Time |
Nick |
Message |
00:08 |
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octacian joined #minetest-hub |
00:19 |
rubenwardy |
KaadmY: can you recommend any shader tutorials / tool you found useful? |
00:20 |
KaadmY |
rubenwardy: not really :D |
00:20 |
rubenwardy |
:( |
00:20 |
KaadmY |
Mostly just Stackoverflow and googling |
00:20 |
rubenwardy |
I'm trying to add dynamic lighting to my game |
00:20 |
KaadmY |
Point lights? |
00:20 |
rubenwardy |
yeah |
00:21 |
KaadmY |
That's like 5 lines |
00:21 |
rubenwardy |
but needs collisions |
00:21 |
rubenwardy |
ie: shadows |
00:21 |
KaadmY |
Shadows are harder |
00:21 |
rubenwardy |
this is the game btw: https://www.youtube.com/watch?v=jVDRooxlx7M |
00:21 |
KaadmY |
2d or 3d? |
00:21 |
rubenwardy |
2d topdown |
00:22 |
rubenwardy |
using SFML which is a rendering engine over OpenGL |
00:22 |
rubenwardy |
so I have GLSL |
00:22 |
KaadmY |
You could use 2d raytracing for that probably |
00:27 |
rubenwardy |
do you mean CPU or GPU based? |
00:27 |
KaadmY |
CPU |
00:27 |
rubenwardy |
true |
00:28 |
rubenwardy |
I was thinking I could do that |
00:28 |
rubenwardy |
use a fill algorithm like Minetest does |
00:28 |
KaadmY |
2d grid based raytracing is pretty easy |
00:28 |
KaadmY |
Is it always grid based, or are there exceptions? |
00:28 |
rubenwardy |
always grid based |
00:29 |
rubenwardy |
there are 2 layers, tile and floor |
00:29 |
rubenwardy |
there also also stacked levels, ie: you can go up stairs |
00:29 |
rubenwardy |
I'd like the player to be able to carry a touch though, and also have fast explosion / gun fire effects |
00:30 |
rubenwardy |
those could be non-shadow casting though |
00:30 |
rubenwardy |
hmm |
00:30 |
KaadmY |
Those would still be point lights |
00:31 |
rubenwardy |
I guess updating 2D lighting is more performant than updating 3D, so I should have the problems Minetest has |
00:31 |
rubenwardy |
*shouldn't |
00:43 |
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00:45 |
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01:30 |
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01:32 |
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01:39 |
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03:11 |
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04:35 |
Hijiri |
is this going to be like space station 13? |
04:47 |
benrob0329 |
oh gosh, trying to render with your GPU and watch a youtube video....both will suffer |
04:52 |
KaadmY |
Heh |
04:54 |
benrob0329 |
maybe i'll take a break tomorrow from blender things and do some coding |
04:54 |
benrob0329 |
(format t "In Lisp!") |
04:55 |
benrob0329 |
why? because from what i've seen, lisp is awesome |
05:13 |
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05:39 |
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05:56 |
KaadmY |
Is https://red-001.itch.io/minetest the "official" Minetest page? |
05:57 |
sofar |
minetest.net |
05:57 |
sofar |
is the only official page |
06:03 |
KaadmY |
No, is that the itch.io page for it? |
06:03 |
KaadmY |
Since rubenwardy mentioned there would be an itch.io page "in a few days" on Reddit, that was a month or so a go |
06:08 |
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06:26 |
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08:16 |
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tenplus1 joined #minetest-hub |
08:17 |
tenplus1 |
hi folks |
08:17 |
Dumbeldor |
Hi all |
08:17 |
tenplus1 |
hi Dumbeldor |
08:18 |
tenplus1 |
Q. if mod security breaks io.open how am I meant to load a file ??? |
08:36 |
Dumbeldor |
I install unity in azure vm... Great great.. :D |
09:21 |
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09:22 |
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09:22 |
tenplus1 |
hi nrz |
09:22 |
tenplus1 |
hi shara |
09:24 |
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09:24 |
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10:05 |
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IhrFussel joined #minetest-hub |
10:06 |
tenplus1 |
hi fussel |
10:06 |
IhrFussel |
Can I access ANY player attribute from ANY mod? |
10:06 |
tenplus1 |
you mean player attributes like speed/gravity etc ? |
10:06 |
tenplus1 |
yes |
10:07 |
IhrFussel |
I mean player:get_attribute("modname:attrname") |
10:08 |
IhrFussel |
Or in other words mod storage |
10:08 |
tenplus1 |
should work |
10:10 |
IhrFussel |
Cause on my server there are certain optional jingles players can disable and right now I use a file for each player with a setting and on each jingle event the server checks the file for all online players which likely causes lag ... it would be wayy easier to just have to check the player attribute from any event mod |
10:13 |
tenplus1 |
bbl |
10:13 |
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10:21 |
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10:26 |
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nerzhul joined #minetest-hub |
10:37 |
IhrFussel |
nerzhul, does mod storage read from/write to memory or file? |
10:38 |
nerzhul |
it's in memory and periodicaly dump to file |
10:38 |
nerzhul |
file is loaded at server startup |
10:38 |
IhrFussel |
Okay so it should be significant faster than reading the file via Lua |
10:39 |
nerzhul |
yes, but you should not have too many things to store, if you store hundeds of MB in the storage it will be in memory |
10:39 |
nerzhul |
maybe we should make an evolution and use a database |
10:40 |
nerzhul |
the world database can be the correct db as it's linked |
10:40 |
