Time Nick Message 00:50 skibur Hello 00:53 skibur Which mapgen is between v6 and flat? 00:53 skibur sorry v7 and flat? 00:58 solrac Offtopic; is it possible to compile irrlicht without GLX? 01:06 solrac Or well, is there a GLX that doesn't depend on X11? :v 01:08 nephele I highly doubt that, glx is, after all ment for opengl on X11 :) 01:09 solrac Well, I'm trying to compil irrlicht for AArch64 (Switch) and DKP does not provide it. So Maybe I'm missing something or doing it thr wrong way 01:12 nephele not sure what DKP is but i see no reason why X11+opengl would not run on aarch64 barring driver support 01:12 nephele if you want to use opengl you are going to need some way to get an opengl context anyhow :) 01:16 solrac Hmmm... someone suggested to use it with SDL instead, I'm not exactly sure how that might help for context since, well it still uses OpenGL :v and that still needs context 01:21 nephele Yeah sure, but sdl2 might have better platform support than irrlicht itself on some platforms 01:21 nephele so in that case it may be usefull 01:34 nephele I have a question, are decorations supposed to be available in minetest.register_on_generated ? I have one registered via minetest.register_decoration that i inteded to use to spawn trees, but they don't seem to show up in the code i am using 01:35 nephele (using latest git, if that is relevant, although had the same behaviour last time i tried before 5.1.0 or so) 03:43 solrac Is there a minimal Irrlicht version? 05:18 sakana_ hello folks 05:20 sakana_ i have a newbie question, hope you forgive me... so, i've modified my player skin but it doesn't show in the server i'm playing, i get the default skin instead. i can see other people using skins. what am i doing wrong? 05:30 oil_boi_ sakana_: You have to request the server admin to put your skin in if they have the skins mod enabled 05:30 oil_boi_ Otherwise everyone has the same skin 05:32 sakana_ oh, many thanks to you! 05:33 oil_boi_ No problemo 05:46 oil_boi_ And the award for the most hackjob abuse of the api goes to https://0bin.net/paste/KvcOPMsHbP+WL27R#SehjW6ylAS-o7nFO70XUWry4s8sNNCDL/GRrPdyiaY+ 05:48 Extex Uhhh? Lol 05:49 oil_boi_ Extex: That's what happens when you prototype garbage Shortened to return(minetest.facedir_to_dir(minetest.dir_to_facedir(vector.direction(pos,pos2)))) 05:49 oil_boi_ I dunno how to do math ¯\_(ツ)_/¯ 05:49 Extex Lol where did you find that? 05:50 oil_boi_ I literally wrote that out before I figured out I can just use the false 4 directional facedir to get a binary value, I was laughing for like 5 minutes straight 05:52 Extex I love looking back on my own ancient code... lol sometimes I don't even understand it 05:52 solrac Thats always fun 05:52 Extex Sometimes it's brilliant sometimes it absolutely awfull 05:53 Extex Lol 05:53 oil_boi_ Oh god, I like to stay away from that. Usually when you do that you find a teetering mountain of variables all linearly coded and the slightest mishap...oof 05:56 Extex Yeah trying to fix them can be disastrous 06:15 solrac I've another question regarding Irrlicht... how the heck does one set the platform? I get the platform not recognized error. I can't find a defined setting in the source or in the Makefile 07:48 oil_boi_ The blender documentation is frustratingly out of date. I'm not sure why they even removed .x exporting 07:50 oil_boi_ Thank goodness they have an archive of the old versions of blender 11:42 spook79 hi, my client is doing some weird things when rendering entity textures (like players but also happens with mobs and minecarts), the textures seem stretched and wrongly mapped: https://files.catbox.moe/oudby6.png anyone know's what's up (using opengl video_driver)? 11:44 sfan5 https://www.reddit.com/r/Minetest/comments/fpv5x9/mobs_and_player_graphics_broken/ is this your post? 11:54 spook79 sfan5: not my post, but seems to be the same issue 11:55 sfan5 operating system, graphics card? did you notice this issue after upgrading minetest? 11:56 spook79 also on void linux, intel integrated graphics, it's been a long time since i've played, just started playing again. 11:58 sfan5 minetest version? 