| Time |
Nick |
Message |
| 00:00 |
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| 01:01 |
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| 01:10 |
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| 01:15 |
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| 01:15 |
gregorycu |
Hello folks |
| 01:16 |
VanessaE |
hi |
| 01:16 |
acerspyro |
NEI |
| 01:16 |
acerspyro |
GO BACK WHENCE YOU CAME |
| 01:16 |
VanessaE |
heh |
| 01:21 |
gregorycu |
VanessaE: How I've wanted to speak to you |
| 01:21 |
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| 01:21 |
gregorycu |
I have questions around pipeworks |
| 01:22 |
gregorycu |
And how they are implemented |
| 01:24 |
VanessaE |
well, I can try to answer |
| 01:25 |
gregorycu |
I'm asking because there may be perf issues, and I want a little background before I investigate |
| 01:26 |
gregorycu |
How are items shown travelling along pipes? |
| 01:26 |
gregorycu |
Are those entities, or particles? |
| 01:26 |
T4im |
oh you are fixing the entity related memory leak \o/ yay |
| 01:26 |
NakedFury |
hello |
| 01:26 |
gregorycu |
I'm taking a look at it :) |
| 01:26 |
T4im |
you'll be celebrated if you fix it :D |
| 01:27 |
gregorycu |
A shrine in my honour? |
| 01:27 |
T4im |
haha, I'll build you one somewhere, ya |
| 01:28 |
gregorycu |
It'll be the next thing I look at |
| 01:29 |
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| 01:29 |
gregorycu |
Though I wonder if the whole thing would have been avoided if particles were used instead of entities |
| 01:29 |
gregorycu |
(Particles expire automatically, unlike entities) |
| 01:31 |
gregorycu |
It's no excuse for a memory leak, but it'd be less taxing anyway... |
| 01:31 |
T4im |
well… other mods make use of entities too… though probably not as much :/ |
| 01:31 |
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| 01:33 |
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| 01:35 |
VanessaE |
gregorycu: the objects in tubes are indeed entities |
| 01:36 |
VanessaE |
(in a metal pipe it's just a node/texture switch when it has water) |
| 01:36 |
gregorycu |
I'll try and get to the bottom of this |
| 01:37 |
gregorycu |
I want that statue |
| 01:37 |
T4im |
hehe |
| 01:40 |
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| 01:48 |
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| 01:49 |
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| 01:51 |
T4im |
gregorycu: just mentioned your plans to a few fellow players, and their reactions ranged from "if he fixes it, he damn well deserves one" to "how big should that statue be?" ;) |
| 01:51 |
T4im |
no pressure :P |
| 01:54 |
Nytram |
Played minetest for a while (5 hours) but as a noob, I can't see how to learn stuff without google. Is google a pre-requisite? |
| 01:54 |
VanessaE |
Nytram: more moreso than it would be when playing minecraft I guess |
| 01:54 |
Nytram |
Minecraft is a youtube partner |
| 01:55 |
Nytram |
Or so it seems |
| 01:56 |
Nytram |
But whatever.. I'll grind on and try to learn. |
| 01:56 |
acerspyro |
Nytram: play online |
| 01:56 |
gregorycu |
lol, oh dear, expectations |
| 01:56 |
acerspyro |
people will learn you stuff |
| 01:57 |
T4im |
Nytram: many servers have usually a few players that a very willing to help any polite player that need help :) |
| 01:58 |
T4im |
experimenting a bit on singleplayer for the basics can't hurt though |
| 01:58 |
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| 01:58 |
T4im |
there is the minetestwiki for example: http://wiki.minetest.net/Main_Page |
| 01:59 |
gregorycu |
Is the wiki downloadable for offline viewing? |
| 01:59 |
T4im |
it can help with some questions, and of course there's irc :) |
| 01:59 |
T4im |
hm |
| 01:59 |
Nytram |
Is there a list of noob friendly servers? |
| 01:59 |
gregorycu |
That would be dandy, if there were a nightly build of the wiki for offline viewing |
| 02:01 |
Nytram |
I guess not. 8/ |
| 02:01 |
T4im |
gregorycu: I've seen *somewhere* a git-like interface to wikimedia wiki's, can't find it atm though |
| 02:02 |
T4im |
where you could download wikimedia stuff edit locally and push it back up etc |
| 02:02 |
T4im |
but I guess that's not helpful for endusers |
| 02:02 |
T4im |
Nytram: there is a list with servers http://servers.minetest.net/ |
| 02:03 |
jordan4ibanez |
If there's media that's too big the game seems to crash |
| 02:03 |
T4im |
I don't know many of them, so I can't make many recommendations… but I would avoid pvp servers in the beginning |
| 02:03 |
acerspyro |
jordan4ibanez: what platform |
| 02:03 |
acerspyro |
android |
| 02:03 |
jordan4ibanez |
Linux |
| 02:03 |
acerspyro |
? |
| 02:03 |
acerspyro |
oh |
| 02:03 |
acerspyro |
weird, what server |
| 02:04 |
Nytram |
I don't like the vanilla game |
| 02:05 |
T4im |
there are many modded servers :) |
| 02:05 |
Nytram |
It's boring |
| 02:05 |
acerspyro |
Try Carbone |
| 02:05 |
Enke |
Carbone is good. |
| 02:16 |
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| 02:18 |
Thenextlevel |
anyone know a fun temp minetest sever |
| 02:24 |
n4x |
est31: I'd say "forced" indentation is cool, some languages do it wrong though |
| 02:25 |
VanessaE |
Thenextlevel: play on mine. (they're permanent/long time though) |
| 02:26 |
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| 02:29 |
est31 |
n4x: you know, sometimes you have a if thisandthat then return, and then you dont want to start a new line for that |
| 02:29 |
n4x |
est31: "doing it wrong" |
| 02:30 |
n4x |
est31: and if you have nested ifs, your language should have some sugar for that |
| 02:31 |
gregorycu |
if thisandthat is not nested |
| 02:31 |
n4x |
something like "guards" would do it |
| 02:31 |
n4x |
oh, I read it as "if then else then" |
| 02:31 |
n4x |
I think I should sleep |
| 02:31 |
n4x |
est31: any example code? |
| 02:32 |
gregorycu |
The only problem I have with indentation is fools that use spaces |
| 02:32 |
est31 |
No matter how well you design your language, people will make code that is stupid no matter what your language forces. |
| 02:32 |
n4x |
just if (a && b) |
| 02:32 |
n4x |
est31: never said otherwise |
| 02:32 |
est31 |
gregorycu: no problem, just use emacs in openbsd while surfing firefox! |
| 02:32 |
acerspyro |
wrong |
| 02:32 |
est31 |
(and systemd) |
| 02:33 |
n4x |
gregorycu: spaces ftw |
| 02:33 |
acerspyro |
You could force it so much that people need a degree and a license to code in a language |
| 02:34 |
est31 |
n4x: what example code for? |
| 02:34 |
n4x |
est31: also, allowing to bypass the indentation is a must |
| 02:34 |
n4x |
(like Haskell's ";") |
| 02:34 |
n4x |
case x of |
| 02:34 |
n4x |
Just w -> 2 |
| 02:35 |
n4x |
Nothing -> 3 |
| 02:35 |
|
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| 02:35 |
n4x |
