Time |
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01:04 |
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01:40 |
AdamS |
So I downloaded minetest off pacman on arch. When I started it, it asked me to update it, so I guess my question is, can it be updated safely in linux using the built in update feature or do I need to just wait for my distro to update the package? |
01:40 |
AdamS |
I know it's probably a stupid question :D |
01:42 |
AdamS |
Sorry, I mean Luanti |
01:42 |
AdamS |
(still called minetest in arch's repo) |
01:45 |
specing |
Every distro I know of disables update checks particularly as you're supposed to install/update via package manager |
01:45 |
specing |
so, my recommendation: find a better distro and let the package manager handle it |
01:46 |
AdamS |
or just compile it myself off github and build a package myself ^_^ |
01:46 |
MTDiscord |
<wsor4035> looks like arch has minetest at 5.9.0, unless you need a bug fix in 5.9.1, just ignore it for now |
01:46 |
MTDiscord |
<wsor4035> or better yet make a pr to the arch repo |
01:47 |
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01:47 |
AdamS |
I was trying to download VoxelLibre twice and it failed, so I suspected that it was a version issue or something. |
01:47 |
AdamS |
Backrooms test worked so, who knows. |
01:48 |
MTDiscord |
<wsor4035> they support the last two major versions of minetest iirc |
01:49 |
specing |
AdamS: you can probably take the packaging script and change 5.9.0 into 5.9.1 and run it |
01:50 |
AdamS |
ooh, I found a aur package for latest version :) |
01:52 |
AdamS |
or not, it's also 5.9.0 :/ |
01:54 |
AdamS |
github time :D |
01:56 |
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02:26 |
AdamS |
Really good build instructions :) it worked well |
02:27 |
erle |
AdamS does mineclonia work? similar game, similar size |
02:28 |
erle |
like is it just big packages? |
02:28 |
erle |
AdamS otherwise, you can always use web browser to download whatever from https://content.minetest.net and put it in mods/games directories |
02:28 |
erle |
good night |
02:32 |
AdamS |
night erle |
02:52 |
AdamS |
erle: with the compiled version, it downloads the packages fine :) |
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11:44 |
MinetestBot |
[git] sfan5 -> minetest/serverlist: Some documentation adjustments 5d19189 https://github.com/minetest/serverlist/commit/5d191896f3221cd1194643cf4152c0d221ffb3b3 (2024-11-03T11:38:50Z) |
11:44 |
MinetestBot |
[git] sfan5 -> minetest/serverlist: Set short max_age for list.json 4d320bb https://github.com/minetest/serverlist/commit/4d320bbcf552e8e565ae34e77566b76643e9628e (2024-11-03T11:42:37Z) |
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14:11 |
MinetestBot |
[git] appgurueu -> minetest/minetest: Apply "and" to server list & content search terms (#15365) 0e06590 https://github.com/minetest/minetest/commit/0e06590ffda8e701c30b731f09466e55ab4ecad4 (2024-11-03T14:09:47Z) |
14:11 |
MinetestBot |
[git] appgurueu -> minetest/minetest: Fix model[] being lit wrongly if shaders are disabled (#15364) 3064f3c https://github.com/minetest/minetest/commit/3064f3ccb769df03ef693bf8ce464481a627512a (2024-11-03T14:10:21Z) |
14:11 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: JsonCPP: restore '1.0.0+' compatibility (#15368) c884e71 https://github.com/minetest/minetest/commit/c884e7181fd6cc0e19e9c5abb4dce102f1485233 (2024-11-03T14:10:39Z) |
14:11 |
MinetestBot |
[git] veprogames -> minetest/minetest: Replace occurences of 'forum.minetest.net' with 'forum.luanti.org' (#… 9982c56 https://github.com/minetest/minetest/commit/9982c563730f294d404119a2b8ffe26073134884 (2024-11-03T14:10:58Z) |
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16:48 |
erle |
https://github.com/minetest/minetest/issues/15370 |
16:48 |
erle |
> Note: With menu clouds relying on shaders (and shaders obviously being on by default) in 5.10.0, we will be able to tell quite well from user complaints if our assumptions are wrong. |
16:49 |
erle |
yeah and then you can say “maybe just ignore that person” |
16:49 |
erle |
from my experience, about 1 in 50 to 100 people complains loud enough that devs notice, unless it is a very small user base |
16:51 |
erle |
past exhibit: mineclone2 breaking because of sync → async transition. very few people filed issues about it and the one that was filed was closed almost immediately. |
16:52 |
erle |
but the race condition affected every single player of mineclonia, mineclone2, mineclone5 who ever made a map. |
16:53 |
erle |
