Time |
Nick |
Message |
00:49 |
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01:03 |
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garywhite joined #minetest-hub |
03:10 |
rubenwardy |
Yeah, that's probably not what they meant |
04:01 |
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04:12 |
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04:21 |
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05:26 |
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06:08 |
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07:18 |
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07:21 |
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07:40 |
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07:44 |
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08:14 |
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Krock joined #minetest-hub |
08:14 |
Krock |
Me: Why do these client side translations not work? |
08:15 |
Krock |
Also me: It must work even though I don't have gettext enabled since it's a custom implementation |
08:15 |
Krock |
Source code: You suck. > calls gettext("LANG_CODE") |
08:16 |
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08:17 |
Krock |
hello Gael-de-Sailly |
08:17 |
Gael-de-Sailly |
Hello :) |
08:30 |
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jluc joined #minetest-hub |
08:41 |
ANAND |
lol Krock |
09:25 |
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tenplus1 joined #minetest-hub |
09:25 |
tenplus1 |
Hi folks... |
09:25 |
tenplus1 |
hi Krock :P thx for pull req. |
09:26 |
tenplus1 |
Simple Skinds updated... Mobs Redo API updated (multiple animations per action added) |
09:27 |
longerstaff13 |
o/ 11 |
09:27 |
tenplus1 |
hi longer :P |
09:27 |
Krock |
hi tenplus1 :) |
09:27 |
tenplus1 |
o/ |
09:28 |
tenplus1 |
:P |
10:11 |
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BlueShark1 joined #minetest-hub |
10:28 |
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Krock joined #minetest-hub |
10:28 |
tenplus1 |
wb, how was noms :P |
10:30 |
Krock |
very nom. much tasty. such hi tenplus1 |
10:30 |
tenplus1 |
ehehe, *noms pasta* |
10:31 |
Krock |
tomorrow maybe too :) dunno |
10:32 |
tenplus1 |
Mobs_Animal updated, Panda makes use of multiple stand animations :DD |
10:40 |
|
Fixer joined #minetest-hub |
10:41 |
tenplus1 |
hi fixer |
10:46 |
|
Ruslan1 joined #minetest-hub |
10:56 |
IcyDiamond |
added first powered tool to elepower: hand drill |
10:56 |
tenplus1 |
whats it do... also hi |
10:56 |
IcyDiamond |
it mines |
10:57 |
IcyDiamond |
and hi |
10:57 |
tenplus1 |
hand drill ? the one that drills holes into walls n stuff ? |
10:57 |
IcyDiamond |
yeah but this is essentially a pickaxe |
10:57 |
IcyDiamond |
xD |
10:58 |
tenplus1 |
so a road drill ? |
10:58 |
IcyDiamond |
lol |
11:10 |
|
snowmondaykerne1 joined #minetest-hub |
11:26 |
Krock |
New minigame idea: https://i.imgur.com/6IFSmXq.png Remove item entities. When another starts moving you lost |
11:26 |
tenplus1 |
explain??? |
11:27 |
Krock |
Well, a mod would spawn entities on top of each other, with different collision boxes |
11:28 |
Krock |
and then each round the player must remove an entity from the bottom. When another entity on top starts moving, they lost. |
11:28 |
tenplus1 |
hrm, kinda like kerplunk but with items |
11:28 |
Krock |
just like a combination of Mikado & Janga Tower |
11:29 |
tenplus1 |
would have to try it out |
11:45 |
ANAND |
Is it possible to center a label in a formspec irrespective of the display resolution and DPI? |
11:45 |
ANAND |
or any element for that matter? |
11:45 |
tenplus1 |
hi anand |
11:45 |
ANAND |
