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IRC log for #minetest, 2017-08-15

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01:12 GreenDimond I uv-unwrapped the cube.obj that mt2obj uses, but that messed with the conversion from .mts to .obj, so any import is just a white cube. Any notion why or how I can get the cube to be unwrapped?
01:13 GreenDimond (so that every cube in the obj is unwrapped)
01:15 GreenDimond *any notion why this happens or how I can get the cube to be unwrapped?
01:18 jas_ heroofthewinds updated caverealms!
01:18 GreenDimond o rly???
01:18 jas_ i don't think it works in v7 still?
01:19 jas_ i'm trying this subterrane but i think i have to add the caverealms stuff or something heh
01:19 GreenDimond Fix mistake in falling_ice, replace constant_flame with fire:permanent_flame
01:19 GreenDimond Thats all
01:19 GreenDimond Just a PR merge
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01:32 GreenDimond sfan5: Do you know if it's possible to uv unwrap the cubes when using mt2obj?
01:45 calcul0n Natechip, you're so ugly :)
01:45 calcul0n https://www.youtube.com/watch?v=Owg8cDOR7pY
01:47 BakerPrime Natechip: you are not ugly.
01:47 BakerPrime that's better :P
01:48 Natechip Baker: im trolling a kid who thinks he can call ppl ugly
01:55 jas_ https://youtu.be/rbZA3mklmyA
01:55 jas_ !title
01:55 MinetestBot jas_: minetest dcbl server subgame - YouTube
01:56 Natechip calcul0n, BakerPrime: there was a player on my server who was calling players ugly, ended up calling me ugly. What do I do? Own him by doing /nick Ugly_natechip
01:56 Natechip XD
01:56 BakerPrime xD
01:57 BakerPrime now, I think I've asked you this before, but what is your server again? (port/IP)
01:58 BakerPrime natechip ^
01:58 calcul0n :)
01:59 Natechip BakerPrime: MM-Survival minetestservers.ddns.net:48254 (P.S. thanks for letting me advertice my server in #minetest :D XD)
01:59 Natechip advertise*
02:07 BakerPrime OK, thanks. :)
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06:50 hisforever is the round sun in a Mod?
06:52 sy there's a texture pack with a round sun
06:53 hisforever ty Sy where do I find it?
06:53 sy check out a few texture packs on the forums
06:54 sy one of them is bound to have a round sun
06:54 hisforever ok will do
06:55 sy you could always just find an image of the sun on google images and use that
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07:17 MinetestBot [git] nerzhul -> minetest/minetest: Lint fix on localplayer.h 618e0dd https://git.io/v7dLq (2017-08-15T07:15:04Z)
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07:32 MinetestBot [git] nerzhul -> minetest/minetest: server.cpp: code modernization 342e933 https://git.io/v7dLA (2017-08-15T07:30:31Z)
07:40 MinetestBot [git] nerzhul -> minetest/minetest: bab.cpp: code modernization 64c7a68 https://git.io/v7dtc (2017-08-15T07:39:58Z)
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10:13 jas_ Im new to android and gotta figure out how to compile mt on tgis thing... Any hints or tips?
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11:44 zyabin101 @jas_ https://github.com/minetest/minetest/blob/master/doc/README.android
11:44 zyabin101 ^ official docs from minetest repo on GitHub
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13:09 paramat sfan5 could you consider unbanning garywhite/halt in this channel? he's allowed in the other channels so he ends up unsuitably posting in -dev (and he's here already under another name)
13:09 sfan5 if you hadn't mentioned the fact that he's ban evading i would actually be inclined to unban him
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13:12 lamazoni hello, I m noob in minetest, sry if I m asking something wrong or not appropriate for this channel
13:13 lamazoni I m interested by the teach mod https://github.com/sfan5/minetest-teaching
13:13 lamazoni Is there any tutorial available in a 'user' perspective ?
13:16 sfan5 there's this video that roughly shows how it works
13:16 sfan5 https://kitsunemimi.pw/tmp/ph_GCppPdO5C.mp4
13:17 lamazoni hmm very interresting
13:18 paramat hehe
13:18 lamazoni thank a lot sfan5 I won't ask you far more in order to not annoy u
13:18 sfan5 if you have further questions don't be afraid to ask
13:19 lamazoni sure I will thk u
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14:04 AlexYst Yay! A new community member.
