Time |
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03:03 |
VanessaE |
!tell tenplus1 "which call is lagging in bees now" --"ABM #2, same as [before]" i.e. wild hives take anywhere from 5 seconds to as much as 30 to spawn |
03:03 |
MinetestBot |
VanessaE: yeah, yeah |
03:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/2 -- Burned wood |
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10:36 |
IcyDiamond |
https://gitlab.icynet.eu/evert/quick_harvest/blob/master/init.lua made a quick mod to harvest crops via right clicking |
10:36 |
IcyDiamond |
xD |
10:36 |
IcyDiamond |
super hax |
10:39 |
IcyDiamond |
i dont know which mod did that in minecraft, but i love it and need it |
10:46 |
IcyDiamond |
oh crud i forgot protection check |
10:48 |
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10:52 |
IcyDiamond |
oh and it only works with farming_redo |
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11:43 |
Fixer |
nice |
11:43 |
Fixer |
for lazy people |
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13:54 |
Peppy |
hi |
13:55 |
Fixer |
hello |
13:56 |
Peppy |
a weird problem appeared on luckyblock mod, it's not really random |
13:56 |
IcyDiamond |
i tried building minetest for android but i couldn't do it |
13:56 |
IcyDiamond |
errors left and right |
13:56 |
IcyDiamond |
so i gave up |
13:56 |
Peppy |
it used to work fine, the problem appeared when we compiled minetest with LuaJIT support |
13:58 |
Peppy |
any advice ? |
13:59 |
sfan5 |
and what is this "weird problem"? |
14:00 |
Peppy |
well luckblocks would (almost) throw the same items every time |
14:00 |
Peppy |
so, randomness problem |
14:02 |
sfan5 |
where do you get your randomness? |
14:03 |
Peppy |
well, several luckyblocs placed in the area |
14:04 |
Peppy |
each one should throw different items when hit |
14:05 |
Peppy |
most of the time they would now throw the same items |
14:16 |
Krock |
Peppy: randomness is never good when calling without any user input in between the calls. A pseudo-RNG should improve that a bit |
14:16 |
Krock |
due to more or less equal distributed values |
14:17 |
Peppy |
well, I'm sorry, maybe I didn't clearly explain the issue. I didn't modify the mod. |
14:22 |
IcyDiamond |
Krock: I haven't gotten that since April fools |
14:22 |
IcyDiamond |
Well done |
14:22 |
Krock |
maybe try to modify and see whether it improves anything. |
14:23 |
Krock |
IcyDiamond: not sure what you're talking about |
14:23 |
IcyDiamond |
:P |
14:23 |
Krock |
*wink* |
14:24 |
Peppy |
Krock : thanks, i'll try removing custom added blocks ;) |
14:27 |
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14:30 |
MinetestBot |
tenplus1: Sep-29 03:03 UTC <VanessaE> "which call is lagging in bees now" --"ABM #2, same as [before]" i.e. wild hives take anywhere from 5 seconds to as much as 30 to spawn |
14:30 |
tenplus1 |
hi folks |
14:30 |
tenplus1 |
hey Krock |
14:31 |
Krock |
hi tenplus1 |
14:38 |
Peppy |
I guess I found the issue, some files were modified at some point, my bad, solved :) |
14:38 |
Peppy |
thanks for your help |
14:40 |
Krock |
!next |
14:40 |
MinetestBot |
Another satisfied customer. Next! |
14:42 |
IcyDiamond |
!previous |
14:42 |
IcyDiamond |
!prev |
14:44 |
tenplus1 |
hi icy and Peppy |
14:48 |
IcyDiamond |
hi |
14:48 |
IcyDiamond |
tenplus1: https://gitlab.icynet.eu/evert/quick_harvest/blob/master/init.lua made a quick mod to harvest farming_redo crops via right clicking |
14:48 |
IcyDiamond |
look at the level of hax |
14:48 |
IcyDiamond |
XD |
14:49 |
Peppy |
hi tenplus1 |
14:50 |
tenplus1 |
lo0lol |
14:51 |
IcyDiamond |
