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IRC log for #minetest, 2017-04-19

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01:06 MinetestBot [git] paramat -> minetest/minetest: Conf.example: Move some lines to minetest.conf.example.extra cfe0291 https://git.io/vSxvD (2017-04-19T01:02:11Z)
01:06 MinetestBot [git] MarkuBu -> minetest/minetest: Pointed thing to face pos: Fix crash if opening door with slab or stair efd509f https://git.io/vSxvy (2017-04-19T01:01:42Z)
01:06 MinetestBot [git] HybridDog -> minetest/minetest: Tools: Fix tool digging speed limit 858c722 https://git.io/vSxvS (2017-04-19T01:01:15Z)
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03:53 rdococ VanessaE: what if I want to get how much water there is?
03:54 VanessaE just read param2 and call it good.
03:54 VanessaE otherwise you're gonna have to read all of the water nodes in the area and...I dunno...add them up
03:54 rdococ k
03:55 rdococ I can never remember if walkable=true is walkable on or walkable through
03:55 VanessaE if you want the total volume of water, you can get a VERY rough approximation by searching for all water nodes in the area and adding up all of their param2's, multiplying any that are less than 7, by 2.
03:56 VanessaE if you want the total flow, just add all of the param2's without the multiplier.
03:56 rdococ I want to get the volume of one node of water.
03:56 VanessaE I think walkable=true means you can walk through it
03:56 rdococ Wiki says otherwise.
03:57 VanessaE ok, read the param2, if it's less than 7 or 8 (use the inspector tool to figure out what's the highest on a horizontal flow), double it.
03:57 rdococ inspector tool?
03:57 rdococ isn't that in minimal development test?
03:57 VanessaE yeah, there's a couple of mods out there that add a node inspector
03:58 VanessaE https://github.com/minetest-mods/inspector
03:58 VanessaE this one for examplkew
03:58 VanessaE example*
03:58 rdococ k
03:58 rdococ ty
03:58 VanessaE yw
04:00 rdococ I'm creating a grate block water can flow through (there are probably already mods for it, but meh). I saw a floodable group in the core code but it seemed to set them back to air after water flows into them
04:01 VanessaE floodable means water can wash it away I think?
04:01 benrob0329 you'd probably need meshnodes
04:01 rdococ ah.
04:01 rdococ benrob0329, meshnodes?
04:01 benrob0329 Yes, for the different water levels
04:01 VanessaE drawtype = "mesh", mesh = "some model file.obj"
04:01 rdococ ah.
04:02 rdococ well, I'm quietly ignoring the fact that you can usually see the water in grates :P
04:02 VanessaE textures are specified in tiles = {} as usual (one entry per material in the model)
04:02 benrob0329 Oh, so you can have multi material models
04:03 VanessaE yep
04:03 benrob0329 Good to know
04:03 VanessaE up to 6 materials
04:03 VanessaE and of course the UV map can be as complex and detailed as you want
04:03 benrob0329 Eq to blender materials? (As in having and setting them, not the contents thereof)
04:03 VanessaE yes.
04:03 VanessaE the way I usually do it is each material in the model is one particular kind of thing, e.g. wood, metal, etc., each of which is an ordinary 16px texture where possible
04:04 benrob0329 ill have to use that..
04:04 VanessaE so you get something like homedecor's oil/hurricane lamp which has glass, two colors of metal, the lighted wick, and brass innards
04:04 benrob0329 wait, that means that players could have multiple textures
04:05 VanessaE nope, I don't think so
04:05 VanessaE player models et al. only have one texture definition, so one material
04:05 benrob0329 Entities can't do that?
04:05 VanessaE not afaik
04:05 VanessaE however,
04:05 VanessaE if you set the entity drawtype to wieldmesh or whatever it's called,
04:05 VanessaE then it'll take on the properties of the node you're using for the source image
04:06 VanessaE in which case multiple materials should work fine
04:06 VanessaE (but I've never tried this)
04:06 VanessaE check the original item_frames mod
04:06 VanessaE I think that's how it works
04:06 benrob0329 having multiple materials would be helpful for clothing/armor being separate from the skin
04:07 VanessaE indeed so
04:07 benrob0329 (And capes)
04:07 VanessaE and that's how it shoulda been done originally, especially for those fsking capes
04:09 benrob0329 can entities have bump maps?
