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IRC log for #minetest, 2024-11-24

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Time Nick Message
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02:02 ireallyhateirc is wield_item some arbitrary scale? The scale doesn't appear to be in nodes
02:03 ireallyhateirc wield_item with visual scale 1.0 appears to be almost 2 nodes big
02:10 cheapie ireallyhateirc: https://github.com/minetest/minetest/blob/master/doc/lua_api.md?plain=1#L9180-L9181
02:10 cheapie "Wielditems are scaled a bit. If you want a wielditem to appear to be as large as a node, use `0.667` in `visual_size`"
02:11 ireallyhateirc thanks, this helps
02:12 cheapie I have no idea why this is or if it's really 0.667 or actually 2/3, but celevator uses 0.667 and it looks okay.
02:15 ireallyhateirc that scale is great for trolling
02:16 ireallyhateirc I just lost 1 hour trying to figure out why math is wrong
02:16 Mantar another weird hardcoded value put in the engine for reasons :D
02:17 erle referer vs referrer again
02:17 cheapie celevator uses it a *lot*, the car and the hoistway doors are both nodes when not moving but get swapped out for "wielditem" entities with a scale of 0.667 and a wield_item of whatever the node was when they start moving.
02:17 erle the epoch not being exactly the date of the moon landing
02:17 erle unix has failed
02:17 cheapie They end up looking... mostly the same, there are some lighting differences as nodes are lit strangely.
02:17 Mantar from an evolutionary standpoint, unix has won
02:19 cheapie It happens here for the car, which is the more complex of the two since it can take things with it: https://cheapiesystems.com/git/celevator/tree/drive_entity.lua#n260
02:20 cheapie There are a few things in there that are currently hard-coded and I need to make not be, but... meh :P
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02:21 Mantar that's what the minetest devs said!
02:21 ireallyhateirc not yet an API, but I managed to put books on the shelves: https://files.catbox.moe/jg8peq.png
02:22 cheapie One of the fun bits is calling that function via //lua trickery in a command block or whatever - you can actually turn arbitrary nodes into visually-near-identical entities with it, they don't even have to be from the same mod.
02:22 MTDiscord <csperson> some of those color combinations look vaguely familiar...
02:23 ireallyhateirc I picked the colors at random
02:23 cheapie This has a Luacontroller and a few command blocks hidden underground, it's using that function: https://cheapiesystems.com/media/2024-05-17%2023-36-28.webm
02:24 MTDiscord <csperson> top middle and middle left stacks, at first glance, look vaguely like trans flags
02:25 MTDiscord <csperson> just an observation, and it might look different on a computer monitor than my phone's screen
02:25 erle baader meinhof phenomenon but for pride flags
02:25 ireallyhateirc yeah, books are gay, don't read them :D
02:26 cheapie I suppose a techage movecontroller would have worked for those doors too, but that server doesn't /have/ techage, so *shrug*
02:32 erle ireallyhateirc there was once a server breakin (in minecraft) that was found out because someone had a copy of a book called “i am gay” in a server download hehe
02:33 ireallyhateirc lol
02:33 ireallyhateirc well book colors are not even the gayest part of my game...
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03:28 cheapie erle: I mentioned your mod ideas to someone else a few days ago, and now he's asking for "digilines poop integration", whatever that means
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04:12 runxiyu Is there any protection against replay attacks?
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05:27 erle cheapie as i said: you don't hire goblins, you put ideas in their head!
05:28 erle cheapie
05:28 erle digilines poop integration means PROGRAMMABLE POOP
05:28 erle :D
05:33 cheapie erle: Maybe I just need to try to get you and vulpine in a channel together somehow and you two can figure out what programmable poop is/does
05:34 erle cheapie yes, pls. make us poop buddies!
