| Time |
Nick |
Message |
| 00:04 |
hmmmm |
for SRP accounts, you could make it fail |
| 00:05 |
hmmmm |
then recommend modders to use get_password_hash_ex() for all kinds |
| 00:08 |
|
paramat joined #minetest-dev |
| 00:09 |
est31 |
whatever, later change |
| 00:09 |
est31 |
first I shoot at initial support |
| 00:09 |
est31 |
so that you can logon onto a server with srp |
| 00:09 |
est31 |
and it automatically upgrades upon first login |
| 00:10 |
est31 |
the other things can be done later |
| 00:14 |
paramat |
i'm hoping to push mgv6 snow biomes #2598 within a day or two, so i'm requesting that file isn't touched until then so i can avoid conflicts. it's ready for review and suggestions now but no rush |
| 00:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/2598 -- Mgv6: Add optional snow biomes by paramat |
| 00:15 |
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| 00:23 |
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| 00:23 |
hmmmm |
ahh! too many things to review |
| 00:23 |
hmmmm |
Zeno`, have you reviewed shadowninja's network changes yeT? |
| 00:24 |
Zeno` |
only very briefly |
| 00:24 |
hmmmm |
it's large and i had to put it on hold earlier |
| 00:24 |
Zeno` |
Wait, which ones? |
| 00:24 |
hmmmm |
multiple listen addrs |
| 00:25 |
hmmmm |
and implicit ipv6 support |
| 00:25 |
Zeno` |
yeah only briefly |
| 00:25 |
hmmmm |
and code cleanup of semi-related things |
| 00:34 |
Zeno` |
https://github.com/ShadowNinja/minetest/blob/multi-socket/src/test.cpp#L2029 seems as though it should be >= 20 |
| 00:34 |
Zeno` |
it's still WIP and that's copied code |
| 00:41 |
Zeno` |
actually 20 is right. Now, what's for breakfast? |
| 00:57 |
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| 02:04 |
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| 02:29 |
hmmmm |
lol |
| 02:30 |
hmmmm |
what do you guys think about replacing all instances of std::map<std::string, std::string> with StringMap |
| 02:30 |
hmmmm |
I already made the typedef in mapgen.h because it's just sooooooo damn common |
| 02:30 |
VanessaE |
anything that reduces code repetition is probably a good thing |
| 02:31 |
VanessaE |
(especially something like that, which would probably be optimized away anyway) |
| 02:43 |
Zeno` |
it's just a typedef? |
| 02:44 |
Zeno` |
I dunno why not... that's what typedefs are for after all |
| 02:46 |
est31 |
perhaps we can introduce a new typedef, unordered_map that maps to std::map for < c++11 and std::unordered_map for >= c++11 |
| 02:54 |
hmmmm |
maybe yeah |
| 02:54 |
hmmmm |
I don't know, pilzadam said to keep C++03 support until 2017 which is when ubuntu 12 LTS ends |
| 02:54 |
hmmmm |
but isn't that a bit too far off? i don't want to keep moving the target |
| 02:54 |
est31 |
thats why typedef |
| 02:55 |
hmmmm |
as i recall, minetest can't compile as C++11 anyway |
| 02:55 |
est31 |
perhaps its offtopic right now yea |
| 02:55 |
hmmmm |
paramat: https://github.com/paramat/minetest/commit/41986695ea58a35f521b5ae005a4077aa71fe47d#diff-4a657be8ef68ecadefec5fe941ff8f42R185 ?? why did you add spaces around the negative sign |
| 02:58 |
VanessaE |
I'd have read that as "maximum value of an unsigned 32 bit int, minus 1" |
| 03:01 |
VanessaE |
in which case the spaces are *technically* correct, if slightly misleading |
| 03:01 |
hmmmm |
but that's not correct because it's a unary operator |
| 03:02 |
hmmmm |
unary operators are supposed to have no spaces separating them from the operand |
| 03:02 |
hmmmm |
and then a cast is a unary operator as well |
| 03:02 |
VanessaE |
I'm guessing paramat didn't read it as unary then |
| 03:03 |
hmmmm |
there you're impyling that the cast operator is the first argument of a binary operation |
| 03:03 |
VanessaE |
something like that, remember my C++ knowledge is way less than yours |