Hiya tenplus1 :) |
11:46 |
tenplus1 |
sadly no, there's no code or setting to centre text in formspecs, you gotta judge it all by eye and hope it works on all clients |
11:46 |
ANAND |
oh :/ |
11:47 |
tenplus1 |
a justification setting is needed so badly |
11:48 |
tenplus1 |
left, right, centre align |
11:49 |
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aerozoic joined #minetest-hub |
11:49 |
tenplus1 |
hi aerozoic |
11:50 |
aerozoic |
wazup tenplus1! |
11:50 |
tenplus1 |
o/ |
11:52 |
Krock |
well, Irrlicht would allow that |
11:52 |
Krock |
but it's not exposed to the Lua API |
11:53 |
Krock |
only HUD texts can be centered quite well |
11:54 |
tenplus1 |
gotta use that technique for hud text on formspecs then :) |
11:56 |
ANAND |
Yea! :D |
11:57 |
|
submain joined #minetest-hub |
11:58 |
ANAND |
Or a simple and `alignment` field would help too. e.g. label[x,y;alignment;text] |
11:58 |
tenplus1 |
a while ago I made a GUI lib for pascal that used special chars for formatting inside elements e.g. "Left aligned|^Centred|`Right" |
11:58 |
ANAND |
Interesting |
11:59 |
tenplus1 |
modders would use them to have buttons with multiple lines by using | to split text onto a separate line |
11:59 |
tenplus1 |
but yeah, alignment would be just as good for label |
12:00 |
|
Bobr joined #minetest-hub |
12:11 |
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ANAND joined #minetest-hub |
12:11 |
tenplus1 |
wb ANAND |
12:11 |
|
ANAND joined #minetest-hub |
12:20 |
tenplus1 |
ANAND: is this ok ? https://github.com/minetest/minetest/issues/7613 |
12:23 |
tenplus1 |
Krock: does the additional ; character affect formspecs on older client s? |
12:23 |
tenplus1 |
wouldnt it just ignore it ? |
12:23 |
Krock |
they error. |
12:23 |
tenplus1 |
damn... |
12:24 |
Krock |
https://github.com/minetest/minetest/blob/master/src/gui/guiFormSpecMenu.cpp#L1252 |
12:24 |
tenplus1 |
how about adding a special character to the beginning of the text ? |
12:24 |
Krock |
possible. but sounds very hacky |
12:24 |
Krock |
rather increase the formspec version |
12:24 |
tenplus1 |
it would still allow alignment and be backwards compatible. |
12:25 |
tenplus1 |
label[0.5,0.5,"^This is centre aligned"] |
12:25 |
tenplus1 |
label[1.0,0.5,"`This is right aligned"] |
12:25 |
tenplus1 |
label[0.0,0.5,"This is left aligned"] |
12:25 |
Krock |
That would break labels which use "^" on purpose |
12:25 |
|
Bobr joined #minetest-hub |
12:25 |
Bobr |
hiya tenplus1 |
12:25 |
tenplus1 |
hi bob |
12:27 |
tenplus1 |
cant say I've seen labels using "^" on purpose, especially not at the very beginning of a line |
12:27 |
tenplus1 |
woudl only need to check 1st character for either of those to work |
12:30 |
tenplus1 |
would be a change modders would more than welcome and change mods accordingly if they ever do use ^ or ` |
12:35 |
Krock |
Then why not "^Left align" "Right align^" "^Center text^" that would be at least a consistent notation |
12:35 |
tenplus1 |
left align is default so isnt needed, but having to type all that instead of a simple char seems a litlte overkill |
12:36 |
Krock |
"all that" = 2 characters for centered text |
12:37 |
Krock |
there are btw also languages the use RTL natively |
12:37 |
tenplus1 |
oh wait, I assumed you meant "Right align^text here" |
12:37 |
Krock |
mainly arabic ones |
12:37 |
Krock |
lol no |
12:37 |
tenplus1 |
does formspec use multi-language support ? |
12:37 |
tenplus1 |
I heard it freaked out when using intllib |
12:37 |
Krock |
not sure, but translations would allow changing the alignment |
12:38 |
Krock |
*it would allow translation to change the alignment |
12:38 |
tenplus1 |
