Time |
Nick |
Message |
00:00 |
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Taoki joined #minetest |
00:20 |
guzzi |
Peppy, I am sure with all the people off for quarantine the server is overloaded. |
00:21 |
guzzi |
ForestRanger ^ |
00:21 |
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00:40 |
FrostRanger |
guzzi: that would figure, although I am glad that more people are finding this wonderful game :) |
00:40 |
FrostRanger |
btw, does anyone know how to get a texture pack working server-side |
00:41 |
FrostRanger |
I want to use sharpnet on my server |
01:38 |
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01:42 |
guzzi |
FrostRanger, yeah my daughter likes it a lot better because I can turn the zombies off and they aren't as scary. |
01:43 |
guzzi |
we setup a server at home here and she loves building little buildings for me. |
01:44 |
guzzi |
Today she built an ice rink |
01:52 |
FrostRanger |
guzzi: that sounds awesome :) |
01:52 |
FrostRanger |
there really should be an ice skating mod (although I think ice is slipery now) |
01:54 |
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02:13 |
guzzi |
i am using smart inventory and 3d_armor. I don't see a way to put on the armor. |
02:13 |
guzzi |
I am using this version: https://github.com/mt-mods/3d_armor.git |
02:15 |
guzzi |
oh i need armor.conf |
02:16 |
guzzi |
meh that says deprecated |
02:17 |
guzzi |
ah i see. customize yourself |
02:18 |
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02:21 |
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02:25 |
FrostRanger |
guzzi: armor.conf should still work |
02:34 |
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02:40 |
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03:13 |
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03:24 |
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04:18 |
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04:24 |
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04:36 |
ShadowNinja |
Minetest is kinda playable with llvmpipe software rendering (~30FPS as long as you don't use shaders... LIBGL_ALWAYS_SOFTWARE=1). The builtin software/burningsvideo renderers also work but are very buggy. Unfortunately it doesn't seem to make much use of modern video cards: I can't get it to use more than 40% of my GPU even when I load the game down to until it drops to ~40FPS. |
04:58 |
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05:17 |
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05:20 |
oil_boi |
ShadowNinja, yes, I don't see over 30% of my GPU usage |
05:22 |
oil_boi |
The fps setting for in game and paused is 55555 in my settings, which gets me around 120-500 FPS, at a 140 view range, but the GPU usage in the windows task manager shows 52% even at that ridiculous setting |
05:23 |
oil_boi |
With this setup Minetest should be running in the 2000-3000FPS range with those settings |
05:24 |
oil_boi |
With mipmapping enabled it likes to hover around 250-450 on average |
06:10 |
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06:47 |
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07:01 |
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07:11 |
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07:11 |
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07:13 |
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08:11 |
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08:22 |
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08:33 |
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08:38 |
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08:44 |
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08:59 |
_Zaizen_ |
Hi everyone. I would like to know if there is a way to modify the way a player get damaged so that if he has an object in his inventory he is immortal and if he doesn't have it he get damaged in the normal way. |
09:01 |
_Zaizen_ |
At the moment I do some checks on the inventory of the players to see if they have it and it act in different ways based on that. The problem is that adding a lot of ifs in the code make it hard to understand to everyone and it's harder to add features later. |
09:04 |
sfan5 |
use minetest.register_on_player_hpchange and cancel all damamge that should not happen? |
09:05 |
sfan5 |
alternative you can set the armor group immortal=1 on the player |
09:28 |
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09:31 |
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09:39 |
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09:42 |
_Zaizen_ |
Ok thank you. I need the player to be already immune because the weapon i have deal an infinite amount of damage and it would kill the player instantly |
09:46 |
Daisae |
Does it need to be 'infinite damage' rather than extremely high damage? _Zaizen_ |
09:47 |
_Zaizen_ |
Actually it's an extremely high damage. |
09:51 |
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10:00 |