anyways, i think as long as the no-shader-codepath *works* (which it does perfectly now, AFAIK) it should not be gated behind a refucktored cloud menu. |
16:55 |
erle |
again: i volunteer to keep the fixed pipeline working. it does not necessarily need feature parity with all cool new effects. it already does not have a lot of stuff. |
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17:08 |
erle |
i wish people saying “let's change/remove something and see if someone complains” would handle it more like linux does – last time i saw someone proposing some old drivers, it was “if even one person complains, we are going to put it back, no discussions about it” |
17:08 |
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17:08 |
erle |
otherwise you get “this person/hardware/usecase is not important” and support tends to more-or-less-track what the devs have (meanwhile, you can never become a dev if your hardware is not already supported) |
17:12 |
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17:14 |
cheapie |
I'm not sure what the devs have, but it must be fast - I went out and bought a 5950X and RX 6600 XT a while back and even that is *still* not enough to consistently get 60 FPS with the default view range if you're in an area with stuff built in it. |
17:16 |
Krock |
cheapie: hmm. is that with full-blown shaders enabled? Because you should be getting 500+ FPS with this powerful hardware. |
17:17 |
sfan5 |
it depends very much on what the "stuff" is |
17:17 |
cheapie |
Krock: That was with the settings turned nearly all of the way down (I think the only eye-candy feature I had on was a low-ish AA level). If I'm out in the middle of nowhere I can get performance like that (more or less). |
17:17 |
Krock |
To be fair, transparency sorting can heavily impact rendering performance. See https://github.com/minetest/minetest/pull/15076#pullrequestreview-2276014490 |
17:18 |
cheapie |
I had to turn transparency sorting off, that was destroying performance to insane levels. |
17:18 |
erle |
sfan5 btw what *are* the advantages of making the main menu require shaders except to annoy me in particular (and everyone who has “garbage hardware”)? |
17:18 |
sfan5 |
empty MTG terrain is fast to render, nodeboxes and mesh nodes not so much, and semi-transparent stuff not at all |
17:19 |
erle |
semi-transparent stuff is the worst in terms of performance on any hardware i have seen. guess as long as you do not have order-independent transparency it will stay that way. |
17:19 |
cheapie |
The glass panes seem to kill performance more than anything else, which is particularly annoying since basically /any/ building that isn't some tiny house is going to have lots of those. |
17:19 |
Krock |
I find it rather interesting that transparency sorting is not handled by OpenGL's depth buffer |
17:19 |
Krock |
or rather depth sorting |
17:20 |
erle |
cheapie try glass walls mixed with watercubes on oysterity anarchy. 5fps on the “garbage hardware” that gets 30fps usually (i recently found out that is basically what i limited the fps to, to prevent useless busywork) |
17:23 |
erle |
cheapie what i can guess about the devs' setups: 1. they probably do not have intel integrated GPUs, otherwise they would have noticed some things they did not notice. 2. at least the people involved in the menu redesign probably all have 16:9 or wider screens, as on 4:3 it has both text escaping its box and some free vertical space. 3. *probably* mostly using QWERTY/QWERTZ or similar, as evidenced by various key handling issues. |
17:24 |
sfan5 |
cheapie: I can't promise a fix but it would help if you "exported" such a scene so it can be viewed standalone and opened a bug report |
17:24 |
Krock |
Intel HD (3000) is in fact capable of rendering dynamic shadows, as well as any other shaders. It just happens to be slow as hell. |
17:29 |
sfan5 |
if this turns out to be caused by mods blindly using use_texture_alpha = "blend" to get rid of the warnings it'll be funny |
17:30 |
Krock |
for minetest-mods projects there's a nonzero chance that I might've introduced a blooper |
17:31 |
MTDiscord |
<wsor4035> there is/was a game that set all nodes to blend by default |
17:34 |
rubenwardy |
I have an intel integrated gpu |
17:37 |
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17:38 |
rubenwardy |
also the CDB thing is unrelated to 4:3 /16:9 screens - https://forum.minetest.net/viewtopic.php?p=440386#p440386 |
17:40 |
erle |
well, on a 16:9 screen it looks nice and has no empty space. |
17:41 |
rubenwardy |
it's fairly unpredictable based on the screen resolution and dpi |
