Time |
Nick |
Message |
00:03 |
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01:39 |
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01:49 |
rdococ |
new mod -> https://gitlab.com/rdococ/digilines_commandblock |
01:49 |
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01:49 |
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01:49 |
rdococ |
hi garywhite |
01:49 |
garywhite |
hi |
01:50 |
rdococ |
garywhite: what do you think of this mod? https://gitlab.com/rdococ/digilines_commandblock |
01:50 |
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01:51 |
garywhite |
It's basically a command block mod for digilines? |
01:52 |
rdococ |
It adds command blocks which respond to digilines messages, yes. You can even send arguments to them through a table. |
01:52 |
garywhite |
Looks cool |
01:53 |
rdococ |
For example, "tell @nearest ${text}" will tell the nearest player something which is defined by the digiline message (e.g. {text = "yay!"}). |
01:58 |
rdococ |
The idea is that you would do your computation in things like luacontrollers, and then pass the actual arguments to the commands themselves to the digilines command block. |
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* VanessaE |
peeks in |
02:06 |
VanessaE |
Megaf: use my gitlab repos in all cases, whenever possible. |
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05:52 |
VanessaE |
is there a way to animate an image in a formspec? |
05:52 |
VanessaE |
(as in equivalent to an animated node texture) |
05:52 |
ChimneySwift |
only way I know of is changing the formspec |
05:53 |
VanessaE |
:( |
06:04 |
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08:58 |
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09:01 |
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09:03 |
IhrFussel |
If I increase a counter on every dignode/placenode ... can I assume that the callback gets NEVER skipped (cause of lag or connection issues) ?? Cause I want to add conditions like "if counter == 500 then blah end if counter == 800 then blah blah end" |
09:36 |
VanessaE |
at worst you may get a delay due to lag, then a bunch of counter increases all at once |
09:36 |
VanessaE |
but the callback *should* run every tim |
09:36 |
VanessaE |
time* |
09:39 |
IhrFussel |
So if someone loses their connection for let's say...15 secs and digs 100 blocks in that time...those callbacks will all run at once when their connection is back? Or can some packets get lost? |
09:40 |
VanessaE |
I think so, but I don't know how long a connection can lag before MT times it out. |
09:41 |
IhrFussel |
Usually ~ 30 secs |
09:41 |
VanessaE |
afaik, if it doesn't ping timeout, then all packets ought to make it through, but I don't know for sure. |
09:41 |
IhrFussel |
Yeah depends on how "stable" the network protocol is |
09:44 |
IhrFussel |
I mean it works with chat messages at least...when you lose connection for X secs you usually receive all missed messages at once |
10:02 |
ChimneySwift |
I know people are less confident to guarantee it always work, but I'd say it's fairly safe to say that if the block actually gets placed on the server side map, the callback will be run, regardless of network lag. even if the packet drops (which I have noticed does happen on rly laggy connections) then the client will be updated and all will fall back in sync |
10:19 |
IhrFussel |
Yeah true^^ Also I hope the devs will never remove the register_on_placenode() callback because some features of my server NEED it and I cannot modify each and every node on_dig() callback to add a counter to it |
10:19 |
IhrFussel |
That is ridiculous |
10:20 |
IhrFussel |
The docs mention it's not recommended to use it, but there are some very valid usecases |
10:21 |
IhrFussel |
I understand that you shouldn't use it for a single node or a group of nodes...but on a server with ~ 2,000! the callback is perfect |
10:25 |
ChimneySwift |
yeah I think that's just a warning to stop newbies from using that rather than call acks in the definition |
10:25 |
ChimneySwift |
*callbacks |
10:25 |
ChimneySwift |
I don't see why they'd remove it, there's a lot of mods that use it |
10:26 |
IhrFussel |