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10:02 |
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10:06 |
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10:18 |
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10:23 |
oil_boi |
How does one get all loaded mods? |
10:25 |
NetherEran |
minetest.get_modnames() |
10:26 |
oil_boi |
Thanks |
10:30 |
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10:33 |
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10:47 |
Daisae |
Someone know an example of a level 2 snappy thing (to be mined/harvested)? |
10:49 |
sfan5 |
./mods/default/nodes.lua:groups = {snappy = 2, dig_immediate = 3, flammable = 2, |
10:49 |
sfan5 |
hm this doesn't really make ense |
10:49 |
sfan5 |
sense* |
10:49 |
NetherEran |
wool, saplings |
10:49 |
NetherEran |
if they're not overridden somewhere |
10:51 |
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11:00 |
Daisae |
What do you mean by saplings? If I put a sapling in the ground, I pick it up immediately. |
11:00 |
NetherEran |
in the code they have snappy = 2, but also dig_immediate = 3 |
11:00 |
Daisae |
Wool I can mine by hand and hand only does 3 |
11:01 |
Daisae |
I don't see a point of snappy=2 combined with dig_immediate. |
11:02 |
Daisae |
-- when immediate can be by a level 3 tool (hand). |
11:02 |
Daisae |
If it were immediate but only by a level 2 tool, that could make sense. |
11:02 |
sfan5 |
yeah I don't see why that was done either |
11:04 |
NetherEran |
diamond and mese swords do break it faster that way |
11:06 |
Daisae |
A diamond sword would not be immediate with saplings snappy=3 and dig_immediate? |
11:10 |
NetherEran |
it is, I think that's because dig_immediate is a special group |
11:10 |
NetherEran |
the doc says that a player can always pick it up and without reducing tool wear |
11:16 |
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11:22 |
Daisae |
But I can pick it up immediately and without tool wear using a wooden sword. |
11:23 |
NetherEran |
yes, but having the other groups might still be useful for mods that have to decide which nodes a mob or a machine can break |
11:43 |
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11:51 |
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12:08 |
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13:13 |
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13:26 |
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13:28 |
adfeno |
Hi there, in the mod profiler reports, does "instrumentation" == "*" means: (a) "the entire mod"; (b) 'the rest of the mod, discarding the other named instrumentations of same "modname" ' ? |
13:30 |
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13:42 |
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14:10 |
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14:45 |
MinetestBot |
[git] HybridDog -> minetest/minetest: minetest.serialize: Reversible number serialization (#9722) 5355cb1 https://git.io/JfkdL (2020-04-22T14:43:48Z) |
14:49 |
oil_boi |
How does one even get the data from get_bone_position? It's returning two tables |
14:51 |
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14:54 |
sfan5 |
what's the issue with that? |
15:00 |
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15:01 |
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15:30 |
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15:53 |
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15:54 |
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16:13 |
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16:25 |
adfeno |
Hi there, in the mod profiler reports, what does "instrumentation" == "*" mean? (a) "the entire mod"; (b) 'the rest of the mod, discarding the other named instrumentations of same "modname" ' ? |
17:07 |
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17:20 |
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17:29 |
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17:51 |
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17:53 |
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17:57 |
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18:01 |
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18:03 |
MinetestBot |
[git] MoNTE48 -> minetest/minetest: Android: add OpenGL ES 2 support (#9715) 6ba44d7 https://git.io/JfkpK (2020-04-22T18:03:46Z) |
18:04 |
Krock |
Does not resolve #5929, though. |
18:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/5929 -- Undersampling doesn't work on OpenGL 1.X or Android 4.X |
18:21 |
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18:24 |
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18:43 |
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18:50 |
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18:51 |
whtemple1959 |
hello, I just upgraded to version 5.2 and I seem to have lost the the technical information which was in the upper left corner of the screen. How do I get it back? |
18:52 |
rubenwardy |
