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IRC log for #minetest, 2015-06-24

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All times shown according to UTC.

Time Nick Message
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04:31 nolsen O.o
04:31 nolsen Oh shit, I forgot about my server
04:31 * nolsen quickly checks for griefers
04:31 nolsen Cmon, connect.
04:33 nolsen If Cygwin will load, I have no time.
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04:35 nolsen Welp, My place got damaged by the sons of satan that roams the internet, trolling.
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04:36 nolsen Anyone who get in their path will get hear or feel the biggest rage they have ever heard of felt.
04:36 nolsen Beware of them!
04:36 nolsen Expect them!
04:36 ajaypay wha?
04:36 nolsen And watch out for the MLG ones, they think they are the king of quicksc0ping nonsense.
04:37 ajaypay griefers path?
04:37 ajaypay oh no
04:38 nolsen I think someone needs to write a new mod, where instead of banning/jailing griefers, troll them.
04:39 ajaypay how can the take my MLG(minegeld notes???)
04:39 nolsen I love trolling little kids, and watch them rage.
04:39 nolsen ajaypay: That's not what MLG stands for.
04:39 nolsen MLG = Massive League Gaming, or Men lacking Girlfriends.
04:39 ajaypay what is it?
04:40 ajaypay oh um ok?
04:40 nolsen I always wanted to find a little kid that does MLG nonsense and troll the hell out of it.
04:40 ajaypay was the last one a joke?
04:40 nolsen Sorta.
04:40 nolsen MLG does stand for Massive League Gaming
04:41 nolsen but Men lacking Girlfriends part is true.
04:41 nolsen Because anyone who isin MLG is lacking a girlfriend :P
04:41 ajaypay yeah
04:41 ajaypay whait what?
04:42 nolsen I need to get on CoD one day, and find an MLG kid, and troll it out, and grab some snacks and enjoy the music (which is rage).
04:42 ajaypay dont need a girlfriend,never had one
04:43 nolsen ajaypay: Perhaps you need to use your brain a bit more and stop asking what? what? what?
04:43 nolsen I one time ban a kid who kept saying how on minecraft.
04:44 nolsen He probably how'd at the ban screen.
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04:45 ajaypay no protect an island dupe the kid into going there+no spawn and make shure he sleeps thel make a big box(do this only to the worst trolls)
04:46 nolsen Welp, time for me to go now.
04:47 ajaypay welp?more like burnt up guy in his bed trying to go to sleep.
04:48 ajaypay its 93degreese f here!
04:48 ajaypay farehiet
04:49 ajaypay farenhight
04:49 ajaypay feels like 109
04:51 ajaypay VanessaE did u update home decor lateley
04:53 ajaypay on trepca i tried making a bundle of sticks but i just gut wood back
04:54 * ajaypay is being paitent
04:54 ajaypay k bye
04:57 VanessaE ajaypay: I'm pretty sure that recipe conflict was fixed ages ago; gloopblocks needs updated on trepca
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05:34 MinetestBot [git] rubenwardy -> minetest/minetest: Use frame instead of words 'no screenshot available' b13809f http://git.io/vtvE1 (2015-06-24T07:33:38+02:00)
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06:31 bobomb is there a way to force flush the map each time you start a map in singleplayer mode so that you can develop mapgen mods without starting a new game each time?
06:32 VanessaE just rm map.sqlite or map.db
06:32 VanessaE put it in a script - minetest ; rm mapfile
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06:48 hoodedice MinetestBot!
06:48 MinetestBot hoodedice!
06:48 hoodedice where were you yesterday?
06:48 asl97 i guess it's not possible to put textures into their own folder?
06:48 hoodedice it is?
06:48 hoodedice IIRC it was
06:50 asl97 i predict i would be working with over 100 textures in a mod, wanted to split them into their own folder but it doesn't seem to work
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07:19 technomancy just built a binary display out of luacontrollers with my 5-year-old; he's loving it =D
07:20 VanessaE show him my nixie tubes mod :)
07:20 VanessaE (it works with LuaC's + Digilines)
07:22 technomancy will have to check that out
07:23 technomancy is there a way to mass-program luacontrollers?