so "^left" "^centre^" "right^" <--- |
12:39 |
Krock |
yes. "^" which softly attach the label to one side, depending on which end they are |
12:39 |
tenplus1 |
ok, could you add that to the issue or shall I? |
12:40 |
Krock |
do whatever you'd like to do :P |
12:40 |
Krock |
just brainstorming here |
12:40 |
tenplus1 |
udpated :) thx |
12:41 |
tenplus1 |
the more info or ideas suggested the more chance a dev will pick up on it and actually do it :) |
13:00 |
|
Dominian21 joined #minetest-hub |
13:26 |
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IhrFussel joined #minetest-hub |
13:27 |
tenplus1 |
hi fussel |
13:28 |
IhrFussel |
Hello tenplus1 ... looks like there is a bug in the main menu that prevents you from pressing return...probably caused by deleting a favorite server from the list and trying to connect to another after |
13:28 |
IhrFussel |
I thought my key was broken |
13:28 |
tenplus1 |
heh |
13:58 |
Krock |
I MOOOOVE https://github.com/minetest-mods/xdecor/pull/95 |
13:58 |
tenplus1 |
? |
13:59 |
tenplus1 |
that's what I do with all my textures |
13:59 |
Krock |
found one of these mods which flood the terminal with warnings |
13:59 |
Krock |
and that's good, as long it's a valid header :) |
14:00 |
Fixer |
Krock: tiiime is ruuuninngg ouuuuuuttt |
14:00 |
Krock |
quick! build a time machine |
14:00 |
Krock |
quack! It's a duck |
14:01 |
tenplus1 |
:PP |
14:22 |
|
behalebabo joined #minetest-hub |
14:22 |
tenplus1 |
hi behalebabo |
14:33 |
|
ANAND joined #minetest-hub |
14:34 |
tenplus1 |
wb ANAND |
14:35 |
ANAND |
ty 11 :) |
14:42 |
|
Ruslan1 joined #minetest-hub |
14:44 |
IcyDiamond |
could i disable a tool without setting its group caps to an empty table? |
14:45 |
tenplus1 |
disable completely or remove from game ? |
14:45 |
IcyDiamond |
tool capabilities* |
14:45 |
IcyDiamond |
disable usage |
14:45 |
IcyDiamond |
so a pickaxe wont mine etc |
14:45 |
tenplus1 |
you COULD use minetest.override and add an on_use function with nothing inside it |
14:45 |
tenplus1 |
then the tool will be useless |
14:45 |
IcyDiamond |
hmm |
14:46 |
IcyDiamond |
so if on_use returns nil, nothing happens? |
14:46 |
ANAND |
on_use should return an itemstack |
14:46 |
IcyDiamond |
ah |
14:46 |
tenplus1 |
yeah, override on startup and the tool will do nothing |
14:46 |
IcyDiamond |
but what if i want it to be usable again |
14:46 |
IcyDiamond |
is there a default on_use to call? |
14:46 |
ANAND |
Store the previous on_use in a local var |
14:46 |
tenplus1 |
make on_use nil and it shold work again |
14:46 |
IcyDiamond |
well that aint gonna work for me |
14:47 |
tenplus1 |
you doing this per player? |
14:47 |
IcyDiamond |
i need to check for power level and determine if tool can be used or not |
14:47 |
IcyDiamond |
yes |
14:47 |
tenplus1 |
ahh, that wont work at all then |
14:47 |
IcyDiamond |
thought so |
14:47 |
ANAND |
Ohh... |
14:47 |
tenplus1 |
you could register an on_dig function for that tool that checks player levels |
14:47 |
IcyDiamond |
i currently set tool caps to an empty table |
14:47 |
IcyDiamond |
but i want to use tool caps |
14:48 |
ANAND |
Then store tool caps in a local var instead |
14:48 |
IcyDiamond |
so i guess i have to store them somewhere |
14:48 |
IcyDiamond |
in memory i guess |
14:48 |
IcyDiamond |
or as an extra meta |
14:48 |
IcyDiamond |
meta makes more sense |
14:54 |
Bobr |
hiya tenplus1 can i pm u please |
14:55 |
tenplus1 |
k |
14:55 |
Krock |
"yes" |
14:55 |
tenplus1 |
yeah ok |
14:56 |
IcyDiamond |
man i wish there was a callback for tools when they were created |
14:56 |
IcyDiamond |
or crafted |
14:58 |
|
twoelk joined #minetest-hub |
14:59 |
tenplus1 |
hi twoelk |