05:35 cheapie He's in ##furry, or he has his own IRC network too ( https://vulpineawoo.macrofox.org/servers.html )
05:35 cheapie The latter has a... more relevant channel, if you feel like connecting I can direct you if desired :P
05:37 erle lmao the code of conduct says “follow the law”
05:37 erle what a bootlicker!!!
05:37 erle :P
05:38 erle (i would, of course, never do something illegal!)
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07:13 MTDiscord <et086> and it even has a good use, for holding luacontroller variables (because luacontrollers can only hold so much stuff) and also having 2 luacontrollers far apart doing stuff on the same value
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10:35 MinetestBot [git] grorp -> minetest/minetest: Implement an editor to customize the touchscreen controls (#14933) 6a1d22b https://github.com/minetest/minetest/commit/6a1d22b2c516abbb9ce9670dedff47451317706f (2024-11-24T10:33:39Z)
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11:57 MTDiscord <jordan4ibanez> Heblo moderation
11:57 MTDiscord <jordan4ibanez> I would of being to send a formality request to get an password resettitation email sent
11:57 MTDiscord <jordan4ibanez> thabk u
11:58 MTDiscord <jordan4ibanez> No but seriously it says page not found when you try to do it lol
11:59 MTDiscord <jordan4ibanez> https://cdn.discordapp.com/attachments/749727888659447960/1310213281423556699/image.png?ex=674466b4&amp;is=67431534&amp;hm=179c8e8af3170326254285b467369fe16f25872a88558e898d806acb4305acf8&amp;
12:12 [MatrxMT] <Blockhead256> @jordan4ibanez Do you know how to use inspect element?
12:12 [MatrxMT] <Blockhead256> You can right-click on the page, go to the <form> element, and remove one of the `app.php` parts from the path. c55 messed up with phpBB, this is a workaround for reporting and the password reset form
12:13 [MatrxMT] <Blockhead256> otherwise you're gonna need to let me know how to PM you your new password. I could send you an email, but it'd be a bit sketchy from a completely random address
12:18 MTDiscord <jordan4ibanez> I'll have to wait for sir celeron to join
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12:29 ireallyhateirc Any wishes for a general shelf API ?
12:30 ireallyhateirc basically I took this mod https://content.luanti.org/packages/zorman2000/itemshelf/ and I'm trying to make it general enough to support any game and any shelf
12:32 [MatrxMT] <Blockhead256> "consume 0 cpu" - irrlicht's pre-rendering CPU stuff would like to disagree
12:34 [MatrxMT] <Blockhead256> Not much comes to mind, as long as everything renders correctly.
12:34 [MatrxMT] <Blockhead256> Mostly param2 stuff - does it support hardware coloured nodes properly?
12:35 ireallyhateirc I did not try hardware colored, but items, meshes and ordinary ndoes work
12:36 [MatrxMT] <Blockhead256> also itemstacks can have a custom metadata image these days
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13:40 ireallyhateirc Can a formspec detect when items get swapped in the formspec but not between inventories?
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14:27 MTDiscord <luatic> jordan: The workaround Blockhead suggests should work just fine. I just tried it and you should now have a password reset email in your inbox.
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14:52 MTDiscord <jordan4ibanez> Not working
14:52 MTDiscord <luatic> wdym
14:52 MTDiscord <luatic> no email? or email is broken?
14:53 MTDiscord <jordan4ibanez> I mean, I went through the song and dance of removing one of the app.php elements, did the thing, and it went back to the same "the request could not be found" page
14:53 MTDiscord <jordan4ibanez> Then I tried to log in and it didn't change my password
14:53 MTDiscord <luatic> so do you have an email in your inbox (or maybe spam) or not?
14:53 MTDiscord <jordan4ibanez> Yes, that's what I mean, I went through the steps in that email and it still didn't work
15:00 erle so i search for “the library” in the content tab among games
15:00 erle and do i find the game “the library”?