04:09 VanessaE no idea
04:09 benrob0329 If they can, 3D ified 3D_armor
04:09 benrob0329 To an extent
04:10 benrob0329 Really entities need an overhual (shadows etc) but I have no idea where one would even start with that
04:11 benrob0329 Possibly by finding an improves irrlicht entities lib
04:11 benrob0329 *improved
04:11 rdococ param1 always seems to be 14 for water
04:11 VanessaE rdococ: param2.
04:11 rdococ is that where the liquid range is stored, maybe?
04:11 rdococ VanessaE, ik but I saw param1's value too
04:11 VanessaE param1 is almost always used for light.
04:12 rdococ ah
04:12 rdococ I guess the light property in the inspector is something else
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04:39 rdococ I hate how Minetest copied Minecraft's water physics.
04:39 rdococ I mean, you have complete control over the game! I know the finite water Minetest used to have was probably a little buggy, but still!
04:39 rdococ And don't tell me to code it myself - I'm one person!
04:40 rdococ I guess there's no point talking about it now though -_-
04:47 rdococ my grate mod is working.
04:47 rdococ kind of. The water flickers, but it works.
04:47 rdococ *grumbling about mt water physics*
04:49 rdococ odd how many things which should be floodable aren't
04:49 rdococ e.g. grass
04:50 rdococ (not dirt_with_grass)
04:50 rdococ (I'm specifically talking about the dry grass you find in savannas)
04:57 rdococ it doesn't seme to work on lava
04:57 rdococ seem*
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05:37 rdococ hm
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06:06 rdococ what mod suggestions do you have?
06:07 benrob0329 A GPS/Scanner
06:07 rdococ a GPS/scanner?
06:08 rdococ do you mean a GPS or a scanner?
06:08 rdococ GPS = debug menu btw
06:08 benrob0329 I mra.
06:08 benrob0329 *mean like, a device
06:08 benrob0329 Dang phone keyboards
06:09 rdococ what kind of device?
06:09 benrob0329 That when used, shows a for
06:09 benrob0329 Ugg
06:09 benrob0329 I keep hitting send by accident
06:09 rdococ shows a for...?
06:09 fireglow lol
06:09 benrob0329 Shows a formspec to select a dest on a map
06:09 rdococ that sounds kinda OP
06:10 benrob0329 But also showing the players current pos
06:10 benrob0329 No more op than the minimap
06:10 rdococ can a formspec even show a map?
06:10 benrob0329 idk
06:10 rdococ then just use the minimap then
06:10 benrob0329 but that doesn't have nice markers or hud elements
06:11 benrob0329 So it'd be like waypoints, but in a device I suppose
06:11 rdococ isn't that what travelnets are for?
06:12 benrob0329 No, thode are for teleporting
06:12 benrob0329 *those
06:12 rdococ I was thinking about adding RPG "loading zones" that teleport you instantly
06:13 benrob0329 Thayd be nice, like an invisible teleport pad?
06:13 benrob0329 To have level transitions like source engine games?
06:14 rdococ It doesn't have to be invisible. loading zones in many games appear black.
06:14 rdococ but yes
06:15 benrob0329 Now I want to make a giant game, all contained in a map
06:15 benrob0329 + worldmods
06:16 benrob0329 Like, a story driven game, with scripts n stuff, but all in one map
06:16 benrob0329 Like you'd start on one corner of the map, and build out from there
06:17 benrob0329 (Now we need a scripting mod, for real time scripting in lua, like how a luacontroller does lua)
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06:20 rdococ You could have a table of RPG flags, and each NPC would have a Lua script checking the flags and talking accordingly when clicked.
06:21 rdococ The problem now, though, is how do we save the data?
06:22 benrob0329 Serializarion?
06:22 benrob0329 Mod storage?
06:22 rdococ I can't seem to tell...
06:22 rdococ it does say we can save files to disk though.
06:22 benrob0329 actually, you could have fully animated/voiced npc's
06:23 benrob0329 it'd just be a lot of work
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06:23 rdococ Each NPC's conversation function would be given the player's inventory and some data regarding the player's progress in the RPG.
