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IRC log for #minetest, 2020-05-19

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Time Nick Message
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01:13 lmat Dude, it's sneak click!!
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02:06 hoodedice hey guys, trying to compile minetest from source on *buntu
02:07 hoodedice I want to know what files I'm supposed to point to in the CMAKE options
02:07 hoodedice for postgres, leveldb, redis, luajit
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02:20 hoodedice hello MinetestBot
02:20 MinetestBot Hi hoodedice.
02:27 hoodedice !seen sfan5
02:27 MinetestBot hoodedice: sfan5 was last seen at 2020-05-18 22:54:22 UTC on #minetest
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03:38 norkle sub back up!
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05:20 sagax hi all!
05:20 sagax what i can read about - build some block in some place with api of minetest?
05:21 ANAND sagax: minetest.place_node and/or minetest.set_node might be just the API methods you need
05:22 ANAND ~api place_node
05:22 ANAND !api place_node
05:22 MinetestBot place_node, someone thinks you should read the API docs, please go to: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
05:22 ANAND oh
05:22 ANAND -_-
05:22 sagax thanks
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05:44 sagax minetest based on libGL?
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06:11 sagax found
06:12 sagax >> Irrlicht
06:38 hoodedice sagax the newest meme is that minetest devs have forked irrlicht because that project is likely abandoned
06:38 hoodedice :^)
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06:57 hanetzer sdl2 port wen ;P
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07:09 hoodedice godot port wen
07:16 hoodedice https://gist.github.com/hoodedice/449d6ecd4c4387e28b959d4efa540d3a
07:16 hoodedice make[2]: *** No rule to make target '/usr/lib/x86_64-linux-gnu/libluajit.so', needed by 'bin/minetest'.  Stop.
07:16 hoodedice what am I doing wrong
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07:32 hoodedice nvm wrong file
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11:48 hoodedice sfan5!
11:49 sfan5 hoodedice!
11:49 sfan5 long time no see
11:53 hoodedice same ;)
11:53 hoodedice I popped on github yesterday and saw that minetest forked irrlicht
11:54 hoodedice that was meme material to me so I decided to see what's new
11:59 sfan5 the irrlicht fork thing hasn't fully happened yet but is about to
12:00 nephele is upstream dead or something?
12:02 sfan5 the last major release is from November 2012, the last patch release from 2016
12:02 sfan5 so yes you could say that
12:04 nephele Well, then i wonder if minetest will just incorporate irrlicht as a fork for a greater mt engine, or maintain it seperately :P
12:12 Emerald2 Does it make you twitch when people pronounce it like 'ur-licked'? XD
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12:53 yrungr hi. i'm thinking about getting an intel nuc and one of the things i'd be using it for would be playing minetest. would the core i3 processor be powerful enough? or should i go for i5 or i7?
12:56 texmex yrungr: Frequency is more important than the number of cores in case of MT, iirc.
13:03 ANAND Yeah. MT mainly uses one core for all the server-side stuff (including mods), and one for mapgen.
13:03 ANAND Those are the two primary threads, AFAIK.
13:04 ANAND Recently, there have been some changes that allows servers to use more than one mapgen thread if necessary, though
13:10 yrungr good to know, thanks.
13:12 Ingar more important
13:12 Ingar does the NUCs video handle MT ?
13:13 Ingar (I still refuse to call anything intel has "graphics")
13:14 yrungr :)
13:14 Ingar yrungr: I have a 2017 NUC at home (I think an i5, not sure). I can test in a few hours if you want
13:14 yrungr some of the nucs have a pcie graphics card slot, so i could stick a decent card in there.
13:14 yrungr Ingar: that would be great if you could do that. :)
13:14 Ingar I should be home in about 3hrs
13:15 yrungr :)
13:15 Ingar (yeah not everybody is locked up at home ;)
13:16 yrungr i'm locked up at home, but i got a remote dev job just before the lockdown happened, so it was kinda what i was planning anyway.
13:16 yrungr i miss visiting friends and family, but working from home is what i wanted.
13:18 ANAND Ingar: Most modern Intel HD Graphics should handle MT just fine, unless you want a viewing range of 200+ :)
13:18 yrungr ANAND: good to know, thanks for that.