I just checked... 28 mods on my server alone use the callback so there should be 0% chance of them removing it |
10:27 |
IhrFussel |
But the "not recommended" warning makes it sound like they plan to deprecate it in the future |
10:28 |
IhrFussel |
Maybe they should rephrase it "Not recommended as node def" or something like that |
10:30 |
IhrFussel |
IIRC register_on_placenode() doesn't register every node... or maybe I'm mixing it up with another callback |
10:31 |
ANAND |
register_on_placenode is called only if the node has been placed. set_node(), for instance, doesn't run on_place / registered_on_placenodes callbacks |
10:32 |
ANAND |
It is called when minetest.place_node() is used |
10:33 |
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10:34 |
ANAND |
There doesn't seem to be any global callback registration counterpart for on_construct (which is called even for set_node) |
10:36 |
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10:40 |
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10:56 |
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10:56 |
IhrFussel |
ANAND, so register_on_placenode() is skipped when the node overwrites on_place()? |
10:57 |
ANAND |
I think both are called |
11:01 |
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11:03 |
ANAND |
From register_on_placenode's documentation in lua_api.txt: "If return `true` no item is taken from `itemstack`" |
11:03 |
ANAND |
says nothing about overriding on_place |
11:04 |
ANAND |
Also, the expected behaviour is for both on_place of that particular node, and all registered_on_placenodes callbacks |
11:04 |
ANAND |
to ba called |
11:04 |
ANAND |
be* |
11:10 |
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11:30 |
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11:42 |
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tenplus1 joined #minetest-hub |
11:42 |
tenplus1 |
hi folks :) |
11:44 |
longerstaff13-m |
Hi 11 |
11:44 |
tenplus1 |
hi longer :P |
11:44 |
tenplus1 |
Mobs Redo API updated and Mobs Animal (Kitten can stay/walk by right-clicking and coughs up hairballs which may contain an item) |
11:44 |
longerstaff13-m |
Lol |
11:45 |
longerstaff13-m |
Gtg |
11:45 |
tenplus1 |
o/ |
11:50 |
Mr_Pardison |
ahoy 11 |
11:51 |
tenplus1 |
hi mister :P |
11:51 |
Mr_Pardison |
afk breakfast hunting time |
11:51 |
tenplus1 |
nommmmm |
12:34 |
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12:35 |
tenplus1 |
hibenrob |
12:35 |
benrob0329 |
Hi tenplus1 |
12:36 |
benrob0329 |
Just updated revolution IRC |
12:36 |
tenplus1 |
what's new ? |
12:36 |
benrob0329 |
Not entirely sure |
12:37 |
benrob0329 |
The topic now shows above the userlist |
12:37 |
tenplus1 |
gui changes |
12:37 |
benrob0329 |
And probably bugfixes |
12:38 |
tenplus1 |
:) |
12:38 |
benrob0329 |
https://github.com/MCMrARM/revolution-irc/releases |
12:39 |
tenplus1 |
not bad |
12:46 |
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12:46 |
tenplus1 |
o/ twoelk |
12:46 |
twoelk |
o/ |
12:50 |
twoelk |
one of my favorite events happens this weekend for the last time and I don't really have time to attend :( https://www.spectaculum.de/ |
12:51 |
* twoelk |
weeps silently |
12:53 |
tenplus1 |
Öjendorfer Volkspark? |
12:53 |
twoelk |
yep |
12:53 |
twoelk |
pretty huge |
12:55 |
tenplus1 |
lolol |
12:55 |
tenplus1 |
o/ fussel |
12:55 |
twoelk |
just when I was musing to get myself some more correct attire :D |
12:55 |
twoelk |
IhrFussel have you tried BlockColor yet? |
12:56 |
tenplus1 |
server ? |
12:56 |
twoelk |
server and game of that name |
12:57 |
tenplus1 |
seen it but never tried it yet, any good ? |
12:57 |
twoelk |
not exactly my type of game but interesting concept |
12:58 |
twoelk |
simply more far away from minetest-game as most others |
13:00 |
IhrFussel |
I "complained" about its broken English or rather the broken English of the admin... didn't play there yet |
13:00 |
tenplus1 |
never did see a proper working version of UFO Run |
13:01 |
IhrFussel |
Looks very basic and could get boring after a short while IMO |
13:03 |
IhrFussel |
That is the server with just 8 colored blocks correct? Or was it 8? |
13:03 |
IhrFussel |
nodes* |
13:03 |
tenplus1 |
I think it would go for my eyes eventually |
13:04 |
ChimneySwift |
blockcolor |