IhrFussel |
AFAIK there is a size limit for each mod storage...I could be wrong though |
10:40 |
nerzhul |
yeah we have a limit of 10Mb per mod if i remember, you are right |
10:40 |
nerzhul |
but i'm not sure it's very precise |
10:41 |
IhrFussel |
Per mod? meaning mod storage data HAS TO start with the modname? Or is it just recommended? |
10:50 |
IhrFussel |
The mod storage data is sorted alphabetically I guess |
10:59 |
nerzhul |
per mod yes |
11:00 |
nerzhul |
you can get your mod storage instance at mod loading only and it's secured, each mod can only access to its mod storage |
11:00 |
nerzhul |
if you want to "hack" you can share your mod storage reference object by adding a getter called by another mod |
11:02 |
IhrFussel |
Wait so I CANNOT access the storage from another mod without "hacking"? |
11:03 |
IhrFussel |
Why didn't you at least make reading other mod storage data possible? writing should be secure but not reading |
11:04 |
nerzhul |
storage is for your omd private data |
11:04 |
nerzhul |
mod* |
11:04 |
nerzhul |
if you want to share your storage with other mod, you should define a getter function to access to the local mod reference for mod storage |
11:04 |
nerzhul |
the problem is lua itself |
11:05 |
nerzhul |
at startup you can know which mod does the call, at runtime you cannot know which mod calls |
11:06 |
IhrFussel |
nerzhul, what you say doesn't seem to be true |
11:06 |
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Fixer joined #minetest-hub |
11:06 |
IhrFussel |
I defined "own_commands:sound" in own_commands mod but I CAN read own_commands:sound from my auto_privs mod |
11:06 |
nerzhul |
it is |
11:07 |
nerzhul |
it's because your don't set it lcoal |
11:07 |
nerzhul |
local* |
11:07 |
nerzhul |
but yes you can do it like this |
11:07 |
IhrFussel |
How would I set the attribute local? |
11:07 |
nerzhul |
users should really use local to make it private and add a getter function if needed, permitting to isolate properly each mod data it's one goal of mod storage, pervent multiple mods writing to same namespace and have data collisions |
11:08 |
nerzhul |
local store = minetest.get_mod_storage() |
11:09 |
IhrFussel |
I'm talking about the extended player attributes...I thought those were mod storage...so it's something different? |
11:10 |
IhrFussel |
It is "a way to store mod data" or not? |
11:12 |
nerzhul |
it's different |
11:12 |
nerzhul |
player attributes are stored into player database |
11:12 |
nerzhul |
and are in memory |
11:12 |
nerzhul |
mod storage is stored in files and is in memory |
11:12 |
nerzhul |
one is for mod global things, other permits t ostore player extended attributes |
11:13 |
IhrFussel |
But I don't use the DB for player files (yet) so player attributes are at the top of the player file |
11:14 |
IhrFussel |
Ok so extended player attributes are accessible by ANY mod...correct? |
11:14 |
nerzhul |
yes it's exact |
11:14 |
nerzhul |
yes |
11:14 |
IhrFussel |
And can ANY mod overwrite the attributes of other mods? |
11:32 |
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ThomasMonroe joined #minetest-hub |
11:34 |
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Jordach joined #minetest-hub |
11:38 |
Jordach |
had kittens jumping all over me this morning |
11:38 |
Jordach |
whats sleep |
11:43 |
ThomasMonroe |
the thing you get without the kittens |
11:54 |
Jordach |
POGCHAMP |
11:55 |
Jordach |
new techmoan |
11:56 |
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11:56 |
ThomasMonroe |
hey DS |
11:57 |
DS-minetest |
hey |
11:57 |
Raven262 |
Hmm, if my mod depends on the other mod, and my mod registers an ore that is spawned on other mod's blob ore, which does have the priority, the other mod's blob ore or my scatter? |
12:11 |
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lisac joined #minetest-hub |
12:23 |
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RobbieF joined #minetest-hub |
12:56 |
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tenplus1 joined #minetest-hub |
12:56 |
tenplus1 |
hi folks |
12:57 |
Raven262 |
Hi ten |
12:57 |
tenplus1 |
o/ raven :P |
12:58 |
Raven262 |
A question |
12:58 |
Raven262 |
Hmm, if my mod depends on the other mod, and my mod registers an ore that is spawned on other mod's blob ore, which does have the priority, the other mod's blob ore or my scatter? |
12:58 |
Raven262 |
copied from when you werent here |
12:58 |
tenplus1 |
if each mod relies on each otehr it'll cause issue sooner or later |
12:58 |
Raven262 |
they don't |
12:59 |
Raven262 |
its for my amber mod, trying to add sedimental amber to mud |
12:59 |
tenplus1 |
ah |
13:00 |
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Fixer joined #minetest-hub |
13:01 |
tenplus1 |
you could do a minetest.after(0,function()) and inside that check for the other mod and change what you need without a dependency |
13:01 |
tenplus1 |
hi fixer |
13:01 |
Fixer |
hi |
13:05 |
Raven262 |
well i probably will, thanks, tenplus1. |
13:06 |
tenplus1 |
if you override a node you dont need a dependency... you only need those for global variables and functions in use from the other mod :D |
13:06 |
tenplus1 |
the rest can be done with minetest.after:P |
13:11 |
Raven262 |
minetest.after will make some lag, right? |
13:12 |
tenplus1 |
not at all... if you are only calling it once to set or override something it's totally fine :D |
13:19 |
Raven262 |
Nice |
13:23 |
tenplus1 |
the good thing is that minetest.after(0,function))) waits until every mod is loaded before doing it's thing :) |