11:58 spook79 minetest --version 11:58 spook79 Minetest 5.1.1 (Linux)Using Irrlicht 1.8.4BUILD_TYPE=ReleaseRUN_IN_PLACE=0USE_GETTEXT=0USE_SOUND=1USE_CURL=1USE_FREETYPE=1USE_LUAJIT=1STATIC_SHAREDIR="/usr/share/minetest" 12:04 sfan5 hm 12:05 sfan5 suspiciously sounds like void linux somehow broke the graphics driver (mesa, in this case) 12:07 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Travis: Correct Linux dependencies so that PostgreSQL is found by CMake 13c6d6358 https://git.io/JvQYg (152020-03-28T12:04:15Z) 12:07 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Fix crash on wielditem/item entities 130496149 https://git.io/JvQYa (152020-03-28T11:56:48Z) 12:15 spook79 sfan5: just built the game manually, everything seems to work now :o, maybe an issue with the void package? 12:15 sfan5 did you build 5.2.0-dev? if so, the bug somehow unintentionally might've been fixed in the meantime 12:17 spook79 oh yeah, it's 5.2.0-dev now, seems to have fixed the issue 12:28 sfan5 mind testing if the issue is present if you compile 5.1.1 from source? 12:29 spook79 i'm on to it! 12:39 spook79 nope, issue is back, 5.2.0 seems to have unintentionally fixed the issue 12:41 sfan5 interesting, thanks for testing 13:06 nephele I had asked this tonight: are decorations supposed to be available in minetest.register_on_generated ? I have one registered via minetest.register_decoration that i inteded to use to spawn trees, but they don't seem to show up in the code i am using (using this to try and build a forest; using recent git of minetest if that is relevant but same behaviour since the last time i tried this (like half a year or so)) 13:12 sfan5 did you call minetest.set_gen_notify 13:17 nephele No, i don't think so? 13:19 nephele The description is really confusing me, i am not using any notifications i am just scanning the generated mapchunks and don't find any decorations 13:19 nephele you mean there is a different way to get that info with this? 13:23 nephele can't find anything in that doc section about what those notifications are or how one could retrieve them (also have no idea what a flag field is supposed to be) 13:25 sfan5 as I understand it, you need to call set_gen_notify to get the position of placed decorations as an argument to register_on_generated 13:26 nephele that function just takes a function as argument, you mean like call it before that? 13:27 nephele I can try calling it before the register_on_generated call, can you tell me what a flag field is though? 13:27 nephele Just an array or something? 13:30 nephele oh it's in the section "Flag specifier format"... that's easy to search for .-. 13:33 sfan5 https://github.com/minetest/minetest_game/blob/88114a74e90dc7ac3a81f47ba93916e1dc925324/mods/fireflies/init.lua#L268 13:35 nephele Thank you 13:43 MinetestBot 02[git] 04sfan5 -> 03minetest/minetestmapper: Improve --help output 132ae790c https://git.io/JvQsg (152020-03-28T13:02:27Z) 14:03 ircSparky if anyone wants to play some Trouble in Terrorist town with minetest and mumble let me know 20:54 MinetestBot 02[git] 04v-rob -> 03minetest/minetest: Formspec: Mark `hypertext` and markup language as unstable 139953145 https://git.io/JvQE7 (152020-03-28T20:54:19Z) 20:54 MinetestBot 02[git] 04ClobberXD -> 03minetest/minetest: Ignore near_plane setting on non-Android platforms (#8749) 1313b2285 https://git.io/JvQE5 (152020-03-28T20:53:55Z) 22:47 nephele for `minetest.add_entity(pos, name, [staticdata]) where is the definition of the staticdata? I had assumed it was a ObjectRef but the function wants a string 22:48 nephele Do i have to create luaobjects beforehand maybe to use here? 22:51 nephele Ah, i found it now, via register_entiry 22:51 nephele entity* 22:51 sfan5 staticdata is a string that is stored when the object gets inactive and is saved to disk 22:51 sfan5 its use is entirely up to the code that implements the entity 22:54 nephele so, i can leave it empty? 22:55 sfan5 almost all entities should support being spawned with empty staticdata to start "from scratch" 22:57 nephele Ah, so, it's like it's initialization value? 22:57 sfan5 it can be used that way, yes 22:59 nephele Okay, another question, how can i enable physics for entites? 23:01 nephele seems the physics overide is only for players, i assume my entites should be falling but they just stay in the air anyhow 23:01 sfan5 physical = true property and set the acceleration appropriately for gravity 23:04 nephele Ah, i already had physical set, Thanks, you have been very helpfull (again) :)