Time Nick Message 00:04 gorgonzolapasta hi, can i somehow draw normal trees with a mod or do i have to use the complex ones? 00:06 VanessaE you can either use set_node() and build it up manually, or a schematic, or a voxel manipulator action, or an l-system def with spawn_tree() 00:07 gorgonzolapasta ok thank you. 00:58 gorgonzolapasta cant i use minetest.place_node(…) in a for loop? 01:00 VanessaE use set_node(). 01:00 VanessaE place_node() it meant for situations where you want to get the effects cause dby a user actually placing nodes 01:01 VanessaE but yeah, you can build your trees using a loop if you want. 01:01 VanessaE it's not the best way though 01:01 VanessaE very slow compared to a schematic 01:01 gorgonzolapasta its not going to be called often 01:08 gorgonzolapasta if i do get this correctly, i should be using place_node to place for example a locked chest, rigth? 01:09 VanessaE no 01:09 VanessaE well sorta 01:09 VanessaE place_node() would be okay for a locked chest I support 01:09 VanessaE suppose* 01:09 VanessaE but you wouldn't use it for e.g. leaves or grass. 01:11 gorgonzolapasta ok, yes. already done with the tree. what element is the table with {name=…} needing to set the owner? 01:13 VanessaE https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2200 01:13 VanessaE I think the regular place_node() just acts as if any random player was involved. 01:15 gorgonzolapasta so how to I place a locked chest in the name of another player? 01:15 VanessaE use that call I just linked to I guess 01:15 VanessaE or you can set_node() and then manually set up some metadata in the node 01:16 VanessaE (which would include the chest formspec and the owner field) 01:17 gorgonzolapasta ok thank you 01:19 VanessaE good luck 01:19 VanessaE don't be surprised if you still need to set up the metadata anyway 01:43 gorgonzolapasta whelp. i dont even understand the pointed_thing 01:44 VanessaE pointed_thing.under is what you're pointing at. 01:44 VanessaE pointed_thing.above is the space immediately between you and pointed_thing.under 01:44 VanessaE (the space adjacent to .under, between you and it, to be specific) 01:45 gorgonzolapasta but why do i have to set it when placing a block? and more importantly, how do i calculate it? 01:45 VanessaE you don't. 01:45 VanessaE you read it to determine the coordinates of the surface you're placing on, and possibly the coordinates of the thing between you and it, if any 01:45 VanessaE .under and .above are just {pos} tables 01:46 VanessaE you use get_node() to see what's at those coords. 01:46 gorgonzolapasta so if i want to place a default:locked_chest at lets say 123, 456, 789 01:47 gorgonzolapasta minetest.item_place_node(ItemStack({name="default:chest_locked", count=1,wear=0, metadata=""}), player:get_player_name()), {?????}) 01:48 VanessaE I told you before, use set_node() for this and assign the metadata manually. 01:48 VanessaE pointed_thing is probably returned by some other function. basically, you don't even want to use that function anyway 01:52 gorgonzolapasta i dont think i should use set 01:52 VanessaE you should. 01:52 gorgonzolapasta _node for a locked chest, it prints errors 01:52 VanessaE it's the normal way to put nodes in the world. 01:52 VanessaE what errors? 01:53 gorgonzolapasta ah, no, i am sorry. those were old ones 02:09 gorgonzolapasta where is documented, that there is a "owner" metadata-thingy? 02:12 VanessaE it's probably not really documented anywhere, it's sort of an assumed thing. usually it's a field called "owner" set to the player's name. 02:12 VanessaE just look at how a default locked chest or steel door works. 02:14 gorgonzolapasta i did taht 02:18 swift110-phone Hey 10:03 JamesTait Good morning all; happy Tuesday, and happy Area Code Day! 