14:59 |
twoelk |
o/ |
15:17 |
rubenwardy |
There's a crafted callback, IcyDiamond |
15:17 |
tenplus1 |
hi ruben.... so as you craft the tool it can do something ? |
15:18 |
rubenwardy |
You can set the tool caps to have no groups |
15:18 |
rubenwardy |
And have this as default |
15:18 |
rubenwardy |
So the default toolcaps has no groups |
15:19 |
tenplus1 |
is this for 0.5 though, or will it work on 0.4.17 ? |
16:00 |
rubenwardy |
IcyDiamond makes mods for 5.0 |
16:01 |
tenplus1 |
ahh |
16:01 |
rubenwardy |
0.4 ain't any fun, y'know |
16:04 |
tenplus1 |
I'm very eager for 0.5stable on all platforms |
16:08 |
Krock |
inb4 there will never be a 0.5 stable |
16:10 |
* Krock |
writes a notice for tenplus1 which says: "In order to look feature-complete and bug-free Minetest's next release will be 5.0 instead of 0.x.x" |
16:10 |
tenplus1 |
whassat, 0.5 will be a feature release :p |
16:10 |
Krock |
meanwhile LibreOffice is doing the same right now |
16:10 |
Krock |
except that they're increasing by a whole major number |
16:13 |
twoelk |
fakenews fakefacts fakeversioning? |
16:14 |
Krock |
fakecake |
16:16 |
BillyS |
o/ tenplus |
16:19 |
Krock |
tenplus1: what kind of chat mod are you using? https://i.imgur.com/ApP552V.png |
16:19 |
Krock |
so I can strip those color coes |
16:19 |
Krock |
*codes |
16:19 |
tenplus1 |
my own :) type this: " " <-- put a ton of spaces |
16:21 |
Krock |
will rejoin a few times to make my mod overwrite yours well :D |
16:21 |
tenplus1 |
lol |
16:22 |
Krock |
<(c@#ffdf00)Krock(c@#ffffff)> thx for text dump |
16:22 |
Krock |
hmmmm |
16:22 |
tenplus1 |
heh |
16:22 |
Krock |
why the heck are you colorizing the name but not the brackets? |
16:23 |
Krock |
duh.. more code lines for my CSM I guess |
16:24 |
tenplus1 |
why ? |
16:24 |
Krock |
because it should look like this https://raw.githubusercontent.com/SmallJoker/colored_names/master/screenshot.png at the end |
16:25 |
Krock |
probably just moving the < bracket after the colorizing part |
16:25 |
tenplus1 |
you gonna test it on xanadu and see if it works ? |
16:25 |
Krock |
yes, thus: <Krock> will rejoin a few times to make my mod overwrite yours well :D |
16:26 |
Krock |
tenplus1: does that player tag color change or is it meaningless? |
16:27 |
tenplus1 |
it's just to highlight player name, nothing more |
16:27 |
tenplus1 |
and a wee bit of code in the background to stop swearing and mass use of spaces |
16:27 |
Krock |
and there's no way to turn it off per-player yet, I presume? |
16:28 |
tenplus1 |
nope, you play on Xanadu you get the yellow name and white text :D |
16:30 |
Sokomine |
can mobs safely use minetest.node_dig? |
16:31 |
tenplus1 |
you mean in pathfinding when they knock down walls ? |
16:32 |
Sokomine |
tenplus1: er, no knocking down of walls. just when helping players build something. might require removing surplus nodes. usually flattening terrain |
16:33 |
tenplus1 |
that's a do_custom feature you have to write for sokomine |
16:33 |
tenplus1 |
mobs api doesnt have anything related to dig apart from pathfinding to get to player, and even then it adheres to protection |
16:33 |
Sokomine |
was more asking if the api function can handle it if it's called with a mob |
16:34 |
Sokomine |
hm. probably not due to the inventory? |
16:34 |
BillyS |
I wonder if I could download multicraft |
16:34 |
BillyS |
And remove the advertising |
16:35 |
BillyS |
Since the devs continue to insist that it's open source |
16:36 |
tenplus1 |
fork the fork :P nice |
16:36 |
BillyS |
:P |
16:36 |
BillyS |
Hmm ... isn't there a list of names that it uses? |
16:36 |
BillyS |
A very long one, irrc |
16:36 |
BillyS |
