Time |
Nick |
Message |
00:01 |
KacperMinetest |
bash minetestserver |
00:18 |
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00:25 |
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00:29 |
MTDiscord |
<Lone_Wolf> Wait, is that how you're supposed to launch programs? I just ./minetestserver |
00:31 |
perrier |
I started a dedicated server without the ./ |
00:31 |
perrier |
!up 69.247.56.186:30003 |
00:31 |
MinetestBot |
69.247.56.186:30003 is up (130ms) |
00:31 |
Noclip |
KacperMinetest, @Lone_Wolf: Launching it with bash seems to be the issue. |
00:32 |
Noclip |
If I do "bash minetest" I get an error. |
00:33 |
Noclip |
But "bash firefox" works, just don't ask me why. ? |
00:35 |
Emerald2 |
I just type the name of the program and it looks through various directories where programs would be found until it finds it. |
00:37 |
Noclip |
Emerald2: Yea but that only works if your programm is within one of those directories that are specified in the PATH variable. |
00:37 |
Emerald2 |
True. |
00:38 |
Noclip |
And if it's not you either have to execute it via the full path or put "./" in front of it in case it's in your working directory. |
00:39 |
KacperMinetest |
Yeah, using bash was the problem |
00:40 |
Noclip |
KacperMinetest: Running a file with "bash filename" only works if your file is a bash script but not if it's a binary file. |
00:40 |
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00:40 |
Emerald2 |
I'd never heard of running either that way. |
00:43 |
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00:43 |
Noclip |
If you put "#!/bin/sh" or "#!/bin/bash" in the first line of your bash script and make the file executable you can also run it with "./filename". Normally you don't run execute things with "bash filename". You should really get that weird idea out of your head. |
00:47 |
Noclip |
Emerald2: "bash [options] [command_string | file]" |
00:47 |
Noclip |
If you run a bash script with "bash filename" you don't have to make it executeable and you can leave out the "#!/bin/bash" headline. |
00:48 |
Emerald2 |
Yeah I knew about that first bit being the way to do it. |
00:52 |
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01:16 |
SX |
oh that "include -DRUN_IN_PLACE=1", is that basically portable minetest (as in common portable software distributions)? |
01:17 |
SX |
been playing with symlinks to keep sanity, that sounds a lot better if I got it right :) |
01:18 |
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01:20 |
MTDiscord |
<Lone_Wolf> Ye, portable minetest |
01:50 |
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05:29 |
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06:19 |
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06:32 |
tango_ |
I wish MT had directional lightss 8-P |
06:51 |
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06:54 |
MTDiscord |
<srinivas> hmm, it could be implementable with particles? |
07:12 |
tango_ |
srinivas: in what sense? |
07:13 |
tango_ |
my idea with a directiona light would be that it only lights up blocks in a certain direction, but with the benefit that it decays more slowly (say 1 every 4 or 8 blocks) |
07:13 |
tango_ |
if I remember how lighting was done in MT, this isn't something you can readily implement |
07:13 |
MTDiscord |
<srinivas> well, you create particles with their own low glow, and it may just about work out |
07:15 |
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08:00 |
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08:05 |
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08:06 |
MTDiscord |
<IhrFussel> Do particles actually emit light? I know entity glow doesn't |
08:31 |
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09:19 |
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09:29 |
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09:34 |
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09:34 |
anon5[m] |
no |
09:35 |
anon5[m] |
only light source blocks and the sun emit light |
09:36 |
MTDiscord |
<Blais3> meep meep |
09:37 |
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09:37 |
blaise |
meep meep |
10:29 |
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10:32 |
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10:54 |
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10:55 |
MTDiscord |
<srinivas> oh well |
10:55 |
MTDiscord |
<srinivas> !tell tango_ looks like i was wrong about that implementation of particles |
10:56 |
MTDiscord |
<srinivas> /tell !tell tango_ looks like i was wrong about that implementation of particles |
11:03 |
tango_ |
srinivas: np, I'm online and I've seen it |
11:06 |
blaise |
lol |
11:33 |
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11:34 |
tango_ |
but thanks anyway 8-) |
11:39 |
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11:42 |
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11:50 |
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12:14 |
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13:07 |
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13:16 |
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13:26 |
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13:27 |
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13:29 |
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13:29 |
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14:06 |
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14:10 |
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14:14 |
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14:18 |
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14:34 |
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14:41 |
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14:50 |
tango_ |
is it possible for nodes to have connections specifications based on the node they are connecting to? |
14:55 |
Wuzzy |
tango_: ? |
14:56 |
Wuzzy |
tango_: look for "connects_to" in lua_api.txt. but i don't think i understand what you want |
14:57 |
tango_ |
Wuzzy: very poorly phrased on my side, sorry. I'll try to explain with an example: consider the wall for example. When it's “alone” it appears like a post, but when it “connects” (e.g. to a nearby wall or stone block) its appearance changes due to the connecting part of the box |
14:57 |
tango_ |
this connecting part seems to be independent from the type of the node it connects to |