| 03:05 |
Zeno` |
the cast isn't even needed |
| 03:09 |
Zeno` |
it would be if you were to do ~((u32)0) which is probably how I would have done it |
| 03:10 |
Zeno` |
:D |
| 03:10 |
hmmmm |
the reason why I do -1 is because it's less characters and we're pretty much guaranteed that signed numbers are stored using two's complement encoding in the standard |
| 03:11 |
Zeno` |
Yeah, I guess when using things as a mask I like it obvious. There is no right or wrong; it's personal preference IMO |
| 03:15 |
Zeno` |
-1 (without the cast) is less likely to cause a casual mistake though |
| 03:17 |
hmmmm |
ahgh |
| 03:18 |
hmmmm |
how do you make code comments in a pull request |
| 03:18 |
Zeno` |
? |
| 03:18 |
Zeno` |
click on it |
| 03:18 |
hmmmm |
look at what I did https://github.com/minetest/minetest/pull/2598 |
| 03:19 |
Zeno` |
lol |
| 03:19 |
hmmmm |
oh that's what I did, isn't it... |
| 03:19 |
hmmmm |
you need to comment from within the Files Changed tab |
| 03:19 |
hmmmm |
pfth |
| 03:19 |
Zeno` |
yes |
| 03:19 |
hmmmm |
i need to get better at this |
| 03:19 |
Zeno` |
but it's not tooooo bad |
| 03:20 |
Zeno` |
context can still be found by looking at https://github.com/paramat/minetest/commit/41986695ea58a35f521b5ae005a4077aa71fe47d |
| 03:20 |
Zeno` |
well, it's kinda bad |
| 03:20 |
Zeno` |
heh |
| 03:20 |
hmmmm |
okay. never again. |
| 03:21 |
hmmmm |
well, okay, I'll redo it |
| 03:21 |
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| 03:42 |
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| 04:31 |
|
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| 04:32 |
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| 04:32 |
paramat |
thanks hmmmm very helpful =) |
| 04:32 |
paramat |
the unary operator was a silly mistake |
| 04:40 |
paramat |
detecting grass in 'find stone level' also not good but was added to enable this part of addMud https://github.com/minetest/minetest/blob/master/src/mapgen_v6.cpp#L661 |
| 04:40 |
paramat |
i will remove the grass detection |
| 04:42 |
paramat |
that part of addMud would not have been triggered anyway before now |
| 04:43 |
paramat |
so perhaps it can be removed.. |
| 04:45 |
paramat |
yeah it's redundant anyway because of what comes immediately after, will remove |
| 04:53 |
paramat |
then perhaps in mtgame i'll add some dry shrub decos in the tundra |
| 05:00 |
Zeno` |
is there invalid item id? |
| 05:00 |
hmmmm |
hmm |
| 05:00 |
hmmmm |
zeno`, no clue |
| 05:01 |
hmmmm |
paramat, if it works without the stone detection then great |
| 05:01 |
paramat |
okay will test |
| 05:01 |
hmmmm |
erm |
| 05:01 |
hmmmm |
i mean mud detection |
| 05:01 |
paramat |
er yeah, that |
| 05:01 |
hmmmm |
dirt_with_grass |
| 05:01 |
hmmmm |
whatever you call it =] |
| 05:02 |
paramat |
indeed, that, even |
| 05:02 |
hmmmm |
i approve of this commit because it doesn't do anything horrible since biomes are already hardcoded in |
| 05:02 |
hmmmm |
i'm just concerned about how confusing this would be to users and also how it may possibly hamper efforts to make it biome independent in the future |
| 05:03 |
paramat |
yes i feel hardcoded biomes suit mgv6 |
| 05:03 |
paramat |
i saw in your todo the possibility of adding the biome API to mgv6 |
| 05:03 |
hmmmm |
you need to compare sections of map before and after your commits just to make sure nothing changed |
| 05:04 |
hmmmm |
right now it needs to be done visually because it's pretty difficult to make a unit test which does this |
| 05:04 |
paramat |
yes. i feel a bit paranoid about that |
| 05:04 |
paramat |
need to carefully check |
| 05:04 |
hmmmm |
what I like to do is take a screenshot from a previous suspected version, the current version, and like a 0.4.5 version |
| 05:04 |
hmmmm |
the only things different should be the trees |
| 05:05 |