13:24 |
tenplus1 |
so I use it in lucky blocks to wait until they've all loaded and show how many LB's in total there are :D |
13:29 |
Raven262 |
lol |
13:29 |
Raven262 |
Well, i don't know if i need a solution that is as radical as this one. |
13:29 |
tenplus1 |
:P |
13:41 |
CWz |
want a minetest.before function |
13:42 |
tenplus1 |
eheheh, hi CWz |
13:42 |
CWz |
Ello |
13:42 |
tenplus1 |
minetest.last_week() |
13:56 |
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DS-minetest joined #minetest-hub |
13:56 |
tenplus1 |
wb DS |
13:58 |
DS-minetest |
thx |
14:00 |
tenplus1 |
Mobs Redo API updated with animation tweaks |
14:08 |
ThomasMonroe |
hey tenplus1 MM-Survival finally has a forum topic |
14:08 |
tenplus1 |
sweet :P |
14:08 |
tenplus1 |
hi btw thomas |
14:08 |
ThomasMonroe |
hi |
14:08 |
ThomasMonroe |
you want the link? |
14:09 |
tenplus1 |
yes plz... am in forums just now :D |
14:09 |
ThomasMonroe |
https://forum.minetest.net/viewtopic.php?f=10&t=18167 |
14:09 |
ThomasMonroe |
me too XD |
14:10 |
tenplus1 |
looks, good... will have to connect for a wander about :D |
14:10 |
ThomasMonroe |
XD |
14:10 |
ThomasMonroe |
lisac and Raven262 are there rn |
14:11 |
Raven262 |
Just don't cut the trees, Its a trap! |
14:12 |
ThomasMonroe |
XD |
14:12 |
ThomasMonroe |
the problem is the 3dfornature mod |
14:12 |
tenplus1 |
problem ? |
14:12 |
ThomasMonroe |
we need to remove it |
14:13 |
Raven262 |
No leaf decay |
14:13 |
ThomasMonroe |
^ |
14:16 |
tenplus1 |
the original (0ld) 3dfornature mod or the new ? |
14:16 |
IhrFussel |
Before I write my next server mod I need clarification: Can one mod MODIFY the extended player attribute of ANOTHER mod? |
14:17 |
ThomasMonroe |
hmm tenplus1, i think its the new, but im not sure |
14:18 |
tenplus1 |
can you link me to the mod you used plz ? |
14:19 |
IhrFussel |
Example: mod1 does player:set_attribute("mod1:test","1") ... can mod2 now do player:set_attribute("mod1:test","2") ? |
14:19 |
ThomasMonroe |
idk the link ten, you'd have to talk to sc3k |
14:20 |
tenplus1 |
fussel, am hoping you can read attributes from any mod for any mod so long as you get the name right... |
14:20 |
IhrFussel |
Yes read but I mean (over)write another mod's attribute |
14:20 |
tenplus1 |
yes... so long as the namne it right |
14:22 |
tenplus1 |
set_attribute(attribute, value)... it can only store an attribute for each player of the same name, so I'd imagine you can read and write them all inside any mod so long as the name is right |
14:28 |
tenplus1 |
3d_forniture mod is 5 years old already |
14:28 |
tenplus1 |
it hasnt been updated and was merged into homedecor |
14:29 |
tenplus1 |
it replaces/overwrites some of the default nodes like papyrus and tree so their functions are broken |
14:44 |
tenplus1 |
ThomasMonroe: https://forum.minetest.net/viewtopic.php?f=13&t=2207&p=285557#p285557 |
14:49 |
ThomasMonroe |
kk |
14:51 |
tenplus1 |
just updated again, now uses 0.4.15 commands and override functions :) trees will have leafdecay again |
14:53 |
Raven262 |
Hey, there was a positive side effect of no leafdecay |
14:53 |
Raven262 |
i never knew that 2 stack of leaves will burn a stack of cobble |
14:53 |
tenplus1 |
lol, so many floating tree;s around... messy messy |
14:53 |
tenplus1 |
yeah, I used leaves and saplings to cook stuff all the time when underground and saved wood for tools ;D |
14:55 |
Raven262 |
Well, if have no cactus, coal is my usual cooking fuel. |
14:55 |
calcul0n |
you can also make oil extract with leaves, i think it's a better fuel |
14:56 |
calcul0n |
if you have homedecor |
14:56 |
Raven262 |
Yea, they don't have homedecor there |
14:56 |
calcul0n |
ho, i didn't know you could use cactus too :) |
14:56 |
tenplus1 |
heh, was wondering there, thought they put it in default for a moment calcul0n... also hi ) |
14:56 |
Raven262 |
I didn't know fuel extract burns? |
14:56 |
calcul0n |
hello :p |
14:57 |
Raven262 |
Cactus is regenerated, so basically you can have unlimited fuel. |
14:57 |
Raven262 |
And fits nice if you have a desert hideout |
14:57 |
Raven262 |
Preferably a giant pyramid |
14:57 |
calcul0n |
yes, this is cool |
14:57 |
tenplus1 |
hrm... I never used cactus yet in furnaces... although cooking it to cactus green would be useful :D |
14:58 |
Raven262 |
lol |
14:58 |
* CWz |
had a thought has come to his head |
14:59 |
CWz |
restraining order mod |
14:59 |
CWz |
perfect for pvp enabled server |
14:59 |
tenplus1 |
ehehe, cant come within 'n' blocks of another player |
15:00 |
tenplus1 |
wait... ThomasMonroe... you are running 3d_forniture AND homedecor at the same time... they both have the same nodes |
15:01 |
Raven262 |
He doesn't have homedecor afaik |
15:01 |
ThomasMonroe |
yes i had sc3k remove it, that action was pending anyways |
15:01 |
tenplus1 |
am on server just now and I see homedecor, homedecor_3d_extras |
15:01 |
Raven262 |
lol i dind't se it at all |
15:01 |
Raven262 |
*didn't see |
15:01 |
Raven262 |
odd |
15:03 |
Raven262 |
Hey, there is oil extract too |
15:03 |
Raven262 |
i'll use that for burning from now |
15:08 |
ThomasMonroe |
i just use coal XD |
15:11 |
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15:14 |
IhrFussel |
Can someone tell me what ethanol does in the "farming" mod and where/how to use it? |
15:15 |
tenplus1 |
it's used as a fuel in furnace |
15:15 |
tenplus1 |
and lasts a veeeery long time D |
15:15 |
tenplus1 |
same with hemp oil... can be used as fuel |
16:20 |
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16:20 |
tenplus1 |
hi paramat |
16:20 |
