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03:20 |
cimbakahn |
Can someone please get rid of Gnome! |
03:20 |
Emerald2 |
What do you mean? |
03:37 |
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03:38 |
diemartin |
Yes! Get rid of Gnome! But you probably meant user Ganome. |
03:38 |
diemartin |
Lxde ftw |
03:40 |
Emerald2 |
xfce all the way! |
03:41 |
Emerald2 |
(though I've heard good things about MATE) |
03:44 |
diemartin |
Xfce it's nice too. Never tried MATE. |
03:44 |
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03:44 |
diemartin |
Is it lightweight? |
03:45 |
Emerald2 |
MATE's a bit heavier than xfce I think. |
03:46 |
Markow |
I use OpenBox for the ultimate in lightweight ;) |
03:50 |
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04:10 |
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04:14 |
diemartin |
Anyway I'm gonna use sleepWM for a bit. Good night o/ |
04:15 |
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04:19 |
Emerald2 |
lol g'night |
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06:09 |
VanessaE |
............................333333 |
06:09 |
VanessaE |
the cat says hi. |
06:10 |
* cheapie |
waves to VanessaE's cat |
06:10 |
VanessaE |
heh |
06:11 |
VanessaE |
not sure if he's a keeper though, he's a little stray I brought in today, can't be much mo |
06:11 |
VanessaE |
..more than a year old |
06:20 |
Emerald2 |
Hi kitty! |
06:20 |
VanessaE |
I think it's about time for me to hit the sheetss |
06:21 |
* cheapie |
drapes a blanket over VanessaE |
06:22 |
VanessaE |
thanks :P :) |
06:23 |
Emerald2 |
G'night Vanessa! |
06:23 |
VanessaE |
night :) |
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12:55 |
Vapalus |
Are mountains, water and the rest of the surface made by a special part of the map generator? |
12:56 |
Vapalus |
I wanted to add something that simply repeats the algorithm each 4096 units in Y-direction, but it didn't do anything |
12:59 |
Emerald2 |
Do you have your code on a git repo or such? To help you they'll want to look at it. (Can't help you myself, only just started trying to understand mapgen). |
13:00 |
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13:01 |
Emerald2 |
Or even a pastebin type site. |
13:04 |
Vapalus |
I just added "data->blockpos_requested.Y %= 1024" in https://github.com/minetest/minetest/blob/master/src/mapgen/mapgen_v7.cpp line 302, for a test |
13:04 |
Vapalus |
I expected something weird to happen, but absolutely nothing changed. |
13:04 |
Vapalus |
even adding all three lines for all three dimensions did nothing, so I was wondering what I even did |
13:05 |
Vapalus |
maybe that's just for underground? |
13:05 |
Emerald2 |
Sorry I have nooooooooo idea. |
13:06 |
Vapalus |
No, it can't be "just for underground" since the big caves stayed |
13:09 |
Vapalus |
Fact is, I'm not asking for what to do, I'm asking for what I should experiment on. That helps me more and is less text for you to write |
13:10 |
Emerald2 |
I don't know that either. Hopefully somebody is lurking around here who does. :) |
13:13 |
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14:20 |
scr267 |
Is there a good mod for removing unknown nodes? I just removed a mod temporarily and I would like to get rid of the nodes it generated. |
14:21 |
sfan5 |
alias them to air? |
14:22 |
scr267 |
Hum, interesting idea... There are various types though, so its not that simple, but perhaps you are right... |
14:22 |
scr267 |
I'm not sure how to alias one node to another though, is there some doc on that? |
14:23 |
scr267 |
I was looking here: https://dev.minetest.net/minetest.register_alias |
14:23 |
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14:23 |
sfan5 |
you create a folder, put an init.lua and the calls to minetest.register_alias inside |
14:23 |
scr267 |
Is it as simple as minetest.register_alias("seaplants:kelp", "air") for example? |
14:24 |
sfan5 |
should work |
14:24 |
scr267 |
Thanks very much! :) |
14:24 |
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14:42 |
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14:46 |
JDCodeIt |
The "node" data is still in the map in that case - I would think an ABM that sets the node to air might be better. |