or case x of Just w -> 2; Nothing -> 3 |
| 02:37 |
est31 |
haskell case is just a better c ternary operator? case sounds so procedural... |
| 02:37 |
n4x |
haskell's "case" is pattern matching case |
| 02:39 |
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| 02:39 |
n4x |
est31: ever played with ML? |
| 02:39 |
n4x |
or F#? |
| 02:39 |
n4x |
(or scala, for that matter) |
| 02:40 |
n4x |
going to my house, will be talking from exio4 in a bit ;P |
| 02:41 |
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| 02:46 |
gregorycu |
Gotta love that moment you optimise something that the profiler says is expensive, even thought it looks like it can't possibly be expensive |
| 02:46 |
gregorycu |
And the profiler was right |
| 02:50 |
VanessaE |
just how optimized? |
| 02:51 |
VanessaE |
(and what was it? :P ) |
| 02:55 |
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| 02:59 |
gregorycu |
It's not pipeworks, something else |
| 02:59 |
VanessaE |
oh good |
| 03:00 |
gregorycu |
Basically, offset = pos - blockPos * BLOCK_SIZE |
| 03:00 |
gregorycu |
blockPos * BLOCK_SIZE is very slow |
| 03:01 |
gregorycu |
Anyway, I'm pretty sure my solution is suboptimal, i can make it better |
| 03:02 |
gregorycu |
You stopped caring when it was C++, didn't you |
| 03:02 |
VanessaE |
no :) |
| 03:02 |
VanessaE |
I was about to ask what your solution was but couldn't find the right words |
| 03:05 |
gregorycu |
The "solution" at the moment is to cache the result of blockPos * BLOCK_SIZE, because blockPos doesn't change too much |
| 03:06 |
VanessaE |
sounds like something I'd dop |
| 03:06 |
VanessaE |
do* |
| 03:06 |
gregorycu |
The best solution is actually reworking the code a little |
| 03:06 |
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| 03:06 |
gregorycu |
Effectively, it's caclulating the remained of a division operation |
| 03:06 |
gregorycu |
remainder |
| 03:07 |
gregorycu |
The thing is, on most architectures if you calculate the quotient and the division at the same time, it's a single CPU operation |
| 03:07 |
gregorycu |
quotient and mod I mean |
| 03:07 |
gregorycu |
So, I can avoid the whole line just by being a little clever |
| 03:08 |
gregorycu |
And I can look good doing it |
| 03:08 |
VanessaE |
heh |
| 03:11 |
jordan4ibanez |
Finally the trains act like trains http://youtu.be/bqPDE2Xdgbs |
| 03:11 |
gregorycu |
wow |
| 03:12 |
gregorycu |
That's fucking sick |
| 03:12 |
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| 03:13 |
The_Chosen_One_ |
Hey guys, what's the best way to setup a server? |
| 03:17 |
gregorycu |
I think there is a wiki page for this |
| 03:18 |
jordan4ibanez |
Thank you, gregorycu |
| 03:18 |
jordan4ibanez |
:D |
| 03:18 |
DFeniks |
wow those trains turn on a dime |
| 03:18 |
gregorycu |
http://wiki.minetest.net/Setting_up_a_server |
| 03:18 |
gregorycu |
Turning is a little hard |
| 03:18 |
DFeniks |
how wide would tunnel need to be to support train turning? |
| 03:19 |
The_Chosen_One_ |
Yeah there is but it seems rushed and sloppy. Not what I usually expect from servers such as Apache. Was wondering if I missed something. |
| 03:20 |
jordan4ibanez |
gregorycu: That's because the trucks are about 4 blocks or so apart, the model is maybe 6 apart |
| 03:20 |
gregorycu |
The_Chosen_One_: What is rushed and sloppy? |
| 03:21 |
The_Chosen_One_ |
Nvrmnd, my google results turned up the one for Ubuntu and then left me in the dust with a quickly put of server and no configuration. This is a little more detailed. |
| 03:21 |
gregorycu |
The_Chosen_One_: What you gotta remember is there is a lot less required to set up. Unlike Apache. |
| 03:22 |
The_Chosen_One_ |
Okie dokie. |
| 03:22 |
gregorycu |
The_Chosen_One_: Anyway, if it's missing some important detail, let us know and we'll fix it up |
| 03:23 |
VanessaE |
jordan4ibanez: I liked it better when the trucks moved separately from the engine as in the first video ytou posted |
| 03:23 |
VanessaE |
you* |
| 03:23 |
jordan4ibanez |
DFeniks: I'm going to set it up so that the entity of the engine will derail the train if it intersects a block |
| 03:24 |
jordan4ibanez |
VanessaE: Yes, but this is just a test of a model that has trucks modeled into it to see how it looks, it doesn't look very nice |
| 03:24 |
VanessaE |
oh ok |
| 03:24 |
gregorycu |
jordan4ibanez: If you can let me make a recommendation with regards to turning |
| 03:25 |
jordan4ibanez |
Shoot it |
| 03:25 |
gregorycu |
I'd probably make the train move as if there were two point connecting it to the track |
| 03:25 |
gregorycu |
As opposed to one |
| 03:25 |
gregorycu |
That way, turning is quite gradual |
| 03:26 |
gregorycu |
The train effectivly starts turning as soon as the front is over the turn, as opposed to the middle |
| 03:26 |
gregorycu |
You probably have that planned, but I think that would make the early tech demos look awesome |
| 03:27 |
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| 03:28 |
T4im |
https://upload.wikimedia.org/wikipedia/commons/3/3d/B%C3%A9zier_2_big.gif <-- something like that? |
| 03:29 |
gregorycu |
Exactly like that |
| 03:29 |
gregorycu |
I'm looking at the video, maybe that's what you've done a little? |
| 03:29 |
gregorycu |
But the points are somewhat close to the middle? |
| 03:31 |
DFeniks |
i was thinking once about diagonal tracks |
| 03:31 |
VanessaE |
khonkhortisan made a pull for that a while back |
| 03:31 |
VanessaE |
it was obviously not accepted :( |
| 03:32 |
DFeniks |
im just saying its not really suggestion |
| 03:33 |
jordan4ibanez |
I have no idea how I'd do that, the current one I'm doing is already very complicated lol |
| 03:33 |
DFeniks |
i was just thinking how trains could turn realistic way |
| 03:34 |
gregorycu |
jordan4ibanez: The maths is a little hard, but I think it would be worth it |
| 03:35 |
gregorycu |
It will give you realistic looking turns |
| 03:35 |
jordan4ibanez |
The way the trains turn right now is very stable and predictible, it's just two points and the yaw of the train is calculated by a vector converted to a yaw |
| 03:35 |
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FreeFull joined #minetest |
| 03:36 |
gregorycu |
Actually the maths is not that hard |
| 03:36 |
jordan4ibanez |
I'll experiment with that though. The turns you're suggesting would have to be multiple nodes acting as one |
| 03:36 |
gregorycu |
Multiple points |
| 03:36 |
gregorycu |
If you model the train as two points on the track as opposed to one |
| 03:37 |
gregorycu |
You then place the train on the midpoint of those two points |
| 03:37 |
gregorycu |
With a direction equal to the vector created by those two points |
| 03:38 |
gregorycu |
Do entities have metadata? |
| 03:38 |
jordan4ibanez |
Wait a second, I just looked at the gif and that's what I'm already doing lol |
