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IRC log for #minetest, 2017-11-10

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All times shown according to UTC.

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02:34 Billre whats a good frontend to the maps.sqlite file?  I've trying DB Browser for SQLite but it's very slow to load the file and I'm not seeing any data.
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06:07 sovetskiy Please help me to find out how to change player's inventory size correcly. My code (https://pastebin.com/GpsrdqaG) is not working.
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12:30 Guest_6755 how to make blocks with a slope? For example a road with a slope?
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12:37 Guest_1199 how to make blocks with a slope? For example a road with a slope? (minetest)
12:37 VanessaE Guest_1199: moreblocks mod
12:37 VanessaE comes with a table saw that can cut many kinds of blocks into slopes et al.
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13:25 deltasquared now I'm curious as to how the moreblocks mod achieves slopes, I would assume via meshes as AFAIK nodeboxes don't do continuous slopes
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13:28 VanessaE correct.
13:28 deltasquared I'm just sat here staring at the .obj file and trying to visualise it in 3D space
13:29 deltasquared also quite frankly I don't get most of wavefront obj format directives, but the coordinates are fairly obvious
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13:30 VanessaE I used to know the basics, enough to write a script to convert a glob of nodeboxes into a valid .obj model
13:31 deltasquared I have a soft spot for any format I can write with a text editor. granted sometimes a modelling program makes it a lot easier to work with, but I like having that option
13:31 paramat Guest_1199 please don't repeat a question so soon, it might take a few hours for someone to see and answer :]
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15:08 deltasquared haha, welp, calling set_attach() on an entity with a player object as it's parent fails hilariously
15:08 deltasquared the entity's position updates as expected but it just doesn't render at all
15:08 deltasquared it "re-appears" when detached, though.
15:09 deltasquared in fact when it does so it goes through the teleport glide effect, seemingly from the last position it was in before being attached to a player
15:10 deltasquared it doesn't matter too much to me in this particular case as I wasn't intending to attach things to players in particular, just interesting to observe
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16:50 w_laenger !tell Player_2 Hello
16:50 MinetestBot w_laenger: yeah, sure, whatever
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17:52 deltasquared stupid question time, the docs doesn't appear to have a "none" visual type for entities, would there be a straightforward way to make an entity that has no rendering in the world?
17:52 deltasquared the use case is an entity which changes the light level of the node it's in
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17:53 deltasquared I figure perhaps an empty mesh, transparent sprite or transparent textured cube visual would do it
17:53 * deltasquared decides to see what happens if none is specified
17:57 Krock or set the scale to 0
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18:02 paramat would be useful, sometimes it's useful to attach a player to an invisible entity
18:04 deltasquared well I'm going to see in a minute if MT crashes if I don't define it... in the meantime, might have missed it, but is there a mechanism to set initial armor groups from an entity def? (in particular immortal=1)
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18:43 deltasquared huh, is it not sufficient to light up a node with paramtype="light" by setting it's param1 value, or does it also have to be registered as a light source...
18:45 deltasquared ... apparently so. shucks.
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18:49 aidalgol Is a subgame just a bundle of mods, or is there something more to it?
18:50 sfan5 pretty much just that
18:55 deltasquared sfan5: you have to put modpack.txt there though right?
18:56 Krock no. game.conf instead
19:12 deltasquared lel, once again I can't texture for jack
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20:17 Billre I'm looking at map.sqlite file in sqliteman and the data blobs looks encrypted.  I want to be able to search the data for instances of blocks - for example: locations of technic furnaces.  I can't seem to do it this way.  Is there another way?
20:18 sfan5 they're just in serialized form, no encryption
20:19 Billre This what part of it looks like: ýöÛo¿ýöÛoÿß÷
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20:21 Billre what do you mean by serialized?
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20:22 sfan5 not in a human-readable format
20:25 Fixer it might take a few days for someone to see and answer on irc, but usually nobody answers :D
20:28 Billre Seems like I need to do the querying within minetest then.  How would I do that?
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20:30 Billre Fixer: I guess this where I need to be patient and wait a few days?  :D
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20:57 deltasquared woo, it works. I have a light source that follows me as I move around
20:57 deltasquared now to find a way to make that happen when I wield a torch I guess
20:59 deltasquared so, I did a bit more investigation into the attach-to-player thing, it seems that the server-side entity updates correctly, but the GenericCAO that the client sees does not - so the entity (and it's nametag) remains stuck at where it was pre-attach
20:59 deltasquared I dunno if this was something fixed in 0.5.0-dev
21:00 deltasquared I know that it's updating server-side correctly in this instance as the entity in question is the one spawning this light source.