14:48 |
zylens |
I have a question for the developers of Minetest, are you all writing the game in different IDE's or in the same IDE ? |
14:48 |
zylens |
and in what IDE |
14:48 |
zylens |
IDE's |
14:57 |
scr267 |
sfan5, excellent suggestion. It worked like a charm! |
14:59 |
scr267 |
JDCodeIt: Oh really, so if were to re-enable the mod it would simply re-add it in at the exact same locations? |
14:59 |
scr267 |
Sorry I hadn't seen your message earlier. |
15:00 |
sfan5 |
JDCodeIt: shouldn't minetest replace the node as it reads/writes the map during runtime? |
15:00 |
JDCodeIt |
you said "remove" so I thought that meant really get rid of the items in the world. Of course if you wish to see them in future, you could leave the data in the map. |
15:01 |
scr267 |
JDCodeIt: I am looking at removing them. While I 'swam' around underwater, the nodes were replaced with air which gradually got replaced with water sources |
15:01 |
JDCodeIt |
That would be interesting - scr267 - if you disable the alias does it come back? |
15:01 |
scr267 |
Hum... i'd have to go to a spot where I haven't recently been :-/ |
15:02 |
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15:03 |
scr267 |
I'll see if I can try that out |
15:04 |
JDCodeIt |
In your case, it seems the ABM on water caused to node data to be replaced with water source. Above water, I'm not so sure. |
15:05 |
scr267 |
Yes I see what you mean. So I think your suspicion is correct. I turned off the alias, and tried to go back to a place where those seaplants would have existed alread. |
15:05 |
scr267 |
already: and they were definitely still there... |
15:06 |
scr267 |
So yes the alias doesn't actually replace the node data. |
15:09 |
scr267 |
But in my case it actually solves my problem nicely since I'm dealing with underwater plants :) |
15:10 |
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15:11 |
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15:11 |
scr267 |
I'm going to try this over dry land |
15:11 |
nri |
Hello |
15:18 |
scr267 |
So this is really interesting: |
15:19 |
scr267 |
1) I put some kelp on dry land, disabled the mod and restarted the server to verify the nodes were unknown. |
15:19 |
scr267 |
2) I then aliased the nodes to air and restarted the server. The nodes disapeared and the kelp that I still had in my inventory was then showing up as 'air nodes' |
15:20 |
scr267 |
3) I disabled the aliasing mod that I made and restarted, the nodes were gone. Air was correctly in place, however the air nodes in my inventory were now showing up as unknown. |
15:20 |
scr267 |
4) just to verify my inventory, I re-enabled the seaplants mod and restarted. My inventory had kelp items. |
15:21 |
scr267 |
So you are both basically correct. Some of the data is converted and some of the data (in the inventory) remains. And it also probably depends on where the player is at the time. |
15:28 |
nri |
Does anyone use "gamma" setting to see better? |
15:29 |
scr267 |
nri: I do. |
15:29 |
nri |
cool, but in v5 you can only raise the number up to 3 |
15:30 |
scr267 |
I think it was always up to 3 |
15:30 |
scr267 |
0.4.17 certainly was. |
15:30 |
JDCodeIt |
So something requesting the map blocks actually replaces the data in the map blocks when there is an aliased node. |
15:30 |
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15:30 |
scr267 |
JDCodeIt: Sure seems like it. Probably only when players are in the vicinity. |
15:31 |
scr267 |
well, like you said 'requesting the map blocks' |
15:31 |
nri |
scr267: In 0.4.17 i could ramie the gamma to 35 or even higher |
15:31 |
nri |
*raise |
15:32 |
scr267 |
nri: Really??? And it had an effect? |
15:32 |
nri |
scr267: yes it did it was bright in caves |
15:33 |
scr267 |
Oh maybe I saw some 5.0.0 docs during its development... I might have gotten confused. |
15:33 |
nri |
scr267: maybe |
15:34 |
scr267 |
In any case, if there was a way to brighten things up, I would certainly be happy. My screens are not that great and can get Really dark... |
15:35 |
p_gimeno |
I know the feeling |
15:35 |
nri |
scr267: in 5.0.0 you can but i raised mine to 35 in 0.4.17 |
15:35 |
nri |
*cant |
15:35 |