17:41 |
erle |
ok thx |
17:44 |
erle |
Krock i have not tested this with the current release candidate, but generally with intel integrated graphics i have made the experience that regardless of what hardware advertises, the older it is, the more likely the fixed pipeline is the one that runs best/correct (or, in the case of several older thinkpads, it is the only one that works). meanwhile, on newer arm laptops that have a weak GPU, the fixed pipeline performs worse (but playable), than shader-based |
17:44 |
erle |
setups. |
17:45 |
MTDiscord |
<luatic> sfan5: "if this turns out to be caused by mods blindly using use_texture_alpha = "blend" to get rid of the warnings it'll be funny" - i'm afraid it partially is, at least i've seen this with citysim. |
17:45 |
erle |
grab some thinkpad that still says “IBM” on it and you can check this for yourself |
17:46 |
erle |
luatic what's the correct thing to do there? |
17:46 |
MTDiscord |
<luatic> erle: most of the time you probably want use_texture_alpha = "clip", sometimes use_texture_alpha = "opaque" to prevent cheating for solid blocks |
17:46 |
MTDiscord |
<luatic> I've added a note to the docs that use_texture_alpha = "blend" is NOT zero cost |
17:50 |
MTDiscord |
<luatic> erle, cheapie: As for the inquiries regarding my hardware, I have a ca. 5 year old Lenovo laptop with a Ryzen 5 3500U with integrated Radeon RX Vega and 8 GB of RAM. I believe this is pretty medium hardware in today's day and age. |
17:50 |
erle |
luatic by standards of “people who only buy refurbished hardware” this is a dedicated gaming machine |
17:50 |
MTDiscord |
<luatic> I am considering upgrading my RAM for a better developer experience, toolbelts can get heavy and I like to have things open at the same time. I may eventually upgrade my CPU too for better compile times. At that point I might upgrade my laptop altogether. |
17:50 |
erle |
what *dev tools* have issues with 8G of RAM? |
17:50 |
rubenwardy |
android studio |
17:51 |
erle |
browsers fill it nicely, but they fill any amount of RAM |
17:51 |
erle |
oh okay |
17:51 |
erle |
luatic did some error-message suggest to use blend mode? |
17:51 |
rubenwardy |
my next laptop will probably be 32GB ram |
17:51 |
MTDiscord |
<luatic> 🤤 |
17:51 |
rubenwardy |
then finally I'll be able to run android studio |
17:52 |
MTDiscord |
<luatic> 😄 I can't upgrade this one beyond 20 GB, 4 GB are soldered on, and I can only swap the other 4 GB for a 16 GB one at most according to hardware limitations |
17:52 |
rubenwardy |
i exaggerate, 16GB is enough for AS you just can't run many electron apps at the same time |
17:54 |
erle |
well, each electron app is another unpatched chrome version |
17:55 |
erle |
and yeah, i'd bet money on any random electron app grabbing 500M to 1G of memory for itself minimum |
17:55 |
MTDiscord |
<luatic> erle: I don't think the error message did that but I'm too lazy to look it up right now |
17:55 |
MTDiscord |
<luatic> erle: Yeah, that's why I sometimes have to close Discord when compiling :P |
17:56 |
Desour |
> <sfan5> empty MTG terrain is fast to render, nodeboxes and mesh nodes not so much, and semi-transparent stuff not at all |
17:57 |
Desour |
it's not about the nodeboxes or meshes. it's rather the number of different tiles |
17:57 |
Desour |
because that's what causes the many meshbuffers and drawcalls |
17:58 |
MTDiscord |
<luatic> I think bindless textures will provide a decent way to fix this for people on moderate hardware |
17:58 |
MTDiscord |
<luatic> (not erle, I'm sorry) |
17:58 |
erle |
LOL |
17:58 |
erle |
luatic you are probably the only dev for who i believe that |
17:58 |
MTDiscord |
<luatic> (Note that I don't think we should drop support for people without bindless texture support) |
17:59 |
MTDiscord |
<wsor4035> would the texture atlas pr help? |
17:59 |
MTDiscord |
<wsor4035> or completely unrelated here |
17:59 |
MTDiscord |
<luatic> The texture atlas is an alternative approach |
17:59 |
erle |
would it help to draw them in different order? like, try to draw as much with each material as possible? or is that already done? |
17:59 |
MTDiscord |
<luatic> I'm inclined to believe that on hardware which supports bindless textures, it is pretty much strictly worse |
18:00 |
erle |
luatic even being able to run discord sets a minimum on the hardware. i have some doubt about even owning a computer that can run discord (and i have 3 old thinkpads and 2 newer arm laptops). i have access to 2 computers that probably can, but both are owned by my employer. |
18:00 |
erle |