13:19 Ingar ANAND: the raspberry pi4 only does about 20fps ;)
13:19 Ingar haven't used intel video in ages so I have no clue
13:19 ANAND It's an ARM cpu, and it doesn't have the latest and greatest Intel HD Graphics :P
13:19 yrungr yeah, i was tempted by a pi4, but it's not good enough.
13:19 Emerald2 Pretty sure one of the devs (who I don't want to ping) has played minetest on an intel NUC.
13:19 ANAND 5fan? :P
13:20 Emerald2 No.
13:20 ANAND Ok
13:20 ANAND Bc he's the one you've been pinging the last couple of days ;)
13:21 Emerald2 Yeah I dragged somebody in here to get help with their pi issue and he's the one who helped.
13:21 Emerald2 And then he saved the day the next day, too.
13:21 ANAND Yeah, I saw
13:22 ANAND Forgot to mention: I'm currently running MT on an i3-8150U; I don't think a NUC's iGPU would be any worse.
13:23 Ingar ANAND: most likely in the same ballpark
13:23 ANAND Yeah, that's what I think
13:23 ANAND The NUCs with i5s and i7s are probably even more powerful iGPU-wise
13:24 ANAND I get 60 FPS very consistently, using the default MTG 16x textures.
13:24 Ingar I got the  NUC7i5BNK apparently
13:25 Ingar it has an i5-7260U
13:25 ANAND Interesting. How's the speed? Given its tiny form-factor, does it reach 3GHz?
13:26 ANAND Also forgot to mention: I don't use any shaders (not even the "basic" ones).
13:26 Ingar ANAND: I do not use it myself (it's my mom's desktop). as such I don't have many gaming benchmerks to show
13:27 Ingar as a desktop it is quite snappy though
13:27 Ingar even with more intensive applications
13:28 ANAND That's impressive
13:28 sagax how to change texture dynamically?
13:28 ANAND sagax: There's no straightforward way to do that at the moment. Your best bet is to register multiple items, each with a different texture.
13:29 sagax hm, ok
13:29 texmex sagax: no can do
13:29 sagax i can register items dynamically?
13:30 sfan5 animating textures is possible, if that's what you're looking for
13:30 sagax hm, not all what i want
13:30 sagax but animation interested to
13:30 sagax too*
13:31 ANAND sagax: Items can't be registered dynamically - they need to be sent to the client when first connecting.
13:31 sagax hm
13:37 sagax don't see what size (px) can be for textures, https://minetest.gitlab.io/minetest/textures/
13:39 ANAND You can use any size you want
13:39 ANAND Preferably a power of 2
13:39 ANAND e.g. 16x, 32x, 64x, 128x, etc.
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13:44 Quiark is it frowned upon to play with texture filtering enabled?
13:44 ANAND ¯\_(ツ)_/¯
13:44 ANAND Never used it myself
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15:44 oil_boi Can we make games use custom fonts yet?
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15:51 appguru oil_boi: How so?
15:51 appguru That would require a change of the media process.
15:51 oil_boi I dunno, like putting a ttf font in the game directory or something and then the clients use that instead of default system font
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16:03 Flam0re https://hatebin.com/ziagtkntsh does this look right?
16:04 texmex oil_boi: You’ve reached #5105 !
16:04 ShadowBot https://github.com/minetest/minetest/issues/5105 -- Custom font for subgame (set font path from API)
16:05 oil_boi I must use the search function :L
16:06 Flam0re I'm currently lookin for help, does this https://hatebin.com/ziagtkntsh look like proper port forwarding?
16:08 nephele oh hi oil_boi :)
16:08 oil_boi Hey hey
16:09 nephele costum fixed size font as pngs for gui rendering hehe
16:11 sfan5 oil_boi: alternative suggestion to what should happen if you cut down a tree https://0x0.st/i9ug.mp4 :D
16:14 oil_boi Hahaha, that's awesome!