I'm trying to find that |
16:37 |
Sokomine |
wasn't there something of google no longer wanting clones of the same program? |
16:59 |
IhrFussel |
Multicraft doesn't use these random player names IIRC |
16:59 |
IhrFussel |
It's the "most fair" 3rd-party app |
17:02 |
Krock |
Sokomine: I know that it's a lot of color but each name has its own color, which makes chatting so much easier for me |
17:03 |
Krock |
since I wrote that mod I rather look at the color instead of reading the nick |
17:03 |
Krock |
keeping track of the chat is quite easy now |
17:04 |
tenplus1 |
lol |
17:09 |
Sokomine |
krock: hm, yes. still, random colors would confuse me. it would be nice to assign your own colors or to have i.e. moderators in one color |
17:13 |
Krock |
the colors are assigned by some kind of hash. so it's always the same for the same nickname |
17:13 |
tenplus1 |
what colour is mine |
17:14 |
Shara |
tenplus1: in this channel here you are pink to me :P |
17:14 |
tenplus1 |
nooooooo, also hi :P |
17:14 |
tenplus1 |
you are mustard yellow |
17:14 |
tenplus1 |
krock is violet |
17:14 |
Shara |
Hehe.. Krock is the yellow one to me :) |
17:16 |
Krock |
tenplus1: light yellow |
17:16 |
Krock |
(ingame). and here you're green |
17:16 |
tenplus1 |
lolol |
17:19 |
Sokomine |
you're all white/grey unless you say my name. in such a case you become yellow in irc |
17:20 |
ANAND |
For me, IhrFussel is pink, Krock is purple |
18:15 |
shivajiva |
Krock always flags as red to me, ironically :') |
18:16 |
Krock |
shivajiva: |
18:17 |
shivajiva |
lol |
18:20 |
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18:20 |
tenplus1 |
hi benrob |
18:23 |
benrob0329 |
hi tenplus1 |
18:29 |
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paramat joined #minetest-hub |
18:35 |
tenplus1 |
hi paramat |
19:01 |
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Bobr joined #minetest-hub |
19:01 |
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jluc joined #minetest-hub |
19:02 |
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Bobr left #minetest-hub |
19:05 |
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Bobr joined #minetest-hub |
19:06 |
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Bobr joined #minetest-hub |
19:06 |
tenplus1 |
wb |
19:06 |
Bobr |
ty |
19:12 |
Fixer |
O,,,,,,,O |
19:13 |
tenplus1 |
why not zoidberg |
19:23 |
|
Raven262 joined #minetest-hub |
19:23 |
tenplus1 |
wb raven |
19:23 |
Raven262 |
ty ten |
19:24 |
ThomasMonroe |
what? no greetings for me? :O |
19:24 |
ThomasMonroe |
oh wait I have a bouncer |
19:24 |
tenplus1 |
ehehe, hi THomas :P |
19:24 |
ThomasMonroe |
xD heya tenplus1 |
19:24 |
tenplus1 |
Mob API updated with new random animation sets |
19:24 |
ThomasMonroe |
noice |
19:25 |
tenplus1 |
the panda in mobs_animal shows it off with 4x standing animations :D |
19:25 |
ThomasMonroe |
O_O |
19:26 |
tenplus1 |
it's cute, an eat, rub it's eyes, shake head and hide behind it's arms |
19:26 |
ThomasMonroe |
btw anyone seen octacian? |
19:26 |
tenplus1 |
not lately, no |
19:26 |
ThomasMonroe |
okay |
19:29 |
Krock |
afaik they're busy with RL |
19:29 |
ThomasMonroe |
probably |
19:30 |
ThomasMonroe |
RL's about to kick in to gear for me |
19:31 |
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19:32 |
tenplus1 |
hi Mister |
19:32 |
ThomasMonroe |
heya Mr_Pardison |
19:32 |
Mr_Pardison |
hiya 11 |
19:32 |
Mr_Pardison |
o/ |
19:32 |
tenplus1 |
:P |
19:52 |
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Bobr joined #minetest-hub |
19:54 |
tenplus1 |
Bobr: were any of those gaming rigs ok ? |
19:54 |
|
Bobr joined #minetest-hub |
19:54 |
Bobr |
the 2nd one im going for |