paramat |
:O so fast |
16:20 |
tenplus1 |
:P |
16:21 |
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16:23 |
Raven262 |
nice autogreet script, tenplus1 . xD |
16:23 |
tenplus1 |
:PPPPPP |
16:23 |
ThomasMonroe |
:P |
16:23 |
tenplus1 |
I dont hitnk Pidgin can even run scripts :D |
16:23 |
tenplus1 |
*think |
16:28 |
Raven262 |
heh hexchat ftw |
16:28 |
tenplus1 |
hexchat is good, I dont like having many chat programs open at once though if one can handle them all for me :D |
16:28 |
Raven262 |
Ah |
16:29 |
Raven262 |
So you don't use only irc? |
16:29 |
tenplus1 |
I DID use Yahoo but they broke that, Google Chat, Irc |
16:29 |
tenplus1 |
and the odd AOL account :D |
16:31 |
Raven262 |
lol |
16:33 |
tenplus1 |
surprisingly we use to update Xanadu server using yahoo chat, I'd drag & drop a .zip package to Shinji (owner) and he'd unpack into mods folder to update everything :D |
16:33 |
tenplus1 |
but yahoo screwed up their own chat prog, it sucks now |
16:35 |
ThomasMonroe |
hey Raven you think oil is way better?, try coal in a homedecor oven XD |
16:35 |
Raven262 |
oil is better than leaves, undoubtedly is the coal better than both :P |
16:36 |
tenplus1 |
ethanol beats them both :P |
16:36 |
Raven262 |
Nyan cat rainbow beats that too |
16:37 |
Raven262 |
I think |
16:37 |
tenplus1 |
wait, you can cook those ? |
16:37 |
Raven262 |
I think |
16:37 |
ThomasMonroe |
yeah i think i did see that code |
16:37 |
* tenplus1 |
checks his pbj_pup mod |
16:37 |
Raven262 |
not sure if they still burn "that long" |
16:37 |
ThomasMonroe |
true |
16:37 |
ThomasMonroe |
waste of rainbow though |
16:37 |
tenplus1 |
burntime = 1 second |
16:37 |
Raven262 |
#oredetect |
16:37 |
Raven262 |
heh |
16:37 |
Raven262 |
i knew it |
16:37 |
tenplus1 |
for nyan, rainbow and pup |
16:37 |
Raven262 |
they changed it |
16:38 |
Raven262 |
well, try lava bucket |
16:39 |
Raven262 |
60 on lava bucket |
16:39 |
tenplus1 |
240 on ethanol |
16:40 |
tenplus1 |
20 on hemp oil |
16:40 |
Raven262 |
I wonder who got the idea that ethanol burns long |
16:42 |
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Krock joined #minetest-hub |
16:42 |
tenplus1 |
hi Krock |
16:42 |
tenplus1 |
1/2 litre of ethanol can burn 2-6 hours |
16:42 |
tenplus1 |
and ethanol is a clean flame that burns hotter |
16:43 |
tenplus1 |
gotta love wiki |
16:43 |
Raven262 |
Hmm |
16:43 |
Krock |
hi tenplus1 |
16:43 |
Raven262 |
Last time i got my floor covered in ethanol |
16:43 |
Raven262 |
it didn't burn that long |
16:43 |
Krock |
that's why you should have wooden houses |
16:43 |
Raven262 |
(I couldn't resist putting it to flames) |
16:43 |
Raven262 |
Trues |
16:43 |
Raven262 |
*true |
16:43 |
Raven262 |
well |
16:43 |
tenplus1 |
yup... ehe.... is 240 is too long for burn time I could lower to 120 |
16:44 |
Raven262 |
How much does a cobble stack require to cook? |
16:44 |
tenplus1 |
99 seconds... 1 second per cobble |
16:46 |
Raven262 |
you can cook 2 stacks of cobble with your ethanol |
16:46 |
Raven262 |
How do you craft it? |
16:46 |
Raven262 |
It seems a bit op-ed |
16:46 |
tenplus1 |
bottle + 4 corn |
16:46 |
Raven262 |
Yea, its op-ed |
16:46 |
tenplus1 |
ehehe |
16:47 |
tenplus1 |
what should I lower it to ? |
16:47 |
Raven262 |
120 will be sufficient i think |
16:47 |
Raven262 |
not sure though, corn is very easy to farm |
16:47 |
tenplus1 |
80 ? |
16:48 |
Krock |
Maths riddle: You have 2 furnaces: one with 1.5 items per second, with the other you get all 1.2 seconds an item. How long does it take to burn 99 cobble, assuming infinite fuel? |
16:48 |
Raven262 |
80 will do i think |
16:48 |
tenplus1 |
:) |
16:48 |
tenplus1 |
whaddya think Krock, ethanol bottle = 80 burntime instead of 240 :D |
16:48 |
Raven262 |
nerfed |
16:49 |
Krock |
tenplus1, uhm.. what's the craft recipe for it? |
16:50 |
tenplus1 |
glass bottle + 4 corn |
16:50 |
Krock |
80 burntime. |
16:50 |
tenplus1 |
changed :) git updated |
16:50 |
Raven262 |
66 for the first one, 120 other |
16:50 |
Raven262 |
Krock ^ |
16:50 |
Raven262 |
i think |
16:51 |
tenplus1 |
JKmurray had the idea to begin with and I bascially asked to use his ethanol bottle in farming redo :DDDD |
16:51 |
Krock |
Raven262, huh? you have 99 cobble in total and divide them into optimal stacks to let the furnaces burn them in the shortest time as possible |
16:51 |
Raven262 |
ah |
16:51 |
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16:51 |
* tenplus1 |
wonders waht happened to JKmurray, his videos were pretty good |
16:51 |
Raven262 |
Well, it was too simple anyways |
16:52 |
Raven262 |
simple actually |
16:52 |
Krock |
:P sounds more complicated than it is |
16:52 |
Raven262 |
i'll give 2 times more cobble into the first one |
16:52 |
Raven262 |
so 66 there and 33 to the second one |
16:53 |
Raven262 |
will burn at approx the same time |
16:53 |
Krock |
how long will you have to wait for cooking? |
16:53 |
tenplus1 |
Krock: 66 seconds and 82.5 ? |
16:54 |
Raven262 |
44 seconds? |
16:54 |
Raven262 |
about that |
16:54 |
Raven262 |
lemme see the second one |
16:54 |
Raven262 |
yep, 39 on the other |
16:55 |
Raven262 |
so i would say that the best would be to give 64 into the first one and 35 into the second one |
16:55 |
Krock |
you got it :) |
16:55 |
tenplus1 |
oh wait, I assumed 99 cobble per furnace |
16:55 |
Raven262 |
Yay! |
16:55 |
tenplus1 |
ahahahaha |
16:55 |
Krock |
42s in furnace #1, 42.67s in #2 |
16:56 |
Krock |
so the time you have to wait is 42.67s |
16:56 |
tenplus1 |
nciely done raven :D |
16:56 |
ThomasMonroe |
is anyone connected with mesecons developement on here? |
