Time |
Nick |
Message |
00:11 |
|
garywhite joined #minetest-hub |
00:44 |
rdococ |
okay wtf GIMP |
00:44 |
rdococ |
why are you not responding to keyboard shortcuts |
00:44 |
rdococ |
and why are your pencil and line tools acting strange |
00:44 |
rdococ |
I can't even type anything into text boxes |
00:50 |
rdococ |
okay srsly wtf, Chromium won't let me right-click in the address bar anymore |
01:56 |
|
jas_ joined #minetest-hub |
02:36 |
|
MinetestSam joined #minetest-hub |
03:29 |
|
Ruslan1 joined #minetest-hub |
04:10 |
|
ANAND joined #minetest-hub |
05:05 |
|
lumberJ joined #minetest-hub |
08:32 |
|
CWz joined #minetest-hub |
08:34 |
|
jluc joined #minetest-hub |
09:17 |
|
CWz joined #minetest-hub |
12:49 |
|
nerzhul joined #minetest-hub |
12:50 |
|
calcul0n joined #minetest-hub |
12:52 |
|
MinetestSam joined #minetest-hub |
12:56 |
|
Jordach joined #minetest-hub |
13:13 |
|
Jordach joined #minetest-hub |
13:17 |
|
DI3HARD139 joined #minetest-hub |
13:32 |
|
Fixer joined #minetest-hub |
14:23 |
|
tenplus1 joined #minetest-hub |
14:23 |
MinetestBot |
tenplus1: Dec-03 18:10 UTC <Krock> Perhaps consider making "set_velocity" a public API function in mobs_redo |
14:23 |
tenplus1 |
hi folks :) |
14:24 |
VanessaE |
morning |
14:24 |
tenplus1 |
hi Vanessa, just the person, may I ask a favour |
14:24 |
* VanessaE |
hides behind MinetestBot |
14:24 |
tenplus1 |
:P |
14:25 |
tenplus1 |
do my mob meat textures look too much like minecraft and might be against their license ? https://notabug.org/attachments/18f0e715-9f63-4f1e-bac1-7a9bd0d0e51c |
14:25 |
VanessaE |
definitely too close. |
14:26 |
VanessaE |
one can tell yours are derivatives of theirs |
14:26 |
tenplus1 |
was a cheap copy in gimp, thought I was being careful :P lol |
14:26 |
tenplus1 |
will have to replace them in that case... thanks :) |
14:26 |
VanessaE |
I suggest you just make them from scratch |
14:26 |
VanessaE |
also the cooked meat should have griddle marks :) |
14:27 |
tenplus1 |
lol |
14:27 |
tenplus1 |
I have replacements https://notabug.org/TenPlus1/mobs_animal/pulls/6 |
14:27 |
tenplus1 |
not as fancy but saves heartache |
14:28 |
VanessaE |
the basic shapes, you can probably keep, but the pixel detail definitely noy |
14:28 |
VanessaE |
not* |
14:29 |
tenplus1 |
in the new textures or the one's I currently use ? |
14:29 |
VanessaE |
your old MC-like ones. |
14:29 |
tenplus1 |
ahh, Piezo_ has drawn some replacement textures from scratch, not as detailed but a good replacement for now :) |
14:30 |
VanessaE |
take his, add shading and grill marks as needed |
14:31 |
VanessaE |
make his uncooked pork a little pinker (lower saturation, brighter) |
14:31 |
tenplus1 |
will do shading/grill marks at a later date, just home from work :P not into texstures at present |
14:31 |
tenplus1 |
heh |
14:31 |
VanessaE |
well, not *add* shading, but enhance it. increase the contrast |
14:31 |
tenplus1 |
making pork pinker, canm do that |
14:46 |
|
_Xenon joined #minetest-hub |
14:47 |
tenplus1 |
hi xenon |
14:47 |
_Xenon |
Hello |
14:48 |
tenplus1 |
Mobs API updated (new global), Mobs Animal updated (new textures) |
15:53 |
|
twoelk joined #minetest-hub |
15:53 |
twoelk |
o/ |
15:53 |
tenplus1 |
hi twoelk |
15:53 |
twoelk |
yay |
15:53 |
tenplus1 |
ehehe |
15:54 |
* twoelk |
does a ninja dance - insilenceinsecretoutofsight |
15:54 |
tenplus1 |
secret ninja dance |
15:56 |
twoelk |
probably looks ridiculous if someone spots me |
15:56 |
* tenplus1 |
imagines fortnight dances |
15:58 |
twoelk |
concerning them meat textures (was dead horse also among them?) even some of them light pixel patterns where the same, so way too similar imho |
16:00 |
tenplus1 |
I updated mobs_animal with replacement textures, sadly no horse meat :) |
16:01 |
tenplus1 |