hmmmm |
except the trees shouldn't actually be different, they are though because somebody wasn't very careful along the way... |
| 05:06 |
paramat |
i plan to start a world in 0.4.12, transfer it to my branch, then check for border discountinuities |
| 05:07 |
paramat |
working on mgv6 makes me a little nervous, don't want to screw it up =/ |
| 05:08 |
paramat |
i'm not sure the biome API would suit mgv6, that's why the pines are hardcoded and not schematics |
| 05:08 |
paramat |
stuff like mudflow wouldn't transfer |
| 05:09 |
paramat |
but a new mgv6 version made for the biome API, perhaps |
| 05:10 |
paramat |
anyway thats for the future.. |
| 05:13 |
hmmmm |
yeah future stuff |
| 05:13 |
hmmmm |
it can all be modularized in a way that works for everything |
| 05:13 |
hmmmm |
nud flowing is so slow because it trashes the cache by doing that radius search |
| 05:14 |
hmmmm |
s/nud/mud/ |
| 05:14 |
hmmmm |
that's sort of why I got rid of it with v7; it didn't actually help make things look much better either |
| 05:15 |
hmmmm |
but the speed argument has been blown out of the water now that we have liberal usage of 3d noise which is actually still somewhat slow |
| 05:15 |
hmmmm |
i need to find better ways of optimizing it |
| 05:19 |
paramat |
i'm happy mud flow isn't in v5/v7, it causes huge problems at y = 47 which i have not yet solved in mgv6 |
| 05:23 |
Zeno` |
stwange things happening |
| 05:26 |
* paramat |
is adbucted by aliensh |
| 05:26 |
|
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| 05:28 |
Zeno` |
can't be fixed |
| 05:28 |
Zeno` |
will just have to stay as it is |
| 05:29 |
Zeno` |
wield item being updated when you dig dirt. I guess it's always been like that :3 |
| 05:31 |
hmmmm |
huh? |
| 05:32 |
Zeno` |
because the local inventory changes |
| 05:33 |
Zeno` |
(i.e. dirt is added) which causes camera->wield(item); to be called |
| 05:34 |
hmmmm |
well i can't check right now because my code is in a state of flux |
| 05:34 |
hmmmm |
but okay =] |
| 05:35 |
Zeno` |
lol |
| 05:35 |
Zeno` |
I see what's wrong |
| 05:35 |
Zeno` |
it's not a @$&*@&$@ item id |
| 05:35 |
Zeno` |
why call the thing player item id :/ |
| 05:37 |
Zeno` |
it's a stupid inventory index |
| 05:38 |
Zeno` |
oh well I'll fix it later |
| 05:39 |
Zeno` |
actually it (the wield item) is being updated ~ every 2 seconds |
| 05:39 |
Zeno` |
very odd |
| 05:39 |
Zeno` |
just standing there doing nothing |
| 05:43 |
hmmmm |
you know it's kind of messy how we have lua things only in the script files |
| 05:43 |
hmmmm |
I wonder if it's time to break it |
| 05:44 |
Zeno` |
what do you mean? |
| 05:44 |
hmmmm |
would be very clear and neat having Schematic::deserializeFromLua() and Schematic::serializeToLua() |
| 05:44 |
hmmmm |
in addition to Schematic::serializeToMts() and vice versa |
| 05:44 |
Zeno` |
would that necessarily break things? |
| 05:44 |
hmmmm |
why's that |
| 05:44 |
Zeno` |
I'm asking you |
| 05:45 |
Zeno` |
You said it would break "it" |
| 05:45 |
hmmmm |
I don't know, I think there's some kind of restriction on including header files |
| 05:45 |
hmmmm |
that's sapier's.. thing |
| 05:45 |
Zeno` |
Not sure to be honest, but I can't think of a reason why it wouldn't be able to be done |
| 05:46 |
hmmmm |
it would certainly break the "standard" of having all lua things ONLY in script/l_*.{cpp, h} |
| 05:46 |
Zeno` |
oh yeah, true |
| 05:46 |
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| 05:46 |
Zeno` |
I was thinking of break in a different sense |
| 05:46 |
hmmmm |
that too |
| 05:47 |
Zeno` |
It's quite nice them being all in one place |
| 05:47 |
hmmmm |
there's a comment in big scary capital letters telling you to not include that header in any non-scriptapi files or else things will break |
| 05:47 |
hmmmm |
so far i have obeyed it |