nri |
*in 5.0.0 |
15:36 |
p_gimeno |
that's why I fixed a wiki page on the subject recently, https://wiki.minetest.net/Troubleshooting#The_screen_is_too_dark |
15:36 |
scr267 |
p_gimeno, Oh nice! |
15:36 |
nri |
p_gimeno: nice |
15:36 |
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15:37 |
scr267 |
Funny I just read this page a few days ago ... I should try that opengl trick |
15:37 |
scr267 |
On a similar topic, Xenon made a really neat tool for server admins. pday |
15:37 |
scr267 |
its in the contentdb |
15:37 |
p_gimeno |
the opengl thing is the one I fixed |
15:38 |
scr267 |
Oh cool |
15:38 |
nri |
I know Xenon. i play RedCat his name is Xenon on the IRC but _CA_ in game |
15:39 |
scr267 |
Yes, so his pday mod allows players with a specific privilege to see daylight all the time. |
15:39 |
scr267 |
This only works above ground though. |
15:39 |
scr267 |
Very handy for a server admin |
15:39 |
nri |
yes, on VE servers u have that option |
15:40 |
nri |
everyone has it |
15:40 |
scr267 |
ok |
15:40 |
scr267 |
Oh? |
15:40 |
scr267 |
Another thing I did not know :-P |
15:40 |
nri |
yes any player has that option |
15:40 |
scr267 |
How is it done on those servers? |
15:44 |
nri |
idk i dont know much about programming but when you are on in your inventory you cant choose the option to go between night and day or just night or day. |
15:44 |
nri |
*can |
15:44 |
nri |
*can choose |
15:44 |
scr267 |
Oh I see... is that only on creative servers? |
15:44 |
scr267 |
But that actually changes from day to night for everyone though. |
15:44 |
scr267 |
or vice versa |
15:44 |
nri |
the only one i know of is on VE creative |
15:44 |
nri |
no it just does it for the certain player |
15:45 |
scr267 |
Really!?? |
15:45 |
nri |
yes |
15:45 |
scr267 |
hum, I'll go and test that :) |
15:45 |
nri |
everyone has there on options |
15:45 |
nri |
*own |
15:45 |
scr267 |
Joining my server right now to see... I thought this was a priv |
15:45 |
nri |
no its not a priv |
15:46 |
nri |
i think its a mod |
15:46 |
scr267 |
Well, I know its part of the unified inventory view |
15:46 |
scr267 |
but I just assumed it required the set_time privilege. |
15:47 |
nri |
in VE creative everyone has their own options |
15:47 |
nri |
for day and noght |
15:47 |
nri |
*night |
15:47 |
scr267 |
Ok, so she must be running some special mods to allow that. |
15:47 |
nri |
yes |
15:47 |
nri |
you have a server? |
15:47 |
scr267 |
Xenon's pday sets the daytime permanently. Time changes and you can see the sun and moon but it has no effect on light. |
15:47 |
scr267 |
always daylight |
15:47 |
scr267 |
yes, my server is Aurelium |
15:48 |
nri |
oh ok |
15:48 |
nri |
maybe ill join some time |
15:48 |
scr267 |
I hope to see you around :) |
15:48 |
p_gimeno |
scr267: by the way, I gather you didn't come to any conclusions about those node registrations lagging the server? |
15:49 |
scr267 |
p_gimeno: I disabled seaplants and it made a huge improvement. |
15:49 |
scr267 |
And this morning I was bugging sfan5 and JDCodeIt about how to get rid of the unknown nodes those seaweeds caused. |
15:50 |
p_gimeno |
yes I've caught up with the backlog :) |
15:50 |
scr267 |
And no, I don't know what exactly in seaplants is the cause of the huge lag. |
15:50 |
p_gimeno |
did you try by starting the server from the UI, or running a standalone server? |
15:51 |
scr267 |
Mostly I've been testing this on two standalone servers. |
15:51 |
scr267 |
One that is a production server, the other is a clone used for testing. |
15:51 |
p_gimeno |
ok, I asked to discard the possibility of the client having lag and slowing the server down |
15:52 |
scr267 |
Yep, was wondering about that. |
15:52 |
scr267 |
However, the slowdown was only happening around the sea |
15:52 |
p_gimeno |
it's TOO puzzling that the mere registration of the nodes can cause server lag |
15:52 |
scr267 |
I wonder if some abms were not leftover in the data as long as the nodes were registered. |
15:52 |
scr267 |
Is that possible? |
15:53 |
scr267 |
That would explain it... |
15:53 |
p_gimeno |
no I don't think that's possible, ABMs only run if a mod registers them at run time |
15:53 |
scr267 |
ok. |
15:53 |