tenplus1: also, you mention registered_plants in api.txt but there is no such thing in the mod itself |
14:51 |
IcyDiamond |
lol |
14:51 |
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14:52 |
IcyDiamond |
i had to do SO much hacking to find last growth stage crops and the corresponding seed |
14:52 |
IcyDiamond |
it should be this ugly |
14:52 |
IcyDiamond |
shouldn't* |
14:54 |
tenplus1 |
will look into that after I finish with bee's |
14:54 |
IcyDiamond |
why do you put an apostrophe in bees |
14:54 |
IcyDiamond |
XD |
14:55 |
tenplus1 |
that's a tiny bee |
14:55 |
IcyDiamond |
lol ok |
14:56 |
tenplus1 |
I really feel that lbm's need a neighbours table to be like abm's |
14:57 |
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15:00 |
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15:00 |
IcyDiamond |
tenplus1: also, you might want to change WTFPL to CC0 |
15:01 |
tenplus1 |
is this for bees? |
15:01 |
IcyDiamond |
yeah |
15:01 |
tenplus1 |
I cannot... it's not my mod... |
15:01 |
IcyDiamond |
? |
15:02 |
tenplus1 |
Bas80 made the bee;s mod, all I've done if tidy code, fix issues and add a few things... it's still hismod |
15:02 |
tenplus1 |
so he controls license |
15:02 |
IcyDiamond |
WTFPL has no restrictions |
15:02 |
IcyDiamond |
thats the point |
15:02 |
tenplus1 |
will try and ask him if still around |
15:03 |
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15:04 |
tenplus1 |
VanessaE: you around ??? |
15:12 |
Krock |
IcyDiamond: it has the restriction that you must rename the license when you want to "fork" it |
15:13 |
IcyDiamond |
haha |
15:13 |
IcyDiamond |
tenplus1: see? you're doing it wrong |
15:13 |
IcyDiamond |
XD |
15:14 |
tenplus1 |
Krock: so I'm allowed to change the license ? |
15:15 |
Krock |
yes. CC0 and WTFPL are almost identical so it's fine to use either one of them |
15:15 |
tenplus1 |
ahh kewl |
15:15 |
tenplus1 |
thanks |
15:15 |
Krock |
WTFPL also allows removing credits and everything - but those should be kept because we're nice guys |
15:18 |
tenplus1 |
icy, any plants added using register_plant() function will automatically add information to the farming.registered_plants[] table |
15:18 |
tenplus1 |
usually with name, seed, minlight, maxlight and steps |
15:18 |
tenplus1 |
just gotta add that same information to the other crops cause I never use it for redo :P |
15:20 |
tenplus1 |
k, license changed... |
15:20 |
tenplus1 |
bees git updated |
15:20 |
Krock |
bees BEES beees |
15:22 |
tenplus1 |
as for wild beehives taking their time to appear, that's normal... they gotta build them first :D |
15:22 |
tenplus1 |
I coudl change it to an lbm but scanning leaves would be super slow, so an abm running now and again is better immo |
15:23 |
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15:31 |
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15:32 |
Peppy |
i'd like to execute a Lua command twice a month (say, on 1 and 15) to reset public mines with /deleteblocks |
15:32 |
Peppy |
is there an easy way to do that ? |
15:33 |
Peppy |
hey, mod idea : minetest-cron ! |
15:38 |
Peppy |
I could write to a file via cron in the world directory and let a mod read it, but this is not pure Lua |
15:38 |
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15:39 |
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15:39 |
tenplus1 |
wb |
15:39 |
Krock |
ty |
15:50 |
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15:53 |
tenplus1 |
IcyDiamond: I've added crop information for each item in Farming Redo to the farming.registered_plants table |
15:54 |
tenplus1 |