| 05:47 |
Zeno` |
yeah I was reading that yesterday for some reason :-o |
| 05:47 |
hmmmm |
but |
| 05:47 |
hmmmm |
what's cleaner |
| 05:48 |
Zeno` |
what's the header again? |
| 05:48 |
hmmmm |
i think l_base.h |
| 05:48 |
hmmmm |
or l_internal.h |
| 05:49 |
Zeno` |
I can't even think why I would have been looking at that |
| 05:49 |
Zeno` |
but I was |
| 05:49 |
Zeno` |
must have been related to the damage tilt/flash thing |
| 05:49 |
hmmmm |
ahh, c_internal.h |
| 05:50 |
Zeno` |
strange |
| 05:50 |
hmmmm |
and c_converter.h |
| 05:51 |
Zeno` |
I was wondering yesterday why the comments didn't explain *why* |
| 05:51 |
Zeno` |
heh |
| 05:51 |
hmmmm |
i'd need that file at the very least to serialize/deserialize to lua |
| 05:51 |
Zeno` |
pretty sure I said to someone it was probably to make them seem more mysterious |
| 05:51 |
hmmmm |
lol |
| 05:51 |
hmmmm |
maybe relative include paths |
| 05:51 |
hmmmm |
i don't know |
| 05:51 |
hmmmm |
so what's more organized: |
| 05:51 |
hmmmm |
having all lua things in one place |
| 05:52 |
hmmmm |
having all <schematic> serialize/deserialize routines in one place |
| 05:53 |
hmmmm |
then again there's nothing stopping me from doing both except sanity :-) |
| 05:53 |
hmmmm |
add the prototype to (de)serializeTo/FromLua in the Schematic class, define the methods IN scriptapi files |
| 05:54 |
Zeno` |
I like all the lua stuff in one place tbh |
| 05:55 |
Zeno` |
I've always liked that choice even though it's probably not the one I would personally have made |
| 05:55 |
hmmmm |
yeah |
| 05:55 |
hmmmm |
same here, i guess we should leave it |
| 05:56 |
Zeno` |
maybe |
| 05:56 |
Zeno` |
https://github.com/Zeno-/minetest/commit/32a464b7903bfbc34daa44bfd39a4a05806b4905 |
| 05:56 |
Zeno` |
check out the action stream |
| 05:56 |
Zeno` |
I gotta go... have a good one |
| 05:56 |
hmmmm |
okay |
| 05:56 |
hmmmm |
later |
| 06:06 |
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| 06:13 |
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| 06:19 |
hmmmm |
:D i never cease to amaze myself |
| 06:19 |
hmmmm |
I just coded a shitton and it all worked on the first try |
| 06:21 |
sofar |
I hate when that happens ;^) |
| 06:40 |
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| 07:14 |
hmmmm |
so anyway I think i came up with a good way of linking different *Managers together |
| 07:15 |
hmmmm |
there could be a global instance of ObjDefManager that can "see everything" in a sense, and each item can be accessed by namespaced reference |
| 07:15 |
hmmmm |
so you have biomes with a name of say, "morebiomes:crazy_jungle" |
| 07:15 |
hmmmm |
the global object name would then be "biomes:morebiomes:crazy_jungle" |
| 07:16 |
hmmmm |
and to get the global biome manager it'd just be "biomes" |
| 07:16 |
hmmmm |
i realize this sounds a lot like file/device objects in Windows but that's a decent setup that anybody would probably come up with in the end |
| 07:20 |
est31 |
as long as it isnt as horribly documented as windows, I've heard horror stories bout that |
| 07:21 |
est31 |
sounds good though |
| 07:22 |
est31 |
(its also the way linking works in html) |
| 07:32 |
hmmmm |
actually you know what |
| 07:32 |
hmmmm |
this is a horrible idea. |
| 07:32 |
hmmmm |
it's overcomplicated, doesn't solve any real problems, takes more code, and just moves the spaghetti part from compiled code into strings and lookup tables |
| 07:36 |
est31 |
second part weighs most I think... Any news from RPC? |
| 07:37 |
hmmmm |
no. i haven't been working on that. |
| 07:38 |
hmmmm |
it's funny, i spend half my day writing code for my job and i spread the other half amongst real life things, eating, minetest, etc. and it's as if i get nothing accomplished anywhere |
| 07:39 |
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| 07:39 |