dunno if that would freak players out by having it in -game :D |
16:01 |
|
IhrFussel joined #minetest-hub |
16:01 |
tenplus1 |
hi fussel |
16:03 |
IhrFussel |
Hey tenplus1 |
16:05 |
twoelk |
well then beating a dead horse ingame is reall pointless |
16:05 |
|
MyroSVK joined #minetest-hub |
16:05 |
|
MyroSVK left #minetest-hub |
16:06 |
* twoelk |
throws a random y at the last sentance hoping to have it fall into the right place |
16:06 |
tenplus1 |
horses still give ya leather tho :) |
16:07 |
VanessaE |
reall pointlessy? ;) |
16:08 |
twoelk |
having ponytails to wear might be fun :D |
16:08 |
tenplus1 |
I still have an idea for a hat mod, but needs a basic model to work... |
16:09 |
twoelk |
oh this could be understood in a fury way couldn't it |
16:09 |
tenplus1 |
helmet shape with + plantlike on top and plane running down back for things like ponytails :D |
16:10 |
twoelk |
hm, it needs to at least support, bowlers, top hats, viking helmets, inca caps, romangreek helmets, sombreros ... |
16:11 |
twoelk |
oh and pointy wizard hats of course |
16:11 |
tenplus1 |
definitely... the base model will work with many different textures to give different hats and ears/spikes etc |
16:11 |
twoelk |
baseballcap with propeller also? |
16:11 |
tenplus1 |
I'm just crappy at modelling :D |
16:12 |
tenplus1 |
and a simple player attach will bring much joy :)) |
16:12 |
twoelk |
indeed |
16:13 |
twoelk |
I want that for my roman map - the ancients wore more headgear than today |
16:14 |
tenplus1 |
would be nore fun :D and maybe have hats on mobs to kill also |
16:16 |
twoelk |
killer hats? |
16:17 |
tenplus1 |
haunted hats :) you wear them and thigns happen :DD |
16:20 |
tenplus1 |
anyhoo, would make for nice finds in dungeon chests :) |
16:20 |
twoelk |
I always thought that applying certain parfumes, or eating some food should attrack assorted mobs |
16:21 |
tenplus1 |
easily done with on_use :) add a player flag and a do_custom for mobs or even an objects in area could make mobs run towards you :D |
16:23 |
IhrFussel |
I added "shared kill EXP" system for monsters on my server ... so each monster keeps track of which player hurt it for a total of x damage and when someone kills it the code loops through the table of "participants" and gives each one their % share ... do you think the one who kills it should receive more than the others? |
16:23 |
twoelk |
eating fish might attrack cats or fiddling with honey should attrack bees |
16:23 |
tenplus1 |
yes |
16:25 |
twoelk |
bonus for being at the right place at the right time to make the final coup de grace |
16:26 |
tenplus1 |
the golden apple in ethereal has an on_use function that sets player hp to max and then calls the minetest.do_item_eat to handle noms and food side of things |
16:26 |
tenplus1 |
could be done with honey for bee's to attract them etc, or fish n cats |
16:26 |
twoelk |
IhrFussel, didn't WoW have some issues with a similar system some time back? |
16:27 |
tenplus1 |
might do... many fun features we could add :D |
16:27 |
IhrFussel |
twoelk, maybe the table of participants got too big? I mean many bosses in WoW have lots of health and maybe 50 or more players damaged it and it was too much to handle at some point? |
16:29 |
IhrFussel |
So far the record was 3 players damaged one monster on my server |
16:30 |
twoelk |
ok, so what should I eat to discourage spiders? onions and garlic? |
16:30 |
tenplus1 |
spiders dislike mint and lemon |
16:31 |
* twoelk |
makes notes |
16:31 |
tenplus1 |
I have a spray bottle with water and mint oil to spray areas to stop them going there :D |
16:31 |
twoelk |
so I'm gonna paint my tunnels mint and lemon :-D |
16:32 |
twoelk |
actually some flies dislike blue; so maybe some colors could keep certain mobs at a distance |
