Time Nick Message 00:11 Taoki For everyone who's interested in the 3D models: I need help from other coders at this point to nail down the remaining 4 issues. If anyone knows and is willing to jump in, that would help a lot and I can get started on a player model soon! See this post for information about the problems: http://minetest.net/forum/viewtopic.php?pid=49316#p49316 08:41 Taoki Hello. I would like to remind everyone interested in the 3D model support that there are 3 remaining issues, plus a feature I could not implement yet. I require help from everyone experienced with the MineTest code and its lua API! If you wish to help, please see this post for what I need help with: http://minetest.net/forum/viewtopic.php?pid=49316#p49316 09:53 Taoki If no one can look at the code now, this is my main problem with the attachment system: I need to send over (read / write, or serialize) the reference to an object. On the server, it is a server object. On the client, it is a client object, and I need to get its server object variant if I'm correct. Talking about content_cao and content_sao 09:55 Taoki The code can easily find out what the server object I'm addressing is, and parse it as a reference (ServerActiveObject *parent). Problem is what do I do in genericobject.cpp when I need to send that reference to the client (contant_cao.cpp) then figure out what client object represents the player we were addressing on the server, and get its object 09:56 Taoki Can anyone good with the code suggest what to do please? 10:01 Taoki Basically, I need to "get cao for sao" either in the server or in the client. Anyone know of a function that can do that? 11:32 thexyz i 11:32 thexyz why do you need to attach entities to bones (via lua)? 11:41 Taoki thexyz: It's a feature of the new model system. It will be used to eg: Have players hold items in their hand 11:42 Taoki I think I got it for now. I'm sending the ID of objects as an initialization property, and that seems to work out 11:44 thexyz why do you need to make this accessible from lua? i guess holding items is the only use for this and therefore could be implemented in c++ 11:44 thexyz that'd be easier 11:45 thexyz and items are not entities, you'll also need to create entity for item player's holding 11:45 Taoki thexyz: It will have many uses. I want to make it possible for anyone to do anything with it 11:45 Taoki sure 11:45 thexyz and then synchronize item switching 11:45 thexyz (which is not possible with current api, afaik) 11:46 thexyz Taoki: i can't think of another use =( can you provide any examples? 11:47 celeron55 that is relatively close to putting items in minecarts, riding things and so on 11:47 Taoki thexyz: There are many things people might want to use this for. Held items, as well as armor. Then carts will make use of it. You could also make mods to ride on the backs of animals... even other players! 11:47 Taoki Yes. The bone parameter will be optional... if none is given you can even attach to non-mesh stuff 11:48 thexyz celeron55: but that doesn't require bones 11:49 thexyz well, anyway, implement it as you want 11:49 celeron55 object id generation should be changed to be unique in a running server instance instead of being unique at a given moment for that though 11:49 Taoki thexyz: Bones will be an optional parameter of attaching. If none is given then just attach to object origin 11:50 celeron55 or maybe unique in a world 11:50 Taoki would be nice 11:50 celeron55 (but that is not too simple to implement properly) 11:50 celeron55 (eg. what about copying parts of a map to another) 11:52 Taoki yeah 11:53 Taoki Attachments are normally not persisted between server restarts. Least not something I can implement. LUA has to set them each time, but for now at least that's fine 12:38 Taoki Now I'm wondering how I can get an object by ID (->getId) in content_cao.cpp. Anyone know how I can do a for() loop through ClientActiveObject's? 12:40 Taoki NVM just found an example 12:59 Taoki I hope using m_env->getActiveObject(id) in content_cao.cpp returns the client object of that ID, not the server one. Though it only matters if client objects don't share the same properties as their server counterparts 13:42 Taoki I'm running into an interesting issue with my model attachments. If I do the attaching on the client, I can attach to skeletal bones (as that's where the model is set), but the server isn't aware the object changed its position. If I do it on the server, it's more consistent and the server is aware of the real location, but I can't get per-bone positions so I can't do skeletal attaching 13:44 Taoki The server not being aware has small inconveniences, such as players not actually being moved or punching an item at its attached location not working. Attaching in client slightly feels like a hack... but if I don't it's hard to set position to a bone at a specific animation frame on the mesh 13:44 Taoki celeron55: What do you think? 