Time Nick Message 00:51 entuland I found out what the problem was with those cyan thin borders added to some pixels of my texture: the transparent pixels around arent "transparent black", so to say: they have leftover colors in some spots (cyan, in fact) and for some reason the game is picking them up 00:55 Out`Of`Control how did you fix it? 11:52 MinetestBot 02[git] 04Dumbeldor -> 03minetest/minetest: Fix crash guiConfirmRegistration quit menu (#7313) 13a292d19 https://git.io/vp1CJ (152018-05-10T11:50:06Z) 12:31 entuland Out`Of`Control: I didn't really fix it (I could remove the alpha channel from the image, ensure that all transparent pixels are set to pure black and revert them to transparent, or something like that) 12:31 entuland instead I am trying to use a full mesh with texture, in place of that simple texture on a single surface 12:32 entuland but I'm banging against a bad problem right now, and perhaps VanessaE or someone else could shed light (this is also in reference to https://github.com/minetest/minetest/pull/6900) 12:33 entuland the point is: in order to have my tpad placed according to the floor, wall or ceiling, I'd need the facedir value on the paramtype2 property in register_node 12:33 entuland inspecting the code about the test_slopes mod by VanessaE (IIRC) I should bind on_place to minetest.rotate_node 12:33 entuland but the fix I've linked seems to be preventing my after_place_node callback 12:34 entuland and that means that I have no place to set the owner name in the meta of the placed pad (cause my after_place_node doesn't get called 12:34 entuland I'm not really sure how I'm supposed to work around this problem 12:36 entuland afk a few minutes for duties 12:49 entuland back 13:03 entuland uhm... seems like the commit I linked shouldn't be affecting me (I'm using 0.4.16 and I don't have prevent_after_place in my misc_helpers.lua) 13:22 entuland posted on the forums about my current problem: https://forum.minetest.net/viewtopic.php?f=6&t=20085 13:24 Krock entuland, either your mod or vanessa's mod will need some glue to make it work as expected 13:25 Krock you can however use minetest.rotate_and_place, which triggers after_place_node 13:26 Krock you'll however need 0.4.17-dev (backport-0.4 branch on GitHub) to run the callback 13:29 entuland uhm... so right now there is no way in 0.4.16 to do what I am trying to do? 13:29 entuland either I get the node rotated properly or I set the metas? 13:29 Krock it's hacky to do so. you can still call after_place_node manually 13:30 entuland that wouldn't be a problem, but I have no info on the pos within on_place 13:30 entuland and I need the pos to get the metas of the placed node 13:30 entuland sorry, I know I know very little about the whole thing and I am not armed with the workarounds :) 13:31 entuland maybe I can compute the pos depending on the pointed_thing? 13:31 Krock entuland, how about on_construct ? 13:32 entuland let me check the signature 13:32 entuland dang 13:32 entuland that's columbus' egg 13:32 entuland I'm actually using that callback 13:33 Krock check pointed_thing.under whether it's buildable_to. if it's true, then is the placed position pointed_thing.under, otherwise pointed_thing.above 13:33 entuland ah no wait: in on_construct I don't have the info about the placed :/ 13:34 entuland okay so I check above and under, but what about pointing at a side? 13:35 entuland I don't have the info about the placer*, so I can't know the owner of the node (the signature only gives me the pos) 13:35 Krock you don't need to care about the side. pointed_thing does that already 13:36 Krock below the pointed face is "below", above is "above" 13:37 entuland okay let me dissect: I have a 3x3 wall, I aim at the center node's side, pointed_thing would be the wall's node or the air node in front of the top wall's central node? 13:38 Krock both. pointed thing contains two positions 13:39 entuland I see, then I'll have to dump some stuff there and see if I can work the position I need properly, thanks a lot 13:39 Krock https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L1572 13:39 Krock !next 13:39 MinetestBot Another satisfied customer. Next! 14:20 MinetestBot scr267: Sep-24 05:05 UTC I guess everyone is sleeping at 1:45 UTC 14:20 scr267 anyone know where i can find the no_spill mod? 14:20 scr267 for some reason I can't seem to find it. 14:22 Krock !mod spill 14:22 MinetestBot Krock: Could not find anything. 14:22 Astrobe would it be that one? https://pastebin.com/BeNyjsTq 14:23 scr267 its name is mod_spill? 14:24 Astrobe nvm it's an old bucket mod 15:27 entuland oh nice 15:27 entuland !mod tpad 15:27 MinetestBot entuland: Teleporter Pads [tpad] by entuland - https://forum.minetest.net/viewtopic.php?t=20081 15:27 entuland aahhaha 15:27 entuland great 16:04 entuland holy crab... 16:07 Krock no, this is Patrick 16:08 entuland Krock: so, pointed_thing is actually the face. "above" is always the node in front of the pointed face, "under" is the node owning the pointed face. In normal situations "above" will be buildable and "under" will not be buildable. Aiming at something weak such grass, they will both be buildable, and such weak node will always be in the "under" position. 16:08 entuland am I getting all of this right? 