16:18 oil_boi Ah man I might actually have to put that in, I gotta figure out a way to extract the data from the schematic and auto detect it when you cut down a tree so it doesn't go berserk and cut down everything though :D
16:19 sfan5 you could not count leaves that are further than the leafdecay distance (if you have that) from the trunk
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16:46 oil_boi Ooo yes that's actually a great idea
16:47 oil_boi Currently though: overhauling drowning and making health not regenerate when you are drowning
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16:55 oil_boi Oh no, punch() direction seems to have no effect when player:punch(player)
16:57 ANAND oil_boi: What are you trying to do, that requires that code? :P
16:57 sfan5 you might be missing a few arguments there
16:58 oil_boi Well the actual code is https://hatebin.com/bjdycusgyk
17:00 sfan5 looks correct to me
17:00 Krock punch dir should be normalized vector IIRC
17:01 oil_boi it still happens with vector.new(0,-1,0) :L
17:02 * Krock refers to ANAND's question
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17:08 oil_boi Krock, https://github.com/oilboi/Crafter/blob/master/mods/new_functions/init.lua#L290
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17:10 MinetestBot [git] LoneWolfHT -> minetest/minetest: Add ability to scale HUD text (#9814) 7d3972a https://git.io/Jfzmf (2020-05-19T17:10:39Z)
17:14 Krock player punching themselves is that even valid?
17:14 Calinou Quiark: no, but texture filtering will probably look bad with texture packs below 256×256
17:15 Calinou (and even then, 256×256 with filtering on looks just "ok" in my experience)
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17:17 oil_boi Krock, it is but it acts weird
17:17 ANAND oil_boi: Why punch specifically? Wouldn't set_hp fit your use-case?
17:17 oil_boi ANAND, you don't seem to get the damage effect like fall damage with set_hp, but I will double check
17:19 Krock if damage occurs, the screen will flash. if it doesn't flash, then you weren't hurt
17:19 oil_boi Oooh, now it's working, what the
17:19 ANAND Yeah, that's what I thought
17:20 Krock oil_boi: missing groupcaps
17:20 oil_boi Krock, no set_hp:(hp-1) is working now, I am probably just doing too many things at once, oops
17:21 ANAND Ah yes, I was wondering what was amiss in the punch call.
17:38 oil_boi Yepyep ANAND, trying to work with 400-800 length files will make your head spin if you don't take a break hahaha
17:39 ANAND Take a break then :P
17:39 oil_boi Good idea!
17:40 ANAND lol :)
17:53 hoodedice hey Calinou
17:54 Calinou hi, long time no see!
17:59 hoodedice Calinou, what do you think about porting minetest to godot :^)
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18:16 nephele oil_boi, or split your files up :D
18:20 Calinou hoodedice: some people wanted to, but I don't think it's a few idea
18:20 Calinou good idea*
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18:58 oil_boi nephele, if I do that I'll have like 50 files per mod :O
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19:09 MinetestBot [git] Wuzzy2 -> minetest/minetest: Rework functionality of leveled nodes (#9852) c94d378 https://git.io/Jfz3x (2020-05-19T19:08:37Z)
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19:19 appguru #9895
19:19 ShadowBot https://github.com/minetest/minetest/issues/9895 -- Second rendering stage by appgurueu
19:21 nephele oil_boi, hmm, i should check how many files i have... but then i also split up gameplay parts into severall mods :P
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20:40 xdeadbeef hey, complete minetest novice looking for some pointers.  Trying to run a simple server and try out some games.  Started with voxelgarden however it won't start due to a mod error.
20:40 xdeadbeef I noticed the game has mods in the game directory.  Do I need to install the mods system wide or are games generally a self contained package?
20:41 nephele You do not need to install them system wide, dropping them in the games/ dir is fine, if you see them in the main menu it should be correct
20:42 nephele as for the error, do post it (preferably on a pastebin like termbin or something)
20:42 xdeadbeef ok thanks.  It's running on a linux server and I'm connecting via a client and trying to setup something which will keep running (clients can connect / disconnect)
20:42 rubenwardy a game contains a collection of mods, you should keep it there
20:42 xdeadbeef perfect, thanks
20:46 xdeadbeef here: https://pastebin.com/aiUX4d5L
20:47 rubenwardy try replacing those `false` with `0`
20:49 xdeadbeef ok, I'll have a go.  Just seems odd, with a 'stable' branch of something :)
20:50 rubenwardy that error only happens in 5.3.0-dev of Minetest, we'll probably need to change it to a warning rather than an exception
20:50 nephele the checks for such stuff have been getting more strict recently afaik, so it may have just been an oversight that wasn't seen
20:50 xdeadbeef I'll try pulling minetest_game too and check it works.  If I've just picked a buggy project for my introduction, just a bad choice
20:50 nephele rubenwardy, huh, isn't there a setting to say whether it warns or errors out for api missuse?