07:23 VanessaE not really
07:23 VanessaE just copy&paste
07:26 technomancy could really use an I/O expander =)
07:27 VanessaE that's what digilines are for
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07:27 VanessaE you send messages along a common bus, like I2C, rather than over discrete lines
07:28 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies​/minetest/screenshots/nixie_tubes-decatron.png
07:28 VanessaE this for example
07:28 VanessaE that LuaC is sending messages to each of the tubes shown there, by using a different "channel" (like a device address) for each one.
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07:53 RealBadAngel Calinou, have you tested minimap?
07:55 hoodedice I HAVE -- nah jk
07:55 hoodedice there's some vignette effect in 0.4.12 ubuntu stable that I never got on windows
07:58 Calinou RealBadAngel, sorry, exam this afternoon...
07:58 RealBadAngel Calinou, wel good luck :)
07:59 RealBadAngel hoodedice, and?
07:59 hoodedice just saying
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08:00 hoodedice tfw C does not have boolean >_>
08:00 hoodedice (pre C99)
08:01 Calinou C11 ftw!
08:02 hoodedice I'm pretty sure the C in use next semester will be C89 #AmericanEducationAmIRite?
08:03 hoodedice well, this just made me appreciate modern languages a little more
08:03 hoodedice (even though the fix is a simple typedef)
08:06 hoodedice I also love how every other C error contains the term "core", my favourite being "core dumped"
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08:12 hoodedice RBA, want to look at some really bad C code?
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08:29 Calinou http://webquake.quaddicted.com/Client/WebQuake.htm
08:29 Calinou in-browser Quake
08:32 VanessaE meh, no webgl support in chromium :-/
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08:35 Calinou https://lut.im/jprJ7ymD/afzMjsvh
08:35 Calinou VanessaE, works fine here (Chromium 43)
08:36 VanessaE this is 43.0.2357.81 as included in xubuntu.
08:36 VanessaE turns out the dev who maintains this package disabled gl accel.
08:36 VanessaE something about it being the main cause of desktop crashes in X or some such
08:36 hoodedice hehe too bad VanessaE, working in default browser included in xubuntu =P
08:37 VanessaE hoodedice: it usually works fine for me.  this is new in *ubuntu 15.04
08:37 hoodedice things breaking in a new ubuntu release is new? That's new to me
08:38 Calinou VanessaE, do WebGL test sites work for you?
08:38 VanessaE nope.
08:39 hoodedice ...mouse doesn't work though, so yeah
08:40 hoodedice "Do I need to bust your face open for trying to quit"
08:43 asl97 we got yaw in object but what about pitch?
08:44 VanessaE asl97: nope.
08:45 hoodedice Calinou, did you check out imgrush?
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09:00 asl97 i thought i could just rotate the image using [transform] but it didn't work, it also left a lot of artifacts
09:01 asl97 oh well, another idea into the bin
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09:54 Calinou hoodedice, yes, long time ago
09:54 hoodedice why are you not using it? I thought you liked mediacrush?
09:55 Calinou because lut.im does the job for images
09:55 Calinou and offers temporary hosting too
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11:33 Taoki Weird. I have a collisionbox enabled for an entity, yet when I hover over it nothing appears. Am I missing anything?
11:33 Taoki It's attached to a bone BTW, but that probably doesn't matter
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11:47 Taoki Ah, weird... it only works if the item isn't attached. Is this intentional?
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15:46 VanessaE good morning
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16:09 rubenwardy Has anyone here played King Arthur's Gold?
16:09 rubenwardy (note: proprietary)
16:10 VanessaE not me
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16:13 rubenwardy It's interesting. It looks like Terraria, but you build castles and do PvP fighting. Most of the emphasis is on PvP fighting though; singleplayer is boring (there are no attackers)
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17:06 CWz what would be a good way to make a mod that prevents player from digging those annoying vertical 1x1 shafts
17:09 Jordach /ban?
17:14 rubenwardy You use /rollback_check to see who did it
17:15 rubenwardy You could write a mod yourself
17:15 rubenwardy Just check on place if there are more than 4 in a stack below the player, if so then delete
17:15 rubenwardy Would involve checking 4 * 9 blocks, and then removing 4.
