| Time |
Nick |
Message |
| 00:05 |
lemon |
Emperor_Genshin, the exact opposite |
| 00:05 |
lemon |
it uses blocks to draw skybox |
| 00:06 |
Emperor_Genshin |
Ah i see |
| 00:07 |
Emperor_Genshin |
That's a very intriguing mod, nice job :) |
| 00:07 |
lemon |
thanks |
| 00:09 |
MinetestBot |
[git] RobertZenz -> minetest/minetest: Made it more clear that "[combine" does accept a list of files. a7c50a3 http://git.io/vutb7 (2016-01-03T01:05:04+01:00) |
| 00:15 |
H-H-H |
i think im being stupid but how the hell do you go down a ladder lol i can go up but not down |
| 00:20 |
sofar |
left shift |
| 00:21 |
H-H-H |
ahhhh ty |
| 00:21 |
DFeniks |
i think shift . or if in options some setting is checked then /use/ key . for me its e |
| 00:27 |
H-H-H |
left shift worked nicely ty |
| 00:34 |
H-H-H |
wow this village is more like a city lol |
| 00:39 |
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Taoki joined #minetest |
| 01:06 |
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swift110 joined #minetest |
| 01:06 |
swift110 |
hey guys |
| 01:06 |
swift110 |
I am about to compile minetest |
| 01:07 |
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| 01:09 |
dzho |
hmb |
| 01:14 |
swift110 |
ok just got lost |
| 01:27 |
swift110 |
lol this was easy |
| 01:27 |
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| 01:32 |
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| 01:36 |
fireglow |
=) |
| 01:37 |
swift110 |
I did the one line compile lol |
| 01:37 |
swift110 |
now to install tutorial |
| 01:38 |
* swift110 |
spent forever on this last time |
| 01:43 |
swift110 |
ok I dont understand how to install the tutorial |
| 02:15 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Default: Remove normalmap textures 0472e61 http://git.io/vuqY8 (2016-01-03T02:12:22Z) |
| 02:15 |
MinetestBot |
[git] sofar -> minetest/minetest_game: Steel Trapdoor. e9a7782 http://git.io/vuqY4 (2016-01-03T02:11:40Z) |
| 02:16 |
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| 02:16 |
kaeza |
o/ |
| 02:19 |
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| 02:20 |
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| 02:20 |
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| 02:20 |
TrainWreck |
hey guys |
| 02:21 |
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| 02:21 |
Emperor_Genshin |
Hi |
| 02:22 |
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| 02:37 |
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| 02:41 |
Hijiri |
in the node search functions (e.g. find_nodes_in_area), how do I specify that any non-air node is fine? |
| 02:42 |
Hijiri |
I guess I could get all registered nodes and make a table with all their names |
| 02:49 |
DFeniks |
i wonder if opposite approach can be used |
| 02:50 |
DFeniks |
maybe search for air and if its not found do stuff |
| 02:51 |
kaeza |
It's probably better to just scan the whole area (via a for loop) and just ignore ai |
| 02:51 |
kaeza |
+r |
| 02:51 |
* DFeniks |
shrugs |
| 02:54 |
kaeza |
or you could give more info on what you are actually trying to do |
| 02:54 |
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| 02:54 |
kaeza |
and maybe find alternative methods |
| 03:19 |
kaeza |
!tell rubenwardy https://github.com/ChaosWormz/mt_terms_of_use |
| 03:19 |
MinetestBot |
kaeza: I'll pass that on when rubenwardy is around |
| 03:45 |
Hijiri |
I ended up doing something different from what I was going to do |
| 03:46 |
Hijiri |
I'm making an etheral jaunt spell, and I wanted a node to shunt the user to if they're in the ground or something |
| 03:46 |
Hijiri |
But I just made it choose a nearby air node (within 2 nodes), and otherwise kill them |
| 03:46 |
Hijiri |
in the ground when the materialize, I mean |