15:00 erle try it for yourself
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16:18 [MatrxMT] <Blockhead256> erle: I do
16:27 MTDiscord <luatic> erle: how old is your mt version
16:27 MTDiscord <luatic> mt/luanti*
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16:57 erle luatic no idea. is the filtering done client sied?
16:57 erle side
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17:42 cheapie Huh, "requires a Luanti version that was *just* released two weeks ago" is... certainly a choice
17:43 erle cheapie which game?
17:43 cheapie erle: That "the library" one, it requires 5.10
17:43 erle i wonder why
17:44 erle i liked “extra ordinance” and wuzzy eye game most so far
17:44 erle extra ordinance even has a very clear “upgrade path” for post-jam improvements
17:47 erle e.g. more enemies (minibosses?), interactive environment (barrels that explode? ground that collapses?), more varied weapons (e.g. mine laying, turrets, weapons that slow down or freeze enemies for a time, erecting walls …)
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18:24 MinetestBot [git] veprogames -> minetest/minetest: Doc: Add missing jpeg package for Arch Linux (#15461) 11b19cd https://github.com/minetest/minetest/commit/11b19cd126460ae00fc900cf417183ac2432e343 (2024-11-24T18:23:32Z)
18:24 MinetestBot [git] appgurueu -> minetest/minetest: Sanitize invalid particle spawner time (#15465) b77ad82 https://github.com/minetest/minetest/commit/b77ad82fb952e728b43307d1f3fc13671d0f0236 (2024-11-24T18:23:53Z)
18:25 Desour @jordan4ibanez: you were interested in luanti stuff in rust, right? https://codeberg.org/Desour/luanti_dsrs screenshot: https://forum.luanti.org/download/file.php?id=30009
18:25 MTDiscord <jordan4ibanez> I used to be. I don't really want to touch rust again lol
18:26 MTDiscord <jordan4ibanez> You did very nice work on that, great job
18:28 Desour thx, but it looks like more than it is. anyways, you'll be rusted again
18:28 MTDiscord <jordan4ibanez> Oh no, doing raw vulkan in fortran is way less of a headache than wgpu in rust
18:29 Desour x)
18:30 MTDiscord <jordan4ibanez> I finally got my memory pushed from the cpu into the gpu, very excited
18:30 Desour nice
18:31 Desour last time I tried vulkan (in C++), I lost interest when I saw that I had to use a dependency to manage memory
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18:33 MTDiscord <jordan4ibanez> I'm, not sure what told you to do that?
18:33 Desour well, maybe not *have* to
18:33 Desour but the alternative would be to write an allocator yourself
18:34 MTDiscord <jordan4ibanez> Are you talking about the staging buffer to upload vertex data?
18:34 Desour about buffers in general
18:34 Desour vulkan gives you big chunks, and you have to split them up or so
18:35 MTDiscord <jordan4ibanez> I'll just be using a hashmap lol
18:35 MTDiscord <jordan4ibanez> I am flabbergasted
18:35 MTDiscord <jordan4ibanez> Which tutorial did you use?
18:36 Desour it was indeed in the staging buffer chapter of the tutorial: https://vulkan-tutorial.com/Vertex_buffers/Staging_buffer
18:36 Desour see Conclusion
18:37 Desour it's not just that it gives only big chunks, but number of allocations is limited
18:38 MTDiscord <jordan4ibanez> Oh oh, I don't give a crap about that part lol. I'm just shoving things in one at a time and I will write a custom allocator if I need to
18:38 MTDiscord <jordan4ibanez> If vulkan can't handle my blocks one by one it's a piece of junk
18:39 Desour well, it pushes the responsibility of allocating buffers to the application (or the middleware)
18:39 Desour it's like a mmap
18:42 MTDiscord <jordan4ibanez> Look at this mess https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/blob/master/include/vk_mem_alloc.h
18:44 Desour (btw. this tutorial was not the greatest. it's very code-detailed in places where it could just link to the spec. and it doesn't give enough context of how to use things, i.e. later I was told that keeping command buffers around is useless and you should normally just recreate them each frame)
18:45 MTDiscord <jordan4ibanez> Brother
18:45 Desour please tell me that 19k line header is a stuffed together one
18:45 MTDiscord <jordan4ibanez> This tutorial is a piece of trash
18:46 MTDiscord <jordan4ibanez> I am translating the vulkan api as I'm going and that's the only way I can figure out what this person is trying to tell me
18:46 Desour you have a good one?
