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IRC log for #minetest, 2018-06-02

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All times shown according to UTC.

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02:21 MinetestBot [git] paramat -> minetest/minetest: Biomemap: Avoid empty biomemap entry to fix failing biome dust (#7393) 99143f4 https://git.io/vhWm7 (2018-06-02T02:20:09Z)
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02:38 Ruslan1 I need fix I open 2 Minetest and it fail
02:40 blaise log?
02:41 Ruslan1 Yes
02:41 blaise use pastebin to show us the log
02:43 Ruslan1 I open 2 Minetest and 1 show gray
02:43 Ruslan1 It did
02:45 Ruslan1 Is there way to fix it
02:46 blaise this is where showing the log of the client that went gray would be handy becuase we could find out why...
02:47 blaise but if we don't know why it went gray we can't fix it, yes?
02:47 blaise in such a circumstance it would be good to have two copies of minetest so each one has it's own log file
02:47 blaise Da?
02:47 Ruslan1 Da
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08:01 MinetestBot [git] poikilos -> minetest/minetest_game: Add optional bones messages for player and log e376d57 https://git.io/vhWc1 (2018-06-02T07:54:45Z)
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11:57 Wuzzy hey we're playing GunsXXL. shoot everyone with guns, grenades or molotov cocktails. who wants to join? :D
11:57 ANAND Meeee!! :D
12:14 entuland there is something I don't understand in the behavior of facedir nodes and the way minetest rotates them
12:14 entuland I have a node with paramtype2 set to facedir
12:15 entuland if I don't explicitly rotate it, the node will always face me by rotating only around the Y axis
12:15 entuland and that's fine for stuff like chests or furnaces
12:16 entuland if I want to make a node behave like a plaque / sign, which I can put on the floor, ceiling or a wall, I need bot facedir _and_ to explicitly rotate it when the node itself gets placed
12:16 entuland so I bind on_place and call rotate_node on it
12:17 entuland problem is, when I do that, the nodes placed against a wall seem to be rotated funky
12:17 entuland what I mean is that the face that would normally point to me, when I place them on the ground, should point to the bottom when placed on a wall
12:17 entuland instead, that face points to my left
12:17 entuland and I need to use the screwdriver to account for that
12:18 entuland am I simply doing something stupid or should I handle this case from my code by intercepting the case of a node placed agaist a wall and rotate it accordingly myself?
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13:27 entuland uhm... actually, I don't think I should rotate it at all, cause it would alter the behavior my mod had in the past with full blocks
13:28 entuland yep, I will not try to orient it, it shall be placed just like chests and furnaces get placed
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16:09 entuland implemented automatic collision boxes as simple cuboids and some other stuff, pushed to https://github.com/entuland/wesh
16:09 entuland it's now possible to create slabs, frames, carpets and so forth
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16:17 skibur Good Morning
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16:19 skibur I'm having issues with starting minetest@.service via CentOS 7.  The error is Failed to start minetest@.service: Unit name minetest@.service is missing the instance name.
16:19 skibur Any suggestions?
16:20 sfan5 you need to provide an instance name, as the message says
16:20 sfan5 your distro has it set up so you can enable multiple mt servers from a single .service file
16:20 sfan5 to find the paths it expects data at look at the .service file itself
16:21 skibur So any name?
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18:02 sfan5 skibur: yes, any name is fine
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18:22 paramat entuland "if I don't explicitly rotate it, the node will always face me by rotating only around the Y axis" no, code is needed to do that. by default nodes are given param2 = 0 so are orientated to the north
18:23 paramat hm maybe i'm wrong on that ..
18:24 entuland that seems to get handled by paramtype2 set to "facedir"
18:24 entuland if I don't do anything, setting it to facedir will do its job
18:25 entuland my curiosity about the way stuff gets rotated when placed against a wall still stands, but I don't technically need it anymore due to the way I implemented my solution in my mod
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18:25 entuland cause facedir alone works as I wanted it to
18:27 Krock it's minetest.rotate_node (or similar) which does that
18:27 Krock it adjusts the facedir of the placed node to the player look dir
18:27 entuland yes, but it's doing it funky, Krock
18:27 entuland if I call rotate_node, what faces me (placing on the ground) faces left (placing on a wall)
18:27 entuland I would expect that placing on the wall that face points down, not left
18:29 Krock works fine with tree trunks here
18:29 Krock placing on ground makes them vertical upwards pointing
18:30 entuland I am explicitly calling it to arrange for flat meshes
18:30 entuland tree trunks get placed with the "cut" face pointing up no matter what, IIRC
18:30 entuland which would be the same behavior of furnaces and chests
18:31 entuland oh no I recalled wrong
18:31 entuland they get rotated
18:31 entuland eh
18:31 entuland now the question is: how do I achieve that?
18:31 entuland cause the way I am using it,  behaves wrong
18:32 entuland you can see that in my tpad mod
18:32 entuland the T looks fine when placed on the wall and is sideways when placed on the floor
18:32 Krock https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua#L647
18:33 entuland ah no
18:34 entuland now I see that
18:34 entuland it's doing funky with the trunks as well
18:34 entuland place one vertical, then one right behind to it, horizontal (by placing it on the wall)
18:34 entuland so that you can check the pattern of the "cut" side
18:34 entuland you'll see that the rotation is different
18:34 entuland let me screenshot that
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18:39 entuland https://imgur.com/a/Ho2jVpA
18:39 entuland in my opinion the red line should be horizontal in both cases
18:39 entuland (red and black markers are added just to mark the pattern I refer to in the texture)
18:40 entuland those are placed one pointing the ground, the other pointing the wall, I didn't screwdrive them
18:43 Krock with other textures it might've been easier to see how they're rotated
18:43 Krock but I see what you mean.
18:43 entuland sorry, I wanted to use trunks cause you pointed them out :)
18:44 entuland that's what is making my tpads look funky when placed on the ground or on the ceiling
18:44 entuland it simply feels unnatural
18:44 entuland for the wesh mod I don't have that problem, cause I am not rotating them
18:49 entuland off for dinner, have fun everybody
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20:30 MinetestBot [git] paramat -> minetest/minetest: Biomemap: Simplify code of recent commit (#7398) f4ca830 https://git.io/vhW1d (2018-06-02T20:28:26Z)
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22:11 entuland uhm... the API is lacking docs for "collision_box"?
22:11 entuland I have found "collisionbox" but it makes an example different from all the others I've seen
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23:24 paramat i noticed this too
23:25 paramat adding a note
23:26 entuland tx
23:26 paramat i had to guess when i made a custom box for snow
23:26 entuland I've deduced from the examples that I can create multiple bounding boxes (the way stairs do, for example)
23:27 entuland I wonder what I could put in there instead of "fixed" though
23:27 entuland s/from the examples/from the way modules use it/
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23:33 paramat i'm not sure the other options will work for collision box, they seem to be for nodeboxes
23:33 entuland okay
23:33 entuland I was just curious, for now "fixed" will be fine for my needs
23:34 entuland uhm... we don't have a clone helper that copies over values from arbitrarily nested tables, or do we?
23:36 entuland oh well I'll hack a recur myself
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