“newer” as in, an arm laptop from 2018 (reform 1) and from 2021 (reform 2) |
18:01 |
MTDiscord |
<mark.wiemer> erle, what are the specs of your current machine that it can't run Discord? |
18:01 |
ROllerozxa |
mark.wiemer: it's a thinkpad R60 |
18:01 |
erle |
mark.wiemer i do not know what exactly prevents discord, because other stuff runs fine. i even used matrix with it (but it used a lot of resources) |
18:01 |
erle |
it can do voice and video calls |
18:02 |
erle |
but i have 2G RAM and Genuine Intel(R) CPU T2400 @ 1.83GHz |
18:02 |
MTDiscord |
<mark.wiemer> weird, yeah 2GB ram should be enough but I guess Discord, like most apps, doesn't optimize RAM usage, surprise surprise |
18:02 |
erle |
perfectly fine for low-spec stuff like 3D RTS or minetest/luanti, but discord makes the computer hang |
18:03 |
erle |
well, not entirely hang, but stuff-is-very-choppy-until-i-quit-the-signup-dialog |
18:03 |
MTDiscord |
<mark.wiemer> Yeah not worth it. I'm new to IRC, can I ask how you connect? |
18:04 |
sfan5 |
Desour: then cheapie could also test the wip texture atlas PR that's open |
18:04 |
erle |
you can do this: /CTCP erle VERSION |
18:04 |
erle |
oh wait you are not on IRC |
18:04 |
Desour |
@luatic: AFAIK bindless textures aren't *that* common. i.e. according to opengl wiki, intel often doesn't have it https://www.khronos.org/opengl/wiki/Bindless_Texture#Extension_implementation |
18:04 |
erle |
mark-wiemer i use hexchat. why? |
18:05 |
MTDiscord |
<mark.wiemer> erle, just curious, still learning 🙂 |
18:05 |
MTDiscord |
<luatic> Desour: I've heard about that, I don't think it's terribly problematic, but we'll have to see |
18:05 |
MTDiscord |
<wsor4035> mark: https://libera.chat/guides/clients |
18:05 |
ROllerozxa |
mark.wiemer: this channel is #minetest over at libera.chat. install an IRC client, connect and register an account: https://libera.chat/guides/ |
18:05 |
erle |
mark.wiemer, about *any* IRC client will be less resource desiring than discord if that is your question |
18:05 |
ROllerozxa |
(if you want to get deep you can set up a bouncer like ZNC, but if you're on discord you get a free bouncer through the bridge) |
18:06 |
MTDiscord |
<mark.wiemer> Thanks guys, I'll look at libera.chat 🙂 |
18:06 |
erle |
the most software projects i have seen that *only* use discord are some that have absurdly high hardware requirements (e.g. gaming) |
18:07 |
erle |
mark.wiemer https://hexchat.github.io/ is the client i use, but there are a TON of irc clients. just make sure you register your name with libera.chat so no one else can log in as you while you are away. |
18:07 |
Desour |
@luatic: the thing is, we'd likely need to keep a fallback path for systems that don't support bindless textures, which makes the code more complicated |
18:07 |
MTDiscord |
<luatic> I know |
18:08 |
ROllerozxa |
I wonder if anyone has stepped up to fork hexchat now that it has officially been abandoned |
18:08 |
rubenwardy |
I use quassel as it has good sync between devices |
18:09 |
rubenwardy |
znc but better |
18:09 |
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18:09 |
Guest71 |
(Mark here testing out web.libera.chat) |
18:09 |
MTDiscord |
<mark.wiemer> (OK I won't spam anymore, sorry) |
18:10 |
SwissalpS |
hi mark, pong |
18:10 |
MTDiscord |
<mark.wiemer> 🙂 |
18:10 |
erle |
ROllerozxa why and when has it been abandoned? any info? |
18:10 |
ROllerozxa |
erle: last news article, https://hexchat.github.io/news/2.16.2.html |
18:11 |
ROllerozxa |
not that an IRC client needs much changing nowadays but it's unfortunate it never saw the jump to at least GTK3 |
18:11 |
erle |
oh well |
18:11 |
erle |
i don't see the issue with not making such a jump if it can keep working |
18:11 |
erle |
i mean i don't miss gtk4 in XFCE either |
18:11 |
erle |
all it would achieve is … losing theming? |
18:11 |
MTDiscord |
<luatic> hexchat is no more, everyone switch to base64chat |
18:13 |
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18:13 |
ROllerozxa |
I was considering switching to one of those CLI IRC clients because *cool*, but I instead just switched to another GUI client, quassel |
18:13 |
ROllerozxa |
if I frequented IRC more I would probably have tried to learn some CLI client but alas, it is not 2016 anymore |
18:15 |
MTDiscord |
<wsor4035> personally use thelounge |
18:15 |
sfan5 |
same |
18:16 |
erle |
ROllerozxa have you checked ii(1)? :D |
18:16 |
MTDiscord |
<wsor4035> last i knew warr used it as well |
18:17 |
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18:17 |
Desour |