18:46 MTDiscord <jordan4ibanez> No, I'm using that one LOL
18:46 Desour xD
18:46 Desour wait translate the api?
18:46 MTDiscord <jordan4ibanez> I broke it up to be functional just to see where the flaws are
18:47 MTDiscord <jordan4ibanez> Yeah, I translated the api, types, parameters into fortran 03+
18:47 Desour manually?
18:47 Desour sounds like a massive amount of work
18:48 MTDiscord <jordan4ibanez> Oh yeah, there's no way I can get any AI to do this lmao
18:48 MTDiscord <jordan4ibanez> I suppose so, it's getting there though
18:48 Desour why not a script?
18:48 Desour also, why are you using fortran again?
18:48 MTDiscord <jordan4ibanez> There's no way a script will be able to do this, the header files are all over the place
18:48 MTDiscord <jordan4ibanez> Fortran is an awesome language
18:49 * Desour is not sure if that's actually your standpoint, or if you just do this because you found out that rust is not challenging enough
18:50 MTDiscord <jordan4ibanez> Oh no bro, I'm not joking, it's much more enjoyable to program with
18:51 MTDiscord <jordan4ibanez> There were some components I had gotten used to that were not there or performed very badly. So I combined Fortran with C and wrote some higher performance libraries
18:53 Desour 3.6k commits O_o
18:53 MTDiscord <jordan4ibanez> Well, I had to learn fortran and write the libraries as I went before I broke them off lol
19:00 Desour well, I wish you fun and success! so many ambitious projects by you!
19:09 MTDiscord <jordan4ibanez> Thank you very much. Yes I am having a bit of fun with this one
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19:30 MTDiscord <luatic> erle: yep, the filtering is done client side, and there was a slight improvement to it in 5.10 (terms are ANDed instead of ORed, but "the" and "library" will probably still match many things and i suppose we don't have something like an "exact match" special case there yet
19:32 erle special casing this would be as wrong as the special cases in the PNG encoder are
19:32 erle only responding to the specific critcism does not fix the general problem
19:32 erle luatic i think more of like, order by levensthein distance
19:32 erle https://en.wikipedia.org/wiki/Levenshtein_distance
19:33 erle i agree though that “the library” is probably a really bad case lol
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19:38 erle lua
19:38 erle luatic what is the scoring rn that you prefer?
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19:59 MTDiscord <jordan4ibanez> Desour: that vulkan allocator thing by amd actually looks very ergonomic and nice
19:59 MTDiscord <jordan4ibanez> It's single header like stb with C bindings
19:59 MTDiscord <jordan4ibanez> Needless to say, GIMME DAT NOW
20:00 MTDiscord <jordan4ibanez> But seriously, I will let you know how it goes when I get to the point where I can reverse and implement it
20:00 erle Desour what is your experience with fortran?
20:00 Desour but it's not written in fortran. isn't that cheating? ;)
20:00 Desour erle: *very* little, almost none
20:00 MTDiscord <jordan4ibanez> Neither is the vulkan api, that's why we have bind c
20:01 Krock @jordan4ibanez How many LOC is that header in question? 10k?
20:01 MTDiscord <jordan4ibanez> It's gonna be a quarter of its initial size when I purge all those comments out
20:02 erle Desour then maybe stop making fun of jordan4ibanez using something that works for him?
