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IRC log for #minetest, 2018-03-01

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All times shown according to UTC.

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16:03 Sketch2 what's 'catch_up' do for ABM's-  http://dev.minetest.net/minetest.register_abm
16:04 Sketch2 I don't get what this sentence is saying-  'the time when the node was unloaded is ignored'
16:05 NathanS21 I believe that the catch_up will run the ABM multiple times to simulate it having run while the map block was unloaded
16:07 Sketch2 ok I think I get it
16:08 Sketch2 if you set that to false, then when you leave an area, it won't fake that it's still running
16:09 NathanS21 I think so
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16:49 Vapalus Hi guys, just to bomb right into it
16:49 Vapalus is there a way to write files in minetest
16:50 Vapalus i want to create an html file, but can't see any read/write options
16:51 Vapalus Ah, shit. Nevermind, third time i googled it, I found it.
17:04 Sketch2 plumber showed up.  agreed with what I was thinking.  has to order a few parts, then come back Mon to fix pipes.
17:08 Sketch2 Trying to think of a way to make automatic doors
17:09 Sketch2 I feel like like, if I make it move when you approach, nothing will stop it from continuing on that motion
17:09 Sketch2 so I have to store the origin in the meta, so it won't go further than 1 block from that
17:20 Roger9 is there a lua function for setting the x, y and z dimensions of a player model?
17:21 Roger9 e.g. so some players can be taller, some fatter, etc.
17:21 rubenwardy yes, I believe it's part of the player obj
17:21 rubenwardy properties
17:21 Sketch2 scale, or some such
17:21 Sketch2 there's a LOTR mod that uses it
17:22 Roger9 set/get_properties?
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17:35 Sketch2 visual_size   http://i.imgur.com/CE1TWiw.png
17:35 Roger9 yes, I figured it out
17:36 Roger9 is there a way to set width separately from front-back size?
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17:41 Sketch2 maybe like this:   local oldsize = player:get_properties({visual_size})     player:set_properties({visual_size={oldsize.x, 1.5, oldsize.z})
17:41 Roger9 visual_size is of the form {x = ..., y = ...}
17:41 Sketch2 ok, I was winging it
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17:55 Sketch2 how would you test player distance from an ABM?    action = function(pos)   doesn't include player pos
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18:01 Sketch2 I guess, just remember player name from during login, then   .get_player_by_name()
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18:07 rubenwardy Sketch2: there could be multiple players
18:07 rubenwardy minetest.get_connected_players() then iterate through
18:08 rubenwardy don't square root unless necessary
18:08 rubenwardy eg: compare the sum of the squares of pythagarous, not the actual distance
18:08 rubenwardy alternatively, minetest.find_entities_in_area or w/e
18:09 Sketch2 right on.  with the multi-player thing tho, if you keep player1name from when they log in, it shouldn't change
18:10 rubenwardy there's no need
18:10 rubenwardy it's something extra to maintain
18:10 rubenwardy when minetest.get_connected_players() can just do it for you
18:10 Sketch2 then test for is_player()  ??
18:11 Sketch2 oh nono wait, I need it to run for mobs as well
18:11 Sketch2 so, any entity should do
18:12 rubenwardy with find_entities_in_area, you'll get non-players
18:12 rubenwardy get_connected_players() only gives you players
18:12 rubenwardy but if you want mobs, then use find_entities_in_area,
18:13 Sketch2 k
18:32 Sketch2 node positions have to be whole steps, eh?
18:35 Sketch2 might define 3 nodeboxes or something, and toggle between 'em, to open door
18:35 Sketch2 oh, you know what.  That's actually better than what I was thinking
18:36 Sketch2 Thought I had to move the entire node, but I don't.  nodebox can just begin 1 block lower
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21:50 Sketch2 oh my.  there's like 2" of snow out there
22:00 xerox123 yeah, school was called off today because the site team couldnt keep up with the snowfall
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23:10 FreeFull Seems Minetest has gamepad support, how do I configure it?
23:11 rubenwardy it basically only works on my laptop
23:11 rubenwardy lol
23:11 FreeFull rubenwardy: Ah
23:11 rubenwardy the Xbox bindings were set on my laptop, and it turns out they only work on my laptop
23:11 rubenwardy but you may have some luck
23:11 FreeFull I have an xbox one controller
23:11 sofar depends on the gamepad, mine (both) work without needing configuration
23:11 FreeFull I'm using the git version of course
23:12 sofar 0.4.16 works as well
23:12 Sketch2 I use QJoyPad to do map it to keypresses
23:12 FreeFull I'm wondering what to set joystick_id to
23:12 rubenwardy it's    enable_joysticks = true
23:12 rubenwardy 0
23:12 rubenwardy well
23:12 rubenwardy in 99% of cases it'll be 0
23:12 rubenwardy it's the controller id
23:12 Sketch2 joystick_id might be the same they use in Love2D
23:12 FreeFull Uh, it keeps spinning left
23:13 rubenwardy so if you have multiple controllers connected, then you might want to use one other than 0
23:13 FreeFull Unless I press in the left trigger
23:13 FreeFull Then it goes right and forward
23:13 sofar may have to calibrate it?
23:13 sofar or remap
23:13 Sketch2 I remember there was a list of ID's.  don't remember where I found it
23:13 sofar I don't have to with my generic controllers (non-xbox)
23:13 FreeFull It seems to be confusing the axes
23:14 rubenwardy yeah, that's one of the issues
23:14 Sketch2 https://raw.githubusercontent.com/gabomdq/SDL​_GameControllerDB/master/gamecontrollerdb.txt
23:14 rubenwardy oh nice!
23:14 FreeFull Typically, with an xbox controller, axes 0 and 1 are the left stick, 2 is left trigger, 3 and 4 are right stick, and 5 is the right trigger
23:17 FreeFull It seems to be confused about what button should do what too
23:17 FreeFull rubenwardy: So, the plan is to make it rebindable at some point?
23:17 rubenwardy yeah
23:18 FreeFull Speaking of axes, dosbox only lets you bind the first four axes of your device
23:18 FreeFull So if you have an xbox controller, forget about making full use of the right stick
23:19 FreeFull Dosbox development as a whole is.. weird
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23:35 Sketch2 I think I'm using  minetest.find_entities_in_area()  wrong.  what arg's does it have?  pos...  radius maybe?
23:39 Sketch2 oh, this looks right   get_objects_inside_radius(pos, radius)

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