16:56 |
Raven262 |
I would never like to have to implement this in the actual game xD |
16:57 |
tenplus1 |
you found a bug thomas ? |
16:57 |
Krock |
hehe.. inb4 you'd see a PR in technic "Split stacks among furnaces with optimal burn time" |
16:57 |
Raven262 |
Those technic devs sure are crazy |
16:57 |
ThomasMonroe |
when an item frame is pushed or pulled by a piston, the item drops out |
16:57 |
ThomasMonroe |
but the item frame still has it inside |
16:58 |
ThomasMonroe |
so you essentially have an unlimited supply of the item inside if the frame |
16:58 |
ThomasMonroe |
of* |
16:58 |
tenplus1 |
if minetest.get_modpath("mesecons_mvps") then |
16:58 |
tenplus1 |
mesecon.register_mvps_stopper("itemframes:frame") |
16:58 |
tenplus1 |
mesecon.register_mvps_stopper("itemframes:pedestal") |
16:58 |
tenplus1 |
end |
16:59 |
IhrFussel |
What's the chance of a race condition when accessing the same extended atrribute from 2 mods at the same time? Or is that not possible? |
16:59 |
tenplus1 |
I added that to my itemframes mod so they cannot be moved at all |
16:59 |
ThomasMonroe |
where in the mod? |
16:59 |
ThomasMonroe |
beginning? |
16:59 |
ThomasMonroe |
or end |
16:59 |
tenplus1 |
at the very end of the init.lua file in itemframes... also I add mesecons_mvps? to the end of depends.txt |
16:59 |
ThomasMonroe |
ok |
16:59 |
ThomasMonroe |
thanks |
17:00 |
tenplus1 |
:P |
17:01 |
ThomasMonroe |
well i have to go for today |
17:02 |
tenplus1 |
have fun :) |
17:03 |
ThomasMonroe |
i will, elementary Cellular automaton is fun to play with |
17:03 |
ThomasMonroe |
XD |
17:03 |
tenplus1 |
wish mesecons played nice on servers tho |
17:03 |
ThomasMonroe |
XD |
17:05 |
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17:06 |
tenplus1 |
super fly :PPP |
17:07 |
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nerzhul joined #minetest-hub |
17:07 |
tenplus1 |
wb nrz |
17:11 |
IhrFussel |
nerzhul, hey is there a chance for a race condition with extended attributes? |
17:11 |
Shara |
Hello all |
17:11 |
tenplus1 |
hi shara |
17:11 |
Shara |
Hi 11 |
17:13 |
Raven262 |
Hi Shara |
17:14 |
nerzhul |
IhrFussel, i don't think |
17:14 |
Shara |
Hi Raven |
17:14 |
tenplus1 |
Mobs Redo API updated with animation tweaks |
17:15 |
Raven262 |
Animation tweaks you say? |
17:15 |
Raven262 |
What could that be |
17:15 |
tenplus1 |
yarrrrr |
17:15 |
tenplus1 |
when mob spawns it sets default animation to "stand" instead of blank... if mob attacks with "run" animation it checks to see if "run" exists first, if not it uses "walk"... also riding mob animation fixes |
17:16 |
Raven262 |
Finally, no more of those stupid spawn positions xD |
17:17 |
tenplus1 |
yeah, we had a skeleton doing the YMCA before this fix |
17:17 |
Raven262 |
xD |
17:18 |
tenplus1 |
certain mod packs when attacking would SLIDE up to player cause no "run" animation was set... ehehe... it fixes that too |
17:19 |
Raven262 |
i witnessed that^ |
17:19 |
tenplus1 |
evil bonny on xanadu did that... :P ehe... |
17:20 |
tenplus1 |
the Void Mirror block is pretty kewl btw... 1 player has it so far and they use it to sneak peeks at players through walls :D |
17:20 |
Raven262 |
xD |
17:20 |
Raven262 |
Epic |
17:23 |
tenplus1 |
Shara: do you use the latest 3d_armor mod on your server ? |
17:25 |
Shara |
Not the latest |
17:27 |
tenplus1 |
gonna have to update to latest eventually :) the tweaked one I use is past it's best |
17:28 |
Shara |
TIme |
17:28 |
Shara |
And the absolute lack of it |
17:28 |
tenplus1 |
ehe |
17:29 |
Shara |
More concerned with making time to fix the mods that have messed up lighting/alpha/whatever issues on RC |
17:29 |
Shara |
Since I still didn't manage all of that |
17:30 |
tenplus1 |
how'd the swamp water turn out ? |
17:31 |
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17:31 |
tenplus1 |
hi ssieb |
17:31 |
ssieb |
hi |
17:31 |
Shara |
tenplus1: I redid the textures completely, but there is still something weird with the source one somehow... it goes invisible from certain angles |
17:31 |
tenplus1 |
weird! |
17:37 |
Raven262 |
Shara, you should check the code, I doubt that texture can cause this bug. |
17:38 |
Raven262 |
I know of nodes "disappearing" when allfaces is in use, might be something to do with that, if the code is alright. |
17:40 |
Raven262 |
Ah i know what might cause the problem |
17:40 |
Raven262 |
Does your texture have alpha channel in use? |
17:40 |
Shara |
I don't have time to look at it again right now. |
17:40 |
tenplus1 |
any water textures tend to use alpha channels |
17:40 |
Raven262 |
Okay |
17:41 |
Raven262 |
Actually, they don't |
17:41 |
Shara |
But I previously copied the water code from default and there was still something wrong |
17:41 |
Raven262 |
They shouldn't |
17:41 |
Raven262 |
the default water doesn't use texture's alpha channel |
17:41 |
Raven262 |
its alpha is inside node definition |
17:42 |
Raven262 |
and it doesn't have use_texture_alpha |
17:42 |
Shara |
I would like to not need an alternative texture at all, but created a texture with much more contrast and brightness made it show again |
17:42 |
Shara |
and that made* |
17:42 |
Shara |
Like suddenly the original texture was simply too dark and/or low contrast to work |
17:43 |
Raven262 |
You can always use ^colorize or ^bright |
17:43 |
Shara |
Not ethat it displayed perfectly before 0.4.16 |
17:43 |
Shara |
Note* |
17:45 |
KaadmY |
Instead of `^[bright` we should have something like `^[hurt` |
17:45 |
KaadmY |
Then the client can configure that to be red/green/white/whatever |