20:02 erle i see this “oh, it's not the hip thing all the orange website users do” way too much and it's demotivating
20:02 MTDiscord <jordan4ibanez> 19111 LOC
20:02 MTDiscord <jordan4ibanez> Holy shit LOL
20:03 erle to immediately appear like a hypocrite: how many punch cards is that? https://de.wikipedia.org/wiki/Datei:Lochkarte_FORTRAN.jpg
20:03 Krock 19k? that's.... impressive.
20:04 MTDiscord <jordan4ibanez> https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/blob/master/include/vk_mem_alloc.h it's like 60% comments
20:05 erle jordan4ibanez sounds like a good ratio
20:05 Desour erle: I did not mean to make fun of him. :P him doing it for more challenge was in the range of possibilities. btw, if you think of rust as just a hip thing, it's definitely not
20:06 erle ok
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22:04 MTDiscord <jordan4ibanez> I don't think he was making fun of me erle. When you say fortran people think of fortran 2 and fortran 66 running through an IBM 1401 from punch cards. No one really knows about fortran 2003 to 2023
22:04 MTDiscord <jordan4ibanez> Hell half of my learning was from IBM reading their documentation lol
22:06 MTDiscord <jordan4ibanez> Rust seems to get some of its semantics and intrinsics from fortran as well. You cannot dispose of a function return, you call a subroutine, the only difference is one returns. I use this to create if let some style rust functions in fortran
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23:10 ireallyhateirc I'm waiting for the Next Big Thing(TM) in Luanti
23:13 cheapie ireallyhateirc: You could always go make the Next Big Thing™ :D
23:13 ireallyhateirc I'm working on my horror game but that will take ~3 years to be playable
23:14 cheapie There's also the option to make the next "erm... WTF?" thing instead, which takes less effort (*cough*digilines attached SCSI*cough*)
23:14 ireallyhateirc I was talking about engine stuff though, like sfan5 descending from Olympus with another mapgen feature
23:15 cheapie A mapgen feature to make actually realistic maps would be nice
23:16 * cheapie tries not to go on a rant again about how bad the current ones are to build on
23:17 MTDiscord <greenxenith> Sounds like a terrible engine feature. Mods should be capable of creating mapgens to your desired standard.
23:17 ireallyhateirc more than anything I'd like this bug fixed lol: https://github.com/minetest/minetest/issues/9357
23:17 ireallyhateirc so I can use more than 1 emerge threads with the mapgen env without getting ugly slices
23:18 ireallyhateirc and yeah, custom lua mapgens
23:21 cheapie Are there any good ones? ContentDB has a tag for these but only 24 results, most of which are assorted fantasy things or add-ons to /existing/ mapgens
23:23 MTDiscord <wsor4035> well now there is one more
23:24 cheapie Citygen looks interesting for other reasons, I'm tempted to try to shove some extra mods into the generation of something like that.
23:24 ireallyhateirc uh oh
23:24 MTDiscord <wsor4035> pretty sure dokmi has some abandoned mapgens on the forum
23:24 ireallyhateirc I'm writing city generator for my game
23:25 ireallyhateirc but I'm stuck at road generation
23:25 * cheapie imagines a procedurally-generated city *with traffic lights*
23:25 cheapie (speaking of which.... L5 project.... someday. hopefully.)
23:26 MTDiscord <wsor4035> cheapie: https://github.com/DokimiCU
23:26 ireallyhateirc for now my thing does this: https://files.catbox.moe/njug89.png
23:26 ireallyhateirc but I'm yet to write decent collision handling and self-avoiding algorithm
23:29 ireallyhateirc the road generator gave me headaches so I switched to character design
23:30 cheapie The problem with L5 is that I keep spending more time thinking about how cool it would be when done than I do actually working on it (so far, none) :P
23:30 ireallyhateirc then I finished a character but animation looks hard so I switched to modelling furniture
23:30 ireallyhateirc cheapie, what's L5 ?