scr267 |
Even my running trains don't cause this much lag. |
15:54 |
JDCodeIt |
sea plants lag I believe comes from the no-air ABMs I had to disable that and don't use them |
15:54 |
scr267 |
JDCodeIt, I commented out all register_abms in seaplants and still had over 1s of ABMS on average. |
15:54 |
scr267 |
On dry land I have 0 ABMs over 200ms, I don't get any warnings. |
15:55 |
scr267 |
very weird behaviour. I was wondering if something was kept in cache so long as the module was enabled. |
15:55 |
p_gimeno |
scr267: did you connect from a different computer, or were the client and the server on the same computer? |
15:56 |
scr267 |
Technically they are all running on the same host. My client runs on my host, and the servers run on VMs ... |
15:56 |
p_gimeno |
oh hmmm |
15:57 |
JDCodeIt |
you can enable the profiler to nail it down |
15:57 |
p_gimeno |
good idea |
15:58 |
scr267 |
Yes I am doing that... a bit tricky to decypher... mostly I look at the avg microsecond column to see |
15:58 |
nri |
scr267: I asked VE what time mod that is. I tell u when she gets back to me |
15:58 |
scr267 |
nri: thanks |
15:58 |
nri |
NP |
15:58 |
scr267 |
The biggest one is: - ABM 'Switching Station' ........................... | 24082 | 294850 | 43181 | 47.1 | 97.6 | 88.8 |
15:58 |
scr267 |
But when I'm close to any switching stations, I don't see any ABMs going over 200ms |
15:58 |
JDCodeIt |
...oh you have technic |
15:58 |
scr267 |
and when I'm over sea, I get plenty of warnings. |
15:58 |
scr267 |
Yes, maybe the technic_mapgen? |
15:59 |
scr267 |
I'd be surprised as to how it affects the sea though |
15:59 |
scr267 |
surprised=curious |
16:00 |
scr267 |
There is an ethereal ABM which grows coral, but it doesn't seem to be very intensive... |
16:00 |
scr267 |
avg 77 microseconds.. |
16:00 |
JDCodeIt |
So your FPS goes way down, or things like placing a node takes a long time? |
16:00 |
p_gimeno |
wish I could reproduce it |
16:01 |
scr267 |
JDCodeIt, FPS wasn't affected... the host is pretty powerful with a decent GPU. But certainly when I had ABMs taking over 1s, lag was quite high... |
16:02 |
scr267 |
Funny is that the biggest ABM by far is unified_inventory on_joinplayer |
16:03 |
JDCodeIt |
Server is pegged at 100% on one core when traversing the sea? You should do /profiler reset to start new statistics. yes, UI takes a while to build up the list on joining |
16:03 |
scr267 |
So, no the server never got pegged at 100% over the sea... but it could get to around 30% or 50% |
16:04 |
scr267 |
server=>cpu |
16:04 |
scr267 |
sorry put the wrong word there |
16:04 |
scr267 |
But when the seaplant mod was on, ABMs could take anywhere between 900ms to 1500ms |
16:04 |
scr267 |
And that would usually keep the lag to at least around ~1s |
16:05 |
scr267 |
Now that I've disabled seaplants, its at a much more manageable 200ms over the sea |
16:05 |
scr267 |
the ABMs |
16:05 |
nri |
You guys are so smart :) i dont understand what u are talking about:) |
16:06 |
scr267 |
be back in a bit |
16:06 |
JDCodeIt |
5.0.0 version I think has something to support drawing things in water without displacing the water - that is what I found was the main drag on the sea mod. So the mod needs to be touched up in 5.0.0 and maybe it will have better performance |
16:07 |
nri |
scr267: ill ping u when VE gets back to me |
16:08 |
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16:08 |
azkia |
https://cari-mp3.club/ |
16:08 |
azkia |
https://downloadlagu-mp3.club/ |
16:12 |
p_gimeno |
do the bots have a feature for auto-kickban on certain keywords? |
16:12 |
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16:12 |
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16:14 |
JDCodeIt |
check out the drawtype = plantlike_rooted - maybe the ABM's can be turned off and you get nice underwater plants |
16:17 |
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16:19 |
scr267 |
JDCodeIt, I'll take a look at that when I get back :) |
16:41 |
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16:59 |
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17:04 |
scr267 |
So I found the other hog mod from sea... It turns out the noairblocks is the cause of the ABMs going over 200ms |