est31 |
sometimes I feel like that too, then I summarize what I actually did, and most times I get larger lists |
| 07:40 |
est31 |
but yea my plan for today has been quite ambitious... accomplished only very small parts of it :/ |
| 07:41 |
hmmmm |
same |
| 07:41 |
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| 08:27 |
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| 08:28 |
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| 09:01 |
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| 09:51 |
* est31 |
wonders whether we need those additional two messages |
| 09:51 |
Krock |
Yours and this message? |
| 09:51 |
est31 |
(TOSERVER_PLAYER_NAME and TOCLIENT_AUTH_METHODS) |
| 09:52 |
est31 |
in theory, they can be spared |
| 09:52 |
est31 |
and perhaps would remove some complexity (and connection time) from the protocol |
| 09:53 |
est31 |
one issue remains though: what when we don't want to require users to enter usernames? |
| 09:55 |
est31 |
but two additional messages just because of this feature... |
| 09:55 |
* est31 |
isn't sure |
| 09:56 |
Krock |
Do you think Minetest will ever have a master server for logins? |
| 09:57 |
est31 |
I dont know |
| 10:02 |
est31 |
I think even if there was we could query it |
| 10:02 |
est31 |
and future protocols where we have a master server can have blank usernames |
| 10:03 |
est31 |
servers which dont support the masterserver will have to note it somehow |
| 10:03 |
est31 |
and then the client has to connect otherwise. |
| 10:04 |
est31 |
so the connection fails. Is avoiding that worth the additional lag when we dont implement masterlogin? |
| 10:06 |
est31 |
~tell nrzkt what do you think should be done in protocol 25? When the username is sent in TOSERVER_INIT, we can spare two additional messages. Therefore I would move playername sending there, and authentication (e.g. via srp, or public key) happens after TOCLIENT_HELLO. Does that sound good? Can I start coding? |
| 10:06 |
ShadowBot |
est31: O.K. |
| 10:32 |
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| 13:00 |
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| 13:07 |
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| 13:07 |
Zeno` |
I have a problem |
| 13:08 |
Zeno` |
About a week ago I stated here that there was what I thought an invalid DMCA takedown request on one project |
| 13:08 |
Zeno` |
I did this because the project was compliant with the LGPL |
| 13:09 |
Zeno` |
Now I am getting emails from strangers complaining they got takedown notices! |
| 13:09 |
Zeno` |
And I have NFI how to respond |
| 13:09 |
Zeno` |
stupid logs |
| 13:10 |
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| 13:11 |
Zeno` |
celeron55, wtf should I do? |
| 13:13 |
Zeno` |
shit, it's equivalent to irrlicht issuing minetest a DMCA takedown request |
| 13:24 |
celeron55 |
i don't know; it would be useful to know who is issuing such notices |
| 13:25 |
Zeno` |
nerzhul |
| 13:27 |
celeron55 |
eh, what? is he like spamming lawful projects with takedown notices? |
| 13:27 |
celeron55 |
that doesn't even make any sense |
| 13:28 |
Zeno` |
This is a notification that your application, MultiCraft II — Free Miner!, with package ID com.MoNTE48.MultiCraft2, has been removed from the Google Play Store. |
| 13:28 |
Zeno` |
REASON FOR SUSPENSION: Alleged copyright infringement (according to the terms of the Digital Millenium Copyright Act) |
| 13:28 |
Zeno` |
subject_lr_dmca: Your Request to Google |
| 13:28 |
Zeno` |
full_name: Loïc Blot (nerzhul) |
| 13:28 |
Zeno` |
companyname: minetest |
| 13:28 |
Zeno` |
represented_copyright_holder: core-developper and maintainer |
| 13:28 |
Zeno` |
contact_email_noprefill: loic.blot unix-experience.fr |
| 13:28 |
Zeno` |
country_residence: FR |
| 13:29 |
Zeno` |
dmca_affirmations_authorized: agree |