😃 10:44 bleak_fire_ area code day? 14:27 liq_over_ignore if you have texture problems described here -> https://forum.minetest.net/viewtopic.php?f=6&t=13500 if you have this bug there is poll inside, please vote 17:05 Krock Hello 17:46 Krock My PSU could be a bit too old 17:49 Krock Stabilized the 5V and 12V supply this time... could be the reason for the last BSoDs 17:53 Krock Ok. Seems to be stable for now 21:00 thefamilygrog66 howdy folks 21:19 liq_over_ignore mt-0.4.13-dev-5c3546e, crash on linuxgaming2, log have this -> http://pastebin.com/raw.php?i=mSfjJcjv 21:28 PilzAdam liq_over_ignore, out of RAM? 21:31 Teckla Does "bad allocation" == "out of memory"? 21:32 PilzAdam not always, but in most cases it does 21:32 PilzAdam it could indicate faulty RAM, too 21:33 `Ronsor` hmmm yay minetest 21:44 liq_over_ignore hmm 21:44 liq_over_ignore could be 21:45 liq_over_ignore ah 21:45 liq_over_ignore it is 32bit exe 21:45 liq_over_ignore out of memory 99%, LinuxGaming2 is >2GB usually 21:45 liq_over_ignore I was testing Direct3D rendering 21:46 liq_over_ignore i should say... it is faster without shaders, but stutter is much deeper 21:46 liq_over_ignore than OGL 21:46 liq_over_ignore has no texture tear bug 21:46 * liq_over_ignore pokes RealBadAngel 21:51 liq_over_ignore v_v 21:53 PilzAdam if shaders are slower then you either have a shitty / old graphic card or shitty / old drivers 22:25 `Ronsor` i added mobs to minetest using a mod 22:25 `Ronsor` now i get attacked by 3 dirt monsters 22:27 liq_over_ignore it is not old 22:28 liq_over_ignore I have ATI Radeon HD 6870 22:28 liq_over_ignore it is medium speed card from 2011 22:28 liq_over_ignore drivers are up to date more or less 22:28 liq_over_ignore ._. 22:29 liq_over_ignore DX11, OGL 4.5 compatible iir 22:29 liq_over_ignore iirc* 22:29 liq_over_ignore and yet under D3D9 i don't have that texture or snow problems ._. 22:29 liq_over_ignore god damn OGL 22:29 liq_over_ignore or irrlicht 22:29 liq_over_ignore or minetest 22:29 liq_over_ignore or whatever 22:31 `Ronsor` what version of minetest? 22:31 `Ronsor` my server runs 0.4.13-dev, but the client i use is 0.4.12 22:31 liq_over_ignore 0.4.13+, but those bugs are really at least from 0.4.5 and up 22:31 liq_over_ignore 0.4.5 has texture tear ._. 22:32 liq_over_ignore nobody cares 22:32 * liq_over_ignore facedesks 22:34 liq_over_ignore does msvc support D3D9? 22:34 liq_over_ignore MT 0.4.13 msvc 64 bit 22:34 `Ronsor` well, that's possibly because it doesnt really 'hurt' the game, you can still play and its a minor issue 22:34 liq_over_ignore it is not minor 22:36 liq_over_ignore in any server with more than cobble house you will find this problem 22:37 `Ronsor` yeah 22:37 `Ronsor` i noticed it too 22:44 liq_over_ignore it does 22:45 liq_over_ignore it works better on D3D9 and without those pesky texture problems 22:45 liq_over_ignore and faster 22:45 liq_over_ignore even without shader, faster is subjective 22:46 liq_over_ignore hmm, fps is like 2x better on LinuxGaming2 spawn o.O 22:46 liq_over_ignore but stutter is heavier when looking around 22:47 liq_over_ignore 35-40 vs 15-20 22:47 liq_over_ignore and no weilditem bug 23:16 FIXME ok, now looking at Vanessa survival slow-spawn 23:16 Guest5849 damned 23:16 Guest5849 oh well 23:16 Guest5849 so the FPS with d3d9 is much higher on Vanessa's spawn 23:17 Guest5849 15 in OGL vs 35 in D3D9 23:17 Guest5849 that is big difference 23:18 FUBAR__ I will make a small test 23:19 FUBAR__ whatever, I will wait RBA and complain :} 23:20 FUBAR__ so refreshing to see 95% correct render and 2x fps (but no shaders, well, who cares) 23:21 FUBAR__ I guess OGL rendering on ATI is so much fubar, it makes me sad panda 23:21 `Ronsor` BUG REPORT 23:21 `Ronsor` if i'm flying, i can pass through the ground 23:21 FUBAR__ no clip 23:21 FUBAR__ disable your noclip 23:23 `Ronsor` oh 23:23 `Ronsor` hmm 23:23 FUBAR__ twoelk has house that has some similarity with Sokomine's 23:24 FUBAR__ nice house 23:29 FUBAR__ grrrr, slight glass flickering on d3d9