17:47 |
Krock |
why not simply use ^[colorize for this? |
17:47 |
KaadmY |
Krock: so damage isn't shown as red = blood |
17:47 |
KaadmY |
So clients can change it globally |
17:48 |
Raven262 |
You mean, the clients could change the global light colour? |
17:48 |
KaadmY |
Raven262: wat, no |
17:48 |
Raven262 |
Ah, i got it wrong |
17:49 |
Raven262 |
Yes, colorize is basically what you thought of |
17:49 |
KaadmY |
Raven262: not exactly |
17:49 |
KaadmY |
It should be custom client-side |
17:49 |
Raven262 |
bright will just amplify all channels, while colorize will amplify exact one |
17:49 |
KaadmY |
For example, you can make all damage green if you don't like red blood |
17:50 |
Raven262 |
This is not related to texture grouping? |
17:50 |
KaadmY |
Right now mobs and the player model use ^[brightnen |
17:51 |
Raven262 |
So it *is* still modifying the texture, ok. |
17:51 |
KaadmY |
Yeah |
17:51 |
Raven262 |
I never used it out of node def, so i misunderstood. |
17:51 |
KaadmY |
It'll basically be a find+replace for ^[hurt to ^[colorize;255,0,0 or something |
17:57 |
IhrFussel |
The extended attribute feature allows for easy coded quest systems I love it |
18:05 |
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18:06 |
tenplus1 |
wb behalebabo |
18:06 |
benrob0329 |
Hello |
18:07 |
tenplus1 |
o/ |
18:07 |
benrob0329 |
How is everyone? |
18:08 |
tenplus1 |
good thx, you ? |
18:12 |
behalebabo |
hi tenplus1 |
18:12 |
tenplus1 |
:P |
18:15 |
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18:20 |
benrob0329 |
tenplus1: good, being productive this week :P |
18:20 |
tenplus1 |
ooh, what you up to :)) |
18:21 |
benrob0329 |
Oh a thing, its private atm but you'll all see it sooner than later :P |
18:21 |
tenplus1 |
ehehehe |
18:25 |
tenplus1 |
so the point of MM-Survival is to accumulate ? |
18:42 |
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18:54 |
Raven262 |
Or to assimilate... |
18:54 |
tenplus1 |
ehehe, got so many ores it's unreal |
18:54 |
tenplus1 |
and a tiny island house :D |
18:55 |
Raven262 |
"Exotic Ores" mod, buggy but diverse. |
18:55 |
Raven262 |
Buggy as in, check it out, some names have lowercase in words, some don't. |
18:55 |
tenplus1 |
ehehe |
18:56 |
Raven262 |
One of those |
18:56 |
Raven262 |
"I can use colorize" mods |
18:56 |
tenplus1 |
those are fun to play with :))) *cough* cblock |
18:56 |
Raven262 |
The point of making mods is not to copy and recolor :( |
18:57 |
tenplus1 |
if it's original in it's own way then good... if it's a copy of someone else's with no new features then bad :D |
18:58 |
Raven262 |
Is it original if someone made 7 different colours of steel ores and ingots + tools and blocks and gave them names? |
18:58 |
tenplus1 |
if they are new ores, then yes it;s good |
18:59 |
tenplus1 |
I really want more ores... they should have silver and mithril in default game... make it more interesting... |
18:59 |
Raven262 |
And if the new ores are iron ore recolored in 7 different colors? |
18:59 |
tenplus1 |
that's fine |
18:59 |
Raven262 |
Also, if mithrill is to be added, i seriously advise to recolor it to white. |
19:00 |
tenplus1 |
it's a good placeholder until the day you can make new textures if you want :D |
19:00 |
Raven262 |
Nah, it looks bad, tenplus1. |
19:00 |
Raven262 |
It look like someone copied it, and he did |
19:00 |
Raven262 |
I really think that textures matter in mods. |
19:01 |
tenplus1 |
the original concept can re-use textures but as it gets updated they tend to add new ones |
19:01 |
Raven262 |
Some of them, yes. |
19:01 |
Shara |
tenplus1: what's the use of adding more ores to MTG when there is barely anything to do with the current ones? |
19:02 |
Raven262 |
Cause we need them! |
19:02 |
Shara |
>.> |
19:02 |
Raven262 |
*thinks of an explanation* |
19:02 |
tenplus1 |
caves are boring, mining can be boring without things to mine for... you get sick of collecting basic ores after a while |
19:02 |
Raven262 |
that^ |
19:02 |
Raven262 |
Also |
19:03 |
Raven262 |
All the tools in mtg look the same, just noticed |
19:03 |
Shara |
So add stuff other than ores underground. |
19:03 |
Raven262 |
Obsidian blobs would be nice |
19:03 |
Shara |
Or give the ores real uses |
19:03 |
Shara |
Or make it so it's not so easy to skip whole tiers of tools |
19:04 |
tenplus1 |
that's why we need a decent GAME included to give uses to all these nodes/ores etc |
19:04 |
Shara |
I'm doubting MTG can ever be it, quite honestly. |
19:05 |
Shara |
I want it to but... |
19:05 |
* Shara |
hides under a rock, and doesn't even care what colour it is at all |
19:05 |
Shara |
:P |
19:05 |
Raven262 |
Its a grey rock, i'm sure. |
19:05 |
Raven262 |
But anyways, minetest game is not really a survival game itself. |
19:06 |
Raven262 |
And what you basically want to make, Shara, is a survival game. |
19:06 |
Shara |
Actually not specifically |
19:06 |
Raven262 |
But the current point of minetest game is not survival, but building. |
19:06 |
Raven262 |
That is why it is easy to master it. |
19:06 |
Shara |
According to who? |
19:07 |
Raven262 |
Everyone? |
19:07 |
Shara |
No. |
19:07 |
Raven262 |
No? |
19:07 |
paramat |
'caves are boring' 1 or 2 new ores won't change that |
19:07 |
Shara |
It's not a building game according to me. :P |
19:07 |
Raven262 |
Well, it is. |
19:07 |
Shara |
It has way too limited a node set for that |
19:07 |
Raven262 |
It is not at all hard to survive in the minetest_game world |
19:08 |
Shara |
If it's not a survival game, it wouldn't have those hearts on the screen at all. |