17:16 rubenwardy 40 node get / sets. Might be an idea to use LVM
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18:23 Taoki Can anyone help me out a bit with this code please? https://forum.minetest.net/viewtopic.ph​p?f=47&t=12659&p=182664#p182663 The person who posted the example I'm following isn't around it seems, and I'm trying to implement it, but don't understand the calculations
18:23 Taoki (FOV for mobs basically)
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18:28 Taoki For one thing, I do not get how the dotproduct holds any information about angle and direction. It only seems to represent distance
18:39 nore Taoki, the dot product of two vectors is equal to the product of their lengths and of the cosine of the angle between them
18:39 nore so you can get that angle too
18:40 nore (if you know their lengths)
18:40 Taoki Still can't understand, trying for an hour to. What exactly do 'yaw2vec' and 'angle' return and represent in that example?
18:40 * nore looks
18:40 Taoki I get strange numbers I can't fully correlate
18:41 Taoki Thanks :)
18:41 nore yaw2vec takes the yaw of the entity, and returns an unit vector of the direction that entity is looking at
18:42 nore and angle takes 2 vectors, and returns the angle between them (the inverse cosine of their dot product divided by their lengths)
18:43 Taoki Ah... so yaw2vec is basically a virtual point on the 2D / 3D plane which indicates the direction?
18:43 nore yes
18:43 nore the point will look in a cone
18:44 nore if you want to ignore the vertical angle, just set y to 0 in the calculations
18:44 Taoki ok. As for angle, I noticed that it seems to depend on distance only. Even if I'm behind or in front of the mob, it's smaller or larger the closer or further I am. So I'm not sure how I get any useful info from it.
18:44 nore (I mean, in the vector you give to it)
18:44 Taoki It's not eg: Negative behind, positive in front
18:45 nore the dot product should be
18:45 Taoki Ah. I put a debug print, and it's not
18:46 nore are you sure it is the dot product? another issue may also be that you mob is not looking in the expected direction
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18:47 TenPlus1 hi folks
18:47 Taoki Basically, the mob stands still. I go two blocks in front of it, the value is somewhere about 0.5. Then I go two blocks left, right, or behind the mob... without it moving. I still get the same value.
18:47 Taoki hi
18:47 nore hi
18:47 nore hm...
18:47 Taoki (left / right / back of the mob)
18:47 Taoki So it only seems to represent distance, regardless of direction
18:48 nore ah, I know
18:48 TenPlus1 Q. is there a way to have entities display within a certain range only ?
18:48 TenPlus1 say if player is within 10 blocks ???
18:48 nore it's angle(yaw2vec(yaw, pitch), vector.subtract(pos1, pos2)) you want
18:48 Taoki TenPlus1: Have the entity scan for players periodically, in a distance of 10. Not per player however
18:49 nore TenPlus1: the closest I have for that is code that simulates entities in Lua and shows them only if a player in nearby
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18:49 nore (used in pipeworks to get "entities" in unloaded blocks)
18:50 TenPlus1 will check pipeworks mod to see...  so many problems with having too many entities in one active area...  gotta limit it somehow
18:50 Taoki Thanks, I will try that
18:50 nore TenPlus1: it still simulates them
18:50 nore and those entities need to be registered and created with special calls too
18:51 TenPlus1 sounds like a lot of work for a sign/itemframe
18:51 nore ah, for that, you could have the node to check
18:51 nore so much easier :)
18:51 TenPlus1 how u mean?
18:51 nore put an abm in node
18:51 nore that check if a player is nearby
18:51 TenPlus1 oh right... if player close by add item, if not remove it
18:51 Taoki nore: That's close! However, if I stand in front of the mob or behind it, the value is 90* in both cases
18:52 nore Taoki: then the mod is looking at 90° angle
18:52 nore so one side will be 0 and the other 180
18:52 nore you need to change yaw2vec by setting x -> z, and z -> -x
18:53 nore should work
18:53 TenPlus1 is anyone experiencing the "std::bad_alloc" errors on servers ?
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18:53 nore TenPlus1: I don't remember experiencing it
18:54 Taoki What does -> do, never used that or seen it in other mods
18:54 nore however, I have often at startup a crash with "double free or corruption" :/
18:54 nore that's not syntax
18:54 nore I just meant: replace x by z in yaw2vec
18:55 Taoki Oh, sorry... will try that
18:55 nore and z = ... by x = -...