| 03:38 |
VanessaE |
they can, yes |
| 03:38 |
gregorycu |
jordan4ibanez: You need to move the points closer to the edge of the model |
| 03:39 |
gregorycu |
The train... swivels... too much |
| 03:39 |
jordan4ibanez |
Yes, as I said above, this was just a test |
| 03:39 |
gregorycu |
Anyway, I'm not trying to detract what you've done, it looks awesome |
| 03:39 |
jordan4ibanez |
No no, I need that kind of critisism to make the mod better |
| 03:44 |
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TriBlade9 joined #minetest |
| 03:44 |
TriBlade9 |
There's still no way to set itemstack textures without registering them first right? |
| 03:45 |
jordan4ibanez |
Nope |
| 03:45 |
TriBlade9 |
Darn |
| 03:45 |
TriBlade9 |
I'm attempting to make dyable items |
| 03:45 |
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| 03:46 |
jordan4ibanez |
You could register EVERYTHING in different colors |
| 03:46 |
TriBlade9 |
Yeah, well, that's a bit overkill dontcha think? |
| 03:46 |
jordan4ibanez |
Nope :3 |
| 03:46 |
TriBlade9 |
I'm making a clothing mod |
| 03:47 |
TriBlade9 |
Realized that you can layer skins indefinately |
| 03:47 |
TriBlade9 |
Thought dying them would be even cooler |
| 03:47 |
sofar |
nice |
| 03:47 |
TriBlade9 |
Ohi sofar |
| 03:47 |
TriBlade9 |
:D |
| 03:47 |
sofar |
well hello |
| 03:48 |
* sofar |
checks his sedimentology-mt mod page on the forum :) |
| 03:48 |
jordan4ibanez |
Hi sofar |
| 03:48 |
TriBlade9 |
sofar, I absolutely love sedimentology :) |
| 03:48 |
sofar |
thanks |
| 03:49 |
sofar |
it's not entirely done yet. I'll spend some time in the next few weeks tuning it a bit further |
| 03:49 |
sofar |
so please check once a week or so for new versions |
| 03:49 |
TriBlade9 |
If I may ask, where did you get the idea to port it to MT? |
| 03:49 |
jordan4ibanez |
From Minecraft? |
| 03:50 |
sofar |
TriBlade9: I was a dev.bukkit.org moderator when bukkit blew up, which put my plugin coding pretty much in the freezer |
| 03:50 |
sofar |
yes, it was a bukkit/minecraft plugin |
| 03:51 |
TriBlade9 |
Ah, neat. |
| 03:51 |
TriBlade9 |
I do a bit of Bukkit/Spigot plugin development myself. |
| 03:51 |
TriBlade9 |
Just wrote a lightweight alternative to AutoRank a few days back. |
| 03:51 |
sofar |
since I'm a GPL guy in heart and kidneys, minetest was pretty obvious something I was going to follow |
| 03:51 |
TriBlade9 |
^ |
| 03:51 |
sofar |
I work on Linux professionally |
| 03:52 |
khonkhortisan |
DFeniks, my mistake was drawing the tracks diagonally, and not making the carts able to follow them without zig-zagging. |
| 03:54 |
TriBlade9 |
sofar, How are you liking MT modding? (Aside from the issues with the biome API) |
| 03:54 |
sofar |
boy loaded question |
| 03:54 |
sofar |
lua is... just... wow |
| 03:54 |
TriBlade9 |
Wow in a good way or bad way? x] |
| 03:54 |
sofar |
arrays start at 1. no value++ |
| 03:55 |
sofar |
*G* |
| 03:55 |
TriBlade9 |
(I prefer JavaScript by a long shot) |
| 03:55 |
sofar |
sorry, I'm a C type of person ;) |
| 03:55 |
TriBlade9 |
Perhaps you should try core engine development? |
| 03:55 |
TriBlade9 |
I suck at C/C++, but have made some half-useful PRs so far |
| 03:56 |
sofar |
well I used to do Linux kernel development |
| 03:57 |
est31 |
drib |
| 03:57 |
est31 |
drivers? |
| 03:57 |
sofar |
nah lua is fine, I started with zero knowledge less than 5 days ago |
| 03:57 |
sofar |
est31: mostly, yes (I maintained e100, e1000 and a few other of Intel's ethernet drivers for a while) |
| 03:57 |
sofar |
TriBlade9: I've spent perhaps 10 hours total on porting sedimentology, so it's not so bad |
| 03:58 |
acerspyro |
Isn't it LUA that' s |
| 03:58 |
acerspyro |
that's slowing MT down* |
| 03:58 |
sofar |
nah, performance wise it's doing fine |
| 03:58 |
TriBlade9 |
With LuaJIT it's bearable, but I still think V8 would be faster |
| 03:58 |
sofar |
minecraft/bukkit couldn't handle sedimentology better, I'd say minetest does just as good without luajit |
| 03:59 |
sofar |
well, let me add |
| 03:59 |
sofar |
sedimentology isn't hard on servers at all - in DEFAULT settings |
| 03:59 |
sofar |
for my testing I run at 100x though |
| 03:59 |
sofar |
since otherwise it's too slow ;) |
| 03:59 |
acerspyro |
isn't V8 for JS? |
| 03:59 |
TriBlade9 |
I'd love to see servers running sedementology |
| 03:59 |
TriBlade9 |
Yes acerspyro. I really want MT to use Js x] |
| 03:59 |
acerspyro |
lol |
| 04:00 |
sofar |
there were a few MC servers around, people sent me links and whatnot |
| 04:00 |
sofar |
with the bukkitsplosion, I haven't checked much |
| 04:00 |
sofar |
I just play at home with my kids mostly, anyway |
| 04:02 |
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| 04:02 |
chrisf |
i dont have numbers to link (sorry), but ive seen luajit perform significantly better than v8. |
| 04:04 |
acerspyro |
GOVERNMENTAL BULLSHIT |
| 04:04 |
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| 04:07 |
chrisf |
acerspyro: ? |
| 04:08 |
|
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| 04:09 |
acerspyro |
lol |
| 04:10 |
|
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| 04:17 |
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| 04:18 |
jordan4ibanez |
gregorycu: The distance between the two trucks is now configureable. :D |
| 04:18 |
gregorycu |
Won't that make your collision code for turning hard? ;) |
| 04:19 |
gregorycu |
You've a brave man |
| 04:20 |
jordan4ibanez |
Let me make a video to show just how smooth it is, I'm impressed with myself |
| 04:20 |
gregorycu |
Cool, looking forward to it |
| 04:21 |
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| 04:26 |
jordan4ibanez |
Man, I can't wait until all my code is developed so I can finally have a train yard in Minetest |
| 04:30 |
jordan4ibanez |
gregorycu: http://youtu.be/LFyndP3OIL8 |
| 04:30 |
TriBlade9 |
jordan4ibanez HYPE |
| 04:31 |
jordan4ibanez |
Hype? |
| 04:32 |
gregorycu |
Awesome |
| 04:33 |
gregorycu |
I think this makes is simplier for you, if you ever were to introduce a large curve |
| 04:34 |
TriBlade9 |
jordy, it seems to be a bit jerky in that video. I can't tell if it's just FPS lag or what |
| 04:34 |
jordan4ibanez |
That might happen, but this current code doesn't allow for it |
| 04:34 |
jordan4ibanez |
TriBlade9: It's just fps lag |
| 04:34 |
TriBlade9 |
Okay |
| 04:34 |
TriBlade9 |
I see you like Geany for modding as well <3 |
| 04:35 |
* est31 |
uses kate |
| 04:35 |
gregorycu |
Out of interest, what happens with a zig-zag track? |
| 04:35 |
TriBlade9 |
Woah, that speed though |
| 04:35 |
jordan4ibanez |
It's because I have to use moveto instead of setvelocity for the main part of the train, what you saw in the video would happen on a server |
| 04:36 |
TriBlade9 |
ah, oke |
| 04:37 |
jordan4ibanez |