16:11 entuland so getting the position where my pad is getting placed is matter of checking whether under is buildable (and that would be my position), then check if above is buildable (which would make that my position), and bail out in the rare case where both aren't buildable 16:23 Krock entuland, yes. 16:23 entuland great 16:24 entuland actually, apart from the helper function that works the position out of the pointed thing, this fix seems to be improving the code itself 16:24 entuland thanks again, much appreciated 16:41 entuland something funky is happening. Every time I right-click on a pad "on_place" gets triggered even though I linked "on_rightclick". I'll have to alter the logic and check whether under is actually one of my pads 17:04 entuland all right, seems I have fixed all of the current issues, new version pushed using a mesh that gets stashed against the pointed to face regardless of the direction 17:05 entuland still, something funky is happening (but at least now you could install the latest version and check the whole thing out) 17:06 entuland I have a T in the texture of the mesh, when I place it on the wall the T is in the right position, but I would have expected it to be in the right position even when placing it on the floor or on the ceiling 17:06 entuland instead, the leg of the T points sideways :) 17:19 Krock on_place is for items in the inventory, on_rightclick for nodes that are already placed 17:23 entuland eh but I'm getting on_place called even when I'm right clicking on one of my pads, I would have expected it to get triggered only on an actual place action 17:24 Krock if you hold something else in your hand, then only on_rightclick will be called 17:24 entuland yep 17:25 Krock because on_place overwrites the on_rightclick trigger for nodes 17:25 Krock IIRC ^ 17:26 entuland I'm using both and they both get called (when I click on a pad holding another pad, as you correctly specified) 17:26 entuland luckily I stumbled on this scenario cause it was leading to ghost pads getting recorded in my storage 17:26 entuland and hopefully fixed all of it 17:27 scr267 !mod ethereal 17:27 MinetestBot scr267: Ethereal NG [ethereal] by TenPlus1 - https://forum.minetest.net/viewtopic.php?t=14638 17:27 entuland the only pending thing right now is the funky way pads look when placed on the floor / ceiling, but it's just cosmetics that can be worked around aiming from a different direction 17:27 scr267 !mod no_spill 17:27 MinetestBot scr267: Could not find anything. 17:27 scr267 heh, neat feature 17:33 Astrobe So rats tend to spawn near chests, furnaces and shop boxes, but cats tend to spawn near tables and chairs. It looks that I've found a use for tables and chairs. 17:35 entuland with what mod, Astrobe? 17:35 Astrobe with my hands :-) 17:36 Astrobe It seems that setting stepheight above 1 is a bad idea and the reason why bats were so often stuck in walls. 17:37 entuland uhm. I deduce that you're not using a mod. You've created one (or more) 17:38 entuland unfortunately my connection is crappying out and I can't browse to check if I hit or missed 17:38 entuland !mod mobs redo 17:38 MinetestBot entuland: Mobs Redo [mobs] by TenPlus1 - https://forum.minetest.net/viewtopic.php?t=9917 17:39 Astrobe My hobby is to butcher others's mod. 17:39 entuland that's okay :) 17:40 Astrobe Yep, I used mobs_redo and mobs_animal an tables. 17:41 Astrobe I craated a "furniture" group so as to not have to specifiy zillions on tables and chairs for the cat spawning def. 17:41 entuland sometimes I'll try my hands at mobs as well. I think I would be better improving my (nonexistant) blending first 17:42 entuland quick curiosity: does it require rigging of some sort or those things get handled in minetest using static meshes? 17:44 Astrobe The engine understands meshes. 17:46 entuland I know about the engine, I'm asking whether minetest as a game using that engine will use animated/rigged meshes or whether it uses some other mechanism defining animations in Lua or something 17:47 entuland not a big deal, when my connection gets better I'll eventually test out those mods 17:47 entuland or not. better that I focus on my schedule and get a better grip on modeling first 17:48 entuland better yet, I'll go get food 17:48 * entuland waves 17:49 Astrobe I don't know much about that stuff, but I've not seen animation done in Lua. 17:50 entuland uhm... you mean that the mobs you're using are just moving meshes? no moving limbs or something? 17:50 entuland bats don't flap the wings? 17:51 Astrobe They do. 17:51 entuland good, then it's either rigged / animated meshes or it has to be done in Lua 17:51 Astrobe But in Lua, it's more like a configuration specification rather than moving the limbs one by one. 17:52 entuland that's okay, thanks for clearing out the curiosity, much appreciated :) 20:46 Ruslan1 Hello 20:50 entuland hey there Ruslan1 20:50 Ruslan1 How are you 20:51 entuland fine thanks 20:51 entuland how about you? 20:52 entuland I'm banging my head against a silly thing I've just found out about blender: 20:52 entuland I cannot loop cut and slide snapping to a custom amount of steps - control-sliding snaps every 20th of the edge length no matter what 20:53 entuland the grid and its subdivisions seems to be just cosmetics :/ 22:01 Ruslan1 Out`Of`Control: here 23:13 Ruslan1 entuland: 23:14 entuland Ruslan1, 23:14 Ruslan1 Have you make Minetest game 23:15 Ruslan1 ? 23:16 entuland not sure I get what you're asking 23:16 Ruslan1 I’m making my own 23:18 entuland you mean you're creating a game with your own mods on top of the basic Minetest framework (that is, not relying on the minetest_game stuff)? 23:20 Ruslan1 Yes 23:20 ThomasMonroe that's supposed to be the general idea of the project isn't it? 23:22 entuland so it seems, ThomasMonroe :) 23:22 entuland Ruslan1, no, I'm definitely far from doing a game of my own 23:22 entuland I've barely started learning about it and making some simple mod 23:23 entuland I've discovered about Minetest only a few days ago, and I'm completely unexperienced with Lua, I still have to look up simple things such as string splitting and table concatenation / sorting 23:24 Ruslan1 Ok