18:55 TenPlus1 the Xanadu map has grown over 60gb in size and from time to time it'll read a section of map with an error and crash server with "std::bad_alloc" error
18:55 TenPlus1 was hoping someone else may have a solution by now
18:56 nore hm... maybe ask on -dev, I don't know the origin of the bug
18:56 nore but I've seen a few comments about it IIRC
18:56 TenPlus1 lol, done that already... no answer as yet...
18:57 TenPlus1 the devs are working hard on something tho
18:57 Taoki I seem to have 50* in front and 130* when behind. This might be it
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18:57 nore ok, then you just have one final change to do if you want to ignore pitch
18:57 nore instead of using vector.subtract(pos1, pos2), use that vector with a 0 y coordinate
18:57 Taoki Ah, it seems to depend on where the mob looks as well
18:58 Taoki That part is ok, I want pitch as a parameter
18:58 nore ok :)
18:58 TenPlus1 thanks nore, cya folks
18:58 nore ^ that's what the yaw2vec function is for :)
18:58 Taoki What I mean is: If the mob looks toward one direction and I stand in front of it, I get one result. Then if the mob looks in another and I stand in front of it, I get another result
18:58 Taoki Ah, so it's intentional
18:59 nore ehm, what?
18:59 Taoki I was expecting it to be relative, and like always get 50* when I'm standing in front of the mob
18:59 Taoki No matter where the mob looks toward
18:59 nore it should always be about the same (relative to 90°) when you are in front
18:59 nore of the mob
18:59 Taoki Ah. Doesn't seem to
18:59 nore ...
18:59 nore are you sure you use the yaw of the mob?
19:00 Taoki Yeah. I noticed that now I get 50* when behing the mob instead
19:00 nore ah, there is a sign problem then
19:00 nore try to put a "-" before the x coordinate
19:00 nore (in yaw2vec)
19:01 Taoki Aha... the problem is that it reverses
19:01 Taoki If the mob's yaw goes past a certain point, I stop getting 50* in front of it and get 50* when back from it
19:01 Taoki And vice versa with 130*
19:01 nore yeah, that looks like a sign problem
19:01 Taoki I'll try that
19:03 Taoki x = -math.sin(yaw) * math.cos(pitch), ... ?
19:03 nore yep
19:04 Taoki Thanks, that solved it! I get 125* in front of the mob all the time now.
19:04 nore good :)
19:05 Taoki Need to figure out what exactly to check however, to tell if I'm within the FOV.
19:05 nore you need to check 180 - angle <= fov
19:06 Taoki Aha
19:06 Taoki Yeah, I think I see now
19:06 nore (you should set the fov to 80-85 or so)
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19:08 Taoki I wonder why I get a weird value like 125* Instead of 0* or 90* or 45*
19:08 Taoki When right in front of the mob
19:08 Taoki Also angle changes a lot with distance, even if I'm still right in front and parallel
19:09 Taoki So if I move toward or away from the mob, while facing it parallel, the angle increases and decreases a lot
19:09 Taoki From 124* to 160* in 3 nodes
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19:11 Taoki Huh... but on the sides of the mob this doesn't happen. And I get 90* on each side.
19:12 Taoki Even if I step away or toward the mob, if I stay aligned with its side the angle remains 90*. I could rotate it back, but since it's 90* on both sides that would re-add the issue of front and back being difficult to distinguish.
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19:25 CoolantDragon Hey, where's the link to svg of the MT logo?
19:25 sfan5 sec
19:26 sfan5 CoolantDragon: https://github.com/minetest/minetest​/blob/master/misc/minetest-icon.svg
19:26 CoolantDragon Thanks
19:30 nore <Taoki> So if I move toward or away from the mob, while facing it parallel, the angle increases and decreases a lot <-- that's the pitch thing
19:31 nore shouldn't happen if you ignore pitch by setting all y coordinates to 0
19:31 Taoki nore: Pitch is already 0. So I'm walking along the axis if the cone.
19:31 nore yes, but you need to set the y coordinate of the vector subtraction to 0 too
19:31 Taoki nore: But that is solved if I replace sin with cos for x and z again. Problem is that this re-introduces not being able to tell between front and back again
19:33 nore does setting it to 0 work better?
19:33 Taoki Pitch is 0 already.
19:34 Taoki If I fly up or down, the value barely changes by any amount though. So not sure if pitch fully works anyway
19:35 Taoki I assume 0 is fully horizontal... should be
19:39 nore ^ it is
19:39 nore did you try flying up & down very close to the mob?