23:30 cheapie Traffic signal controller to replace the LTC-4000E, haven't actually started any work on it but I do have plans for the general architecture.
23:31 ireallyhateirc do you work with that kind of stuff irl? your projects look really detailec
23:31 ireallyhateirc detailed*
23:31 cheapie I do not. The factory I work at happens to make some elevator parts, but not the full controllers and we don't design any of it (we're just a contract manufacturer)
23:32 ireallyhateirc hmmm interesting, the fact that you learned all that yourself makes you even more powerful/scary :D
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23:33 cheapie The plans for L5 (this isn't necessarily a final name by the way, just a sort of codename for now) are... rather ambitious, which is probably why I haven't done anything with it, but celevator was in that state for a while too a bit over a year ago and I did manage to pull out of it there eventually.
23:35 ireallyhateirc I had this game idea since ~2014 but started only 2 years ago
23:35 ireallyhateirc so I know something about that
23:36 cheapie The L5 plans involve making a more or less generic framework for rack-mount electronic devices (where different mods could supply components that could then be mounted into a cabinet and communicate with each other), then implementing the ATC 5301 cabinet standards ( https://www.ite.org/pub/?id=461BB8F9-F29A-E085-D891-F9DD14A0AE82 ) on top of that as closely as possible, and then building a controller vaguely similar to an ASC/3 or Cobalt (UI would
23:36 cheapie probably look more like the latter) to go in that.
23:37 ireallyhateirc my goal is making a surreal horror game placed in a procedurally generated city of madness
23:37 cheapie Here's the RL version of what I want to implement: https://www.youtube.com/watch?v=utQL5zbKnyg
23:38 ireallyhateirc the hardest part so far seems to be the city generator
23:40 cheapie There are some bits that would have to be tweaked - I'd have to loosen up some timing requirements and convert some stuff to be interrupt-driven instead of polling all the time, and there are few bits like power that I could just leave out entirely.
23:41 ireallyhateirc I'm watching the video and see a blinking rack of some hardware. One of these things that exist but most humans don't pay attention
23:43 cheapie If you're in the US (or probably many other countries, but not all of them are quite the same), next time you're driving/walking/etc. in a city, look around near traffic signals... you'll find either one of those or one following an older standard at one corner of every intersection that has a signal.
23:44 cheapie My current controller (LTC-4000E) is made to look like one of the older standards (NEMA TS2 Type 1) but doesn't actually simulate most of the components and the controller UI is just sort of a fantasy thing that doesn't really match anything IRL.
23:44 ireallyhateirc im in Poland
23:45 ireallyhateirc I'll look for mysterious boxes
23:45 yezgromafic polska gurom
23:46 ireallyhateirc samochud
23:47 cheapie I have no idea what their standards are like over there, but I've seen different countries use everything from "just use the US standard", to super-clean-looking designs, to "just throw a PLC in there and call it good"
23:48 ireallyhateirc the good thing about my game is that the city is as if it was someone's dream
23:49 cheapie Of course then over here there are at least 6 different standards, because reasons...
23:49 ireallyhateirc so I don't have to implement all the details, or maybe I want to make the game playable in this lifetime
23:51 ireallyhateirc this is what happens when you decide to make your own game. Pain and rolling the stone up a hill
23:52 cheapie FWIW the other mod I want to redo is the fire alarm one. Much like the traffic lights I already have one and it works, but I'd like to make a successor to it sometime.
23:53 cheapie Could put some programmable features in it, then do some enhancements to celevator, connect the two together, and get OEO working.
23:57 ireallyhateirc the celevator +60 pages manual is the final boss of my gamedev adventure when I finally get to add elevators
23:58 cheapie Maybe by then it'll be longer :P
23:59 ireallyhateirc I'd also like to have haunted public transport - Konstal 105Na trams and some busses
23:59 ireallyhateirc the machines would move without a driver and take the player all over the city

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