem to be fireing for me 17:24 ANAND Yea, I'm yet to make ammo :P 17:25 ircSparky does iut shoot though? I cant tell 17:26 ircSparky idk if im doing something wrong, or if its just because its wip 17:39 ANAND It should shoot the loaded magazine fully. It just can't reload, as its ammo is non-existent. 19:23 guardthebananas hey all - i've installed minetest using flatpak on ubuntu 18.04, but i'm not sure how to go about installing the mods. does anyone else run a similar setup? 19:42 ircSparky I dont know much about flatpak, but have you checked for .minetest in your home folder? 19:42 ircSparky ah 19:42 ircSparky i should look things up 19:45 ircSparky you might be able to do a search for mods_here.txt 19:47 Krock or install the PPA (if you have the user rights). You might lose less time on configuring that 21:03 Ruslan1 My server is resetting privs on people 21:05 Ruslan1 VanessaE 21:06 Ruslan1 Hi ircSparky 21:13 ircSparky hi 22:41 Taoki So it's possible I might be bringing two important mods I made back up to date. Having to figure a few things out however. Had a question about something for starters... 22:42 Taoki Is there any way to check if the mapgen is busy at a given moment? That means that it's either generated a new chunk accessed for the first time, imposting a schematic, or any other reason. 22:42 rubenwardy mapgen is multithreaded, and can be assumed to be working 22:42 Taoki In one of old mods, I needed to optimize how structures are spawned so they don't choke the server so much. But a problem was I couldn't tell when the mapgen was working. 22:42 rubenwardy but Lua won't be running whilst the main thread does work 22:42 Taoki Fair enough. But how does the server API know when it is? 22:42 Taoki Okay. So it can't know? 22:43 Taoki Ah. So it will automatically wait in that case... 22:43 rubenwardy what's the usecase? 22:44 Taoki It's complicated. One issue is that I import schematics in on_generate, but that randomly causes trees or terrain to spawn over my structure, because that runs after my code. 22:44 Taoki Actually I might add a minetest.after delay of 1 second to the whole thing to see if that solves it. 22:44 Taoki But I thought there was a flag to verify that the mapgen stopped working on terrain first. 22:45 Taoki BTW: I'm not sure what my mod does, but it can trigger massive memory leaks and also crashes. Hopefully I can find and report whatever it is. 22:52 rubenwardy well, paramat would be the better person to ask here