gregorycu: The train sways side to side |
| 04:37 |
gregorycu |
Very cool |
| 04:37 |
gregorycu |
As it should |
| 04:44 |
jordan4ibanez |
Minetest, someday: http://youtu.be/cNFKMXqLsgY |
| 05:21 |
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Gerowen joined #minetest |
| 05:39 |
jordan4ibanez |
Can a moderator move this https://forum.minetest.net/viewtopic.php?f=47&t=11027 to WIP mods? |
| 05:39 |
jordan4ibanez |
Also goodnight |
| 05:41 |
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| 05:59 |
est31 |
nooo lag on VanessaE survival server. I logged out and now it sais "connecting to server" without anything happening. |
| 06:03 |
diemartin |
est31, |
| 06:03 |
diemartin |
* VE-Survival has quit (Quit: Game shutting down.) |
| 06:03 |
diemartin |
oops, extra \n |
| 06:03 |
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chchjesus_ joined #minetest |
| 06:04 |
diemartin |
lol quarry bug again :D |
| 06:04 |
est31 |
it crashed the server? I got no *** server shutting down message |
| 06:06 |
kaeza |
est31, it's back up BTW |
| 06:06 |
VanessaE |
I restarted the server actually. |
| 06:07 |
VanessaE |
it didn't crash, it just lagged too hard. |
| 06:07 |
kaeza |
ah |
| 06:23 |
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| 06:30 |
est31 |
does a server need restart for backups? |
| 06:32 |
est31 |
VanessaE: do you use a btrfs copy-on-write snapshot like mechanism for making backups or is it a simple cp production.db backup-`date`.db |
| 06:33 |
VanessaE |
I use rsync to make the backups |
| 06:33 |
est31 |
rsync copies the whole file I guess. |
| 06:35 |
VanessaE |
mmhmm |
| 06:35 |
VanessaE |
the backup cycle takes about 14 minutes at present |
| 06:35 |
VanessaE |
(spinning rust drive, tens of gigs to copy) |
| 06:36 |
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| 06:37 |
est31 |
is it copied to the same disk? |
| 06:37 |
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| 06:38 |
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| 06:38 |
The_Chosen_One_ |
How does one edit their posessions on a server? I've tried modifying my player file. It just returns to normal every time I start the game. |
| 06:42 |
kaeza |
The_Chosen_One_, make sure the server is not running |
| 06:43 |
The_Chosen_One_ |
I've closed the server and left it running both. In either case, when I start the game, I still have the same things I left off with. |
| 06:44 |
kaeza |
only thing I can think of is that, or that you are modifying the wrong file |
| 06:45 |
The_Chosen_One_ |
I went into the worlds folder then to my world. Then I went to players and clicked on the file for my player. |
| 06:47 |
The_Chosen_One_ |
I'm uploading the files via sftp to a vps after modification. |
| 06:47 |
VanessaE |
est31: yeah, unfortunately that's my only option. but better that then no backups at all |
| 06:47 |
est31 |
true |
| 06:50 |
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| 06:50 |
est31 |
have you experience with btrfs snapshots? |
| 06:50 |
kaeza |
The_Chosen_One_, I just tried locally, and editing the player file works |
| 06:51 |
The_Chosen_One_ |
I just tried locally and it works. |
| 06:51 |
kaeza |
since you said you were uploading via ftp, are you sure you're putting the file in the correct place? |
| 06:52 |
The_Chosen_One_ |
Yes. It's asking to overwrite the previous one and after I close the server down, the file size (which I'm looking at in Filezilla) changes. |
| 06:53 |
The_Chosen_One_ |
Basically when I stop playing the game, the file size changes. When I shutdown the server and update the file itself, it also changes. Could it be the endline encoding? CRLF? |
| 06:56 |
sofar |
est31: btrfs snapshots... are not backups :) |
| 06:57 |
est31 |
yeah. idk whether you can mount a snapshot and the "latest version" simultaneously, while writing on the latter and copying the first to a safe place |
| 06:57 |
* VanessaE |
wanders off to bed. |
| 06:57 |
VanessaE |
night |
| 06:58 |
sofar |
est31: well that's actually the nice thing about btrfs snapshots, it is inherently safe to do that |
| 06:58 |
sofar |
you can mount any of the snapshots and main volume at any time |
| 06:58 |
est31 |
also for writing? |
| 06:59 |
sofar |
creating is atomic |
| 06:59 |
sofar |
you shouldn't rsync data between them, just make another snapshot and throw old ones out |
| 06:59 |
sofar |
(I've worked with the btrfs developers in the past) |
| 07:00 |
sofar |
Chris is a very nice guy |
| 07:01 |
est31 |
yes. but I mean, take the server offline, make a snapshot, then get srv back on and mount and copy the snapshot to a safe place the same time |
| 07:01 |
est31 |
whos Chris |
| 07:01 |
est31 |
btrfs dev? |
| 07:01 |
sofar |
Chris Mason |
| 07:01 |
sofar |
main btrfs author |
| 07:01 |
est31 |
ok |
| 07:02 |
sofar |
yeah you can do all that safely at any time, really |
| 07:02 |
sofar |
the ONLY thing btrfs is iffy about is free space |
| 07:02 |
est31 |
is there a nice undelete utility |
| 07:02 |
sofar |
I end up reclaiming manually to avoid it |
| 07:03 |
sofar |
undelete? pretty much not possible with any FS like ext3/4/btrfs/xfs etc |
| 07:03 |
sofar |
your data could be gone in microseconds on any linux fs |
| 07:03 |
est31 |
but there is a history of roots or something like that |
| 07:03 |
sofar |
that's the nature of them |
| 07:03 |
sofar |
well if you snapshot, who cares about undeletes? |
| 07:04 |
est31 |
yeah, thats always the argument |
| 07:06 |
est31 |
is there any good mechanism that automatically makes snapshots? |
| 07:06 |
sofar |
suse has snapper |
| 07:08 |
est31 |
what are you using for regular snapshots? |
| 07:08 |
sofar |
I'm not using btrfs atm |
| 07:09 |
sofar |
most of my data lives on a raid-5 |
| 07:09 |
est31 |
ok |
| 07:09 |
est31 |
but doesn't save you from a wrong rm -rf |
| 07:10 |
sofar |
there's a second drive in a different machine for the real important stuff |
| 07:16 |
sofar |
is there a way to get pointed_thing from the player name in a chatcommand handler? |
| 07:28 |
est31 |
without punch? |
| 07:30 |
twoelk|2 |
maybe you can catch the info sent to the F5 on screen display? |
| 07:32 |
sofar |
yeah I want to do this server-side |
| 07:33 |
twoelk |
? |
| 07:33 |
sofar |
client points at node, issues /command, stuff happens to pointed_node |
| 07:34 |
twoelk |
ah, sort of cache the pointed at info server side |
| 07:35 |
sofar |
cache? no, just using it once |
| 07:36 |
est31 |
there needs to be a message for the server to send a request to the client which node it points at |
| 07:36 |
twoelk |
don't I loose focus once I start the chat command? |
| 07:36 |
est31 |
or the client needs to send it with the movement data |
| 07:36 |
sofar |
you don't lose focus |
| 07:36 |
est31 |
if you use on_punch instead? player punches node -> issues command |