it's up to mod authors who dont use farming.register_plant to add information for each of theirs also |
16:00 |
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16:00 |
tenplus1 |
o/ calcul0n |
16:00 |
calcul0n |
hello :) |
16:04 |
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16:51 |
tenplus1 |
hi tim |
16:52 |
timdorohin |
tenplus1: hi |
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17:08 |
tenplus1 |
o/ CWz |
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17:18 |
rubenwardy |
Don't use cc0 |
17:18 |
rubenwardy |
It has no warranty disclaimer by default |
17:18 |
tenplus1 |
am I allowed to change a fork to MIT ? |
17:18 |
tenplus1 |
also hi |
17:18 |
rubenwardy |
Yes |
17:19 |
tenplus1 |
ah ok, will change to MIT |
17:21 |
IhrFussel |
MT auto-complete is flawed... When there is a name "Wildberrry" and another "Wildberry300" then MT can only select Wildberrry |
17:21 |
tenplus1 |
okies, changed license |
17:22 |
tenplus1 |
keep hitting tab and it switches between them |
17:22 |
IhrFussel |
No it doesn't |
17:22 |
tenplus1 |
hrm, strange |
17:22 |
BillyS |
A wild BillyS appeared! |
17:22 |
tenplus1 |
hi billy :) |
17:22 |
BillyS |
hi |
17:22 |
IhrFussel |
The 3 R's seem to confuse MT |
17:26 |
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17:38 |
tenplus1 |
Levio-sah! |
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18:06 |
tenplus1 |
o/ |
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19:30 |
tenplus1 |
hi Cal |
19:30 |
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19:37 |
Fixer |
hello tidyman |
19:38 |
tenplus1 |
wb ffixer |
19:40 |
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19:56 |
tenplus1 |
nite all |
19:56 |
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20:00 |
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20:36 |
VanessaE |
bah, missed tenplus1 |
20:37 |
VanessaE |
!tell tenplus1 That ABM is causing lag spikes. "5 to 30" seconds meaning the server deadlocks for that time. |
20:37 |
MinetestBot |
VanessaE: I'll pass that on when tenplus1 is around |
20:46 |
VanessaE |
on a more positive note, I'll just point out that my street signs mod has seen a lot of dev over the last couple of days. |
20:47 |
Krock |
oh nice. what has changed? |
20:50 |
VanessaE |
Fixer: my street signs combines the two principles. :) |
20:50 |
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20:52 |
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20:52 |
PsychoVision |
Hello Everyone :) |
20:54 |
VanessaE |
Fixer: why are we using [off]? :P |
20:54 |
PsychoVision |
I am here with a simple yet complex maybe question.. Is there a NON BLENDER definitive guide book explaining how to texture mesh Obj's? |
20:55 |
VanessaE |
PsychoVision: I'm sure there is, but blender or bust :P |
20:55 |
PsychoVision |
moo |
20:55 |
PsychoVision |
OK! |
20:55 |
Krock |
PsychoVision: many have tried, many have asked. Yet you'll have to google/DDG it |
20:56 |
PsychoVision |
I have many many times but every answer I seem to creep up on lands me in the same pot.. where Minetest only displays one solid exported texture or the overlay tiles like crazy |
20:56 |
VanessaE |
ok, that's simple |
20:57 |
VanessaE |
you know how to UV map in blender right? |
20:57 |
PsychoVision |
Not yet |
20:57 |
PsychoVision |
But I will learn if thats a starting point I should be |
20:57 |
VanessaE |
it is. |
20:57 |
PsychoVision |
I Build Models in Adobe Photoshop |
20:58 |
PsychoVision |
^ I Use this for work A LOT so I am familiar |
20:58 |
PsychoVision |
So UV map needs to be flat I take it |
20:58 |
VanessaE |