06:23 benrob0329 you'd have to have mouth animations and excelent timing
06:24 benrob0329 Probably broken up audio sections just in case things lag
06:24 rdococ Does anyone here know how to save data between server restarts?
06:25 benrob0329 I've done a bit with serialization
06:25 rdococ Can you tell me how to?
06:26 benrob0329 You use path = minetest.get_worldpath()
06:26 benrob0329 (I think thats the function)
06:26 rdococ Ah. So you save files to disk?
06:26 benrob0329 And file operation commands
06:26 benrob0329 With minetest.serialize(table)
06:27 rdococ Then how do you write to the file?
06:27 * rdococ notes how player data (at least in singleplayer) is stored in plaintext
06:28 rdococ I assume passwords are encrypted (I hope).
06:29 benrob0329 Yes
06:29 benrob0329 It is
06:29 benrob0329 They are hashed
06:29 rdococ ah.
06:29 rdococ I see.
06:29 rdococ Are they salted too?
06:30 benrob0329 Probably not unfortunately
06:31 rdococ Aw, so they're not tasty :c
06:35 rdococ how about liquids?
06:38 benrob0329 They are...liquid-y
06:39 rdococ I mean suggestions for liquids
06:42 rdococ hm
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06:53 benrob0329 Heh, I'm getting 60 fps with open source nvidia drivers
06:54 benrob0329 Granted, its at 150 blocks view range, but hey shaders are enabled
06:56 rdococ hm
06:56 rdococ apparently :getpos() doesn't exist
06:56 rdococ I'm taking an object from minetest.get_objects_inside_radius()'s list and using :get_luaentity()... should I be doing that?
06:57 rdococ odd.
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07:11 rdococ I'm working on a generic RMod.
07:11 rdococ currently it has grates and conveyors.
07:40 sofar https://github.com/sofar/mtmediasrv
07:43 fireglow interesting
07:44 rdococ hm
07:44 rdococ can two entities have the same name?
07:45 sofar of the same type, yes
07:45 sofar of a different type, no
07:45 rdococ how would I store entity data in a table then?
07:45 sofar store the data in the luaentity object
07:45 rdococ e.g. {"entity" = {stuff}}
07:45 rdococ ah
07:45 rdococ how?
07:46 rdococ btw. these are luaentitySAOs that aren't registered in my mod
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08:11 * pipo says hi.
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08:20 Elench Is there any working positional voice chat for Minetest? I've been looking but can only find an apparently abandoned project at https://github.com/minetest/minetest/pull/3739
08:21 Elench I'll try it when I get my Pi working again though :)
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08:37 Markow Use Discord
08:37 PureTryOut[m] eew Discord
08:37 Markow Discord is fine
08:37 PureTryOut[m] Mumble works with positional voice chat
08:38 PureTryOut[m] Discord is proprietar != fine
08:38 PureTryOut[m] *proprietary
08:38 Markow With Discord, one doesn't need their own server
08:38 Markow Mumble requires you to have your own server
08:38 Markow Nvidia is proprietary as well, so is Googl Chrome, but both work well for me on Linux
08:39 Markow *Google
08:39 PureTryOut[m] I use neither of those lol
08:39 PureTryOut[m] and why not just use Chromium? it's still Chrome, but FOSS
08:39 PureTryOut[m] although still infested with Google sadly
08:40 Markow When it comes to OpenSource (which I am "pro"), the only exceptions for me are those three apps
08:40 Markow Well, not apps, but apps / drivers
08:42 * rdococ says hi too
08:42 rdococ Does anyone have suggestions for mods?
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08:54 JamesTait Good morning all! Happy Wednesday, and happy Poetry And The Creative Mind Day! 😃
08:56 rdococ Do you have a suggestion for a mod?
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09:01 cx384 o/
09:01 cx384 hi MinetestBot
09:01 MinetestBot sup cx384
09:05 Elench Mumble seems most promising as yet, I don't have the skills to create a solution if thta one doesn't work though
09:08 Elench And open is a big thing for me
09:08 Elench Also hi and thanks for input :)
09:09 Calinou Elench: Mumble is probably the "least worst" fully open source VoIP solution we have right now for gaming, sad but true
09:10 Calinou Discord and TeamSpeak are often touted as better on every aspect (except openness) but unfortunately, Mumble is all we have
09:10 Calinou a Qt 4-based (not even Qt 5), updated once-a-year thing…
09:10 Calinou (at best)
09:10 PureTryOut[m] hopefully Matrix can one day replace Mumble for that
09:10 Elench Yeah, the difficulty will be getting the positional aspect
09:10 Calinou PureTryOut[m]: is Matrix suited to 10+ user voice chats, with low latency, permission management, multiple rooms, etc?