14:07 DI3HARD139 So I'm sure this is gonna be a dumb question but Google isn't being helpful today. How do you change the language in MT? Windows changed it to Japanese :/
14:08 DI3HARD139 nvm ignore that question
14:08 AlexYst That's a good question.
14:08 AlexYst DI3HARD139: How do you do it then? Is it in the settings menu?
14:09 DI3HARD139 "language = en" in the minetest.conf for english. https://github.com/minetest/minetest/blob/master/minetest.conf.example#L1383
14:09 * AlexYst would look, but it seems Minetest was never installed on their new computer
14:09 AlexYst DI3HARD139: Okay, sweet. That's easy.
14:10 DI3HARD139 I had a feeling it was "language = " however I didn't know what the values were :P
14:12 AlexYst Ah, yeah. Different software uses different language codes.
14:12 AlexYst "en", "EN", "en_GB", "English", just to name a few ...
14:15 DI3HARD139 exactly
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14:33 AntumDeluge I'm having trouble setting hardware coloring on node using 'on_rightclick'. I've been looking at the following documents:
14:33 AntumDeluge http://dev.minetest.net/minetest.register_node#on_rightclick
14:33 AntumDeluge http://dev.minetest.net/NodeMetaRef
14:34 AntumDeluge https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4344
14:34 AntumDeluge I've also been looking at "homedecor's" source.
14:35 AntumDeluge I tried using "local meta = core.get_meta(pos); meta:set_string('color', color)", but that is not working.
14:38 AntumDeluge https://gist.github.com/AntumDeluge/aeb56d1127488f430bea35444a7d3a3f
14:43 AntumDeluge I'm guessing that "meta:set_string" isn't working because the node is not being updated. How do I update the node after setting the meta data? Or, is "core.get_meta" not what I want to call?
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14:51 jas_ Try using minetest namespace instead of core, but I don't know how that differs.
14:51 AntumDeluge It doesn't, as far as I understand. 'core' is an alias of 'minetest' namespace.
14:54 jas_ I dunno even that namespace is the correct terminology
14:55 jas_ Actually I admit I don't understand the question.
14:57 AntumDeluge Nodes have the 'color' attribute which can be set to change their color. I think I've figured out how to set the 'color' attribute now. But I don't know how to update the node so that its realtime color is changed.
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14:58 jas_ As soon as you update nodemetadata it's instantaneous
14:58 jas_ I haven't tried this new coloring stuff yet.
14:58 AntumDeluge I think I was wrong by trying to use metadata.
15:00 AntumDeluge I updated the Gist to reflect what I've tried most recently: https://gist.github.com/AntumDeluge/aeb56d1127488f430bea35444a7d3a3f
15:00 AntumDeluge "node.color = color". The "color" attribute seems to be set, but visually, the node's color does not change.
15:03 AntumDeluge Maybe I first need to retrieve the "ObjectRef", then call "ObjectRef:set_properties"?
15:06 jas_ Oh ObjectRef is for entities only I believe.
15:08 AntumDeluge Okay.
15:08 jas_ Where's this coloring business in lua_api.txt?
15:08 AntumDeluge https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L433
15:10 AntumDeluge So, I need to update the color of a node that has already been placed.
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15:10 AntumDeluge Like color of beds from the homedecor mod can be changed using dyes.
15:11 AntumDeluge And I'm using the 'unifieddyes' color palette like 'homedecor' does.
15:17 AntumDeluge I updated the gist to show the whole 'register_node' call: https://gist.github.com/AntumDeluge/aeb56d1127488f430bea35444a7d3a3f
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15:21 jas_ I cannot phone.  Will try from pc ina bit. Goodluck to u
15:22 AntumDeluge Thank you for trying to help jas_.
15:29 AntumDeluge I think I've been going about this wrong as using unifieddyes allows using "left click" to change node coloring, not "right click".
15:38 AntumDeluge Ah! Using "unifiedDyes", just needed to add "ud_param2_colorable=1" to "groups" when I registered the node. Now, left-clicking with a dye changes the node color. :)
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15:45 Brackston AntumDeluge: Congrats
15:45 AntumDeluge Thank you Brackston. And thanks to the 'unifieddyes' devs. :)
15:46 AntumDeluge Oh, and the 'homedecor' devs, because looking at that code helped me.
15:47 Brackston That's VanessaE...always helpful!