you can press F5 |
18:55 |
whtemple1959 |
thank you. the description on the control wiki page led me to believe f5 gave different information. |
18:56 |
whtemple1959 |
is there any world edit experts in the room? |
18:59 |
whtemple1959 |
I am attempting to build a farm. I have a "plot" with soil and water ready for planting. I would like to save the area and then load it into another sectio around my home but when I do it orients in the same directio as the original. how do I get it to rotate 90 degrees? |
19:06 |
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19:07 |
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19:15 |
sfan5 |
rotate it after placing it |
19:16 |
sfan5 |
if the space doesn't fit load it somewhere into the air (or whereever free space is) and save again |
19:19 |
whtemple1959 |
thank you sfan5 but I would rather not have to rebuild my living room again, so I would like to rotate it before I place it in the world. but placing it in the air first and then rotating it is a viable option but then how do I lower it down to the ground? |
19:19 |
sfan5 |
well you can either //move it or just save the rotated area and load it normall where you want to place it in the end |
19:20 |
sfan5 |
normally* |
19:22 |
whtemple1959 |
sfan5, stupid me I had forgotten about the move function. I am off to practice those maneuvers. thank you so much for the advice. Two brains are better than one and yours is much better than mine. thanks again to you and rubenwardy. |
19:28 |
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19:40 |
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19:49 |
adfeno |
Hi there, in the mod profiler reports, what does "instrumentation" == "*" mean? (a) "the entire mod"; (b) 'the rest of the mod, discarding the other named instrumentations of same "modname" ' ? |
19:49 |
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20:02 |
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20:44 |
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20:49 |
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20:53 |
_Zaizen_ |
can "\n" and "\t" have the same percentage of space in pixel in any HUD? Because apparently right now they change from screen to screen so that a HUD looks fine in some resolution but off in another |
20:58 |
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21:01 |
sfan5 |
that's obviously dependent on font size |
21:05 |
_Zaizen_ |
Yeah, but how can I adapt it with the screen size. Does the size of the font remain the same in every screen size? |
21:07 |
sfan5 |
by default, the font size is scaled by screen dpi |
21:07 |
sfan5 |
the user can also change the font manually but you can't really account for that |
21:09 |
_Zaizen_ |
Oh, thanks. I guess I will have to find another way to fix this. |
21:12 |
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21:25 |
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21:29 |
whtemple1959 |
sfan5 I simply want to thank you again. It was wonderful following your advice. I now have my farm up and running. now if I could only modify the technic injectors I would be in heaven for a few days. again thank you... you do rock |
21:39 |
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21:43 |
adfeno |
Hi there, in the mod profiler reports, how to interpret rows with "instrumentation" == "*" ? (a) as "the entire mod", or; (b) as "the rest of the mod" (discarding the other named instrumentations of same "modname") ? |
21:45 |
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21:48 |
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21:49 |
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21:50 |
sfan5 |
adfeno: I think nobody knows at this point |
21:50 |
sfan5 |
but maybe if you pastebin the profiler output I can make a guess |
21:50 |
adfeno |
OK |
21:50 |
adfeno |
Just a moment |
21:52 |
adfeno |
sfan5: https://suchat.org:5443/upload/3586bb7814549ab098d533e66221566f3bb51cab/CqkBxU8pQfTnP2RoNdh6lJYTEHZZwl9SrjVdfq42/AtCraft_Minetest_profiles.tar.gz |
21:52 |
sfan5 |
oh it's csv I believe I actually saw that in th ecode |
21:53 |
sfan5 |
https://github.com/minetest/minetest/blob/master/builtin/profiler/reporter.lua#L168 |
21:53 |
sfan5 |
I would assume "mod_stats" contains the sums |
21:54 |
sfan5 |
wait no that doesn't add up |
22:01 |
sfan5 |
adfeno: it's the sum of all times for the mod |
22:17 |
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23:02 |
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23:19 |
adfeno |
sfan5: re: profiler csv: so it corresponds to all the instruments described in the same modname, or does it include something else not listed there? |
23:19 |
sfan5 |
all listed |
23:20 |
adfeno |
Ah I see, thanks :D |
23:37 |
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23:41 |
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23:58 |
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23:59 |
hisforever |
Hi whats the /set time_speed for a day is it 72? |