13:05 |
ChimneySwift |
by chantios? I think is how you spell it >.< |
13:10 |
twoelk |
it is hard on the eyes but is definitly different from the usual mtg+x |
13:10 |
tenplus1 |
JohnSmith has had an update as well for newer textures :DD |
13:11 |
twoelk |
ah, that is more my type of design :) |
13:12 |
twoelk |
a thing I learned on blockcolor is that if textures dont have noise you kind of loose depth |
13:12 |
tenplus1 |
Pixel;Box is fun as well :) those woudl have made nice default textures |
13:14 |
twoelk |
is that pony server still online? |
13:15 |
twoelk |
seems we don't have any <furry> servers anymore except for blockcolor |
13:16 |
tenplus1 |
lol, the mlp server was funny... |
13:18 |
ChimneySwift |
I'm half surprised that more people haven't replaced the player character with something that isn't human tbh |
13:18 |
tenplus1 |
give it time... 5.0 lets us change player collisionbox and such as well, so it'll happen |
13:19 |
twoelk |
my test hut on blockcolor doesn't fit my avatar eye hight at all :D |
13:19 |
twoelk |
another thing I never thought about |
13:20 |
twoelk |
if I play a dwarf the concept of one node high window sills needs to be reworked |
13:21 |
twoelk |
inb4 homedecor for dwarves |
13:21 |
tenplus1 |
it'd be so funny if someone setup a world where you were a monster and player npc's kept trying tokill ya |
13:22 |
ChimneySwift |
omg that'd be great |
13:22 |
tenplus1 |
hichimney |
13:22 |
Mr_Pardison |
I'd totally play that. |
13:22 |
tenplus1 |
I know maikermune's creatures mod allowed you tobecome any of the mobs in it,andfloat as a ghost inbetween :D |
13:23 |
* twoelk |
remembers darkly a book about the beowolf saga from the viewpoint of the monster - poor thing got annoyed by them noisy viking partys - pun intended |
13:23 |
ChimneySwift |
should make a server called "mod simulator" and there are a bunch of fake player mobs around you and you have to ban and kick and kill them depending on what rules they break |
13:23 |
ChimneySwift |
XD |
13:23 |
ChimneySwift |
hi tenplus1 |
13:23 |
* Mr_Pardison |
pulls out the hammer of justice and sets it to "Pardison Special" |
13:23 |
tenplus1 |
lol |
13:24 |
ChimneySwift |
lol |
13:24 |
Mr_Pardison |
for context, a Pardison Special is where a player gets kicked then banned. |
13:24 |
Mr_Pardison |
a testament to speed typing. |
13:24 |
ChimneySwift |
hahaha |
13:24 |
twoelk |
with wailing complaining and ranting player mobs? |
13:24 |
ChimneySwift |
just for good measure? |
13:24 |
ChimneySwift |
yeah exactly |
13:24 |
ChimneySwift |
they'll also have to grief and build cobble huts |
13:24 |
Mr_Pardison |
If someone does make that, notify me and I will definitely be there |
13:25 |
ChimneySwift |
loool |
13:25 |
Mr_Pardison |
ChimneySwift: you forget the pink wool huts. |
13:25 |
ChimneySwift |
OMG yeah sorry |
13:25 |
ChimneySwift |
and the multi colored houses out of like 7 eye watering shades of colored wood |
13:25 |
Mr_Pardison |
yeah. |
13:26 |
Mr_Pardison |
and they spammed nyan cat rainbow and cat blocks. |
13:26 |
ChimneySwift |
like you can use colored wood rly nice but they really don't give it a good rep |
13:26 |
Mr_Pardison |
s/they/the |
13:26 |
twoelk |
rainbow huts with diamonds? |
13:26 |
Mr_Pardison |
colored wood has its uses but spamming it in multiple colors w/out a design is just plain stupid. |
13:26 |
ChimneySwift |
what did you say? was that "quality architecture"? |
13:27 |
ChimneySwift |
yeah agreed |
13:27 |
Mr_Pardison |
"quality" is subjective. |
13:27 |
Mr_Pardison |
anywho, I have to be getting to class. |
13:27 |
Mr_Pardison |
l8rs peeps. |
13:27 |
twoelk |
good-design-class? |
13:27 |
Mr_Pardison |
lol no precal (since calc would have killed me) |
13:28 |
Mr_Pardison |
OK hopping. |
13:28 |
Mr_Pardison |
l8rs. |
13:28 |
ChimneySwift |
lol |
13:29 |
ChimneySwift |
I do quite like the red colored wood for Japanese style builds tho |
13:29 |
ChimneySwift |
and barns. lol. |
13:30 |
tenplus1 |
yeah, we have a few nice cblocks mod builds on server |
13:30 |
ChimneySwift |
yeah, colored glass is pretty cool to imo |
13:31 |
ChimneySwift |
idk as much about the others, though I haven't tried |
13:31 |
tenplus1 |
cblocks = coloured stonebrick, wood and glass :D |