| 03:53 |
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| 04:25 |
Emperor_Genshin |
https://forum.minetest.net/viewtopic.php?f=9&t=13775&p=203359#p203359 |
| 04:25 |
Emperor_Genshin |
Thinking about adding extra features. |
| 04:26 |
Hijiri |
Is it possible to change a player's punch damage |
| 04:26 |
Emperor_Genshin |
hmm, i believe so |
| 04:27 |
Emperor_Genshin |
but you may have to alter the default code |
| 04:27 |
Hijiri |
hmm |
| 04:27 |
Hijiri |
maybe I will try to see if I can hack it in without modifying default |
| 04:27 |
Emperor_Genshin |
that is if you are planning to change a players default punch damage |
| 04:28 |
Hijiri |
no, just temporarily |
| 04:28 |
Hijiri |
oh, by default you mean when holding no tool? |
| 04:28 |
Emperor_Genshin |
hmm, there may be a way to do that |
| 04:28 |
Hijiri |
because that's what I meant |
| 04:28 |
Emperor_Genshin |
yes |
| 04:29 |
Hijiri |
oh I see |
| 04:29 |
Hijiri |
there is an item ":" |
| 04:29 |
Hijiri |
I think this is the "empty hand item" |
| 04:29 |
Emperor_Genshin |
yes |
| 04:29 |
Hijiri |
so I can just reach in and override it |
| 04:29 |
Hijiri |
wait |
| 04:29 |
Emperor_Genshin |
yes, or add additional code |
| 04:29 |
Hijiri |
but that would change everyone |
| 04:29 |
Emperor_Genshin |
yes |
| 04:29 |
Hijiri |
I'd like to not have to change default, if possible |
| 04:30 |
Emperor_Genshin |
I think there is a possibility to change damage levels without touching the default code |
| 04:30 |
Emperor_Genshin |
look at torches for example |
| 04:30 |
Emperor_Genshin |
there are 3d torch mods already released |
| 04:31 |
Emperor_Genshin |
they change default 2d torches to 3d |
| 04:31 |
Hijiri |
they register a callback through on_place_node right? |
| 04:31 |
Emperor_Genshin |
without having to touch the default code |
| 04:31 |
Hijiri |
I mean register_on_place_node |
| 04:31 |
Emperor_Genshin |
perhaps |
| 04:31 |
Hijiri |
ok, I found |
| 04:31 |
Hijiri |
register_on_punch_player |
| 04:32 |
Hijiri |
register_on_punchplayer* |
| 04:32 |
Hijiri |
It doesn't give the itemstack used, but I can check the puncher's wielded item |
| 04:33 |
Emperor_Genshin |
yes, which is what you want to look for |
| 05:01 |
Hijiri |
does it ever happen that a minetest.after callback never gets executed |
| 05:04 |
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| 05:14 |
Emperor_Genshin |
hmm, haven't bothered trying that, but yes perhaps it happens |
| 05:15 |
Hijiri |
maybe a better question is, can afters get delayed by tens of seconds |
| 05:15 |
Hijiri |
because I think that's what I'm seeing |
| 05:15 |
Hijiri |
and if that's happening does it mean my server is slow or something |
| 05:19 |
Emperor_Genshin |
maybe |
| 05:19 |
Emperor_Genshin |
server slowing down due to that, probably. |
| 05:19 |
Emperor_Genshin |
depends on the processes |
| 05:42 |
Hijiri |
well I was updating HUD every tick, maybe it will improve now that I made it do less |
| 05:46 |
Hijiri |
nope, it's happening again |
| 05:47 |
Emperor_Genshin |
=/ |
| 06:01 |
Hijiri |
where is minetest.after defined? |
| 06:04 |
Emperor_Genshin |
Hijiri, look here, perhaps this will help http://dev.minetest.net/Main_Page |
| 06:06 |
Hijiri |
if you mean the wiki page for minetest.after, it doesn't say where it's defined |
| 06:12 |
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| 06:13 |
Hijiri |
Emperor_Genshin: ^ |
| 06:14 |
Emperor_Genshin |
Hmm, I think you may need to talk to a core dev for more info then =/ |
| 06:17 |
GabeN |
What if Minetest was bought out by Valve xD |
| 06:17 |
GabeN |
"Minetest episode 1" |
| 06:17 |
* kaadmy |
sighs at THE LORD GABEN |
| 06:17 |
kaadmy |
Minetest 0.4.12.5 ;) |
| 06:18 |