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21:01 deltasquared even weirder though, is that while the entity visually remains fixed in place, it is lit depending on it's real position according to entityref:get_pos()
21:01 deltasquared I can only assume something is not getting synced correctly somewhere
21:16 swift110 goodness I forgot to get a new mouse
21:16 swift110 actually I would prefer to use a usb joystick with the game
21:17 deltasquared swift110: are you mad!?
21:17 deltasquared but muh muscle accuracy
21:18 swift110 deltasquared, not mad
21:18 swift110 lol
21:20 deltasquared swift110: try playing with a console controller and get back to me ;)
21:20 deltasquared (assuming there's some way to get MT to speak to one...)
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21:36 aidalgol Is there a subgame that mostly plays itself?  Like the Minecraft automation (machinery) mods taken to the extreme?
21:36 rubenwardy technic is a good automation one
21:36 aidalgol rubenwardy: For Minetest?
21:36 rubenwardy yeah
21:36 rubenwardy !mod technic
21:36 MinetestBot rubenwardy: Technic [technic] by RealBadAngel - https://forum.minetest.net/viewtopic.php?t=2538
21:36 aidalgol cool!
21:37 aidalgol I had trouble getting into Minecraft because there's no goal, and building got boring.  And writing mods looked painful.  Maybe I'll have more fun just writing mods for Minetest. :P
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21:50 Fuchs we discussed this a bit at #live, minetest these days has advancements,
21:50 Fuchs *minecraft, sorry
21:50 Fuchs and they give you goals to reach, like mine stuff to go to the nether, go to the end, kill the dragon etc.
21:50 Fuchs I think that might be something nice for minetest, too
21:51 rubenwardy Fuchs, in #-hub we're currently talking about the default game should be
21:51 Fuchs oh
21:51 rubenwardy please repost that: D
21:51 swift110 hmm
21:51 rubenwardy it's good to have a third party opinion
21:51 Fuchs rubenwardy: bah, just forward it, otherwise it's even one channel more I need to have an eye on :p
21:52 swift110 rubenwardy, whats the link to the event you was at
21:52 rubenwardy https://forum.minetest.net/v​iewtopic.php?f=3&t=18742
21:53 Fuchs (we are currently working on pictures, can only take a few more weeks *cough*)
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22:04 deltasquared next stupid question time, is there an easy mechanism to arrange for a callback when a player switches items?
22:05 deltasquared the justification here is that I'd like to be able to detect when a player switches to a torch in their hand without needing to continously poll.
22:07 deltasquared so it'd have to be something like: when a player switches to a torch or logs in holding one, trigger a "start" callback. when a player switches away, dies, or otherwise ceases to hold a torch (logout can be handled separately), trigger a "stop" callback
22:08 deltasquared I mean I *could* implement it via globalstep but I'm concerned that'd be slightly ouch performance wise
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23:26 aidalgol Fuchs: On pictures?
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23:26 Fuchs of the event
23:26 aidalgol ah
23:27 GreenDimond There a certain TenPlus1 here?
23:27 aidalgol I thought you meant a photography mechanic in the game.
23:27 GreenDimond Well, I dont see him so..
23:27 GreenDimond Jordach, you familiar with mob animations in Minetest (using mobs_redo api)?
23:30 GreenDimond Is anyone here familiar with mob animations using mobs_redo?
23:34 GreenDimond Well, I am having a problem where only the last mob placed actually has any animation.
23:36 Jordach localise everything
23:36 GreenDimond It also alternates between 2 of them
23:37 GreenDimond after one restart its mob a, and another its mob b, but never c,d,etc..
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23:37 GreenDimond How do I localize a mob?..
23:38 Jordach GreenDimond, protip
23:38 Jordach local entity = { defs here}
23:38 Jordach then function entity:on_step(dtime)
23:38 GreenDimond Does that work with mobs_redo though...?
23:38 Jordach and entity:on_activate(staticdata, dtime_s)
23:38 Jordach (as functions)
23:39 Jordach then minetest.register_entity("mod:name", entity)
23:39 Jordach that grants an easy way to make each entity local
23:40 GreenDimond Doesnt sound like that will solve my problem
23:40 Jordach i'm in the middle of writing something clever ;)
23:40 GreenDimond looking at cow.lua in mobs_animal, there is nothing like that, yet they work fine.
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23:43 GreenDimond I might have solved my own problem
23:43 Jordach see
23:44 Jordach keep testing and restarting
23:44 GreenDimond Apparently mobs_redo doesnt like it when there is no walk/run start/end even though the velocity for both is 0 :P
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