Time |
Nick |
Message |
01:10 |
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01:13 |
lmat |
Dude, it's sneak click!! |
01:22 |
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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 |
02:20 |
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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 |
05:24 |
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05:41 |
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05:44 |
sagax |
minetest based on libGL? |
05:53 |
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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 |
:^) |
06:50 |
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06:57 |
hanetzer |
sdl2 port wen ;P |
06:59 |
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07:03 |
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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 |
07:25 |
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07:32 |
hoodedice |
nvm wrong file |
07:56 |
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11:48 |
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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 |
12:14 |
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12:50 |
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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. |
13:42 |
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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 |
13:58 |
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15:44 |
oil_boi |
Can we make games use custom fonts yet? |
15:46 |
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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 |
15:55 |
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16:02 |
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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 |
16:26 |
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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 |
16:52 |
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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 |
17:04 |
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17:08 |
oil_boi |
Krock, https://github.com/oilboi/Crafter/blob/master/mods/new_functions/init.lua#L290 |
17:08 |
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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) |
17:16 |
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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 :^) |
18:13 |
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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* |
18:25 |
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18:58 |
oil_boi |
nephele, if I do that I'll have like 50 files per mod :O |
19:05 |
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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) |
19:19 |
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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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