Time |
Nick |
Message |
13:19 |
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13:19 |
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Topic for #minetest-hub is now Keep offtopic short (<50 lines) or use #minetest-chat | http://hub.minetest.net/ | Logs: http://irc.minetest.net/minetest-hub/ |
13:32 |
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13:32 |
Tenplus1 |
hi folks :) |
13:41 |
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Krock joined #minetest-hub |
13:42 |
Krock |
ree |
13:42 |
Krock |
hi Tenplus1 |
13:42 |
Tenplus1 |
lolol, hi Krock :) |
13:47 |
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13:48 |
Tenplus1 |
wb |
13:53 |
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13:53 |
ANAND |
Thanks :) |
14:04 |
Krock |
Shara: what's different with the glass panes now? They use the default_glass.png texture |
14:04 |
Krock |
edges are okay, but some sides aren't drawn for whatever reason |
14:06 |
Krock |
oh! I see. xpanes_edge is used as top textuer |
14:20 |
* VanessaE |
peeks in |
14:22 |
Krock |
PEEK |
14:22 |
Tenplus1 |
o/ Vanessa |
14:23 |
VanessaE |
Krock: well...my 3d printer uses PEEK in one of its parts........... |
14:23 |
VanessaE |
:P |
14:23 |
VanessaE |
good morning all |
14:23 |
* Tenplus1 |
3d prints the most beautiful donut in the world |
14:23 |
Krock |
morning 'murricans |
14:23 |
* VanessaE |
noms it. |
14:23 |
VanessaE |
:) |
14:24 |
Tenplus1 |
oh nos, now we have plastics in our bodies |
14:24 |
VanessaE |
Krock: as I said on the github issue, I didn't expect this door thing to turn into REWOOL ALL THE GLASS THINGS! "\:D/ |
14:24 |
VanessaE |
:) |
14:24 |
VanessaE |
REWORK* |
14:25 |
Krock |
oh noes. You bring in the wool! |
14:25 |
VanessaE |
Tenplus1: aaaaaaactually.... that's been in the news. |
14:25 |
VanessaE |
Krock: haha apropos typo :) |
14:25 |
Krock |
acktshhuuallly |
14:25 |
Tenplus1 |
concentrate more on code, fixes, needed features... leave textures for the packs |
14:31 |
rubenwardy |
"how do you set up a spawner to work on minetest? I wanted to make a farm where players could get meat but I cannot get it to work" |
14:31 |
VanessaE |
er..... |
14:31 |
Tenplus1 |
you using mobs redo ? |
14:31 |
VanessaE |
one of these things just doesn't belong here..... |
14:32 |
rubenwardy |
no idea |
14:32 |
rubenwardy |
it's not me |
14:32 |
Tenplus1 |
lol, if you give yourself a spawner /giveme mobs:spawner and place it, there's an example already set, just change the mob name and numbers at the end to 1 :) |
14:33 |
rubenwardy |
you should use a node timer btw |
14:33 |
Tenplus1 |
it only activates every 30 seconds :D but yeah |
14:34 |
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14:48 |
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15:27 |
rubenwardy |
anyone know anything about Flatpak? |
15:28 |
VanessaE |
it's.... flat? ;) |
15:28 |
Tenplus1 |
lol, snaps beat it |
15:28 |
Tenplus1 |
flatpaks arent always secure |
15:28 |
VanessaE |
inb4 IKEA reference |
15:45 |
Tenplus1 |
bbl |
15:45 |
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15:46 |
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16:03 |
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16:21 |
Fixer |
is there skygrid for minetest? |
16:21 |
sfan5 |
don't think so |
16:21 |
sfan5 |
should be easy to create though |
16:22 |
VanessaE |
skygrid? |
16:24 |
Fixer |
yes |
16:24 |
Fixer |
VanessaE: https://www.youtube.com/watch?v=5dhs3ithXDA |
16:25 |
Fixer |
it is really challenging to play |
16:25 |
Fixer |
and looks really neat in game |
16:25 |
VanessaE |
that would be trivial to code |
16:26 |
VanessaE |
a bitch to play though :P probably does no good for FPS either. |
16:27 |
Fixer |
VanessaE: it is skyblock like, but more into parkour |
16:28 |
VanessaE |
I can see that |
16:28 |
Krock |
can be implemented with some Lua mapgen |
16:31 |
VanessaE |
read the registered nodes list at startup, copy to a second table, filtering it for cube-like drawtypes that one can stand on, then in an on_generated call, pick randomly from that list |
16:42 |
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17:03 |
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17:11 |
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18:04 |
sofar |
seems totally worth the time to make as a simple addon game |
18:35 |
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18:58 |
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19:18 |
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19:18 |
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19:20 |
tumeninodes |
Just now digging into sounds, and could use some hints. Why, can I take default_dig_choppy, and move it to a new mod called 'wood' yet I cannot do the same with default_wood_footsteps 1 & 2? This is odd. Also why can I not rename default_dig_choppy to 'wood_dig_choppy'? Halp |
19:21 |
tumeninodes |
I've looked around within the game code to see what I am missing but may have overlooked something I guess |
19:22 |
tumeninodes |
are the directories set for sounds hard coded into the engine? I sure hope not |
19:26 |
sofar |
what are you actually doing? |
19:28 |
tumeninodes |
I split wood nodes (such as planks), into their own mod. I then moved default_dig_choppy.ogg to that mod and it works for the wood mod as well as default where I have left trees. but when I move the wood footstep files they do not work in either |
19:29 |
tumeninodes |
Seems it probably makes more sense I leve them in default (which will be only for mapgen related nodes) but, just trying to remove some dependancies from default as much as possible |
19:31 |
sofar |
using default assets doesn't mean a dependency |
19:32 |
sofar |
I'd just leave them until you have new sounds |
19:32 |
tumeninodes |
yeh I think that is the best route right now.. I only have one sound I edited from a bunch I recorded over the summer |
19:33 |
tumeninodes |
and now I think of it... not really a reason to move them, as they will be needed in default anyway and it will always remain... I just was not thinking clearly :P |
19:41 |
tumeninodes |
woops... I broked something. Now the wood footsteps just don't work at all wtf??? hahaha |
19:45 |
tumeninodes |
omg... all I did was move them to another folder..., then back. touchy lil things :D |
19:56 |
tumeninodes |
:P nvm ... I renamed them from default to wood in functions.lua :P I;m having such a great day |
20:45 |
xerox123 |
pistons seem to be able to push nodes into protected areas? |
20:46 |
sofar |
quite likely, although it shouldn't be the case |
21:10 |
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23:42 |
sofar |
I don't do many perma bans on Inside the Box... |
23:51 |
BillyS |
? |
23:56 |
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