19:40 Taoki Both closer and a bit further. Pitch doesn't seem to do much though
19:40 Taoki Doesn't have the same influence as horizontal movement by far, just a few decimals
19:40 Taoki So something must be wrong
19:41 Taoki http://pastebin.com/raw.php?i=nZsMSxpp This is what I have now
19:42 Taoki ^ works perfectly when it comes to yaw, and returns 0 when standing right in front of the mob's face (at any distance). But it also does the same when behind the mob, plus pitch doesn't seem to do enough
19:43 nore hm...
19:43 nore try swapping x and z again :) (and negate one of them)
19:45 Taoki nore: Didn't work too well. If I swap sin and cos between x and z, the cone starts ranging between the mob's sides, which is incorrect
19:46 nore hm... it's quite strange that 0 is in front though
19:46 nore it should be closer to 90/-90 with what I see from your code
19:46 Taoki Normally, 90 is in front. I did 90 - calculation to undo that
19:46 Taoki Which is indeed strange
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20:02 Taoki Obviously, when pitch is 0, x and z are multiplied with 1, and y remains 0 (I think). So it's even more strange that this happens and pitch is ignored, since it means a virtual cone isn't being created.
20:02 Taoki Rather a flat cone
20:02 Taoki **a 3D cone
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20:06 tranquilliam Hi, I was wondering how you would code a technic machine. Does anyone know how?
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20:14 est31 tranquilliam, which machine?
20:18 Taoki Yeah, I'll probably have to leave pitch out because it simply won't work :(
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20:27 TheWild is the cone still a problem?
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20:33 Taoki TheWild: Yes
20:33 Taoki Nothing I try seems to work properly
20:35 TheWild well... gist just hung my browser
20:37 TheWild okay, http://pastebin.com/QXbHYNHq
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20:38 Taoki TheWild: pos is the position of the mob, vec is the position of the target?
20:39 Taoki Sorry, that's commented above
20:39 * Taoki is pretty tired for some reason this night
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20:43 Taoki FYI: The problem might be with the yaw2vec, used to determine the vector direction. Namely all the sin and cos combinations which are very difficult to get right and test
20:46 Taoki TheWild: The part you pastebinned works fine. Sadly, it replaces the other implementation which worked fine as well. The problem is yaw2vec, and the sin / cos combinations there
20:46 * TheWild scratches on paper
20:47 Taoki TheWild: http://pastebin.com/raw.php?i=S0SK0dBZ This is the version I got working best. It almost works but has two problems: 1 - If you stand behind or in front of the mob, it returns the same thing (90*). 2 - If pitch is a value other than 0, everything breaks... pitch is not being calculated properly.
20:49 TheWild the same I wrote on paper... but...
20:50 Taoki The normal result would be something like: If you're standing right in front of the mob (parallel to its face), the result should be 0. If from there you go a little to the left, the result should decrease (to something like -10*), whereas if you go the same amount to the right it should increase (+10*). Doesn't matter which is which of course... I will use math.abs anway since I only care for val
20:50 Taoki However, pitch should also change the aim of the cone in height. So if you go above or below the mob, the angle difference increases on top of that. Still, going left and right should increase or decrease around the same vertical 0 the same way, if that makes sense.
20:51 TheWild quick testing shows that Minetest assumes 0° being toward z positive
20:51 Taoki Also, if you are right behing the mob, you should normally get an angle like 360*. Straight to the left or right should be -180* and 180*
20:51 TheWild and 90° toward z negative
20:52 Taoki Ah
20:53 TheWild try this: return {x = -math.sin(yaw) * math.cos(pitch), y = math.sin(pitch), z = math.cos(yaw) * math.cos(pitch)}
20:53 Taoki I think I did, but will try it again
20:54 TheWild <TheWild> and 90° toward z negative    <- I meant: toward x negative
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20:56 MinetestBot [git] est31 -> minetest/minetest: Return to ignore 3d43df9 http://git.io/vtICd (2015-06-24T22:47:41+02:00)
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20:57 Taoki TheWild: Doesn't seem to work either
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21:06 TheWild I found that yaw is flawed - it is not revelant to what is displayed on F5
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21:08 Taoki Ah. Might be... that is a pretty bad thing on the code side IMO
21:10 TheWild whew... this one should be finally correct:
21:10 TheWild return {x = math.cos(yaw) * math.cos(pitch), y = math.sin(pitch), z = math.sin(yaw) * math.cos(pitch)}
21:12 TheWild hey, anyone read that? Player's yaw is not revelant to what is displayed on debug screen. When you turn to yaw=270, player:get_look_yaw() produces ~6.28, which is definitely PI/2
21:13 TheWild s**t, I wrote PI/2?