Emperor_Genshin |
lol |
| 06:18 |
GabeN |
Minetest thr... |
| 06:18 |
GabeN |
thr... |
| 06:18 |
GabeN |
four |
| 06:18 |
kaadmy |
or 0.4.12.999 |
| 06:19 |
* GabeN |
attacks kaadmy with steam deals. |
| 06:19 |
* kaadmy |
hold up BS shield |
| 06:19 |
GabeN |
Bye-bye, Half life 2 episode 2.9 |
| 06:19 |
* GabeN |
destroys it |
| 06:20 |
GabeN |
There we go. |
| 06:20 |
GabeN |
Worth the weight. |
| 06:20 |
* GabeN |
goes back into the heavens |
| 06:20 |
kaadmy |
how this this channel get taken over by LORD GABEN |
| 06:21 |
GabeN |
kaadmy: https://www.youtube.com/watch?v=pqZ667vQHnI |
| 06:21 |
kaadmy |
how many fingers do i one one hand have if cut off 2 fingers? |
| 06:21 |
GabeN |
uhh... |
| 06:21 |
GabeN |
Half life 2? |
| 06:41 |
Emperor_Genshin |
Dreamcast 2 |
| 06:41 |
Emperor_Genshin |
kek |
| 07:12 |
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| 07:12 |
Thomas-S |
hi |
| 07:49 |
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| 07:58 |
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| 08:00 |
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| 09:04 |
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| 10:22 |
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| 10:27 |
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| 10:27 |
MBB |
hi |
| 10:27 |
everamzah |
hi |
| 10:27 |
MBB |
can somebody help me? |
| 10:27 |
VanessaE |
hi |
| 10:27 |
VanessaE |
maybe :) |
| 10:28 |
MBB |
how host the forum? |
| 10:28 |
MBB |
who |
| 10:28 |
VanessaE |
c55 does I think |
| 10:28 |
MBB |
thanks |
| 10:28 |
VanessaE |
why? |
| 10:29 |
MBB |
i have vergotten my paswort and can't login too my email adress too |
| 10:29 |
MBB |
I didnt used the forum for long time |
| 10:29 |
VanessaE |
any forum admin and most moderators can reset your password |
| 10:30 |
VanessaE |
but you'll have to come up with some way to prove your identity |
| 10:30 |
MBB |
oh |
| 10:31 |
VanessaE |
and this, ladies and gentlemen, is why you should register using an email address that you access regularly. |
| 10:31 |
VanessaE |
:) |
| 10:31 |
MBB |
how |
| 10:31 |
VanessaE |
too late now. |
| 10:31 |
VanessaE |
what was your forum username? |
| 10:32 |
MBB |
you can ask jbb in the forum hnes my big brother and made the fachwerk mod |
| 10:32 |
MBB |
mbb |
| 10:33 |
VanessaE |
do you remember when you were last on? |
| 10:33 |
MBB |
hmm |
| 10:34 |
MBB |
november2015 probably |
| 10:34 |
VanessaE |
yes. |
| 10:34 |
MBB |
tright |
| 10:36 |
VanessaE |
dammit where is it... |
| 10:40 |
MBB |
you could visit my website (its linked on the forum) and then I cnahe something and you watch again. That coukd proof my identitiy |
| 10:43 |
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| 10:48 |
JBB |
hi |
| 10:48 |
JBB |
|
| 10:49 |
VanessaE |
ah, found what I was looking got |
| 10:49 |
VanessaE |
for* |
| 10:49 |
MBB |
:D |
| 10:53 |
VanessaE |
all right, I guess that's enough info |
| 10:53 |
VanessaE |
/msg me your new email address please |
| 10:53 |
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| 11:00 |
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| 11:00 |
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| 11:10 |
* giho |
has managed to build mintest with gcc 5.3.0 |
| 11:10 |
giho |
So much pain... |
| 11:11 |
nrzkt |
giho, no problem for me on epixel, my mt fork, what did you do ? |
| 11:11 |
giho |
These c++ abi changes always kill me... |
| 11:11 |
giho |
You have to rebuild whole tree of c++ dependencies for minetest. |
| 11:11 |
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| 11:12 |
nrzkt |
minetest didn't use c++ ABI changes |
| 11:13 |
nrzkt |
it's C++03 neither C++11 nor C++14 :) |
| 11:13 |
giho |
gcc did stuff on its own. |
| 11:13 |