19:55 |
tenplus1 |
the intel one |
19:55 |
Bobr |
yep |
19:55 |
tenplus1 |
kewl :P |
19:55 |
Bobr |
its quite fast apparently |
19:56 |
tenplus1 |
:) |
19:56 |
tenplus1 |
so'z the amd one :D |
19:56 |
Bobr |
the more expensive the better lol |
19:57 |
tenplus1 |
not always, check both specs and reviews |
19:57 |
tenplus1 |
but they do both have same nvidia gfx |
19:58 |
Bobr |
yeah |
19:58 |
Bobr |
gonna revamp my room and install it by my be |
19:59 |
tenplus1 |
:P |
20:01 |
longerstaff13 |
I have my room split into 2 rooms |
20:01 |
longerstaff13 |
one side for my "offie" and other side my actual bedroom |
20:01 |
longerstaff13 |
office* |
20:01 |
tenplus1 |
o/ longer... sleeping in your office... ekk |
20:02 |
longerstaff13 |
lol |
20:02 |
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20:14 |
Bobr |
lllmao |
20:14 |
tenplus1 |
ekk |
20:27 |
tenplus1 |
nite all o/ |
20:27 |
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tenplus1 left #minetest-hub |
20:45 |
* Sokomine |
lures some mobs to her building site and tries to train them |
20:50 |
Krock |
CHOO CHOOO I'm a train-ed mob |
21:07 |
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21:08 |
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Bobr joined #minetest-hub |
21:08 |
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21:09 |
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21:18 |
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garywhite joined #minetest-hub |
21:30 |
Fixer |
'E'ating soup from a tin located in a dragged shopping cart dumps the remainder of the soup on the floor. <Bug> |
21:38 |
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21:39 |
IhrFussel |
If I depend on WE in another mod and simply call worldedit.set(air_top,air_bottom,"air") will it work? |
21:41 |
IhrFussel |
air_top/bottom are pos tables {x=0,y=0,z=0} |
21:46 |
* Sokomine |
employs krock for house building |
21:47 |
Sokomine |
IhrFussel: depends on worldedit i'd say. similar to my question earlier. if worldedit can do it... |
21:48 |
IhrFussel |
WE has a worldedit.set() function I'm just not sure if calling that one function is safe enough |
21:49 |
sofar |
if you list it as an explicit dependency in depends.txt, then yes, you can call interfaces in it directly |
21:50 |
sofar |
you can do something like this if you're pedantic: |
21:50 |
sofar |
if not worldedit then abort("You lied!") end |
21:53 |
sfan5 |
IhrFussel: worldedit explicitly exports an api |
21:53 |
sfan5 |
if you depend on it you can rely on these functions |
21:54 |
IhrFussel |
sfan5, so not even necessary to set worldedit.pos1[name] etc? |
21:54 |
sfan5 |
don't touch those |
21:55 |
IhrFussel |
And if I call worldedit.set() multiple times in a row is it safe from corruption? |
21:56 |
sfan5 |
why would it corrupt |
21:56 |
IhrFussel |
I mean will it always finish the previous call first? No matter how large the area? |
21:57 |
sfan5 |
the api is not async, it will be complete when the function returns |
22:00 |
Sokomine |
sofar: might still be possible to write another worldedit-mod that claims to be worldedit but doesn't provide the function. but that's then clearly the user's fault |
22:01 |
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BillyS joined #minetest-hub |
22:22 |
sofar |
a clear crash is better than a lousy error message, usually anyway |
22:40 |
IhrFussel |
sfan5, does worldedit.set() work even if no player is nearby? |
22:41 |
IhrFussel |
I think voxelmanip works without mapblocks being in RAM but not sure |
22:42 |
sfan5 |
yes |
22:53 |
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paramat joined #minetest-hub |