09:11 Calinou positional audio is a gimmick, Elench
09:11 Calinou I don't think anyone at competitive level uses it
09:11 Calinou (although Mumble thought it was a good idea to enable it by default)
09:11 PureTryOut[m] multiple rooms, yup. permission management, yup. 10+ user voice chats, yup. low latency, not as much as of yet. they're definitely working on it though
09:11 PureTryOut[m] and I said "one day". it isn't ready for it yet
09:11 Calinou ah
09:12 Elench I'm not sure what you mean by competitive, it's just something I'd like :þ
09:12 Calinou competitive = high-skill
09:12 ^7heo nah
09:13 ^7heo competitive + lots of players == high-skill
09:14 Calinou "Good? is that a fancy word for 'average'?"
09:14 Calinou http://users.kymp.net/feuer/etcomic/053.jpg
09:15 Elench I'm more interested in cooperation than competition in my games, especially things like MT
09:15 Calinou yeah, sure, MT isn't a competitive game
09:16 Elench I like it for collaborative world building, and for me at least positional chat would fit well with that
09:16 Elench That and it would, I think, aid liminality
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09:18 Calinou there's the problem of distance though :P
09:19 Elench True, I have a secondary evil plan of a radio object :þ
09:20 Elench I'm not very knowledgable about these things, and I'm prepared to accept that my desires aren't realisable if they aren't, though I would be sad
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09:24 Elench And I'll settle for channel based voice, it's still a huge improvement on stopping to type all the time :)
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10:22 cx384 What is the callback for a craftitem which is called on rightclick even if you are pointing at nothing? (not on_place)
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11:00 DS-minetest hi MinetestBot
11:00 MinetestBot sup DS-minetest!
11:07 rdococ "node_meta:get_inventory():get_list("main")"
11:07 rdococ doesn't seem to work
11:07 rdococ "main" is a defined inventory list
11:08 rdococ but it returns nil
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11:22 rdococ nvm
11:22 rdococ fixed
11:23 * DS-minetest likes meseor
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11:35 rdococ hm
11:35 rdococ what should a portable chest look like?
11:35 rdococ I've just created on
11:35 rdococ e
11:35 rdococ atm they're called crates
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11:45 Nyarg is there a way or hack to reload (refresh with reload from disk) textures during game after loadTime ?
11:48 Nyarg for example if texture missed at loadTime and game engine check it again each time mapgen starts during game
11:50 Nyarg and yes I'm steel hope to find a way dynamic change texture )))
11:51 Nyarg *still
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12:44 cx384 What is the best way to save a data for every map/world?
12:44 red-006 modstorage
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12:57 Out`Of`Control hi
12:57 Out`Of`Control minetest.unregister does not remove craft recepy
12:57 Out`Of`Control i think it should remove recepy too
12:57 Out`Of`Control craft
13:00 DS-minetest Out`Of`Control: no, it shouldn't
13:01 DS-minetest some other mod could make an alias
13:01 Out`Of`Control how?
13:01 DS-minetest also you can clear the crafts with minetest.clear_craft
13:02 Out`Of`Control ok
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14:22 kaeza meow
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14:26 PureTryOut[m] is there anyway to remove an entity from a certain position in the world?
14:28 juli yes there is
14:29 PureTryOut[m] care to tell me how? :D
14:29 juli u need first to get the object with minetest.get_objects_inside_radius(pos, radius)
14:29 juli and then obj:remove()
14:29 juli in a for loop
14:29 PureTryOut[m] aah, thanks!