| 07:36 |
sofar |
I could calculate it from the player position and orientation |
| 07:37 |
sofar |
or on_punch, but I don't want to have it punched |
| 07:37 |
est31 |
that however would involve a lot of punch handlers to add |
| 07:37 |
sofar |
exactly |
| 07:37 |
sofar |
and when to cancel them? and when not? |
| 07:37 |
twoelk |
I don't think doing it without punch is a good idea |
| 07:37 |
sofar |
well I don't want to create a custom tool |
| 07:37 |
sofar |
like e.g. MC's WE does |
| 07:38 |
est31 |
uset the position of the player |
| 07:38 |
twoelk |
if you move the direction when trying to chat this could have unwanted effects |
| 07:38 |
twoelk |
like on a tablet |
| 07:40 |
sofar |
this is more for a server admin like tool |
| 07:40 |
sofar |
if there's no clean solution I won't code it up |
| 07:40 |
est31 |
what should the tool do |
| 07:41 |
sofar |
basically call an internal mod function to attempt to erode it |
| 07:44 |
est31 |
sofar: you could take the position directly under the player. and the command can have a number as param, that sais in which range the attempt should be done too |
| 07:44 |
twoelk |
sounds like a dangerous tool to handle correctly :-D |
| 07:44 |
sofar |
est31: that's what I'm thinking now |
| 07:45 |
* twoelk |
remembers a locked key while using the node gun and the havoc it created |
| 07:47 |
sofar |
can I remove all generated landscape and have it regen by removing the map.sqlite file? |
| 07:48 |
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| 07:48 |
sofar |
yup, that seems to work |
| 07:49 |
est31 |
oh yeah only storing diffs is one of the things that are in my interest list. you need to establish a way on how to make mapgen 100% determinstic |
| 07:49 |
est31 |
and portable |
| 07:53 |
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| 07:54 |
redstonecraftpl |
hi |
| 07:58 |
sofar |
any good rain/storm mods? |
| 08:18 |
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| 08:22 |
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| 08:23 |
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| 08:23 |
I_shat_myself |
What is the meaning of this when migrating to LevelDB? Irrlicht log: Error: Need running XServer to start Irrlicht Engine. |
| 08:23 |
Krock |
hi |
| 08:24 |
I_shat_myself |
hi |
| 08:24 |
Krock |
I don't need xserver to start Irrlicht.. lel |
| 08:25 |
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| 08:25 |
I_shat_myself |
After that line, it says: Irrlicht log: Could not open display, set DISPLAY variable |
| 08:26 |
Krock |
also I don't see why irrlicht is needed to migrate a database |
| 08:26 |
I_shat_myself |
Your guess is as good as mine. |
| 08:27 |
I_shat_myself |
I don't understand why X is needed. |
| 08:27 |
Krock |
maybe an engine bug |
| 08:28 |
I_shat_myself |
This is the command I gave. Maybe I did it wrong. minetest --migrate LevelDB --world world |
| 08:30 |
Calinou |
hi |
| 08:30 |
Calinou |
LevelDB is not necessarily faster, by the way |
| 08:30 |
Calinou |
this is especially true on local worlds |
| 08:31 |
kaeza |
I_shat_myself, try using `minetestserver` instead of `minetest` |
| 08:31 |
kaeza |
`minetestserver` does not require X; `minetest` does |
| 08:31 |
Krock |
SQLite is better IMO |
| 08:32 |
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| 08:32 |
TriBlade9 |
Hey guys, is anyone available for me to ask a crapton of modding questions? |
| 08:32 |
Krock |
continue |
| 08:33 |
kaeza |
0 OK, 0:1 |
| 08:33 |
I_shat_myself |
I appended a "-X" to the end of my ssh login on my VPS. It seems to either be tied up or actually doing something now. How long does it take to migrate a freshly created world? |
| 08:33 |
Krock |
depends on its file size |
| 08:34 |
kaeza |
"freshly created world" "depends on its file size" |
| 08:34 |
Calinou |
TriBlade9, ask them |
| 08:34 |
TriBlade9 |
Okay. |
| 08:34 |
I_shat_myself |
As in, never access by a player. |
| 08:34 |
I_shat_myself |
*accessed |
| 08:34 |
Calinou |
should be done in seconds… |
| 08:34 |
TriBlade9 |
First off, how does one create an additional inventory for a player, which is automatically stored? |
| 08:34 |
TriBlade9 |
Or does one need to handle the serialization themselves? |
| 08:35 |
Krock |
kaeza, maybe (s)he explored 10000m^3 already within some hours and that's already a big file |
| 08:35 |
kaeza |
Krock, I take "freshly created" as "I just mkdir worlds/MyWorld" |
| 08:35 |
Krock |
TriBlade9, just add a list to the player |
| 08:36 |
TriBlade9 |
Yes, I attempted that |
| 08:36 |
Krock |
kaeza, but then there's no configuratio or anything |
| 08:36 |
I_shat_myself |
No, I started Minetest and it created worlds/world. I then shut minetest down |
| 08:36 |
TriBlade9 |
player:get_inventory():set_list("NAME", {}); |
| 08:36 |
Krock |
how about :set_size("foobar", 5*5)? |
| 08:36 |
kaeza |
TriBlade9, player:get_inventory():set_size("NAME", 1234) |
| 08:36 |
TriBlade9 |
Did that as well |
| 08:37 |
TriBlade9 |
Does that show up anywhere? Or do you have to create a formspec for it? |
| 08:37 |
Krock |
but that should work |
| 08:37 |
Krock |
formspec required |
| 08:37 |
TriBlade9 |
(Obviously I'm a bit new to modding x]) |
| 08:37 |
Krock |
except you override "main" :3 |
| 08:37 |
TriBlade9 |
Huh, okay |
| 08:37 |
kaeza |
use an on_joinplayer callback to set the player's inventory formspec |
| 08:37 |
Krock |
^ |
| 08:38 |
TriBlade9 |
Can I just use Unified Inventory? |
| 08:38 |
TriBlade9 |
To display a separate formspec |
| 08:38 |
kaeza |
but be aware that this way your mod may be incompatible with other inventory-changing mods (like UI) |
| 08:38 |
kaeza |
well, consult the UI API |
| 08:38 |
Krock |
unified inventory is great for smaller things |
| 08:39 |
TriBlade9 |
Alright, TY for the help |
| 08:39 |
TriBlade9 |
Yeah, I'm just making a small inventory for clothes |
| 08:39 |
kaeza |
!next |
| 08:39 |
MinetestBot |
Another satisfied customer. Next! |
| 08:39 |
TriBlade9 |
Lol |
| 08:39 |
kaeza |
aaaaand I'm off to bed anyway |
| 08:39 |
TriBlade9 |
See ya kaeza |
| 08:39 |
Krock |
bai |
| 08:39 |
kaeza |
g'night |
| 08:43 |
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| 08:52 |
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| 08:53 |
Zeno` |
drawtime=45 |
| 08:53 |
Zeno` |
nice |
| 08:53 |
Zeno` |
heh |
| 08:53 |
I_shat_myself |
I'm compiling minetestserver from source b/c my distro doesn't have it. Where will my worlds and mods be stored directory wise? |
| 08:54 |
Zeno` |
I_shat_myself, depends. Check ~/.minetest/ |
| 08:54 |
I_shat_myself |
in reference to the OS and I will do once it's finished compiling. |
| 08:55 |
Zeno` |
well ~ is your home directory |
| 08:55 |
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| 08:55 |
Zeno` |