it's just a matter of select a face, then go into the UV editor screen, load an image, and adjust the shape that's there representing the face you selected to make it fit the texture. |
20:59 |
VanessaE |
UV's are totally free-form, a UV map image can be any size, any shape, and apply to any number of faces/polys. |
20:59 |
PsychoVision |
OK! |
20:59 |
VanessaE |
one material per texture image file. |
20:59 |
PsychoVision |
GOOD Answer YAY! |
20:59 |
VanessaE |
does that make sense? |
20:59 |
VanessaE |
NOW. |
20:59 |
PsychoVision |
I Can understand that |
20:59 |
VanessaE |
ok, you have a model that looks pretty in blender. it has 6 texture files or less. |
21:00 |
VanessaE |
right? |
21:00 |
PsychoVision |
Yes |
21:00 |
PsychoVision |
Flat actually Flat white ATM |
21:00 |
PsychoVision |
Hold On |
21:00 |
VanessaE |
it's fully UV mapped now. NOW, make sure the material names are sensible instead of just "Material.001" and so on. |
21:00 |
PsychoVision |
https://pasteboard.co/HGbhMGI.png |
21:00 |
PsychoVision |
There it is |
21:01 |
VanessaE |
ok now show me blender |
21:01 |
PsychoVision |
One Moo |
21:02 |
PsychoVision |
I Have to export from Adobe and Import again |
21:02 |
VanessaE |
well just show me in Aadobe. |
21:02 |
VanessaE |
Adobe* |
21:04 |
VanessaE |
ok just tell me... is it fully textured in the modeling program? |
21:07 |
PsychoVision |
Says It need to be repaird -_- And Yes it is |
21:08 |
IcyDiamond |
Earth in Minetest is flat |
21:08 |
IcyDiamond |
Change my mind.tiff |
21:08 |
PsychoVision |
What you would Normally see as black has one texture.. the Keys Ivory texture the peddles are brass and so on |
21:09 |
VanessaE |
that's perfect. |
21:09 |
VanessaE |
6 or fewer textures? |
21:09 |
Krock |
IcyDiamond: at least there are no map distortions |
21:10 |
VanessaE |
Krock: Gall-Peters FTW ;) |
21:10 |
IcyDiamond |
Krock: was that a jab at jeija? |
21:10 |
IcyDiamond |
XD |
21:10 |
Krock |
IcyDiamond: yes. but it was still a cube |
21:10 |
PsychoVision |
Yes 4 Textures |
21:11 |
IcyDiamond |
Where has Jeija disappeared to |
21:11 |
IcyDiamond |
All of his stuff is ded |
21:11 |
PsychoVision |
Exports as 4 |
21:11 |
VanessaE |
good. |
21:12 |
PsychoVision |
:} |
21:12 |
VanessaE |
now in blender, or in Adobe if you can figure out the equivalents, export to OBJ with these settings: |
21:12 |
VanessaE |
http://i.imgur.com/E0mRov3.png |
21:13 |
PsychoVision |
I THink so :D |
21:13 |
PsychoVision |
I've seen these B 4 |
21:13 |
VanessaE |
ok. |
21:13 |
IcyDiamond |
I know that mesecons is not maintained by him anymore either |
21:14 |
VanessaE |
once you export, grep "g " yourfile.obj or open in a text editor and search for "g " (that's lower g and a space). the results will tell you the texture order in the file. |
21:14 |
VanessaE |
then you just do tiles = { the texture files in the order shown by that grep) |
21:14 |
VanessaE |
} |
21:15 |
PsychoVision |
NICE! |
21:15 |
VanessaE |
see? it's dead simple ;) |
21:15 |
PsychoVision |
Okokokokokokkokkokokokokok I will try this |
21:15 |
* PsychoVision |
Hugs |
21:16 |
PsychoVision |
Thank You so Very much for the walkthru |
21:16 |
VanessaE |
models + textures into blender, OBJ out with those settings, then specify the model and texture list in your code :) |
21:16 |
IcyDiamond |
VanessaE: do you happen to know Jeija? What's he up to these days |
21:16 |
VanessaE |
you're quite welcome. |
21:16 |
PsychoVision |
I will try to get this going so my steampunk Mods will finally come to be |
21:16 |
VanessaE |
IcyDiamond: I sorta know him, he's still doing mesecons afaik. |
21:17 |
IcyDiamond |
Hmm. |