nrzkt |
what error did you have ? |
| 11:13 |
nrzkt |
and what's your distro ? |
| 11:13 |
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| 11:16 |
giho |
Too many. And I don't think its MT concern, It's new gcc. |
| 11:16 |
giho |
gentoo ~amd64 |
| 11:17 |
nrzkt |
no problem on Archlinux AMD 64 for me |
| 11:17 |
nrzkt |
did you get compilation errors ? |
| 11:17 |
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| 11:17 |
giho |
Yes |
| 11:17 |
giho |
Which is your native? Wrom what i gathered from gentoo channels it depends on arch. |
| 11:18 |
giho |
Ah, archlinux. You probably just use generic. |
| 11:20 |
giho |
Will it build on your cpu with native optimization? |
| 11:20 |
giho |
s/wrom/from/ |
| 11:23 |
nrzkt |
you build with -march=native -mtume=native ? |
| 11:24 |
nrzkt |
i retry with it now, but i don't use that on my debug builds |
| 11:24 |
giho |
Its also very likely archlinux uses --with-default-libstdcxx-abi |
| 11:31 |
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| 11:32 |
Samson1 |
Do any of you have anything to do with the (MINETEST ITALIA) server?? |
| 11:33 |
Samson1 |
If any one does then I need to have a word, I am trying not to lose my temper at the moment |
| 11:34 |
VanessaE |
no idea who runs it |
| 11:35 |
VanessaE |
https://forum.minetest.net/viewtopic.php?f=10&t=13591 |
| 11:35 |
VanessaE |
maybe this helps. |
| 11:36 |
VanessaE |
(the guy has at least three forum topics for it) |
| 11:36 |
VanessaE |
er, two |
| 11:37 |
Samson1 |
Okay, |
| 11:38 |
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| 11:38 |
Samson1 |
VanessaE, The reason why I am so angry is because I was banned for nothing |
| 11:39 |
Samson1 |
I have already sent a complaint to Yngwie 123 |
| 11:40 |
Samson1 |
VanessaE, This is why I was banned "Access denied. Reason: Banned: Expires: the end of time, Reason: II" what does that mean? |
| 11:41 |
VanessaE |
it just means that the moderator who banned you didn't set an expiration date. |
| 11:41 |
VanessaE |
(by default, xban2 bans never expire) |
| 11:41 |
VanessaE |
but what the "II" means, I have no clue |
| 11:42 |
Samson1 |
Okay |
| 11:43 |
Samson1 |
Would you like me to tell you what I was doing before I was banned? |
| 11:43 |
VanessaE |
no |
| 11:43 |
VanessaE |
I have no connection to that server, so better you should take it up with the owner (which you did) |
| 11:47 |
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| 12:05 |
CWz |
Samson1, honestly if they banned you for no given reason, i'd say there is no reason to go back |
| 12:06 |
CWz |
they probably hired an immature abusive moderator which is very common in minetest |
| 12:06 |
CWz |
and minecraft as well |
| 12:07 |
Samson1 |
Very common |
| 12:08 |
Samson1 |
There is a channel called MrCubey, MrCubey ownes a website along with someone who was called VK222u but they have changed there name, |
| 12:09 |
Samson1 |
CWz, Well, MrCubey seems to think "I am the server owner so I will do what I like.." and VK222u seems to think he's god I am not joking |
| 12:10 |
Samson1 |
It's ridicules |
| 12:10 |
Samson1 |
But if you ever want a good Moderator then consider Bron |
| 12:16 |
Thomas-S |
bye |
| 12:23 |
VanessaE |
Samson1: well you can always try out my servers |
| 12:23 |
VanessaE |
I have a bunch of them |
| 12:24 |
Samson1 |
VanessaE, I know:D |
| 12:24 |
Samson1 |
VanessaE, You have some of the best servers out there |
| 12:24 |
VanessaE |
thanks :) |
| 12:24 |
Samson1 |
:) |
| 12:24 |
VanessaE |
I have good admins/moderators, which is a big part of it |
| 12:26 |
VanessaE |
(of course, having mostly good players goes without saying :) ) |
| 12:33 |
Samson1 |
Yes |
| 12:34 |
Samson1 |
I find it so hard too find good Moderators |