15:48 AntumDeluge VanessaE seems to be a big-time contributor.
15:51 Brackston Yes she is. And we are more colorful because of it!
15:59 ThomasMonroe XD
15:59 CalebDavis i am running player:set_clouds({color=0xffffff50}) when a player joins but it sets the cloid color to yellow why?
15:59 CalebDavis cloud^
16:00 Dumbeldor CalebDavis: RGB :D
16:00 CalebDavis XD its ARBG not RGBA
16:01 Calinou ARGB is the bane of my existence
16:01 Calinou #RGBARepresent
16:01 * CalebDavis does a faceslap
16:01 lamazoni Finally I m ok with the teaching mod, thk sfan5 to the vid tutorial (I was locked somewhere beetween giveme teaching:util_1 and where the f.. are the block !
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16:48 twoelk lamazoni: you may also like to study the <It’s Educational> section here: http://www.ocsmag.com/2016/04/04/mining-for-education/
16:54 lamazoni twoelk:yes indeed a good article, in fact started by the french version of this article. By now I'm trying to make a type of maze map. It,s far my nepheu.
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18:11 AntumDeluge How do I check if a player can dig a node? I've tried 'node.can_dig(pos, differ', but apparently that is 'nil' if not manually set when node is registered.
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18:15 AntumDeluge I want to test if the node is protected. Reason being is that I override 'node.on_dig' function to call 'core.remove_node', so I need to know if the node can be dug by the player before calling.
18:17 AntumDeluge I'm guessing that protection info can be found in the nodes meta data.
18:22 Krock minetest.is_protected(pos, name)
18:22 Krock returns true/false, depending whether the position is not modifyable
18:24 Krock ^ AntumDeluge
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18:32 MinetestBot [git] nerzhul -> minetest/minetest: Modernize client code (#6250) 9dd0f95 https://git.io/v7FRt (2017-08-15T18:30:30Z)
18:36 AntumDeluge Thank you Krock, very helpful. :)
18:37 Krock !next
18:37 MinetestBot Another satisfied customer. Next!
18:37 AntumDeluge lol
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18:57 AntumDeluge Okay, I have one more hurdle I think. Then I should be good:
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18:58 AntumDeluge I can test if a player's inventory can fit an item with "InvSpec:room_for_item('main', itemname)"...
18:59 AntumDeluge Sorry, that should have been "InvSpec:room_for_item('main', stack)"...
19:00 AntumDeluge But, I need to find out if there is room for two separate items. 'stack' works as a string. How do I list multiple items? And what if I need room for multiples of one item?
19:01 AntumDeluge Example: I need to make sure there is room for 1 "default:dirt" & 2 "default:grass"
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19:04 AntumDeluge Would it be something like "InvRef:room_for_item('main', 'default:dirt 1 default:grass 2')"?
19:04 sfan5 no it can't do that
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19:06 AntumDeluge Is there a way to test if multiple items can be added to the inventory? Or do I just have to add them 1 at a time & if one cannot fit, then backtrack?
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19:09 AntumDeluge And I'm sorry. I was calling it "InvSpec" when it is "InvRef": http://dev.minetest.net/InvRef
19:11 sfan5 if you absolutely want this you should perform the "add 1, then check next" with a copy of the inv
19:13 AntumDeluge Okay, I think I can get by with that. Thank you sfan5.
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19:21 AntumDeluge Is it a bug that 'core.unregister_item' does not remove nodes from 'core.registered_nodes'?
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19:31 calcul0n AntumDeluge, are you doing this at init time ? it only works there
19:31 calcul0n and did you set the mod which defines the item in your depends ?
19:33 AntumDeluge Yes & yes.
19:34 AntumDeluge In order to fully unregister a node, I have to call "core.unregister_item(itemname)" followed by "core.registered_nodes[itemname] = nil"
19:34 calcul0n hmm, that's strange then, maybe it is redefined by some other mod ?
19:34 AntumDeluge And, to be sure aliases are cleared, I call "core.registered_aliases[itemname] = nil"
19:36 AntumDeluge No, it's not being redefined. I think that "core.unregister_items" only handles the "registered_items" table & not the "registered_nodes". I may be wrong though.
19:36 AntumDeluge *"core.unregister_item"... not "items".