so check there first (cd ~/.minetest) |
| 08:58 |
Calinou |
I_shat_myself, what distribution do you use? |
| 08:58 |
Calinou |
minetest-server package on Debian/Ubuntu should do it |
| 08:58 |
I_shat_myself |
I'm using an Ubuntu variant but I just found that out. I was using minetestserver as the package. |
| 08:59 |
Krock |
Zeno`, http://i.imgur.com/DKURC97.png |
| 08:59 |
Zeno` |
what is that?! |
| 08:59 |
Zeno` |
(apart from huge) |
| 08:59 |
Krock |
New York City |
| 09:00 |
Zeno` |
why is drawtime=1060?! |
| 09:00 |
Calinou |
https://cdn.mediacru.sh/F/FK-miM9HUoUF.png |
| 09:00 |
Krock |
Zeno`, cuz there were that many nodeboxes to be drawn |
| 09:00 |
Zeno` |
haha Calinou |
| 09:01 |
Krock |
Calinou, who's that? |
| 09:01 |
Calinou |
it is on rnd's server |
| 09:01 |
Calinou |
(rnd is someone I know, actually) |
| 09:01 |
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| 09:01 |
TriBlade9 |
Hmm |
| 09:01 |
TriBlade9 |
Is there a way to register an inventory list before hand? |
| 09:01 |
I_shat_myself |
I know this will sound weird but is there a way to run minetestserver as a service? Whenever I close the ssh session, the server shuts down. |
| 09:02 |
est31 |
thats because it listens for hangup signal |
| 09:03 |
est31 |
either use screen, or do (which I recommend) this: http://wiki.minetest.com/wiki/Setting_up_a_server |
| 09:03 |
est31 |
it also contains how to do regular backup |
| 09:06 |
Zeno` |
pity the link to the bash script seems to be dead |
| 09:06 |
I_shat_myself |
Now that I'm using minetestserver instead of minetest --server, I get this http://pastebin.com/vuKWnW4T |
| 09:06 |
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| 09:07 |
Krock |
I_shat_myself, you need minetest 0.4.11 |
| 09:07 |
Krock |
0.4.9 is old. |
| 09:07 |
Zeno` |
and you also need to avoid running a server as root :P |
| 09:08 |
est31 |
should not need. but emphasis added on "please do it" |
| 09:08 |
I_shat_myself |
That's very true Zeno. |
| 09:08 |
Calinou |
0.4.9. |
| 09:09 |
Calinou |
get a more recent version, I_shat_myself |
| 09:09 |
Calinou |
0.4.11 or latest Git |
| 09:09 |
Calinou |
Mesecons no longer works on 0.4.9, since it uses override_item() |
| 09:09 |
I_shat_myself |
That means my repos are FAR behind. |
| 09:10 |
Krock |
about 500 commits |
| 09:10 |
Zeno` |
I would recommend the latest git |
| 09:15 |
I_shat_myself |
Where is root's trash stored? |
| 09:16 |
Krock |
I don't know why I want to answer with: "At C:\ :P" |
| 09:16 |
I_shat_myself |
I trashed the compiled version for the minetest-server version. Now, no matter how many times I pass the URL through get, cmake says files are missing. |
| 09:17 |
I_shat_myself |
*git |
| 09:18 |
Kalabasa |
it depends on how you "trashed" it |
| 09:19 |
I_shat_myself |
rm -R |
| 09:19 |
est31 |
rm -rf git demands that |
| 09:20 |
TriBlade9 |
rubenwardy, are you on? |
| 09:21 |
Calinou |
he is not, send him a memo? |
| 09:22 |
TriBlade9 |
!memo |
| 09:22 |
TriBlade9 |
Awkwad x] |
| 09:22 |
TriBlade9 |
... |
| 09:22 |
TriBlade9 |
Double awkward. |
| 09:23 |
TriBlade9 |
I'll just post an issue for him on GH |
| 09:23 |
est31 |
Shadowbot help tell |
| 09:23 |
ShadowBot |
est31: (tell <nick> <text>) -- Tells <nick> <text> the next time <nick> is seen. <nick> can contain wildcard characters, and the first matching nick will be given the note. |
| 09:23 |
Calinou |
TriBlade9, /ms send rubenwardy <your message> |
| 09:23 |
Calinou |
this works on all freenode |
| 09:23 |
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| 09:23 |
TriBlade9 |
Vunderbar |
| 09:24 |
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| 09:24 |
I_shat_myself |
How well does Minetestserver run on one core? |
| 09:24 |
Calinou |
the game should preferably be run on dual-core CPUs |
| 09:24 |
Calinou |
so that background tasks run on another core |
| 09:25 |
Calinou |
read and apply these settings: https://forum.minetest.net/viewtopic.php?f=10&t=1825 |
| 09:25 |
Calinou |
especially `active_block_range = 1` |
| 09:25 |
Krock |
I_shat_myself, minetest is playable on a 2.5 GHz singlecore CPU |
| 09:25 |
Krock |
so I think a server will run fine |
| 09:26 |
I_shat_myself |
These are in the Minetest.conf file? |
| 09:26 |
Calinou |
yes |
| 09:26 |
Calinou |
add it, it isn't present by default |
| 09:26 |
I_shat_myself |
Already have. was doing some fidgetting with it earlier. |
| 09:34 |
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| 09:38 |
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| 09:42 |
Kalabasa |
Anybody knows what the "error in error handling" error means? |
| 09:44 |
Krock |
the error gave an error? |
| 09:44 |
Calinou |
Kalabasa, use Lua without LuaJIT to know the real error |
| 09:45 |
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| 09:45 |
Kalabasa |
Do I have to recompile? |
| 09:45 |
Kalabasa |
Oh. In the pause screen, USE_LUAJIT=0 |
| 09:48 |
Calinou |
oh, you're already using non-LuaJIT |
| 09:50 |
Kalabasa |
Maybe related to `get_luaentity()` |
| 09:51 |
|
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| 09:52 |
Kalabasa |
or punch |
| 09:53 |
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| 09:56 |
SopaXorzTaker |
Here's a free Minecraft gift code: W1H1-A1,1 2E |
| 09:57 |
SopaXorzTaker |
xD |
| 09:57 |
SopaXorzTaker |
->trolling |
| 09:57 |
Krock |
Here's a costy Minetest gift code: W0W101 |
| 09:58 |
SopaXorzTaker |
Here's another one: MINETESTISGPLIFYOUBOUGHTITCONSIDERADONATIONLOLPWNT |
| 10:00 |
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| 10:09 |
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DMackey joined #minetest |
| 10:10 |
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| 10:13 |
TriBlade9 |
VanessaE, you don't happen to have a Unified Dyes API do you? |
| 10:13 |
TriBlade9 |
I'm not looking forward to writing out a 90-length table with the names and hex values of each possible dye color. |
| 10:14 |
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| 10:23 |
Zeno` |
c'mon TriBlade9 |
| 10:23 |
Zeno` |
don't be lazy |
| 10:23 |
Zeno` |
:D |
| 10:23 |
TriBlade9 |
I'm doing it right now Zeno` :P |
| 10:24 |
Zeno` |
just use named colours |
| 10:24 |
TriBlade9 |
Well, I'm trying to use Unified Dyes for all my clothing, which is colored using the [colorize:RRGGBB texture thingy |
| 10:24 |
Zeno` |
https://github.com/Zeno-/minetest/blob/master/src/util/string.cpp#L382 |
| 10:24 |
Zeno` |
there you go... lots of them |
| 10:24 |
TriBlade9 |
Since VanessaE used named colors and RGB, it's not exactly nice |
| 10:25 |
TriBlade9 |
That's real nice, but still doesn't integrate with UnifiedDyes :P |
| 10:25 |
TriBlade9 |
Btw, colored chat should have support for those |
| 10:25 |
Zeno` |
VanessaE, update UnifiedDyes |
| 10:25 |
Zeno` |
lol |
| 10:26 |
TriBlade9 |