| 13:29 |
Zeno` |
dmca_affirmations_penalty: agree1 |
| 13:29 |
Zeno` |
signature: Loïc Blot (nerzhul) |
| 13:29 |
Zeno` |
There is one |
| 13:29 |
Zeno` |
want another 3? |
| 13:30 |
rubenwardy |
Are we sure the follow LGPL? |
| 13:30 |
rubenwardy |
*they? |
| 13:30 |
Zeno` |
The did when they sent me that email |
| 13:30 |
kilbith |
the original source was not shown in the description, so not |
| 13:30 |
Zeno` |
I compiled the silly thing |
| 13:30 |
Zeno` |
kilbith, it was |
| 13:30 |
celeron55 |
so okay so why are these people sending complaints to *you*? |
| 13:30 |
kilbith |
no, i'm sure of not |
| 13:31 |
Zeno` |
celeron55, the only reason I can think of that they are sending them to be is because of the .ru logs of this channel |
| 13:31 |
kilbith |
the link in the desc pointed to the Multicraft repo, not the Minetest repo |
| 13:31 |
Zeno` |
yeah of course they linked to the multicraft repo |
| 13:31 |
kilbith |
and there has been not even mention of the name "Minetest" at all |
| 13:31 |
kilbith |
so the DCMA is valid |
| 13:32 |
celeron55 |
that's the first thing that doesn't make sense |
| 13:32 |
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| 13:32 |
celeron55 |
eh what |
| 13:32 |
Zeno` |
I really wish I'd kept the clone of the repo that I built to see if it built |
| 13:32 |
celeron55 |
LGPL doesn't care about names |
| 13:33 |
rubenwardy |
LGPL doesn't want attribution, it wants code sharing |
| 13:33 |
Zeno` |
because it really did say that it was based on minetest even though they didn't have to |
| 13:33 |
celeron55 |
people come on, don't use legal mechanisms like DMCA takedown notices if you do not understand the law |
| 13:33 |
celeron55 |
you end up doing illegal things |
| 13:33 |
celeron55 |
and also don't teach other people things that are incorrect |
| 13:34 |
rubenwardy |
Nerzhul shouldn't act on behalf of Minetest like this without talking to other people |
| 13:34 |
rubenwardy |
He's rogue |
| 13:34 |
celeron55 |
he isn't acting on behalf of minetest; he can't be because minetest isn't a legal entity |
| 13:35 |
celeron55 |
also it's possible that multicraft2 wasn't even using new enough code to contain any of his contributions which makes it absolutely derpy |
| 13:35 |
rubenwardy |
<Zeno`> companyname: minetest |
| 13:36 |
celeron55 |
well that's just plain illegal independently of anything else being or not being |
| 13:36 |
rubenwardy |
I'm not talking about legal entities, I mean as a community/developing team. |
| 13:36 |
celeron55 |
he has been a core developer so he can state that; it's informative |
| 13:37 |
Zeno` |
There's a really cool project on the forums |
| 13:37 |
Zeno` |
can't remember the name of it, but I think the author is Kenney |
| 13:38 |
Zeno` |
is he gonna get a DMCA takedown as well when he charges $0.40 per download? |
| 13:38 |
Zeno` |
I'm pretty sure he's expecting to make money from his wokr |
| 13:38 |
Zeno` |
work |
| 13:49 |
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| 14:56 |
celeron55 |
anyway i hope nrzkt reads this log or someone reminds him of this and he will learn by himself |
| 14:57 |
VanessaE |
zwhat'd I miss? |
| 14:57 |
VanessaE |
-z |
| 14:57 |
celeron55 |
you're clearly missing this URL 8): http://irc.minetest.ru/minetest-dev/2015-04-09 |
| 14:58 |
VanessaE |
already on it :P |
| 14:58 |
VanessaE |
(I was just being lazy :) ) |
| 14:58 |
VanessaE |
wait what? |
| 14:58 |
VanessaE |
DMCA? |
| 14:58 |
VanessaE |
O_o |
| 15:01 |
VanessaE |
*facepalm* |
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Megaf_ |
So, I don't have to mention that my game is based on minetest? How is that so? Of course I will give all the credits to a piece of software that my software is based on. |
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