14:57 |
Wuzzy |
oh ok. |
14:57 |
tango_ |
so I was wondering if it's possible to specify different forms or textures for the connection based on the node type |
14:58 |
Wuzzy |
if a node connects, there can only be one connection style, sorry |
14:58 |
Wuzzy |
you cannot change how the connection looks, you can only determine *when* the node connects |
14:58 |
tango_ |
I see 8-/ |
14:59 |
Wuzzy |
what would always work as a workaround is by regiestering new nodes ... which sucks a little |
14:59 |
tango_ |
how would that work? |
14:59 |
tango_ |
you can change a node based on a nearby node? |
15:02 |
Wuzzy |
well you need to figure out the workaround yourself, sorry |
15:02 |
Wuzzy |
minetets does not help you here |
15:02 |
Wuzzy |
and obviously, client speedup flies out of the window, no matter what you do |
15:02 |
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15:05 |
tango_ |
8-/ |
15:05 |
Wuzzy |
tango_: fyi, before we had connects_to, there was already a walls mod |
15:06 |
Wuzzy |
the trick was just registering a node for every possible wall/connection node, and needed a LOT of callbacks to update neighbor walls by hand, etc |
15:08 |
tango_ |
that's a horrible hack |
15:13 |
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15:39 |
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15:46 |
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16:02 |
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16:21 |
MTDiscord |
<Jordach> Wuzzy re sprite based players and attachments |
16:21 |
MTDiscord |
<Jordach> I don’t believe there is a way to cull the sprite cisually |
16:22 |
MTDiscord |
<Jordach> Hiding the sprite removes attachment visibility as it then removes the parent |
16:23 |
MTDiscord |
<Jordach> In other words parent visibility affects attachments |
16:24 |
MTDiscord |
<Jordach> Easiest way would be to set the texture to an invisible pixel |
16:25 |
MTDiscord |
<Jordach> But that wouldn’t affect other clients just local CAO |
16:26 |
MTDiscord |
<Jordach> Fortunately because of third person mode resetting visibility for attachments I could hook that and specifically set sprite mode manually |
16:26 |
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16:27 |
Wuzzy |
why cant the sprite just not be hidden depending on the camera mode? |
16:28 |
MTDiscord |
<Jordach> Because that would remove any first person attachment |
16:28 |
MTDiscord |
<Jordach> Because parent visibility overrides attachments |
16:30 |
MTDiscord |
<Jordach> I believe the hack for checking object type might actually return false for meshes |
16:32 |
MTDiscord |
<Jordach> Non meshes like sprites |
16:32 |
MTDiscord |
<Jordach> I’ll tear apart content cao later |
16:37 |
Wuzzy |
??????????????????? |
16:37 |
Wuzzy |
wtf? |
16:37 |
Wuzzy |
are we talking about the same bug? |
16:43 |
MTDiscord |
<Jordach> Yes |
16:43 |
MTDiscord |
<Jordach> The hack kicks in when player mesh is set |
16:43 |
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16:44 |
MTDiscord |
<Jordach> Because of the camera being exactly centred on the sprite |
16:44 |
MTDiscord |
<Jordach> It’s effectively invisible |
16:45 |
big_caballito[m] |
is there a 16px TP that support etheral? |
16:45 |
big_caballito[m] |
the 32px textures are ugly |
16:47 |
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18:41 |
MTDiscord |
<Jordach> local man almost executes a minetestserver on iPhone with emulated x86 |
18:41 |
MTDiscord |
<Jordach> https://cdn.discordapp.com/attachments/749727888659447960/769269319439613982/image0.png |
18:42 |
Krock |
just a few instructions missing |
18:43 |
Krock |
pretty cool tho |
18:44 |
MTDiscord |
<Jordach> considering it's a VM on ARM64V7 |
18:45 |
MTDiscord |
<Jordach> if the app actually gets SSE2+ in the VM |
18:45 |
MTDiscord |
<Jordach> it may actually be possible to properly get Minetest on iOS without the usage of multicraft |
18:55 |
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19:21 |
big_caballito[m] |
perrier: My connection timed out, that's why I left |
19:21 |
big_caballito[m] |
Is that on my end or yours? |
19:25 |
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19:40 |
MTDiscord |
<Genshin> ? |
20:02 |
Fixer |
damn, they dmcaed youtube-dl... wtf |
20:02 |
big_caballito[m] |
? |
20:03 |
cheapie |
Odds are someone will just fork it and it'll reappear elsewhere. I wouldn't worry about it too much. |
20:16 |
MTDiscord |
<Lone_Wolf> Ouch |
20:25 |
Calinou |
you can probably grab it from pip in the meantime |
20:25 |
Calinou |
pip install --upgrade --user youtube-dl |
20:25 |
Calinou |
that's where I grab it from, so it's always up-to-date |
20:25 |
Calinou |
https://pypi.org/project/youtube_dl/ |
20:25 |
Calinou |
it's with a underscore actually, but both work |
20:38 |
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20:54 |
cheapie |
Also available here, among other places: http://deb.debian.org/debian/pool/main/y/youtube-dl/youtube-dl_2020.09.14.orig.tar.gz |
20:54 |
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20:59 |
Montresor |
2020.09.20 is the latest version, however. |
21:18 |
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22:04 |
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23:04 |
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23:16 |
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23:17 |
a1fa |
hello |
23:19 |
garywhite |
hello a1fa |
23:21 |
a1fa |
so I made myself a server admin with name = "player_name" |
23:21 |
a1fa |
is there anything else that needs to be changed? |
23:22 |
a1fa |
but it's not letting me /grantme all |
23:23 |
garywhite |
Is there another admin account? |
23:24 |
a1fa |
no |
23:26 |
garywhite |
hmm, is the server just in singleplayer? |
23:27 |
a1fa |
not sure, mineclone2, and creative mode |
23:27 |
a1fa |
i see the user_priv table has me as shout |
23:27 |
a1fa |
and interact |
23:27 |
a1fa |
should i drop admin in there too? |
23:28 |
a1fa |
is the format all? |
23:30 |
garywhite |
adding the privs priv might solve your problem |
23:31 |
garywhite |
since admin isn't a priv in MT afaik |
23:32 |
a1fa |
insert into user_privileges (id,privilege) values (30,privs); |
23:33 |
garywhite |
worth a try I guess |
23:33 |
a1fa |
that did it |
23:39 |
garywhite |
hooray |
23:41 |
a1fa |
are there any more pre-fabs /spawnstruct to be downloaded? |
23:41 |
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