I have a right to be lazy and grumpy >:U |
| 10:26 |
TriBlade9 |
I'm having a bout of food poisoning. |
| 10:27 |
Zeno` |
just write a quick and dirty Lua script or C program to get the colours :P |
| 10:27 |
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| 10:28 |
TriBlade9 |
I'm using a modified version of her bash script |
| 10:28 |
TriBlade9 |
Still have to convert RGB to Hex manually though |
| 10:35 |
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| 10:36 |
TriBlade9 |
1/3rd done |
| 10:38 |
jin_xi |
hm. wonder if its possible to change crosshairs on the fly? |
| 10:39 |
TriBlade9 |
Shit |
| 10:39 |
TriBlade9 |
I just realized that there's an inherant block to me making a clothing mod |
| 10:39 |
TriBlade9 |
I can't make textures for shit. |
| 10:56 |
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| 11:02 |
TriBlade9 |
huh, how do you add stuff to the creative inventory? |
| 11:04 |
jin_xi |
usually your stuff is added by default unless you add not_in_creative or so |
| 11:06 |
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| 11:07 |
TriBlade9 |
Weird, not working for me (Unified Inventory) |
| 11:08 |
CWz |
deleteblocks seems to crash minetest |
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TriBlade9 |
Clothing mod is working :D |
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TriBlade9 |
G'night |
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| 11:54 |
TheFrozenPig |
Hi, How do you guys setup a starting point in the game where people can start from and respawn to? |
| 11:56 |
TheFrozenPig |
I have the respawn part down pat but the initial point is driving me insane. |
| 11:57 |
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| 12:01 |
Zeno` |
static_spawn |
| 12:01 |
Zeno` |
in minetest.conf |
| 12:05 |
TheFrozenPig |
Found what I was doing wrong. For some reason, I used periods instead of commas. |
| 12:05 |
TheFrozenPig |
I had actually written a lua script for respawning because it was ticking me off. |
| 12:08 |
Krock |
some people want to invent the wheel a 2nd time |
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| 12:12 |
est31 |
TheFrozenPig: there are already mods out there doing what you want |
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| 13:18 |
Kalabasa |
What is the weight for? |
| 13:18 |
Kalabasa |
entity weight |
| 13:43 |
Jordach |
deprecated, it doesnt have a use anymore |
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Kalabasa |
Oh... |
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| 14:56 |
Evil-Elf-Lord-Ba |
Is anyone else having problems with plantlife_modpack in 4.11? |
| 14:58 |
jin_xi |
what problems? |
| 14:59 |
Evil-Elf-Lord-Ba |
I put it in world.mt and now MT says it cannot find the mod. I copied the folder name directly from the folder to avoid spelling mistakes. |
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| 15:01 |
Evil-Elf-Lord-Ba |
The modpack is in the mods folder. |
| 15:02 |
jin_xi |
does the mod show up when you configure the world via gui? |
| 15:02 |
Evil-Elf-Lord-Ba |
Give me a second. |
| 15:03 |
Kalabasa |
Wow, free models from OpenGameArt http://opengameart.org/content/pixel-dungeons-set1-props-and-stuff |
| 15:03 |
Kalabasa |
fits "minetest style" |
| 15:05 |
Evil-Elf-Lord-Ba |
Yes and it actually works. |
| 15:06 |
MinetestBot |
[git] CraigyDavi -> minetest/minetest_game: Follow naming convention of textures and sounds in doors 6157982 http://git.io/VQjhRA (2015-01-17T16:05:23+01:00) |
| 15:06 |
MinetestBot |
[git] CraigyDavi -> minetest/minetest_game: Add fancy inventory for bones 07dcae7 http://git.io/qP-rkA (2015-01-17T16:05:19+01:00) |
| 15:07 |
jin_xi |
cool, i always use the gui so idk what was the problem, but glad it works now |
| 15:08 |
Jordach |
i always drop my mods into /games/gamename/mods/ |
| 15:09 |
Evil-Elf-Lord-Ba |
No, I mean it works for the GUI. The server minetestserver is still going kaput. |
| 15:09 |
jin_xi |
oh |
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MinetestBot |
[git] kilbith -> minetest/minetest_game: Add straw 5d8b244 http://git.io/8DFQ-g (2015-01-17T16:30:31+01:00) |
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ottodachshund |
09memehopper |
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| 17:41 |
rubenwardy |
Hi all! |
| 17:42 |
Wayward_One |
silly question, how does one update their fork of minetest on github? |
| 17:42 |
Wayward_One |
hello rubenwardy :) |
| 17:42 |
rubenwardy |
Wayward_One, please clarify |
| 17:42 |
rubenwardy |
Do you mean get changes from Minetest upstream? |
| 17:42 |
rubenwardy |
Or add your own changes? |
| 17:43 |
Wayward_One |
get changes from upstream. i'm currently 124 commits behind master |
| 17:44 |
Calinou |
hi rubenwardy |
| 17:44 |
Calinou |
Wayward_One, git pull https://github.com/minetest/minetest.git |
| 17:44 |
Calinou |
or minetest/minetest_game.git for the game |
| 17:44 |
Calinou |
use that command in your Git repository |
| 17:44 |
rubenwardy |
and then git push |
| 17:44 |
Calinou |
then you can push… using git push |
| 17:44 |
rubenwardy |
If you use the windows client, you need to open up the shell |
| 17:45 |
Wayward_One |
ah, ok. |
| 17:45 |
rubenwardy |
If you have changes, you need to rebase. Which is a PITA |
| 17:45 |
rubenwardy |
brb |
| 17:45 |
Calinou |
this is why you should keep the master branch unmodified |
| 17:45 |
Calinou |
and make all your changes in branches |
| 17:46 |
Calinou |
`git checkout -b branch_name` creates a branch and switches to it |
| 17:48 |
Wayward_One |
yeah, i know, i do. i was just wondering how to update my fork |
| 17:49 |
Calinou |
be sure to use the git pull while you're in the master branch |
| 17:49 |
Wayward_One |
ok |
| 17:49 |
Wayward_One |
yeah, i was aware of the other commands, just not git push lol |
| 17:55 |
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| 18:16 |
rubenwardy |
back! |
| 18:16 |
MinetestBot |
[git] Sapier at GMX dot net -> minetest/minetest: Fix NodeMetadataList loosing memory on deserialize due to invalid clear map call instead of clear a39c136 http://git.io/RUDygw (2015-01-17T19:14:36+01:00) |
| 18:16 |
MinetestBot |
[git] none none.none -> minetest/minetest: Fix entitiy WieldMeshSceneNode not freed due to additional grab 2959d6b http://git.io/SKLrZg (2015-01-17T19:13:08+01:00) |
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| 18:28 |
rubenwardy |
Blender <3 |
| 18:28 |
Jordach |
<3 |
| 18:28 |
VanessaE |
you seen the updates to pipeworks and technic lately? :) |
| 18:32 |
rubenwardy |
This is what I'm currently working on: https://cdn.mediacru.sh/R/Rv3D5NeBpKwY.png |
| 18:32 |
rubenwardy |
(Warning: 1080p) |
| 18:33 |
rubenwardy |
Jordach: how can I make the light from the fire bounce of the floor and scatter to the ceiling? What is it called? I'm currently using ambient occulusion, only |