20:51 rubenwardy only applies to depreactions
20:51 sfan5 should probably apply here too, though
20:51 rubenwardy yeah
20:51 rubenwardy the default should be changed to `log` imo
20:51 rubenwardy not many modders will change that setting, I didn't know the default _wasn't_ log until recently
20:51 nephele I always have that thing set to error explicitly
20:52 nephele ever since i discovered it, that is
20:52 xdeadbeef fyi, it's using minetest binary include in ubuntu:18.04
20:52 rubenwardy What version is reported?
20:52 rubenwardy it'll be in the window title
20:52 xdeadbeef not on the server ;)
20:52 xdeadbeef I'll check.... 1 sec
20:52 rubenwardy oh
20:53 rubenwardy well,  minetestserver --version    or   apt show minetestserver
20:54 nephele would be nice if the documentation said what the format is of mod.conf instead of only saying "key value pairs"
20:54 rubenwardy it's the same as minetest.conf
20:54 nephele well, the doc does not say :)
20:54 nephele and i wouldn't think to look into a config file to find out how to even set my dependencies
20:55 nephele had to use mod.conf for csm recently, quite unpleasent to have to do trial and error till it somehow works
20:56 sfan5 you're thinking mods.conf
20:56 sfan5 which is the same format as world.mt, though that's probably not documented anywhere
20:57 nephele oh, that one is also not nice to use
20:57 nephele csm does not allow depends.txt though
20:58 nephele so i have to use the other one
20:58 sfan5 uh
20:58 sfan5 if you really mean mod.conf then I am very sure that it is documented
21:00 nephele client_lua_api.txt: "An (optional) settings file that provides meta information about the mod.", lua_api.txt: "A `Settings` file that provides meta information about the mod."
21:00 nephele below that it has some keys in each file
21:00 nephele but no mention of what the actuall syntax is of the file
21:01 sfan5 https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L6425
21:01 xdeadbeef heh, someone deserves a prize! Minetest 5.3.0-dev (Linux)
21:02 nephele sfan5, the doc does not mention that that section applies to that config anywhere, and the interface below it is also irrelevant to the format
21:02 nephele anyway, adding a link "format like minetest.conf (section 'Settings') would be fine i think
21:02 sfan5 it says "A `Settings` file" and I have linked you the section named `Settings`
21:03 nephele client_lua_api definetely does not have those qoutes, and It is unobvious to me that they should have meaning
21:05 nephele Specially since the entire settings class does not apply, it isn't settings and the only thing they share is the format
21:06 sfan5 that's not entirely correct
21:06 sfan5 when you say "it isn't settings" you probably mean that is isn't the global minetest.settings
21:06 nephele No, i mean it isn't settings
21:07 sfan5 but you can use the Settings class to read mod.conf just fine and so it *is* settings
21:07 sfan5 (in fact that is the way it should be read, because it is a file in the format settings understands)
21:07 nephele dependencies and such for instance are immutable data only read at runtime that cannot change during a mods lifetime
21:07 nephele i don't see why you would ever do that though?
21:07 nephele read it from a mod, i mean#
21:07 nephele i would totally expect the filesystem permissions to flat out deny that
21:08 sfan5 you want a mod to not be able to read its own files?
21:08 sfan5 (also nobody said that you have to use Settings to write it)
21:08 nephele I just don't see why it should ever read mod.conf really
21:09 sfan5 there is no need
21:09 sfan5 my point is just that mod.conf is exactly the format that the Settings class understands
21:09 nephele Okay, but that still does not make it settings imo
21:10 nephele anyway, if you think those qoutes should be enough to understand the intent and i just missread it you can add them to client_lua_api i guess :)
21:11 sfan5 the documentation can certainly use improvement
21:12 nephele Personally i would go full html and use section links etc. but i don't know if that is liked, some people really want plaintext... even if html is quite suited for exactly that task
21:13 xdeadbeef actually, I just realised I'm building it from: https://github.com/minetest/minetest/archive/master.tar.gz
21:13 xdeadbeef sorry, it was a late night (-:
21:13 xdeadbeef (just to correct, it's not a stock version with that ubuntu release)
21:21 xdeadbeef excellent, simple fix on the lua (false / 0) did the trick, thank you
21:23 xdeadbeef I'll look to add a merge request back on the source with the fix
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