| 12:34 |
Samson1 |
I have not found any one fit for being an Admin |
| 12:43 |
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| 14:40 |
MinetestBot |
[git] gregorycu -> minetest/minetest: Add MinSizeRel and RelWithDebInfo to MSVCBuildDir check 09a6910 http://git.io/vuYL6 (2016-01-03T15:38:20+01:00) |
| 14:40 |
MinetestBot |
[git] gregorycu -> minetest/minetest: Prevent technically unsafe access with empty vector 87dcee6 http://git.io/vuYLi (2016-01-03T15:37:49+01:00) |
| 14:54 |
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| 14:57 |
H-H-H |
hi guys does the technic mod have its own irc chan? |
| 14:59 |
Ingar |
rv |
| 15:02 |
bas080 |
H-H-H: minetest-technic |
| 15:03 |
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| 15:03 |
H-H-H |
ty :) |
| 15:04 |
gregorycu |
Do mods generally write to their own mod folder for any reason? |
| 15:04 |
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| 15:05 |
adicto |
gregorycu: depends. you can also write to world folder which is better if the data is world specific |
| 15:05 |
gregorycu |
I am working on https://github.com/minetest/minetest/issues/3204 |
| 15:05 |
gregorycu |
Trying to determine if mods write to that folder, or if it's unusual |
| 15:05 |
gregorycu |
that = their |
| 15:09 |
bas080 |
i think it should be simpler. Basicly it should unzip or untar and after that it should work |
| 15:10 |
bas080 |
it's also a pain for beginners to have to make sure the folder name has the same name as the mod prefix. |
| 15:11 |
bas080 |
one of the most faq |
| 15:18 |
gregorycu |
And then delete the files afterwards? |
| 15:19 |
gregorycu |
Or keep the files and delete the zip |
| 15:19 |
gregorycu |
Or keep both? |
| 15:20 |
Fixer |
._. |
| 15:21 |
gregorycu |
I'd prefer not to change the filesystem |
| 15:21 |
Fixer |
gregorycu, could be, this needs investigation, try mg_villages (it should write smth) |
| 15:21 |
gregorycu |
Yeah |
| 15:21 |
gregorycu |
I was thinking about it |
| 15:21 |
gregorycu |
Writes to the filesystem by the mod could be real |
| 15:22 |
gregorycu |
So it actually creates a file |
| 15:22 |
gregorycu |
So the mod would be the virtual filesystem + actual files that have been created... |
| 15:22 |
gregorycu |
I don't know |
| 15:28 |
rubenwardy |
gregorycu, IMO they shouldn't be allowed to, but some do, so don't break compatibility |
| 15:33 |
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| 15:33 |
lemon |
https://neboard.me/media/files/1451827891537.ogg |
| 15:34 |
kahrl |
rubenwardy: arguably it's not a break of compatibility if a mod doesn't work in zip format but still works if installed as a directory, like before |
| 15:35 |
rubenwardy |
Yeah |
| 15:35 |
rubenwardy |
I know |
| 15:35 |
rubenwardy |
Just don't change mod security |
| 15:39 |
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| 15:39 |
Thomas-S |
hi |
| 15:41 |
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| 16:02 |
H-H-H |
anyone able to help me set up a simple technics motor frame so i can atleast figure out how they work |
| 16:11 |
lemon |
I can. |
| 16:17 |
kaadmy |
motor frames are neat |
| 16:17 |
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| 16:17 |
kaadmy |
i've made self-moving structures before |
| 16:18 |
kaadmy |
and automated tunnel diggers |
| 16:25 |
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lemon |
though those self-moving structures luck rotation |
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lafr |
salbei? |
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giho |
http://me0w.net/pit/1451841083 |
| 17:12 |
giho |
I want monospace font (probably not) :( |
| 17:12 |
kaadmy |
eh |
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AzureDiamond |