ROllerozxa: I've seen that you maintain a bunch of mod and subgame packages in the AUR. out of interest, do you spend much time updating them? also, does it even make sense to have them if we have in-game contentdb gui? |
18:18 |
ROllerozxa |
erle: "ii is a minimalist FIFO and filesystem-based IRC client." haha oh gosh, I was more thinking something like weechat |
18:19 |
MTDiscord |
<luatic> Desour: we don't use the s word anymore ;) |
18:19 |
MTDiscord |
<luatic> well our code unfortunately does, but we don't |
18:19 |
Desour |
I do |
18:20 |
Desour |
it's just so more unambiguous ;) |
18:20 |
erle |
the s word |
18:20 |
erle |
sense |
18:20 |
MTDiscord |
<luatic> lol |
18:20 |
Desour |
erle: ii=-1, not 1, btw |
18:20 |
MTDiscord |
<luatic> subgame. it is indeed clearer than game. |
18:20 |
ROllerozxa |
Desour: I still sorta maintain them, update them whenever people mark them as outdated. I was planning to make creating and updating packages as automatic as possible for me through the CDB API but never got around to doing it so now they're just sitting there. they probably will not survive the rename, most likely |
18:21 |
MTDiscord |
<luatic> Desour: well, they were just multiplying i² with 1 so I think it's fine ;) |
18:21 |
Desour |
ROllerozxa: :eyes: |
18:21 |
erle |
Desour no idea how it is for AUR, but a) system wide installs exist b) for distributions that do not always have the newest engine, packaging definitely makes sense. |
18:21 |
[ |
erle: GTK2 has the major issue of not having native wayland support |
18:21 |
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18:22 |
Desour |
@luatic: mhm, i^2*1=-1*1=1, yes |
18:25 |
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18:50 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Fix ScriptApiSecurity::checkPath mangling non-existent paths 294a30e https://github.com/minetest/minetest/commit/294a30e445ec9cd94d66efc8f94048606716ad35 (2024-11-03T18:27:08Z) |
19:10 |
cheapie |
[12:04:00] <sfan5> Desour: then cheapie could also test the wip texture atlas PR that's open |
19:10 |
cheapie |
Does it actually /work/ this time around? |
19:11 |
cheapie |
I seem to remember 0.4.3ish doing some sort of atlas stuff, and all it accomplished back then was an error message every time it started. |
19:28 |
erle |
when is the next game jam going to be? |
19:30 |
ROllerozxa |
there is one like, right now |
19:33 |
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20:23 |
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20:24 |
erle |
what i don't get btw, is why “make game crash at startup if user has no shaders” is not handled like every other change of support. even the BMP removal required a first-deprecate it, then remove it in the next version. |
20:24 |
erle |
Krock btw, unless fixed, that *is* something that belongs into the changelog |
20:26 |
erle |
luatic can you help me catch the shader exception? i found where it is thrown, but do not know what causes it. |
20:26 |
erle |
alternatively, i wonder if just using the code that causes the exception to set the shader setting would be viable. at that point the game does know whether shaders are supported or not. |
20:27 |
erle |
but i worry it is too deep in one code path |
20:27 |
erle |
do you use exceptions as control flow in C++? in python it is pretty common |
20:31 |
MTDiscord |
<luatic> erle: yes, we use exceptions as control flow as reasonable |
20:32 |
erle |
luatic well, is catching the exception from shader.cpp (or so) in main.cpp and then setting some value based on that *reasonable* or not? |
20:32 |
erle |
i do not know idiomatic cpp |
20:33 |
MTDiscord |
<luatic> erle: seems okay-ish to me. it's not the cleanest imo, generally i like if there aren't too many layers between throwing and catching, but if the exception is specific enough it should be ok. |
20:34 |
erle |
luatic well the other method could be to query the driver if it can do that and then set the value right at the start, but that would make the setting useless (e.g. for those GPUs that can do shaders, just badly, there would be no way to disable it) |
20:34 |
erle |
the “shaders are recommended” settings thing should have checked if they *work* though |
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* cheapie |
looks through old screenshots, hmms at some road tunnels that more or less haven't changed at all since they were put in back in 2015 |
21:36 |
cheapie |
Both on North Street on VE-Creative, specifically the Robert D. Toukmond tunnel and Thomas E. Stock tunnel. Nobody ever gets the references on those... |
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