14:29 PureTryOut[m] didn't realise that returned entities as well
14:30 juli yes u should then use obj:is_player() to be save :)
14:30 PureTryOut[m] lets remove players from the world lol
14:30 juli use better kick :)
14:31 PureTryOut[m] I'm not trying to remove players lol, trying to remove my own entity
14:32 PureTryOut[m] for which does the job so thanks
14:33 juli ok ;)
14:33 juli i try at moment to not remove an entity lol
14:34 juli marssurvive mod has an bug which removes immortal entitys
14:34 PureTryOut[m] lol
14:35 PureTryOut[m] so it seems that if I don't return an itemstack with 1 item remove, the `on_place` callback on a node won't place the node. however, if creative_mode is enabled, I'd like to not remove an item from that itemstack. how would I do that?
14:37 juli normaly it should work if u don't remove one item
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14:38 PureTryOut[m] sadly it doesn't. the node appears for a split second and is then gone
14:39 PureTryOut[m] the appearing for a split second is I guess the client "predicting" the placement and then undoing that
14:41 juli oh can u send a part of your code?
14:41 juli best would be on forum :)
14:41 PureTryOut[m] what bit?
14:42 PureTryOut[m] I guess where I register the node with the callback
14:42 * PureTryOut[m] sent a long message: PureTryOut[m]_2017-04-19_14:42:32.txt - https://matrix.org/_matrix/media/v1/download/matrix.org/GxPYLVEulWqNpoDESoKqTnDa
14:42 PureTryOut[m] on_dig doesn't seem to be called either for whatever reason
14:45 PureTryOut[m] ooh it seems that on_dig isn't called because there is a on_place... if I remove the on_dig entirely the on_dig gets called fine
14:46 PureTryOut[m] *if I remove the on_place entirely
14:48 juli oh thats wierd
14:49 juli ok i have to go afk
14:49 juli bbl
14:49 PureTryOut[m] ooh ok bye
14:53 PureTryOut[m] well for now I "fixed" my issue by just using `after_place_node` instead... I don't need to determine if it's placeable or not anyway
14:54 PureTryOut[m] same with `after_dig_node`
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15:09 juli oh that makes sense
15:11 juli u should read this: http://dev.minetest.net/minetest.register_node#on_place
15:12 juli if u use on_place u have to place the node ;) with minetest.add_node(...)
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15:25 PureTryOut[m] aah ok, good to know for next time
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16:15 AlexYst Detached inventories can have callback functions that determine whether an item can be placed in them. Is there a way to do that with player inventories too?
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16:20 Out`Of`Control anyone could give me a sample of "minetest.clear_craft" for default:stone
16:21 Calinou https://www.peppercarrot.com/en/article408/my-house-has-been-robbed
16:21 Calinou pray for pepper
16:22 AlexYst Out`Of`Control: With stone as the ingredient or as the resultant item?
16:24 AlexYst Calinou: Oh wow, that really sucks.
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17:49 ThomasMonroe hi AlexYst, hows the game coming along?
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18:26 AlexYst ThomasMonroe: Mostly it's going well. I keep hitting strange snags though.
18:27 AlexYst Like now, I can check a stack when moving it into an inventory, but not when moving one to a different place in an inventory.
18:28 AlexYst I'm going to have to entirely disable the moving of stacks within the inventory to get around this, which'll be a little messy for users.
18:29 ThomasMonroe good, and not so good
18:29 ThomasMonroe :/
18:29 ThomasMonroe keep up the good work though
18:30 AlexYst I feel like I'll never release these things. Every time I get close, I either scrap a mod entirely or I add more to it.
18:30 AlexYst I've got only one complete one so far, I need to get that released at some point.
18:31 ThomasMonroe heh, i think thats the way it is for most ppl
18:31 AlexYst Well, at least I'm not alone then, ha ha.
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18:39 Out`Of`Control is this a new bug?
18:39 Out`Of`Control server.cpp:72: virtual void* ServerThread::run(): A fatal error occured: String too long for serializeString
18:41 Krock Out`Of`Control, already seen it sometimes but I can't find an issue about this one
18:42 Out`Of`Control Krock:  its from today build
18:43 Out`Of`Control Krock:  i think mapgen trigger it, but not sure
18:45 Krock it's used everywhere. you could analyze the source of it further
18:45 Krock s/could/should/
18:47 Out`Of`Control Krock:  there is nothing in  debug.txt
18:47 Krock surely not. only stuff that Minetest handles itself is logged there
18:48 Krock what you need are debugging tools from the system
18:48 Krock but if there's no crash dump, you're quite out of luck
18:51 Out`Of`Control Krock:  build from 31 march works fine so i move to that one for now
18:51 Out`Of`Control mods are exact same, so its engine for sure
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19:48 cx384 o/
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21:03 MinetestBot [git] nerzhul -> minetest/minetest: Fix various copy instead of const ref reported by cppcheck (#5615) f3fe62a https://git.io/vShzX (2017-04-19T21:02:07Z)
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21:10 cx384 detached inventories are cleared after a restart right?