13:31 |
ChimneySwift |
stonebrick? interesting |
13:31 |
tenplus1 |
pop by Xanadus sometime and check out the main paths, some interesting builds :D |
13:32 |
ChimneySwift |
I might just do that |
13:32 |
tenplus1 |
you got an account already ? cause borders are shut just now |
13:33 |
ChimneySwift |
yeah I registered a few months back I believe |
13:33 |
tenplus1 |
kewl :P |
13:44 |
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13:45 |
tenplus1 |
wb |
13:45 |
Mr_Pardison |
ty. |
13:52 |
Mr_Pardison |
think I could install nibbles on this laptop that runs w7? |
13:53 |
tenplus1 |
the basic game nibbles ??? |
13:54 |
Mr_Pardison |
GNOME nibbles. |
13:54 |
tenplus1 |
lol |
13:54 |
Mr_Pardison |
the worm game that allows you to spend what would have otherwise been productive time playing the game. |
13:54 |
Mr_Pardison |
https://github.com/GNOME/gnome-nibbles |
13:54 |
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13:54 |
Mr_Pardison |
they have the source code :) |
13:55 |
tenplus1 |
am sure there'sa windows version |
13:56 |
ChimneySwift |
why did people invent games |
13:56 |
tenplus1 |
hi Gael-de-Sailly |
13:56 |
ChimneySwift |
I'd have been so much more productive otherwise |
13:56 |
ChimneySwift |
XD |
13:56 |
Mr_Pardison |
ChimneySwift: as a source of entertainment. |
13:56 |
tenplus1 |
certain games can improve a certain skill set when played |
13:57 |
Mr_Pardison |
like a fast paced MMO RPG where you have to have split second timing to hit your opponent before they hit you improves your reaction speed a bit. |
13:58 |
tenplus1 |
:P yeah... reaction time, object perception, timing control etc. :) all adds up |
13:58 |
tenplus1 |
and if you're lucky there's some learning abilities and memorization skills in there too |
13:58 |
ChimneySwift |
yeah but when you have assignments due you'd probably be better off doing those, but games are so fun... |
13:58 |
ChimneySwift |
xP |
13:58 |
tenplus1 |
relaxation also :D |
13:58 |
Mr_Pardison |
oh yeah. |
14:00 |
tenplus1 |
imagine what VR games will help us do |
14:01 |
ChimneySwift |
they're making some pretty cool accessories to vr too |
14:01 |
IhrFussel |
VR gaming seems to be dead for now... not many games in development, accessories still too expensive ($300+ I think) |
14:01 |
tenplus1 |
I like the rollable walking platform... walk in any direction :P |
14:01 |
ChimneySwift |
wow it's now morning, I think imma peace out lol |
14:02 |
Mr_Pardison |
k. |
14:02 |
tenplus1 |
laters |
14:03 |
IhrFussel |
The only real chance to get VR to mainstream was PSVR but that also failed |
14:05 |
tenplus1 |
cant believe they are working on 8k screens now... they really dont need to go that far |
14:05 |
tenplus1 |
4k was overkill as is |
14:05 |
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14:05 |
twoelk |
they are using VR in non gaming such as learning to drive in china as seen on tv lately :-) |
14:05 |
tenplus1 |
that's a worthy cause... helps with a task or skill |
14:06 |
tenplus1 |
but having the screen right next to your eyes can mess up your vision and cause lazy eye focus |
14:07 |
twoelk |
a long time ago I thought I could use mt to simulate smoke extraction systems - but simulating smoke is a lot more difficult than I ever thought |
14:07 |
tenplus1 |
heh, bad enough trying to get mt using normal physics :D |
14:08 |
tenplus1 |
that reminds me, gotta setup pull request for falling.lua changes, keep forgetting |
14:08 |
tenplus1 |
fixed some issues |
14:08 |
twoelk |
there are tons of ways to make smoke look right but smoke behaving realistic enough for simulation is still surprising difficult and little understood |
14:09 |
tenplus1 |
how do disney and pixar do it ? |
14:09 |
twoelk |
they focus on looks |
14:09 |
Mr_Pardison |
wisdom. |
14:09 |
Mr_Pardison |
pixar does it better. |
14:09 |
twoelk |
not on realistism |
14:09 |
twoelk |
realism? |
14:09 |
tenplus1 |
:) yeah, pixar have some crazy realistic effects |
14:10 |
twoelk |
anyways, even movies like dramatic unrealistic smoke |
14:11 |
twoelk |
backdraft had pretty good smoke but it was often unrealistic so that the film would work on screen |
14:12 |
tenplus1 |
heh |
14:12 |
tenplus1 |
back laters folks |