17:06 |
JDCodeIt |
Yep, that's the part you may be able to turn off with the other drawtype |
17:06 |
scr267 |
Oh? I'm not sure I understand... |
17:07 |
JDCodeIt |
It means getting into the lua code... |
17:07 |
scr267 |
yes I figured as much :) |
17:08 |
scr267 |
Ok Im reading up the drawtype doc |
17:09 |
JDCodeIt |
e.g. in green kelp where you see drawtype = "plantlike", ... change to drawtype = "plantlike_rooted", - and disable those no-air ABMs |
17:09 |
scr267 |
yes i understood :) |
17:09 |
scr267 |
sorry, i should have mentionned |
17:09 |
scr267 |
just prepping a sed command for the test |
17:11 |
scr267 |
ok restarting the server :) |
17:13 |
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17:17 |
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17:29 |
p_gimeno |
I've spawned in a cave! in absolute darkness, without knowing what was going on. I had to grant myself 'give' and give myself a torch to be able to see. A newbie user would think that the MT screen was just black. |
17:29 |
scr267 |
p_gimeno, At least its realistic :) |
17:29 |
scr267 |
Except for the spawning part |
17:54 |
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17:58 |
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17:59 |
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18:07 |
p_gimeno |
well, so JDCodeIt was right. The registered nodes have group 'sea' and the noairblocks ABM triggers with group:sea. That explains why registering the nodes triggered the ABMs and therefore the slowdown. |
18:09 |
p_gimeno |
mystery solved :) |
18:10 |
scr267 |
Well, I've modified it to use plantlike_rooted, but after switching back to the original code, I can't seem to get slowdown anymore. |
18:10 |
scr267 |
In fact, I can't get the plants to grow anymore either... a bit more testing needed on my part :-/ |
18:21 |
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18:21 |
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18:39 |
JDCodeIt |
Did you disable the "grow" abm's? They look pretty simple - if a water source is above, then grow |
18:40 |
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18:45 |
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18:50 |
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18:56 |
p_gimeno |
Optimized the 8 ABMs to 2, reducing the number of calls to get_node() and the chance of execution: https://paste.scratchbook.ch/view/f9b85123 |
18:56 |
p_gimeno |
(in noairblocks) |
19:02 |
p_gimeno |
an additional optimization would be to make the growing ABMs check their surroundings when growing, so that the noairblocks are placed on grow and the frequency of the noairblock ABMs can be reduced |
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19:51 |
JDCodeIt |
I thought maybe the noairblocks concept was going to be eliminated with the different drawtype - did that not work? |
19:52 |
p_gimeno |
I run a 0.4.16 local server |
19:52 |
p_gimeno |
I'm currently not using sea, but now I have it ready in case I want to install it in future |
19:55 |
VanessaE |
0.4.16? dude. upgrade already.. |
19:55 |
VanessaE |
we're almost at 5.0.1 now. |
19:55 |
JDCodeIt |
drawtype plantlike_rooted was added July 10, 2017 - is it older than that? |
19:56 |
p_gimeno |
yeah |
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20:03 |
p_gimeno |
VanessaE: I've many more reasons no to upgrade than to upgrade. I like things as they are now. |
20:05 |
VanessaE |
fair enough. |
20:05 |
VanessaE |
it won't long before no one can connect to your server though :) |
20:06 |
p_gimeno |
oh my wife will surely be able to, and I don't need anyone else to connect :) |
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20:44 |
IhrFussel |
!tell nri In theory you could set the gamme setting to something higher than 3 but internally 3 was always the max and any 'brighter screen' argument was a placebo effect |
20:44 |
MinetestBot |
IhrFussel: I'll pass that on when nri is around |
20:45 |
scr267 |
JDCodeIt, well I'm a bit out of time to test this all out... I couldn't follow up full yet. |
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MinetestBot |