I'm trying to register my nick but nicksevr just says i'm already logged in... |
| 17:40 |
xenkey |
Hi |
| 17:40 |
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xenkey |
Which mod makes torches damage the player? |
| 17:40 |
AzureDiamond |
hi |
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| 18:36 |
exio4 |
is there any "library" for making minetest maps? |
| 18:39 |
exio4 |
I need to generate the barebones of my city, and quite a lot of stuff around it |
| 18:39 |
sfan5 |
nope |
| 18:39 |
exio4 |
my idea was generating the basic "schema" of it, iow, river / roads, and then annotate important reference places on it in that stage |
| 18:40 |
sfan5 |
your best bet is using WorldEdit schematics for smaller structures |
| 18:40 |
exio4 |
sfan5, is there documentation on the map format? |
| 18:40 |
sfan5 |
or MTS schematics for bigger structures |
| 18:40 |
sfan5 |
and importen them then |
| 18:40 |
exio4 |
what'd be the practical limit of mts schematics? |
| 18:41 |
exio4 |
could I import 5000x5000x100 blocks with them? |
| 18:41 |
sfan5 |
exio4: we have some kinda outdated mapformat.txt file somewhere but the mapformat is not easily implemented and if you actually want a working prototype i'd suggest not trying to use the map fmt directly |
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| 18:41 |
sfan5 |
theoretically yes |
| 18:41 |
sfan5 |
it will probably work |
| 18:41 |
exio4 |
inb4 you'd need about 50 gb of ram, but.. |
| 18:42 |
exio4 |
sfan5: the map format isn't easily implemented -- any reason why? |
| 18:42 |
rubenwardu |
ooops |
| 18:42 |
rubenward |
damn |
| 18:42 |
rubenwardy |
there we are |
| 18:42 |
sfan5 |
exio4: well uhh |
| 18:42 |
exio4 |
sfan5: I thought it was relatively simple :p |
| 18:42 |
rubenwardy |
new keyboard |
| 18:43 |
sfan5 |
there is no good documentation |
| 18:43 |
exio4 |
sfan5: but isn't it mostly a chunk_pos -> chunk_data map? |
| 18:44 |
sfan5 |
yes |
| 18:45 |
sfan5 |
exio4: here, have fun https://github.com/minetest/minetest/blob/master/doc/world_format.txt#L247 |
| 18:47 |
exio4 |
uhhh |
| 18:47 |
exio4 |
now I see why you say that |
| 18:51 |
exio4 |
why isnt there a simpler format sfan5 |
| 18:52 |
sfan5 |
exio4: you can use mts schematics as i said: https://github.com/minetest/minetest/blob/1384108f8c32f309852c1d1665a613f2a3e3fcc2/src/mg_schematic.cpp#L339-L360 |
| 18:53 |
exio4 |
looks nicer |
| 18:54 |
sfan5 |
it is |
| 18:54 |
sfan5 |
way nicer |
| 18:58 |
exio4 |
thanks sfa5 |
| 18:58 |
exio4 |
sfan5 * |
| 18:58 |
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| 19:01 |
exio4 |
the last commit in my local copy of github.com/minetest/minetest |
| 19:01 |
exio4 |
Date: Sun May 31 06:23:10 2015 +0200 |
| 19:06 |
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xenkey |
Do i need to clear my cache if a server changes a texture in order to see the new texture? |
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red-001 |
no |
| 19:15 |
red-001 |
the server needs to restart |
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| 20:14 |
exio4 |
o.O |
| 20:14 |
exio4 |
minetest compiled faster than the last time I had compiled it |
| 20:22 |
exio4 |
hahah, 3FPS |
| 20:22 |
Fritigern |
How long go was that? |
| 20:23 |
exio4 |
Fritigern: 7 months |
| 20:23 |
Thomas-S |
bye |
| 20:23 |
Fritigern |
And how long does it usually take you to build MT? |
| 20:23 |
exio4 |
it took less than 1m30s |
| 20:23 |
exio4 |
last time, I remember it was around the 1m45s range |
| 20:24 |
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| 20:25 |
Fritigern |
That's still nothing. I frequently compile a second life viewer, and a clean compilation would take me 2 hours on a dual core with 4Gb. Takes me some 20 minutes nowadays though. :-) |