19:08 |
KaadmY |
It its current state, I would call Minetest a sandbox biolerplate |
19:08 |
Raven262 |
It has basically zero survival elements |
19:08 |
KaadmY |
boilerplate* |
19:08 |
Shara |
KaadmY: Yup |
19:08 |
Raven262 |
Your only enemy is gravity |
19:08 |
paramat |
once i add underground decorations then underground will become more interesting |
19:08 |
KaadmY |
Raven262: and drowning |
19:08 |
KaadmY |
And lava |
19:08 |
Raven262 |
That too |
19:08 |
Raven262 |
Those two are hard to get killed by |
19:09 |
Shara |
MTG is basically a template that can be expanded on, and not much else, as it stands |
19:09 |
KaadmY |
I'm just waiting for underwater plants and underhanging decorations to be stable |
19:09 |
Raven262 |
"A base for mods" |
19:10 |
Shara |
It's not even that really. |
19:10 |
KaadmY |
Also, is there a way for subgames/mods to have per-world metadata? |
19:10 |
KaadmY |
Without adding extra files |
19:10 |
paramat |
it's not up to core devs to write a new subgame, we're already overwhelmed with engine work and MTG |
19:11 |
Shara |
paramat: I don't think anyone is expecting you to. |
19:11 |
Raven262 |
MTG is there to show what *can* be done in the engine. |
19:11 |
Raven262 |
I get it now. |
19:11 |
tenplus1 |
devs do a good job in fixing bugs and adding new features for the modders to play with |
19:11 |
paramat |
indeed MTG is a mod base, it's not a complete building game |
19:11 |
Shara |
Cut off keys from doors (and a couple of other things) and I will consider it a modbase again |
19:12 |
Raven262 |
Hey, keys are there also to show what can be done in the engine. |
19:13 |
Shara |
They shouldn't be part of the base you are building from though, since then you are locked into to doing it that way unless you change the base |
19:13 |
Shara |
-to* |
19:13 |
Shara |
And if you have to remove chunks of the base, it's not a base anymore. It's something else |
19:13 |
Raven262 |
True |
19:13 |
tenplus1 |
keys in their current form are annoying |
19:13 |
paramat |
there's some support for separating keys |
19:14 |
Shara |
paramat: there has been a fair bit of support for quite some time |
19:14 |
paramat |
rubenwardy ^ ? |
19:14 |
KaadmY |
Why can't MTG be renamed to minimal? |
19:14 |
KaadmY |
Since it basically is |
19:14 |
paramat |
it isn't |
19:14 |
paramat |
and we have minimal |
19:14 |
KaadmY |
(Why does minimal use 0.3 textures anyway) |
19:15 |
paramat |
because no-one can be bothered to work on it hehe |
19:15 |
paramat |
we only work on it if something breaks :] |
19:18 |
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19:21 |
paramat |
rubenwardy https://github.com/minetest/minetest_game/issues/1490 has 3 devs support so go ahead |
19:22 |
tenplus1 |
+100 |
19:42 |
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19:42 |
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19:43 |
tenplus1 |
wb tommy |
19:48 |
|
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19:48 |
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19:49 |
tenplus1 |
wb octacian |
19:49 |
tenplus1 |
hi lisac |
19:49 |
octacian |
Thanks tenplus1 :D |
19:49 |
* octacian |
thinks this will probably be the last day he'll really be here for ~2months |
19:50 |
tenplus1 |
ooh err, you off somewhere nice ? |
19:50 |
octacian |
Sorta |
19:50 |
octacian |
I'll be actually gone for 10days |
19:50 |
tenplus1 |
postcards all around!!!!! |
19:50 |
octacian |
But then I plan on taking a break from MT. I spend wayy too much time on it, and want to develop some more useful real-world skills, like WordPress and Python |
19:51 |
tenplus1 |
ahh, learning new stuff... I hear ya |
19:51 |
octacian |
Yeah, stuff that's specifically actually quite useful in the real-world xD |
19:51 |
nerzhul |
wordpress is not a devel language it's a framework for doing news sites or blogs |
19:51 |
tenplus1 |
:) good luck with all that dude |
19:51 |
nerzhul |
if you want php use symfony |
19:52 |
lisac |
Hi tenplus1 |
19:52 |
tenplus1 |
o/ |
19:52 |
nerzhul |
real world is world where your skills have value :) |
19:53 |
octacian |
nerzhul: Yes, but it has a very comprehensive PHP API to learn |
19:53 |
octacian |
And along with WP, I OFC plan on improving my PHP knowledge |
19:53 |
octacian |
Although I've already built an entire DB, so not *too* worried about that xD |
19:55 |
nerzhul |
wordpress is not a good point to begin with correct PHP code |
19:55 |
nerzhul |
built an entire DB is not the correct DB under load |
19:55 |
nerzhul |
it's slight different, and also, NEVER use ORM |
19:56 |
octacian |
DB wasn't built using WP though, it was built from scratch |
19:56 |
nerzhul |
polish your DB, talk with it |
19:56 |
octacian |
ORM? |
19:56 |
nerzhul |
shit who fetch automagically your objects from database using crazy query to create objects in your language |
19:57 |
nerzhul |
just do the proper query, optimized, load th e correct data from database |
19:57 |
octacian |
And yes, I agree, WP isn't the best place to start. However, I already have a *fairly* comprehensive knowledge in PHP and WP site development is good business |
19:57 |
tenplus1 |
nite folks :P |
19:57 |
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19:57 |
octacian |
That's exactly how my DB functions |
19:59 |
IhrFussel |
If I define the local var at the start of my init.lua then I can simply use those vars inside a function and then do something after the function modified them...right? Like local var = 0 function blah() var = 1 end print(var) << it will print 1 correct? |
