Time Nick Message 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 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? 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? 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 17:55 Sketch2 how would you test player distance from an ABM? action = function(pos) doesn't include player pos 18:01 Sketch2 I guess, just remember player name from during login, then .get_player_by_name() 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 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 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 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)