Time Nick Message 00:05 greeter greetings. i'm trying to start a minetest server, however for some reason my mods aren't loading. minetest doesn't seem to be finding them even though they're in ~/.minetest/mods any ideas? 00:08 greeter wait, never mind, i misread the directory name -_- let me try this again lol 00:17 greeter ok lesson learned, carefully read your working directory before believing you have stuff in the right place. thanks for your help though folks :-) 00:43 Hijiri Wuzzy: If it's a mobs redo mob you could make a CMI component that gives mobs inventories 00:43 Hijiri that may or may not be a good idea depending on whether you want it to just be on one mob 00:44 Wuzzy interesting 00:44 Hijiri and you would still have to write the inventory serialization / deserialization code 00:44 Wuzzy ugh 00:44 Wuzzy you scared me off at "serialization" 00:44 Hijiri actually I think there might still be a problem, I don't know how you would collect inventories from despawned mobs 00:45 Hijiri Wuzzy: I'm guessing it would just be get the inventory lists and then use minetest.serialize 00:47 Hijiri I think Minetest needs a way to get notified when a mob is despawned 00:47 Hijiri not just when it's deserialized 00:47 Hijiri I mean an entity is unloaded 03:34 MinetestBot 02[git] 04paramat -> 03minetest/minetest_game: Flowers: More flowers 13bae17cd https://git.io/vQRru (152017-07-01T03:29:49Z) 03:34 MinetestBot 02[git] 04MrRar -> 03minetest/minetest_game: Stairs: Add backface culling to stair meshes 137b46d3b https://git.io/vQRrz (152017-07-01T03:22:11Z) 03:35 Natechip anyone have knowledge with a mod bot thing? 03:36 Natechip id be handy if anyone had an idea 03:51 MinetestBot 02[git] 04stujones11 -> 03minetest/minetest: Tile material: Add 'TILE_MATERIAL_OPAQUE', use for drawtype 'NDT_NORMAL' 136e5588c https://git.io/vQRok (152017-07-01T03:43:55Z) 08:52 hisforever Hi I need Help? Hear is thescreen shot http://imgur.com/a/NSuBc 09:08 Krock !tell hisforever that farming_redo version is outdated, see original repo: https://github.com/tenplus1/farming/blob/master/init.lua#L409 replace the errorous lines with those in this link to fix it 09:08 MinetestBot Krock: I'll pass that on when hisforever is around 12:10 MinetestBot 02[git] 04Dumbeldor -> 03minetest/minetest: C++11 cleanup inventorymanager (#6077) 13c772e0e https://git.io/vQRda (152017-07-01T12:07:40Z) 12:50 Nox[Matrix] I want to build an aperture that drives me straight upwards 12:56 Nox[Matrix] Can anyone help me with that 16:02 MinetestBot 02[git] 04stujones11 -> 03minetest/minetest: Include TILE_MATERIAL_OPAQUE in shaders header (#6086) 13c358004 https://git.io/vQ0vo (152017-07-01T16:01:07Z) 16:04 texmex Noxarivis: What do you mean by aperture? 16:14 greeter greetings again. got another issue, this time it's with /spawn. whenever i do /spawn on my server, it says the spawn point is not set. i've set a static spawn point in my configuration file and i've even tried adding a mod just for that purpose. any ideas how to fix this? 16:34 greeter ok, i think i found the answer to my question. it seems the newplayer module has its own spawn command, in case anyone else is struggling with figuring that out 18:02 garywhite hi greeter 18:03 greeter greetings garywhite 18:04 garywhite If you're trying to set a spawn point, try /setspawn too 18:06 greeter i figured out what my issue was. one of the mods had its own spawn point and it had to be set that way 18:13 garywhite oh, ok. So I hear you're launching your own MT server? 18:21 greeter i have actually :-D 18:25 greeter i'm not prepared yet to share the server with the world, but if you want to drop by i'd be happy to notice/pm you the url 20:13 IhrFussel "minetest.setting_getbool()" isn't supported anymore right? 20:18 IhrFussel If true then that seems to be the reason why the wieldview mod ignores my values 20:49 stujones11 IhrFussel: Please file an issue, that mod needs looking at anyway 20:50 stujones11 It should not be writing stuff to minetest.conf unnecessarily 20:50 stujones11 Check that you don't have another entry with it set true 20:50 IhrFussel stujones11, nevermind it seems to be client-specific..? I don't see the wielded nodes but another player does 20:51 stujones11 That's a new one on me but I'll look into it 20:53 IhrFussel The other player uses 0.4.16 stable as client and mine is 0.4.16-dev (from 1 day after release) so they're basically indentical 20:53 IhrFussel identical* 20:58 stujones11 IIRC it does not work with all nodes, you are probably better using wield3d if you want that 21:02 IhrFussel stujones11, but it worked with dirt and sand nodes before...now those are invisible it seems 21:03 IhrFussel And the weird thing is someone else with (almost) the same version sees them 21:04 stujones11 Perhaps they changes the tile definitions, the texture detection of wieldview is rather crude 21:05 stujones11 to say the least :-/ 21:21 IhrFussel stujones11, I found the issue: inventory_image = minetest.inventorycube("building_blocks_grate.png") << ALL nodes that call minetest.inventorycube() are INVISIBLE on my client in the inventory 21:22 IhrFussel I'm guessing it's something that OpenGL 1.5 doesn't support 21:24 stujones11 hrFussel: It never worked with inventory cubes, AFAIK, like I say, it is very limited 21:24 stujones11 I have a good mind to remove that feature altogether 21:25 IhrFussel But other players on my servers see all inventory images just fine + wielded nodes 21:25 IhrFussel So it must be my PC 21:25 IhrFussel Not sure what's required for inventorycube() 21:26 stujones11 Nah, nothing to do with openGL or your PC, it has to be something in the game 21:41 IhrFussel stujones11, I'm looking at the c++ code that generates the inventory cube...I have NO clue what'as 21:41 IhrFussel what's going on there....wayy too complicated for my knowledge 21:53 stujones11 IhrFussel: IIRC it looks for tile[1], if that does not exist it is blank 21:53 stujones11 The problem is not in the engine, more likely a conflicting tile definition 22:00 IhrFussel stujones11, no, it is on my end only...another player on my server sees everything fine...the tiles are generated client side if I understood the code correctly 22:22 stujones11 IhrFussel: The only other explanation would be that the player model has not been set correctly 22:24 IhrFussel The models are correct and I see the NON-inventorycube items in my hand...I also see ALL non-inventorycube items in my inventory ... it is definitely the c++ function that generates the cubes...SOMETHING on my PC is not supported/compatible with that function likely 22:38 stujones11 IhrFussel: I do not recall ever having support for inventory cubes 22:38 stujones11 I cannot understand how that works for anyone 22:39 stujones11 I can assure you that it is not your PC at fault