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21:12 sfan5 yes they are runtime-only
21:13 cx384 ok thank you
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22:13 MinetestBot [git] nerzhul -> minetest/minetest: Fix various copy instead of const ref reported by cppcheck (part 3) (… f98bbe1 https://git.io/vShXU (2017-04-19T22:12:52Z)
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22:31 GreenDimond So, I have wieldview and shooter together, and I want to be able to have an inventory_image (for inv), a wield_image (for hand), and a wieldview_image (for wieldview display). inventory/wield_image already have a def.wield/inventory_image, but I need something like that for the wieldview_image. Shooter defines a function to register each gun, with inventory_image = def.inventory_image, etc. Wieldview uses a minetest.registered_items[item].inventory
22:31 GreenDimond _image. If I have a def.wieldview_image, can I use minetest.registered_items[item].wieldview_image? Also, how do I make the def.wieldview_image so it is a string such as "gun_preview.png" or whatever I want it to be?
22:31 kaeza yes
22:32 GreenDimond ^I am assuming that is to the "If I have a def.wieldview_image, can I use minetest.registered_items[item].wieldview_image"?
22:32 kaeza the value of registered_whatever[name] is a reference to the original table you supplied to register_whatever
22:33 GreenDimond ah oki, now how about the def.wieldview_image?
22:33 kaeza ?
22:34 GreenDimond def.wieldview_image does not exist. neither does wieldview_image.
22:34 GreenDimond I want them to tho
22:34 GreenDimond so that I can have a wieldview_image = "bla.png" when defining a gun
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22:35 kaeza uh read above?
22:35 GreenDimond ehm...
22:35 GreenDimond so...
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22:37 kaeza you would register_whatever("foo", { wieldview_image="foobar" }), and registered_whatever["foo"].wieldview_image should be "foobar"
22:38 GreenDimond hm...
22:39 GreenDimond gah!
22:39 GreenDimond o-0
22:39 GreenDimond um.
22:39 Fixer time to open the door with the slab
22:39 GreenDimond wieldview has minetest.registered_items[item].bla
22:40 GreenDimond so I would do register_items("wieldview_image", {???}), ? maybe?
22:40 GreenDimond -_- i still dont get it
22:41 GreenDimond ohhhh
22:41 GreenDimond wait
22:41 GreenDimond nope.
22:41 GreenDimond wieldview_image = {} ?
22:44 GreenDimond and then wieldview_image = def.wieldview_image, ?
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22:47 GreenDimond is that correct, kaeza?
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22:58 Out`Of`Control How can i force a mod to load as last?
22:58 rubenwardy Out`Of`Control, not currently possible
22:58 Out`Of`Control Not unregistering item ............ because it doesn't exist.
22:58 rubenwardy minetest.after(0, func)  will run a function on the first tick
22:58 Out`Of`Control once it works other time not, So how can i fix that?
22:58 GreenDimond You could just make it wait a long time and then load
22:58 rubenwardy ah, doesn't help you
22:59 rubenwardy you could override register_item to not register the item you want to unregister
22:59 GreenDimond kaeza: I got it to work I think, but now any gun without a wieldview_image is displayed as a white square.
23:00 Out`Of`Control rubenwardy: how can i do that?
23:00 rubenwardy or register_craftitem/node/tool rather
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23:01 rubenwardy Out`Of`Control, https://gist.github.com/rubenwardy/362698cf9f6fec63a13e9fa26fae5d82
23:02 Out`Of`Control thank you
23:03 kaeza GreenDimond, without access to actual code I can only guess
23:03 rubenwardy the ... is incase we ever add more arguments to register_craftitem
23:03 rubenwardy btw Out`Of`Control
23:03 GreenDimond oki oki just a sec
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23:05 GreenDimond kaeza: https://gist.github.com/GreenXenith/7e5b48c25063a7b071ff1274f01bfa7b
23:05 Out`Of`Control rubenwardy:  line 3 i can replace with minetest.unregister_item("..")