| 20:25 |
exio4 |
I have a FX6100 |
| 20:25 |
exio4 |
not an insane beast |
| 20:27 |
Fritigern |
Mine is an i7 X990 @ 3.47GHz |
| 20:28 |
exio4 |
damn |
| 20:28 |
exio4 |
oh, dual core |
| 20:28 |
Fritigern |
No. 6 cores, but thanks to hyperthreading they are treated like 12 |
| 20:29 |
exio4 |
ah |
| 20:29 |
Fritigern |
The 2 hours of compile time was on an old PC |
| 20:29 |
exio4 |
I should go to sleep |
| 20:30 |
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| 20:33 |
exio4 |
what's the probability in schematics? |
| 20:34 |
swift110 |
how do I get the tutorial in game for minetest |
| 20:35 |
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| 20:38 |
sofar |
exio4: 0-255, where 255 = 100% |
| 20:39 |
CWz |
what does this mean? "maximum step interval exceeded, lost movement details!" |
| 20:39 |
sofar |
swift110: it's a downloadable thing, you have to put it in /worlds/ I think |
| 20:39 |
sofar |
Fritigern: I have the *exact* same cpu |
| 20:39 |
sofar |
2 of them, even |
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sfan5 |
exio4: backstory: schmeatics are used by the mapgen for placing "decorations", you can have e.g. a tree where leaves only appear with a specific probability (i think we're using smth. different for trees tho) |
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swift110 |
sofar i folled its instructions but i still dont have it |
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| 21:15 |
exio4 |
sfan5: I see |
| 21:27 |
exio4 |
https://github.com/minetest/minetest/blob/master/src/mg_schematic.h#L56 <- what does this mean? |
| 21:32 |
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exio4 |
hm, I guess.. |
| 21:40 |
exio4 |
I checked the code |
| 22:17 |
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paramat |
schems have per-node force-placement, essential for trees |
| 22:18 |
paramat |
that's what line 56 means |
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sfan5 |
paramat: force placement = overriding already existing nodes |
| 22:39 |
sfan5 |
? |
| 22:39 |
paramat |
yes |
| 22:39 |
paramat |
there is also a global force-place setting for a schem |
| 22:45 |
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| 22:58 |
VanessaE |
exio4: regarding your map, if all you wanted was an overview image, you could fake it by using the regular minetestmapper util, with a colors.txt that only includes specific nodes in it, e.g. only the stuff that makes up your buildings, streets, etc. but excluding things like grass or trees. |
| 22:59 |
VanessaE |
(or stone or ores) |
| 23:02 |
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| 23:04 |
exio4 |
VanessaE: hm? no, the idea is generating a schematic based on a map |
| 23:04 |
exio4 |
:P |
| 23:04 |
VanessaE |
ohhh |
| 23:05 |
VanessaE |
well you mentioned annotating it etc. |
| 23:05 |
VanessaE |
guess I misread. |
| 23:07 |
VanessaE |
that said, you COULD use the mapper, generate the image, and then use one of those image-import mods to build the barebones world |
| 23:07 |
VanessaE |
but you'd need to do a LOT of matching up of colors -> nodes and make sure the shading/gradations are turned off in the mapper |
| 23:08 |
VanessaE |
but that wouldn't get you anything like what you want |
| 23:08 |
VanessaE |
MT schematics could handle it, but Worldedit can't save anything particularly big |
| 23:09 |
exio4 |
image-import mods is what I need |
| 23:09 |
sfan5 |
> make sure the shading/gradations are turned off in the mapper |
| 23:09 |
sfan5 |
thats pretty easy |
| 23:10 |
VanessaE |
exio4: ok but just note that it won't have any height data, so you'll end up with a one-node-thick "map". |
| 23:10 |
exio4 |