16:33 |
tenplus1 |
good idea |
16:34 |
twoelk |
lets make Sokomine happy and have cobble huts attrack distructive monsters :-D |
16:35 |
* VanessaE |
pokes Sokomine_ with an excess white wool node |
16:35 |
twoelk |
no, huts might have nice roofs, lets keep it to cobble boxes |
16:35 |
|
Ruslan1 joined #minetest-hub |
16:36 |
tenplus1 |
it's a shame the stepheight glitch stops spiders from climbing up walls on server |
16:36 |
* twoelk |
remembers he just built a cobble tower on some random aggresive mobs infected server |
16:37 |
tenplus1 |
cobble and stone towers could look nice dotted along the landscape :D |
16:38 |
twoelk |
do nssm mobs glitch through walls or is that intended behaviour? |
16:39 |
tenplus1 |
it should never happen but if the mobs stepheight is > 1.0 it can sometimes step through walls... engine issue |
16:40 |
tenplus1 |
it's easy to change to somethingsmaller like 0.6 but means walking over landscapes is slower and they jump everywhere |
16:41 |
twoelk |
might look stupid on some of the larger models |
16:42 |
tenplus1 |
exactly, they need to step up whole blocks at a time, I really hope one of the devs figures out why entities glitch through walls |
16:43 |
tenplus1 |
from what I saw in code it checks all nodes around model/entity before moving it so it shouldnt be possible |
16:45 |
twoelk |
maybe needs to check two nodes deep? |
16:45 |
IhrFussel |
Someone recently said in my chat "ihrfussel is aniga" and I first thought he meant the bad word...later someone clarified he meant "amiga" (female friend in Spanish/Italian or so) |
16:45 |
tenplus1 |
does a for loop from bottom of entity to top, no matter how high it is |
16:45 |
tenplus1 |
:P |
16:46 |
twoelk |
I mean mobs often appear half through a node when standing very close |
16:47 |
tenplus1 |
wasnt there a pull or issue to have collisionboxes rotate as well, so that collision would be more accurate |
17:07 |
tenplus1 |
as per Krock's recommendation I added mobs:set_velocity(self,vel) global function to mobs api |
17:13 |
|
Gael-de-Sailly joined #minetest-hub |
17:13 |
tenplus1 |
o/ Gael |
17:14 |
Gael-de-Sailly |
o/ tenplus1 :) |
17:14 |
* tenplus1 |
brews coffee for all :) brb |
17:18 |
|
garywhite joined #minetest-hub |
17:18 |
tenplus1 |
hi gary |
17:20 |
garywhite |
hi ten |
17:26 |
tenplus1 |
anyone good with blender models ? |
17:28 |
tenplus1 |
laters all |
17:28 |
|
tenplus1 left #minetest-hub |
17:48 |
|
aerozoic joined #minetest-hub |
17:51 |
|
FrostRanger joined #minetest-hub |
17:53 |
|
twoelk left #minetest-hub |
18:03 |
|
Krock joined #minetest-hub |
18:22 |
IcyDiamond |
can i make it so that player nametags dont show up through nodes? |
18:25 |
IhrFussel |
Only with entities |
18:25 |
IhrFussel |
Like on CTF |
18:26 |
sofar |
you can tune the distance to very short as well |
18:27 |
IhrFussel |
That won't help if there is a wall of nodes 10 away for example |
18:28 |
sofar |
just making sure he knows about possible alternatives |
18:28 |
IhrFussel |
min distance is 16 nodes right? for name tag transfer |
18:28 |
|
sys4 joined #minetest-hub |
18:29 |
sofar |
I'm surprised there is a minimum, that should probably be removed |
18:29 |
sofar |
honestly mods should be able to control it arbitrarily |
18:29 |
sofar |
e.g. always show team mates nametags |
18:37 |
IhrFussel |
sofar, the distance is in mapblocks AFAIK... so 1 means 16 nodes |
18:37 |
Krock |
can confirm |
18:38 |
IhrFussel |
So the distance is tied to the mapblocks in the DB ... sounds like a rather basic implementation |
18:51 |
sofar |
this might be a good thing to make mods arbitrarily control |
18:51 |
sofar |
could get complex, though |
19:01 |
rubenwardy |
!mod [playertag] |
19:01 |
MinetestBot |