19:38 calcul0n well, the doc says it "deletes the entry with key name from minetest.registered_items and from the associated item table according to its nature: minetest.registered_nodes[] etc"
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22:33 zzombee_____ hello
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22:35 zzombee_____ when i try to play local/lan server I cannot see the other player's item in their hand
22:37 zzombee_____ thanks for any helpful response, I am patient and will be checking... also I have an issue with the mods I try, keep getting same error
22:39 zzombee_____ ERROR[main]: mod "mobs_monster" has unsatisfied dependencies:  "mobs"
22:41 calcul0n zzombee_____, you need mods_redo to run mobs_monster
22:41 zzombee_____ awesome, thanks calcul0n
22:41 AntumDeluge *mobs_redo
22:41 zzombee_____ how about mod "armor" has unsatisfied dependencies:  "inventory_plus"
22:42 calcul0n well, looks like you need some inventory_plus mod, but i don't know this one
22:42 AntumDeluge zzombee_____, https://forum.minetest.net/viewtopic.php?t=3100
22:43 zzombee_____ okay thats cool, thanks very much for the other info!
22:44 zzombee_____ thanks AntumDeluge
22:45 AntumDeluge zzombee_____, 3d_armor mod has wieldview, which should make it to where you can see items in other players' hands (https://forum.minetest.net/viewtopic.php?t=4654)
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22:47 zzombee_____ that's great I am downloading them all now
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22:48 zzombee_____ minetet is awesome, I have never played until I got it for my kid and we love it
22:53 AntumDeluge If the inventory is too full to hold a node when dug, how do a "drop" it in place? Using "core.item_drop" works, but doesn't look right.
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22:53 AntumDeluge Again, I am overriding setting the "on_dig" function in "register_node".
22:54 AntumDeluge Setting "on_dig" seems to override the default behavior, & I have to tell it what to do if inventory is full.
22:55 AntumDeluge Is there an inherited parent "on_dig" function that I can call?
22:55 AntumDeluge Sorry, I'm not real experienced with Lua.
22:56 calcul0n maybe you need minetest.handle_node_drops() ?
22:56 AntumDeluge Oooh, I'll look at that. Thanks calcul0n.
23:01 AntumDeluge Perfect! Thanks again calcul0n! :)
23:01 zzombee_____ https://pastebin.com/EdRv1FxV
23:02 zzombee_____ i am getting the above error when i run that inventory plus mod
23:03 AntumDeluge zzombee_____, You are running an older version of the server...
23:03 AntumDeluge You need to either download an older version of 'inventory_plus', or upgrade your Minetest to 0.4.16.
23:03 zzombee_____ awesome! i never even thought of that but was starting to suspect... I installed via the repos
23:03 AntumDeluge Are you using Ubuntu or Linux Mint?
23:04 zzombee_____ I am using a ubuntu variant
23:04 zzombee_____ DISTRIB_ID=Ubuntu
23:04 zzombee_____ DISTRIB_RELEASE=16.04
23:04 zzombee_____ DISTRIB_CODENAME=xenial
23:04 zzombee_____ DISTRIB_DESCRIPTION="Ubuntu 16.04.2 LTS"
23:04 AntumDeluge Add the official Minetest PPA to your system: https://launchpad.net/~minetestdevs/+archive/ubuntu/stable
23:04 AntumDeluge Then you can get up-to-date version of Minetest.
23:05 zzombee_____ sweet, I am guessig I should apt-get remove minetestserver first?
23:06 AntumDeluge I don't think you need to as the PPA version should upgrade/overwrite. But, it may be safe to remove it first.
23:06 zzombee_____ okay cool, thanks so much AntumDeluge
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23:07 ph3-der-loewe AntumDeluge: there is also can_dig. maybe that helps you.
23:09 AntumDeluge I don't think 'can_dig' checks inventory space.
23:10 ph3-der-loewe it can be used to do so.
23:11 ph3-der-loewe I use it for checking if the inventory of a node is empty (otherwise digging is not allowed).
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23:11 ph3-der-loewe but you could also check if the player's inventory is in a given state.
23:11 AntumDeluge That was actually the functionality I was using originally. But I wanted it to act just like digging dirt or gravel, where if the inventory is full the item is dropped in-place.
23:12 ph3-der-loewe ok.
23:12 ph3-der-loewe :)
23:12 AntumDeluge This is what I was able to come up with: https://gist.github.com/AntumDeluge/aeb56d1127488f430bea35444a7d3a3f
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