nri: Mar-15 20:44 UTC <IhrFussel> In theory you could set the gamme setting to something higher than 3 but internally 3 was always the max and any 'brighter screen' argument was a placebo effect |
21:26 |
nri |
VanessaE: Hello, what is the mod you use in VE dreambuilder creative that allows each individual player to set their time preferences? thanks |
21:28 |
VanessaE |
-> /msg |
21:30 |
nri |
scr267: https://cheapiesystems.com/git/daynight/ |
21:34 |
scr267 |
yep thank you |
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23:27 |
Wikiwide |
In the Mineclone 2 game how do you download fireworks and potions mod? |
23:27 |
Wikiwide |
:) |
23:29 |
ol_foody_can-Ned |
You mean install it, or download it inside the game interface? |
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23:30 |
Wikiwide |
Install. |
23:31 |
ol_foody_can-Ned |
mhm. Sorry, I have no idea, but I thought it could do to clarify the question ;-) |
23:32 |
Wikiwide |
Install it. |
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23:32 |
ol_foody_can-Ned |
I know how to install games in Minetest, but I don't know if there's anything special with that one… |
23:34 |
p_gimeno |
well, MC2 needs mods that are compatible with it specifically |
23:34 |
p_gimeno |
there's a thread in the forums about mods that are compatible with MC2 |
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23:35 |
p_gimeno |
so the first question is, are fireworks and potions compatible with MC2, in the first place? |
23:35 |
Wikiwide |
Mineclone 2 is installed, but usual minetest mods do no necessarily work with it. And the list I have seen with MC2 mods includes neither fireworks nor potions? |
23:35 |
p_gimeno |
then chances are it won't work |
23:35 |
p_gimeno |
but you can try anyway :) |
23:36 |
Wikiwide |
If fireworks aren't compatible with MC2, what changes would be needed to make it compatible with MC2? |
23:36 |
p_gimeno |
well, you need to know about modding... I haven't ever tried to make a MC2-compatible mod |
23:37 |
Wikiwide |
I haven't either. I just know they begin with init.lua |
23:37 |
ol_foody_can-Ned |
I'm only just learning Minetest's innards, myself … Lua irks me for some reason |
23:37 |
p_gimeno |
I guess incompatibilities come from the fact that the functions provided by MTG's default mod, as well as the included blocks and items, aren't available |
23:37 |
p_gimeno |
everything is new |
23:39 |
p_gimeno |
https://github.com/crazyginger72/fireworks/blob/master/depends.txt says fireworks depends on default, which probably means it won't work with MC2 |
23:39 |
Wikiwide |
ol_foody_can-Ned: I guess, it reads the whole code before it begins to execute it. So x=4; x=5; x=6; will end up as x=6, without any blinks about 4 and 5. |
23:42 |
ol_foody_can-Ned |
Yes, Wikiwide. unless syntax is bad, it doesn't complain about functional errors until it proceeds to execute a function. |
23:42 |
Wikiwide |
p_gimeno: what does fireworks exactly need to work? Fire? Teleportation? Sound? Colours? |
23:42 |
p_gimeno |
I think I've found why it depends on default. I couldn't see anything obvious, until I looked twice, and found this: https://github.com/crazyginger72/fireworks/blob/master/init.lua#L83 |
23:43 |
p_gimeno |
the recipe depends on nodes that are on default |
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23:44 |
p_gimeno |
it actually depends on dye too, but the author forgot to specify that. I guess whoever has default typically has dye, so it's easy to forget. |
23:45 |
p_gimeno |
so... if you change the recipe to specify nodes that are in MCL2, I think there are chances that it will work |
23:46 |
ol_foody_can-Ned |
Wikiwide, when you do edit those mods to make them compatible with MC2, be sure to post on the forums so others can enjoy too |
23:47 |
p_gimeno |
I'll leave potions up to you :) - here's the depends.txt which is a good starting point: https://github.com/ZNixian/minetest-potions/blob/master/potions/depends.txt |
23:48 |
Edgy1 |
minetest 5.0 is so rude |
23:48 |
Edgy1 |
it said i dont have a future ;-; |
23:48 |
Edgy1 |
https://hastebin.com/abukenojob.sql |
23:48 |
Edgy1 |
"no future without main menu" |
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