rubenwardy: Entity based nametags [playertag] by sparky - https://forum.minetest.net/viewtopic.php?t=19401 |
19:01 |
rubenwardy |
IcyDiamond ^ |
19:01 |
rubenwardy |
it works quite well with the 5.0 fixed |
19:01 |
rubenwardy |
-d+s |
19:16 |
|
_Xenon joined #minetest-hub |
20:27 |
IhrFussel |
I have in my mobs code a custom line like this "mobs.xpstore[key] = mobs.xpstore[key] + sharexp" now the server suddenly crashed with "performing artithemtic on nil value" ... is it more likely that sharexp is the problem or mobs.xpstore[key] ? |
20:28 |
IhrFussel |
It doesn't tell me which variable is the culprit |
20:36 |
IhrFussel |
I guess mobs.xpstore[key] is more likely cause a few lines before 'sharexp' is already used and didn't crash there |
20:36 |
IcyDiamond |
speaking of mobs, is there a callback that tells me when a player attacks a monster? |
20:38 |
IcyDiamond |
attacks as in deals damage to/kills |
20:39 |
IhrFussel |
IcyDiamond, mob_punch() is the function that gets called when 'something' hits the mob ... you would have to add a if hitter:is_player() then |
20:39 |
IcyDiamond |
so i have to override every monster? |
20:41 |
IhrFussel |
I'm not sure if you even can override it in the mob definitions... I simply edit the api.lua to implement my custom features...it would be wayy too cumbersome to do it for each individual mob type |
20:41 |
IcyDiamond |
heh |
20:41 |
IcyDiamond |
i need to get 11 to create registered callbacks |
20:41 |
IcyDiamond |
xD |
20:41 |
IcyDiamond |
or send a pr |
20:42 |
IhrFussel |
There is on for on_step() and on_rightclick() ... maybe you can simply define on_punch() int eh mob definition |
20:42 |
IhrFussel |
in the* |
20:43 |
IcyDiamond |
mobs.register_on_punchmob(func(mob, hitter, damage)) |
20:43 |
IcyDiamond |
that'd be neat |
20:44 |
IcyDiamond |
maybe even with tool caps and dir included in there |
20:45 |
IcyDiamond |
i need this to grant players combat xp |
20:45 |
IcyDiamond |
rn i can only do pvp xp |
20:46 |
IcyDiamond |
i dont really want to write my code into other mods |
20:46 |
IcyDiamond |
i'd prefer it if everyone made APIs for big mods like mobs |
20:46 |
IcyDiamond |
world would be a better place |
20:47 |
IcyDiamond |
:P |
20:48 |
rubenwardy |
:D |
20:49 |
IcyDiamond |
IhrFussel: https://i.lunasqu.ee/Screenshot_18-12-03-16:33:44.png what im working on rn |
20:49 |
IcyDiamond |
XD |
20:49 |
IcyDiamond |
well, not actively |
20:49 |
IcyDiamond |
just some side project |
20:50 |
IcyDiamond |
rubenwardy: <3 sfinv tho |
20:50 |
IcyDiamond |
its cool |
20:50 |
IcyDiamond |
xD |
20:50 |
rubenwardy |
:D |
20:52 |
IhrFussel |
I have a similar system but only in the background...players receive a EXP bonus based on how many nodes they placed/dug/minerals found etc without UI |
20:52 |
IcyDiamond |
:) |
20:53 |
IhrFussel |
For mobs I implemented a pet level system, a rating system (more stars = more power) for baddies and the newest feature is a shared kill exp system |
20:54 |
IcyDiamond |
nice |
20:54 |
IhrFussel |
So my api.lua in mobs is now completely different vs the original and I couldn't just update the mod |
21:27 |
rubenwardy |
it's worth keeping any modifications to mods as unobtrusive as possible |
21:27 |
rubenwardy |
probably not that possible with mobs, from the sound of it |
21:27 |
rubenwardy |
here's how I did it for areas: https://github.com/rubenwardy/capitalism_game/blob/master/mods/capitalism/land/areas.lua |
21:28 |
rubenwardy |
needed to make this PR first though: https://github.com/ShadowNinja/areas/pull/31 |
21:28 |
|
Ruslan1 joined #minetest-hub |
21:56 |
|
sys4 joined #minetest-hub |
22:40 |
|
sys4_ joined #minetest-hub |
22:58 |
|
FrostRanger joined #minetest-hub |
23:48 |
|
FrostRanger joined #minetest-hub |
23:52 |
|
garywhite joined #minetest-hub |