23:05 Out`Of`Control ?
23:06 rubenwardy there's no point
23:06 rubenwardy instead of unregistering an item, you're just not registering it at all
23:07 Out`Of`Control oh
23:07 kaeza GreenDimond, have you tried to `print(texture)` to see what you are actually getting
23:07 Out`Of`Control this mod has to load first?
23:07 kaeza +?
23:07 GreenDimond no. I will try.
23:11 GreenDimond Using wieldview image, even when using a gun without one.
23:11 GreenDimond ^kaeza
23:12 kaeza then maybe the default for wieldview_image (is that a new thing?) is not ""
23:12 GreenDimond wieldview_image is what I defined :|
23:12 kaeza so it is not a core thing but something in your mod?
23:13 GreenDimond not my mod. I am modifying 2 mods.
23:13 kaeza ...
23:13 GreenDimond did you not see the part where I said I was using wieldview and shooter?
23:14 GreenDimond but to answer your question, no. I do not think it is a core.
23:15 GreenDimond o-o
23:15 * kaeza sighs
23:16 GreenDimond What do you need to know?
23:16 GreenDimond I can [hopefully] tell you.
23:17 kaeza I'm trying to help debug some code while on a 40C fever, and all I get are pointless semantic discussion
23:17 GreenDimond D:
23:17 * kaeza goes back to more productive things
23:18 GreenDimond :( dis gonna be annoying.
23:18 sfan5 like sleeping?
23:18 kaeza or pr0n
23:19 sfan5 with a fever?!
23:19 GreenDimond o_o
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23:31 GreenDimond I can do it the hacky way and assign the inventory image to the wieldview image :/
23:31 GreenDimond ^for each gun
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23:39 GreenDimond oh geez nevermind. I would have to add it to every item o-o
23:39 iama200 diehard hello
23:42 GreenDimond :O I FIXED IT!!!!
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23:42 OldCoder GreenDimond++
23:42 GreenDimond it was if minetest.registered_items[item].wieldview_image == true not ~= ""
23:42 OldCoder *applause*
23:42 OldCoder awes
23:42 OldCoder Do not pause
23:43 OldCoder Code all day and all night
23:43 GreenDimond o-0 lol?
23:43 GreenDimond o-o
23:43 GreenDimond But... I have other things to do...
23:43 OldCoder Other things will ensue
23:43 GreenDimond ...
23:43 OldCoder Fit them into Coder Breaks
23:43 OldCoder For Goodness Sakes
23:43 OldCoder Code all day and all night
23:43 GreenDimond lol
23:43 OldCoder God says, "It is all right"
23:43 OldCoder Fix the bugs, give them hugs
23:43 OldCoder All day and all night
23:44 GreenDimond O_O oh no.
23:44 GreenDimond Maybe I didnt fix it D:
23:44 OldCoder Code shall glow
23:44 OldCoder Step at a time
23:44 OldCoder Fix it as you rhyme
23:44 OldCoder Make it work
23:44 OldCoder Fixes lurk
23:44 OldCoder Code all day and all night
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23:45 OldCoder iamafriend200, behave
23:45 iamafriend200 oldcoder?
23:45 OldCoder Well, you tend to contradict your nick
23:45 iamafriend200 what am i doing that nots behaving?
23:45 OldCoder Nothing, yet
23:45 iamafriend200 so why u tellign me to behave??
23:46 OldCoder Past is prologue
23:46 fireglow better act now, act swiftly
23:46 iamafriend200 well that ur was ur fault
23:46 iamafriend200 im done with u now excuse me
23:46 iamafriend200 i gott atlak to someone
23:49 GreenDimond why is this not working??? >:(
23:50 VanessaE because you're doing it wrong ;)
23:51 GreenDimond but how do right??? D:
23:55 GreenDimond :O I DID IT FOR REALZEEZ THIS TIME!!! :D
23:56 GreenDimond had to add a     type(minetest.registered_items[item].wieldview_image) == "string" and   before the       blablabla ~= "" then

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