| 18:38 |
Calinou |
global illumiantion, rubenwardy |
| 18:38 |
Calinou |
Tesseract does it in realtime :p |
| 18:38 |
Calinou |
global illumination* |
| 18:38 |
Trixar_za |
Tesseract? How would that look? |
| 18:38 |
Calinou |
it looks fine |
| 18:38 |
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| 18:39 |
Calinou |
even on its low quality setting |
| 18:40 |
jordan4ibanez |
Jordach: Are you up for doing a texture? |
| 18:40 |
Jordach |
rubenwardy, enable indirect lighting and turn the bounces up |
| 18:44 |
Calinou |
I guess you need 1 bounce only |
| 18:44 |
rubenwardy |
Yeah, any more and it is all read |
| 18:44 |
rubenwardy |
red |
| 18:45 |
rubenwardy |
I'm fiddling with the things |
| 18:47 |
Jordach |
is there anything i don't know about blender |
| 18:48 |
Calinou |
Blender has a node editor for making textures |
| 18:49 |
Jordach |
Calinou, NeoTextureEditor does that better |
| 18:49 |
rubenwardy |
The stairs are now glowing from underneath- I've made sure that there are no diagonal gaps. Any suggestions? |
| 18:49 |
Jordach |
rubenwardy, are they a single mesh? |
| 18:50 |
rubenwardy |
No |
| 18:50 |
rubenwardy |
Is there a stair making modifier? |
| 18:50 |
Jordach |
shift + right click them |
| 18:50 |
Jordach |
then ctrl + j |
| 18:50 |
Jordach |
then enter edit mode, select all with a then remove doubles with the side meny |
| 18:52 |
rubenwardy |
zero vertices were removed. They're probably not close enough together? |
| 18:53 |
Jordach |
yup |
| 18:53 |
Jordach |
you've got mesh gaps |
| 18:53 |
Calinou |
<Jordach> Calinou, NeoTextureEditor does that better |
| 18:53 |
Calinou |
but perhaps Blender is more powerful? |
| 18:53 |
Krock |
eww. always those mathematics http://upload.wikimedia.org/wikipedia/commons/d/d8/5-cell.gif |
| 18:53 |
VanessaE |
rubenwardy: also make sure you have the snap-to-vertexes option enabled when needed |
| 18:54 |
VanessaE |
(the "-> <-" button, with a suitable "doubles" threshold) |
| 18:58 |
rubenwardy |
doubles threshold? |
| 19:00 |
rubenwardy |
removed 26 vertices, now |
| 19:00 |
rubenwardy |
thanks XD |
| 19:00 |
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rubenwardy |
Still a glow, though |
| 19:03 |
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|
Topic for #minetest is now Welcome to #minetest, the official channel of Minetest | Happy new year | Version: 0.4.11 (2014-12-26) | Responses may take a while, so be patient. | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | IRC logs: http://irc.minetest.ru/minetest/ |
| 19:28 |
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jordan4ibanez |
Cool, now you can reverse the direction of the engine seemlessly |
| 19:44 |
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| 19:50 |
sfan5 |
jordan4ibanez: the train mod you are making is crazy, crazy awesome |
| 19:51 |
jordan4ibanez |
Thank you :D |
| 20:01 |
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| 20:02 |
ottodachshund |
did you know there is a dog breed that has been bred for trolling ducks? |
| 20:02 |
ottodachshund |
the nova scotia duck trolling retriever |
| 20:02 |
ottodachshund |
it plays romps and frisks at the water's edge the ducks swim close to shore to see what the fuss is about then BOOM the hunter stands up from the blind! |
| 20:02 |
ottodachshund |
http://en.wikipedia.org/wiki/Nova_Scotia_Duck_Tolling_Retriever |
| 20:12 |
jordan4ibanez |
This is the best http://youtu.be/qxNsZ97neeg |
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Polsaker |
ottodachshund, Tolling != Trolling |
| 20:48 |
Polsaker |
:P |
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| 22:34 |
jordan4ibanez |
Now they stop and reverse http://youtu.be/B5PP8k8KcIo woooooooooooo |
| 22:35 |
jordan4ibanez |
Almost time for creating the first car and attachment code :D |
| 22:43 |
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| 22:47 |
VanessaE |
jordan4ibanez: looking good |
| 22:48 |
jordan4ibanez |
Thank you! This track tester is killing me though haha |
| 22:49 |
VanessaE |
what model of engine is that btw? |
| 22:49 |
VanessaE |
(I mean literally, the real life engine type) |
| 22:49 |
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jordan4ibanez |
I honestly have no idea, but it was free so hooray! |
| 22:53 |
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| 22:55 |
VanessaE |
jordan4ibanez: oh ok :) |
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| 23:05 |
Wayward_One |
that looks awesome! |
| 23:09 |
jordan4ibanez |
Thank you! |
| 23:09 |
jordan4ibanez |
I think I'm going to have to use moveto instead of setvelocity, it's a serious headache trying to make setvelocity stable. :/ |
| 23:14 |
jordan4ibanez |
Actually, maybe not |
| 23:15 |
VanessaE |
jordan4ibanez: be sure you test it under a high-lag situation also |
| 23:16 |
VanessaE |
e.g. simulate communication delays and high server load, relative to the client, if you can |
| 23:16 |
jordan4ibanez |
I would need a server to test it on |
| 23:20 |
T4im |
you can set one up locally |
| 23:20 |
T4im |
at least to test the high server load |
| 23:20 |
T4im |
setting a very bad nice value of the process etc |
| 23:20 |
VanessaE |
set one up in a virtual machine, that way you can pause the VM and what-not to "fake" high load/latency |
| 23:20 |
T4im |
oh, that's a good idea ^^ |
| 23:21 |
T4im |
letting the firewall drop a few packets and such D: |
| 23:21 |
T4im |
:D |
| 23:23 |
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| 23:33 |
jordan4ibanez |
Good idea! |
| 23:36 |
Jordach |
hang the fuck on |
| 23:37 |
VanessaE |
hang it on what? |
| 23:37 |
Jordach |
how is a velocity which is a constant motion in a vector less stable than a double beizer curve movement (moveto) |
| 23:37 |
VanessaE |
Jordach: probably because setvelocity has no target endpoint. |
| 23:37 |
VanessaE |
whereas moveto does. |
| 23:39 |
VanessaE |
so to use only velocity to track an object when the client or server has an undefined stability or speed, you'd basically have to poll extremely fast to avoid position overruns |
| 23:39 |
VanessaE |
versus moveto where you...well...don't. |
| 23:40 |
jordan4ibanez |
Yes, exactly |
| 23:40 |
jordan4ibanez |
I am doing comparison tests right now |
| 23:41 |
VanessaE |
the disadvantage to moveto is that you want movement to be fluid, so you have to keep issuing new position updates *just* ahead of the object reaching each of the previous targets |
| 23:42 |
VanessaE |
otherwise it'll stop occasionally (of course, that's what you'd want it to do were the server to lag out) |
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| 23:42 |
VanessaE |
pipeworks needs to be updated to use this same function. right now I think it just uses setvelocity |