13:56 Taoki Ok, I think I know how to fix the issue most gently. setAttachment will attach the entity server-size to another entity. If however a bone is also set, we also modify the visual location client-side (server-side the object stays attached to the origin of its parent, and not offset by the bone). 18:57 Taoki Damn. I just realized that the way I'm applying meshes doesn't work for nodes too, just players and objects. And the code which generated nodes is apparently completely isolated from everything... no scene manager or even a device o.o 19:07 Taoki celeron55: Any chance the code could allow me to implement meshes for nodes too and texture them? The current ones don't allow setting anything related to the scene in any way. Obviously for things like model torches and special blocks 19:08 Taoki If not, can something else be used to make special nodes look like LUA entities so I can copy from that? But not ugly hacks 19:09 celeron55 you need to make a new node visual type that uses a mesh and extract the meshbuffers from the mesh in content_mapblock.cpp 19:09 celeron55 or something like that 19:09 celeron55 hmm, drawtype they were called 19:09 Taoki Problem is that content_mapblock.cpp doesn't have any references to the scene or even the device 19:10 celeron55 it's run in an another thread so referencing anything would horribly break everything, so yes, it isn't trivial 19:11 celeron55 you need to add a MeshManager that can be read from any thread at any time 19:11 celeron55 like TextureSource 19:11 celeron55 and NodeDefManager and the like 19:14 Taoki Doubt I can do something so advanced. Might have to leave it out for nodes :/ 19:14 Taoki No way to assign them LUA entities as draw types perhaps? Doubt though 19:46 Mallot1 hi 19:46 Mallot1 hi 19:49 Taoki hi 19:50 Mallot1 does anyone here know SDL 20:34 Taoki sorry, not me 20:44 Taoki If any coder good with the C++ code in MineTest is around, I really really need help with finishing the 3D models, and their last remaining issues. I don't know how to do the rest any more, nor have any more energy to keep working on this code without getting anywhere 21:19 Taoki celeron55: Since you are the head developer and only user I know who knows the code well, I have to ask if you'd be ok with helping out to finish this code. It's mostly the attachment system which should require a few more lines of code, then some buggy features that should however work. I already added code comments to explain the problems and can explain them here too 21:19 Taoki No one who knows the code and / or has time is around, and I dunno what to do with those last issues. 23:03 Octupus hello 23:03 Octupus http://pastebin.com/TCzDj2vg 23:03 Octupus can any1 tell me whats wrong with this ,^ 23:06 celeron55 wtf is drawtype = "card" 23:06 Octupus im making a vendorcard 23:07 Octupus for selling things using money mod 23:07 Octupus is there any mistakes celeron55 23:07 celeron55 minetest won't draw anything if you don't use a drawtype that it knows 23:07 Octupus hmm 23:08 Octupus how do i make a drawtype 23:08 celeron55 that's C++ stuff 23:08 Octupus i took it from rail 23:08 Octupus so can i put raillike 23:10 celeron55 well, they are listed in the API documentation; you'll probably find some of them suitable 23:10 Octupus ok 23:11 Octupus any other mistakes in that? 23:11 celeron55 maybe browse the mods on the forum and see if some of them has something similar to what you want, and look at their source 23:12 Octupus i have tried but realbadangel told to look at nodeboxes 23:12 Octupus hm i still get a error after i put in raillike 23:14 Octupus i named it as "octu" also 23:14 celeron55 oh 23:15 celeron55 you're missing a } in there 23:17 Octupus o which line? 23:17 Octupus if i am correct it is line 1 23:18 celeron55 tiles = {"octu_card_vendor.png", 23:18 celeron55 should be 23:18 celeron55 tiles = {"octu_card_vendor.png"}, 23:19 Octupus ok thanks m doing test 2 now 23:23 Octupus YES 23:23 Octupus thank your celeron55 23:23 Octupus *you :) 23:25 Octupus hi taoki i just finished a mod :) 23:25 Taoki Octupus: Nice. What is it? 23:25 Octupus Vendorcard 23:26 Octupus ima bank a bankcard nest 23:26 Octupus then a credit card 23:26 Octupus :)