21:17 |
Krock |
IcyDiamond: probably just busy with IRL stuff |
21:17 |
IcyDiamond |
Most likely |
21:20 |
VanessaE |
Krock: nah, he already did that :) |
21:28 |
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22:48 |
zorman2000 |
Hi all, I'm having a small problem... want to hide the health bar, however, hard as a I try I still see it |
22:48 |
zorman2000 |
I'm trying to use the following: local flags = player:hud_get_flags() flags.healthbar = false player:hud_set_flags(flags) |
22:59 |
Shara |
At a guess, player:hud_set_flags({healthbar = false}) might do it |
22:59 |
paramat |
just what i was about to suggest, no need to 'get' |
23:04 |
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23:07 |
zorman2000 |
It doesn't work either way |
23:07 |
zorman2000 |
I tried that because that was what hudbars mod did |
23:07 |
zorman2000 |
But I also tried Shara's suggestion at the beginning |
23:07 |
zorman2000 |
Btw, it is working in 0.4.16 |
23:07 |
zorman2000 |
I suspect a bug |
23:07 |
paramat |
doing this in-game, not on mod load? |
23:08 |
zorman2000 |
Doing it on the player_api mod, inside a minetest.register_on_joinplayer |
23:09 |
paramat |
yeah seems correct |
23:09 |
Shara |
So this is only an issue for 5.0.0? |
23:10 |
zorman2000 |
It seems so... will checkout the most latest version and check |
23:10 |
Shara |
I can test in a bit |
23:10 |
paramat |
https://github.com/minetest/minetest_game/blob/24900f7da571f9851e50be35753c091f11b7be1e/mods/map/init.lua#L23 map mod does it this way |
23:11 |
paramat |
.. but not for wielditem |
23:11 |
Shara |
I've only ever played around with disabling map before, not the healthbar |
23:11 |
zorman2000 |
I just want to disable healthbar and breathbar (was trying healthbar first) |
23:11 |
zorman2000 |
Writing a custom HUD mod so wanted to do that |
23:12 |
paramat |
sorry, 'healthbar' |
23:12 |
zorman2000 |
Yeah, I saw the code, I definitely tried player:hud_set_flags({healthbar = false}) first thing |
23:13 |
zorman2000 |
Compiling latest 0.5.0... |
23:14 |
zorman2000 |
Also, while that happens, had a question about hotbar. Noticed the background image is 596 pixels long |
23:14 |
zorman2000 |
So I tried to place a HUD image of 596 pixels long on top of it, and it was like 128 pixels longer |
23:15 |
zorman2000 |
Scale of the image was 1,1, so not sure if Minetest is drawing the hotbar smaller or the images larger |
23:16 |
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23:18 |
Shara |
Okay, so I can confirm using a simple test mod that player:hud_set_flags({healthbar = false}) works in current stable, but not in 5.0.0 |
23:19 |
zorman2000 |
Yeah, and probably because of the same, adding a HUD image right on top of the hotbar doesn't gets rendered |
23:19 |
zorman2000 |
Only the healthbar |
23:19 |
Shara |
Disabling the map still works |
23:21 |
zorman2000 |
Should I open an issue? |
23:21 |
Shara |
I can also disable breathbar and wielditem fine; it's really just health |
23:21 |
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23:21 |
Shara |
If there's not one yet, yes :) |
23:24 |
Shara |
Looks like it's been reported |
23:25 |
zorman2000 |
I was looking and can't find... can you please give me the link? |
23:25 |
Shara |
moment.. reading a few threads here |
23:26 |
zorman2000 |
Sure! |
23:26 |
Shara |
It was reported here, but looks like this was closed because devs didn't understand at the time: https://github.com/minetest/minetest/issues/7191 |
23:28 |
Shara |
(the person reporting it didn't help by mixing up other issues) |
23:29 |
zorman2000 |