14:12 |
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15:20 |
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15:58 |
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16:31 |
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16:32 |
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16:58 |
benrob0329 |
https://user-images.githubusercontent.com/22744080/44885527-aa186500-ad04-11e8-97aa-94520f9d7199.png |
16:58 |
benrob0329 |
Is this [GameCube]? |
16:59 |
Krock |
Looks like Phoenix(something)' avatar on the forums |
17:06 |
rdococ |
hi |
17:06 |
rdococ |
Yay, craftable digilines command blocks |
17:26 |
* benrob0329 |
ponders a mod |
17:28 |
benrob0329 |
Mesecons, but "better" |
17:29 |
benrob0329 |
"Better™" |
17:30 |
rdococ |
May I introduce you to "digilines™"? |
17:30 |
benrob0329 |
Digilines is not mesecons though |
17:30 |
rdococ |
but it *is* "better™" |
17:30 |
benrob0329 |
Its an add-on to mesecons |
17:31 |
rdococ |
Well, you can have digilines without mesecons |
17:31 |
benrob0329 |
So technically still mesecons, or an extension if it. |
17:32 |
Mr-Pardison |
both of them together is really interesting in terms of what you can make. |
17:32 |
benrob0329 |
I'm talking a new circuitry mod, planned out with goals |
17:32 |
rdococ |
Ooh, what are those goals? |
17:33 |
benrob0329 |
Mr-Pardison: yes, but there are fundamental things I dislike about Mesecons |
17:33 |
benrob0329 |
rdococ: goals may include but are not limited to |
17:33 |
Mr-Pardison |
the ability to abuse it by creating lag machines if it isn't restricted? |
17:33 |
benrob0329 |
Logical wiring, wires connect on all faces. |
17:34 |
benrob0329 |
(Not on some corners, front faces, and never up/down) |
17:35 |
benrob0329 |
No duplication or tier replacement |
17:35 |
benrob0329 |
(Eg, Lua Controllers can replace most everything in a circuit) |
17:36 |
benrob0329 |
(And Mesecon Torches are oddly shaped not gates) |
17:39 |
rdococ |
remove every logic gate except the mesecon torch |
17:41 |
benrob0329 |
? |
17:42 |
benrob0329 |
But just generally, be logical and intuitive |
17:42 |
Krock |
Calinou: you might be interested in this https://gohugo.io/ (only due to the name actually) |
17:42 |
benrob0329 |
(And also potentially allow people to make logic chips from a circuit) |
17:44 |
Krock |
add NAND and NOR gates. it's all you need |
17:44 |
Krock |
plus some wires, a lamp and a signal generator ofc |
17:45 |
rdococ |
Krock: If you can merge and split wires like in mesecons, all you need is a not gate. |
17:46 |
Krock |
oh right! OR + NOT basically |
17:46 |
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17:47 |
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17:48 |
benrob0329 |
But the extra logic gates makes building circuits easier |
17:49 |
benrob0329 |
Its a bit overkill to make people build every gate imo |
17:49 |
benrob0329 |
They'll end up chipping them all anyways, although maybe thats the point |
17:52 |
rdococ |
what would be cool is luacontroller port extensions |
17:55 |
benrob0329 |
rdococ: so basically, an array of LuaC's? |
17:58 |
rdococ |
you could use digilines to control multiple luaC ports from a single luaC, maybe |
17:59 |
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17:59 |
rdococ |
I'd also like to see directional digilines |
18:00 |
rdococ |
although I guess that wouldn't really be necessary |
18:16 |
Calinou |
Krock: I know about it :) I still use Jekyll on my website because I had trouble using Hugo |
18:16 |
Calinou |
(without a theme, i.e. with my own design) |
18:16 |
Calinou |
I only have a few pages and no blog, so performance isn't an issue |
18:18 |
Krock |
yes sure :) |
18:19 |
Calinou |
I could try Hugo again but it's a lot of time spent for little benefit |
18:22 |
xerox123 |
use Jekyll on my site, though I'm not the one who writes the site, someone else took that job :/ |
18:22 |
xerox123 |
I use* |
18:35 |
garywhite |
I overwrote some textures on my copy of 0.4.17.1, but when I log into a server it doesn't change them |
18:36 |
Krock |
that's called local texture pack my friend |
18:37 |
Krock |
or did you change that in your texture pack? |
18:37 |
garywhite |