20:04 |
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20:11 |
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20:24 |
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21:06 |
IhrFussel |
Is there an API function that gets called when collecting an item from the ground?? |
21:07 |
IhrFussel |
I mean when punching an item to collect it |
21:08 |
calcul0n |
IhrFussel, yes (for the question about local vars) |
21:09 |
calcul0n |
and i don't think so for the second one, but i'm not sure |
21:09 |
IhrFussel |
calcul0n, alright thanks although I forgot to add "blah()" in the example code xP ... that would be bad if that's not possible |
21:09 |
IhrFussel |
I'm creating a quest system and one type of quests should be "collect X loot from monsters" |
21:11 |
calcul0n |
hmm, but how would you know they're coming from monsters ? |
21:11 |
IhrFussel |
Cause only monsters drop them |
21:11 |
calcul0n |
ho ok |
21:12 |
IhrFussel |
Like lava orbs in Mobs Redo...AFAIK only Lava Flans drop them |
21:13 |
* Shara |
would love to see a nice quest system |
21:13 |
calcul0n |
well, the only way i see is to check player's inventory from times to times, but it won't work if you put some loots in a chest |
21:14 |
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21:14 |
calcul0n |
and players would be able to cheat, as i can fill the quest then give all the loots to someone else :) |
21:33 |
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21:37 |
IhrFussel |
I will skip that quest type for now...the next one is "gathering resources" |
21:43 |
lisac |
IhrFussel, http://tvtropes.org/pmwiki/pmwiki.php/Main/TwentyBearAsses |
21:43 |
Raven262 |
^ |
21:49 |
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22:00 |
lisac |
IhrFussel, Are you lost in the depths of tvtropes now? |
22:01 |
Raven262 |
IhrFussel, not every mob should drop the quest item. |
22:01 |
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22:01 |
lisac |
yeah make it like the true silver quest |
22:02 |
lisac |
~5% droprate |
22:02 |
lisac |
so that player has to genocide poor murlocks a few times |
22:02 |
Raven262 |
"Turns out only pristine bear asses will do, even when the woodsman just wants twenty bears dead and doesn't actually want to make anything out of the bear asses." |
22:04 |
Raven262 |
lisac: http://tvtropes.org/pmwiki/pmwiki.php/Main/LudicrousGibs |
22:04 |
lisac |
saw that one |
22:04 |
Raven262 |
Have to recommend that to ten |
22:04 |
Raven262 |
for mobs_redo |
22:06 |
lisac |
Raven262, http://tvtropes.org/pmwiki/pmwiki.php/Main/SendInTheClones |
22:37 |
Fixer |
paramat: is not wooden stuff actually burns in lava? |
22:38 |
Fixer |
paramat: i've dropped torch in lava sources and within few seconds it burned to smoke |
22:38 |
elinor |
Flammable items are destroyed in lava. |
22:38 |
paramat |
erm lava ignites flammable items? |
22:39 |
paramat |
it should do |
22:39 |
octacian |
I think flammable stuff should burn instantly in lava, and only after a time in fire |
22:39 |
octacian |
heh, In my subgame I even make non-flammable stuff burn in lava (but with delay). All but obsidian. |
22:40 |
elinor |
https://github.com/minetest/minetest_game/blob/master/mods/default/item_entity.lua#L56 |
22:41 |
Fixer |
paramat: dropped torch is flammable and is destroyed in flowing/source lava / I've checked |
22:41 |
Fixer |
paramat: so lava can safely drop torches too |
22:42 |
paramat |
i wasn't sure if items burn up |
22:42 |
paramat |
i remember a PR but unsure if it was merged |
22:43 |
paramat |
however it's still better to remove it and not drop it, to avoid running the code that burns an item |
22:45 |
Fixer |
it was merged i think |
22:45 |
paramat |
yeah see it now |
22:46 |
Fixer |
dropped stone - does not burn, dropped wooden stuff - burns |
22:47 |
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twoelk joined #minetest-hub |
22:53 |
paramat |
ok thanks, and commented |
22:59 |
Fixer |
octacian: you totally forgot about that renaming tool PR, are you? :trollface: |
22:59 |
octacian |
Sorta |
22:59 |
octacian |
half-AFK |
23:19 |
Fixer |
gas and diesel cars ban starting in 2040 |
23:19 |
Fixer |
fuuck |
23:19 |
Fixer |
wonder what comes first |
23:20 |
Fixer |
nevermind |
23:22 |
Fixer |
what comes first - affordable aftermarket car in Ukraine or petrol car ban... :( |
23:22 |
Fixer |
i vote pertrol car ban |
23:24 |
octacian |
Fixer: Please "Watch your language." |
23:25 |
Fixer |
octacian: i forgot you are here :) |
23:25 |
octacian |
Fixer: Ok, regarding PR. I didn't entirely forget about it, I just haven't been able to finish it yet. I hope to soon |
23:25 |
octacian |
You know, it is technically a rule according to the wiki ;) although ti isn't enforced |
23:34 |
paramat |
we sort of only make a fuss if it gets excessively used |
23:36 |
paramat |
anyway yes that headline is my dream come true, never thought i'd see such a plan |
23:38 |
octacian |
paramat: I know, but I prefer if swearing is avoided in general. |
23:49 |
Fixer |
I prefer not to swear |
23:50 |
KaadmY |
+1 |
23:50 |
Fixer |
it is just prices are outrageous and it is hard not to swear if c-ron55 gets cheap aftermarket car yet I'm not allowed to import below Euro5 and should buy this half-national car for 12k usd |
23:50 |
KaadmY |
I can still f***ing swear though :) |
23:53 |
Fixer |
"The general life of a car is 10 years." |
23:53 |
Fixer |
hmmm |
23:53 |
Fixer |
here avg age of the car is 22 years or so |
23:54 |
Fixer |
i've seen soviet era junk people driving, it is insane, half-rotten |