Yes, true, added a comment there about the specific healthbar issue |
23:31 |
Shara |
Added comment |
23:31 |
zorman2000 |
Thanks for the help! |
23:31 |
Shara |
paramat: can we reopen that? There's definitely something up with it |
23:31 |
paramat |
yeah sure |
23:31 |
paramat |
is this in singleplayer or multiplayer? |
23:31 |
Shara |
I would, but technically shouldn't :P |
23:31 |
Shara |
I've only tested singleplayer |
23:31 |
zorman2000 |
I was hosting game |
23:31 |
zorman2000 |
So multiplayer |
23:32 |
Shara |
So both |
23:32 |
paramat |
wondering if 'on joinplayer' is too early in singleplayer and a 'minetest.after()' is needed for the healthbar. just a random thought |
23:32 |
paramat |
ah |
23:33 |
paramat |
reopened |
23:33 |
zorman2000 |
I can certainly trying adding the minetest.after for the sake of it |
23:33 |
Shara |
well, it's already bad enough that minetest.after is needed for max hp setting... but I'll drop one in in a sec just to be completely sure |
23:34 |
paramat |
well if it fails in multiplayer the environment is already up and running |
23:35 |
Shara |
Only here's the thing... with .after it works |
23:36 |
zorman2000 |
I just added a minetest.after like this: minetest.after(1, function() player:hud_set_flags({healthbar=false}) end) |
23:36 |
zorman2000 |
I can still see the healthbar... but! It doesn't update anymore |
23:36 |
zorman2000 |
I got hurt and it didn't update |
23:36 |
Shara |
It's removed the healthbar for me on singleplayer |
23:38 |
zorman2000 |
Ok, created new world and it removed it now |
23:38 |
zorman2000 |
But just logged in/out and it is back... |
23:39 |
Shara |
I've had issues with on join while setting up other things |
23:39 |
Shara |
In my case the problem was max hp |
23:39 |
zorman2000 |
So, what is the recommendation? Should I do it outside on_join? |
23:40 |
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23:40 |
zorman2000 |
Doing it inside a globalstep certainly helps |
23:41 |
paramat |
heh |
23:42 |
zorman2000 |
Ok, did a minetest.after(2), not inside any other code, it works |
23:42 |
zorman2000 |
Crazy |
23:42 |
Shara |
I only needed 0.1 to make it work |
23:42 |
zorman2000 |
Let me try |
23:43 |
zorman2000 |
Yes, I can confirm 0.1 works too |
23:43 |
zorman2000 |
Thanks for the workaround... I really needed to continue on 0.5.0 (using player metadata) |
23:44 |
paramat |
so lowered issue to 'low priority' hope this is ok |
23:44 |
Shara |
paramat: it will break mods |
23:44 |
paramat |
oh |
23:44 |
paramat |
reverted |
23:45 |
Shara |
There's clearly a change somewhere that's affected register_on_joinplayer. You shouldn't need to drop in .afters even on multiplayer |
23:46 |
Shara |
It's kind of funny... I was tempted to start looking at hud mods today as well, and didn't get around to it |
23:46 |
zorman2000 |
Now you did :) |
23:46 |
Shara |
Now I just want to hide from them more :) |
23:48 |
zorman2000 |
HUD is hard indeed, things don't behave as one would expect |
23:53 |
paramat |
oh and the hotbar textures are indeed scaled |
23:53 |
paramat |
that is, the 8 slot frame and the selector frame |
23:54 |
zorman2000 |
Right |
23:54 |
zorman2000 |
It is like 0.8 of the original size |
23:54 |
zorman2000 |
Is this documented somewhere? |
23:55 |
VanessaE |
I wish hotbar textures were only scaled to react to gui scaling et. al, but cropped or tiled horizontally so that one could just provide a single image for all possible hotbar lengths. |
23:56 |
VanessaE |
you know, crop the width to #slots*height |
23:56 |
VanessaE |
(so assume square slot images) |
23:57 |
paramat |
not documented no |