VanessaE: that's exactly what I don't need :P |
| 23:10 |
VanessaE |
sfan5: that ^^^^ seems like something the overview mapper ought to have at some point |
| 23:11 |
exio4 |
my idea was two images of the same size |
| 23:11 |
sfan5 |
exporting height data? |
| 23:11 |
VanessaE |
sfan5: yeah. |
| 23:11 |
exio4 |
one would represent nodes, the other one would be the height map |
| 23:11 |
sfan5 |
what you want is a custom mapgen |
| 23:11 |
exio4 |
do I? |
| 23:11 |
VanessaE |
sfan5: no. there's a mod for that. |
| 23:11 |
sfan5 |
ok maybe not |
| 23:12 |
sfan5 |
oh you want the other way around |
| 23:12 |
sfan5 |
my bad |
| 23:13 |
VanessaE |
https://forum.minetest.net/viewtopic.php?f=9&t=12666 |
| 23:13 |
VanessaE |
there it is. |
| 23:13 |
exio4 |
sfan5: one thing, I wanna know if I am doing this correctly, the "Name-ID table" is basically a list of node names like default:air default:dirt, right? |
| 23:13 |
VanessaE |
takes a heightmap and a color map |
| 23:13 |
VanessaE |
exactly what exio4 needs. |
| 23:13 |
sfan5 |
exio4: yes |
| 23:13 |
VanessaE |
so now there just needs to be some way to tell the minetestmapper to export height data to a separate image while it's creating the color map |
| 23:14 |
exio4 |
damn |
| 23:14 |
sfan5 |
VanessaE: it would be waaay easier to just have it output it on stderr and then stich that together with a quick python script |
| 23:15 |
sfan5 |
s/output it/output the height data/ |
| 23:15 |
VanessaE |
perhaps |
| 23:15 |
VanessaE |
but that would be a shitton of output |
| 23:15 |
nanovad |
;d |
| 23:15 |
sfan5 |
you don't need to read it all |
| 23:17 |
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| 23:25 |
exio4 |
is there any short way to approximate the mem usage of a AxBxC schematic? |
| 23:27 |
VanessaE |
not precisely, but because worldedit collects all nodes to be saved into a table first, and 170x80x170 is too big to //save if you're using LuaJIT (out of memory error due to > 1 GB), you can do some basic math that way. |
| 23:28 |
exio4 |
I am talking about MTS schematic |
| 23:28 |
VanessaE |
I know. WE can save schematics too |
| 23:28 |
exio4 |
ehm, I am taling about loading |
| 23:28 |
exio4 |
sorry |
| 23:28 |
VanessaE |
ohhh |
| 23:29 |
exio4 |
talking* |
| 23:30 |
sfan5 |
exio4: wild guess: size of mts header and uncompressed block data multiplied by 2.75 |
| 23:30 |
sfan5 |
it will certainly not be 1 |
| 23:30 |
sfan5 |
all of that needs to be loaded into memory |
| 23:30 |
sfan5 |
and written to the map |
| 23:31 |
sfan5 |
which will obv take space too |
| 23:31 |
exio4 |
X*Y*Z*5 |
| 23:31 |
exio4 |
bytes, right? |
| 23:31 |
sfan5 |
why 5 |
| 23:31 |
exio4 |
making sure there'll be enough |
| 23:32 |
exio4 |
hmmm, 5km x 5km x 100m would be about 10~ gb |
| 23:33 |
exio4 |
that's not a big part of the map I want do convert |
| 23:33 |
sfan5 |
ಠ_ಠ|
| 23:33 |
exio4 |
I don't even think I'll be able to fit everything in a minetest map w/o scaling it :/ |
| 23:34 |
sfan5 |
what do you want to convert |
| 23:34 |
sfan5 |
argentina? |
| 23:35 |
exio4 |
no, my city, a little bit of the river, and some neighbor cities |
| 23:35 |
exio4 |
it'd be about 50km x 50km x 400m, I think |
| 23:37 |
exio4 |
(I was planning a 1m^3 - 1block scale, but it seems to be too much) |
| 23:50 |
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| 23:53 |
sofar |
sfan5: any hopes we can get worldedit to place node metadata as well? |
| 23:53 |
sofar |
exio4: Minecraft to minetest? |
| 23:54 |
exio4 |
sofar: wut |
| 23:54 |
sofar |
or are you trying to import an actual topography? |
| 23:57 |
exio4 |
sofar: I want to import my city |
| 23:58 |
exio4 |
well, a bit of the river, etc |
| 23:58 |
sfan5 |
sofar: what do you mean |