So how do I get it to render my textures instead of the default? Do I have to make a pack just for myself? |
18:37 |
garywhite |
I went in & overwrote the texture in the MTG subgame |
18:37 |
Krock |
if you want to make people use your textures only, then rename them so their texture pack surely doesn't contain them |
18:38 |
garywhite |
No, I'm trying to have my client show the changed textures when I log into a server |
18:38 |
Krock |
then you need a texture pack. MTG textures are for server use |
18:39 |
Krock |
i.e. when the client on your server does not have the textures |
18:45 |
garywhite |
Krock: All I had to do was make a new folder in my textures folder & copy the ones I want it to overwrite into that folder |
18:46 |
Fixer |
fuck google! |
18:48 |
Krock |
garywhite: well that, and enable it. 5.0.0-dev will also need a restart due to caching |
18:48 |
Mr-Pardison |
Fixer: duckduckgo. |
18:52 |
Shara |
garywhite: textures you made yourself? |
18:56 |
Fixer |
whatever I want to google for... say a car model or ryzen cpu.. i'm presented with tons of marketing/shop garbage for few pages, so you need to add "review" or other keywords to stop this bs |
18:56 |
Fixer |
very annoying |
18:56 |
Fixer |
fu google |
18:57 |
Jordach |
i mean on it's own it does sure look like you are shopping |
18:57 |
Fixer |
nope |
18:57 |
Jordach |
i mean, ask someone about something you're looking for |
19:01 |
Fixer |
had to literally use BING to find actual information... lolish |
19:01 |
Fixer |
some time ago |
19:12 |
garywhite |
No, I wanted to use only a couple of the HDX textures but keep the rest as default |
19:13 |
garywhite |
Only time I ever tried to make textures, they sucked |
19:14 |
Shara |
Trying to make one right now and it's... annoying |
19:26 |
Krock |
please support at least 1000 of the 3000 published mods!!! |
19:27 |
Fixer |
what? |
19:27 |
Krock |
in the texture pack. it would be huge if each mod were supported |
19:27 |
Shara |
One texture, not one texture pack :) |
19:28 |
Fixer |
contentdb has 328 mods by now... |
19:28 |
Krock |
oh |
19:30 |
garywhite |
Krock: If that many were suported, you'd need probably 32GB RAM to run MT |
19:30 |
Krock |
2042 recorded mods that have a github/download link |
19:31 |
Jordach |
depends actually |
19:31 |
Krock |
garywhite: no, because only the required textures for the server are actually loaded |
19:31 |
Jordach |
^ |
19:31 |
Krock |
you'd need to enable all mods to make use of all textures |
19:31 |
Shara |
And not all mods have any textures |
19:31 |
Shara |
So how about we pick those mods for our imaginary texture pack to include? :) |
20:14 |
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20:17 |
Andrey01 |
hi, i have a problem with allow_put() function. Inside this function minetest.debug() should be called, but it `s not called, see here my code: |
20:17 |
Andrey01 |
https://gist.github.com/Andrey2470T/080ae49fbfefce22ad54e5ae33ef2cfd |
20:18 |
Andrey01 |
do i correctly define allow_put()? |
20:27 |
Andrey01 |
so have i written the code correctly? |
20:29 |
Krock |
yes |
20:31 |
Andrey01 |
and minetest.debug() nothing derives in debug.txt that written there |
20:34 |
Andrey01 |
i don`t know, but it looks like allow_put doesn`t work when i am putting any item in that inventory |
20:38 |
Andrey01 |
i am showing my code entirely then: https://gist.github.com/Andrey2470T/080ae49fbfefce22ad54e5ae33ef2cfd , check. please? |
21:02 |
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21:10 |
Andrey01 |
so can anybody say why it doesn`t work? |
21:12 |
Krock |
you don't even access that inventory anywhere |
21:12 |
Krock |
it's also reset each time you open that inventory page |
21:32 |
rdococ |
I'm creating commands to be used with digilines command blocks, such as set_node (which obeys protection). |
21:46 |
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21:57 |
rdococ |
hi benrob0329. |
21:58 |
benrob0329 |
hello rdococ |
21:58 |
rdococ |
I'm working on digilines command blocks. |
21:58 |
Fixer |
!tell Krock could you provide more analytics on those 3000 mods? |
21:58 |
MinetestBot |
Fixer: I'll pass that on when Krock is around |
22:00 |
rdococ |
ReactOS on a tape |
22:01 |
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