21:13 TheWild O_o
21:13 Taoki Will try it as well
21:13 TheWild I meant 2*PI
21:14 Taoki TheWild: Works like my "best working example" I mentioned before, so it still has the two issues: Pitch is ignored, and I get 90* both in front of and behind the mob (I cannot separate the two)
21:16 TheWild which function produces 90°?
21:18 Taoki TheWild: The last one you linked. With the other hald from that pastebin you posted
21:18 Taoki [00:07:13] <TheWild> return {x = math.cos(yaw) * math.cos(pitch), y = math.sin(pitch), z = math.sin(yaw) * math.cos(pitch)}
21:19 TheWild ummm... you are passing of course mob looking vector, don't you?
21:20 Taoki TheWild: self.object:get_yaw()
21:20 Taoki pitch is 0, I manually set it to 45* only to test
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21:24 TheWild the function I posted on pastebin produces only positive values
21:24 TheWild you want to distinguish left and right?
21:25 TheWild something on front of mob should be near 0°, while something behind should be near 180°
21:28 Taoki TheWild: When standing right in front of the mob, the angle should be 0*. If standing a little to the left or right, it should be -something* or +something*.
21:28 TheWild +something
21:28 Taoki The one you posted does that, but both for the front and back. Also pitch doesn't seem to be accounted.
21:31 TheWild that's weird.
21:32 TheWild right now I'm testing my own yaw and pitch. yaw2vec works fine
21:32 TheWild my function also
21:33 TheWild check your yaw2vec once more. It should not have any '-' in it.
21:35 Taoki I'm using the last one you pasted
21:35 Taoki [00:07:13] <TheWild> return {x = math.cos(yaw) * math.cos(pitch), y = math.sin(pitch), z = math.sin(yaw) * math.cos(pitch)}
21:39 TheWild crap!
21:39 TheWild I see it now
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21:42 TheWild Devs!? What will happend when I do player:set_look_yaw(player:get_look_yaw()) ?
21:43 TheWild s/happend/happen/
21:44 TheWild Taoki, I'm sorry but could you change yaw2vec once again?
21:44 TheWild return {x = -math.sin(yaw) * math.cos(pitch), y = math.sin(pitch), z = math.cos(yaw) * math.cos(pitch)}
21:44 Taoki No worries, and sure.
21:44 Taoki Will test it in a few minutes
21:45 TheWild noone wants to hear my grumbling about bugs
21:48 Taoki TheWild: That seems to only make the cone sideways, same issues apply
21:51 TheWild ummm... hey, wait...
21:51 TheWild object:get_look_dir()
21:52 TheWild great! Produces nil for me
21:55 TheWild and entites have no pitch
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22:01 Taoki :<
22:02 TheWild one moment
22:02 TheWild I'm making progress
22:04 TheWild http://pastebin.com/iQXGCZjf
22:12 TheWild have you checked this?
22:13 TheWild Taoki?
22:19 TheWild nevermind, I'm going to bed still being not sure it was working or not.
22:19 TheWild good bye
22:19 gayyyyy was kicked by Jordach: gayyyyy
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22:31 U1timat3Tr0113r joined #minetest
22:31 U1timat3Tr0113r wow
22:31 U1timat3Tr0113r You kicked me because I was using my nick to spam #freenode
22:31 U1timat3Tr0113r hehe
22:32 Hirato joined #minetest
22:32 U1timat3Tr0113r gaay
22:32 U1timat3Tr0113r lol
22:36 U1timat3Tr0113r GAAAAYAYY
22:36 U1timat3Tr0113r left #minetest
22:41 U1timat3Tr0113r joined #minetest
22:43 U1timat3Tr0113r TIL not to troll when your fucking internet is fucked up.
22:43 U1timat3Tr0113r Because you can't /join, /msg, then /part.
22:43 U1timat3Tr0113r erm troll/spam
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