Time Nick Message 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 14:23 MinetestBot tenplus1: Dec-03 18:10 UTC 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 14:47 tenplus1 hi xenon 14:47 _Xenon Hello 14:48 tenplus1 Mobs API updated (new global), Mobs Animal updated (new textures) 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 tenplus1 hi fussel 16:03 IhrFussel Hey tenplus1 16:05 twoelk well then beating a dead horse ingame is reall pointless 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 16:36 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 tenplus1 o/ Gael 17:14 Gael-de-Sailly o/ tenplus1 :) 17:14 * tenplus1 brews coffee for all :) brb 17:18 tenplus1 hi gary 17:20 garywhite hi ten 17:26 tenplus1 anyone good with blender models ? 17:28 tenplus1 laters all 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 18:29 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 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