Time Nick Message 01:52 rdococ is there a way to play an arbitrary waveform? 01:55 rdococ looks like I can play sounds at any pitch, but is there a way to control the volume? 01:56 VanessaE "gain". 01:57 VanessaE as for arbitrary waveforms, sure... if you use an audio editor with function generator to make one. :P 01:57 rdococ lol 01:58 rdococ I guess I could try to autogenerate files for the waveforms I want to play, but I feel like that would be slow :P 01:58 VanessaE I don't think you can create and play new files on-demand.. 01:59 rdococ alternatively, I could play a sine wave with different pitches and volumes according to a spectrograph 01:59 rdococ err, spectrogram 01:59 VanessaE (and good luck trying to encode audio into Ogg/Vorbis, from Lua) 02:00 rdococ (in that case, I'd use a library and just accept that the mod might need an insecure environment) 04:45 rdococ is there a server that's just plain pvp? 20:23 rdococ can client side mods get and set the player's velocity? 20:25 rdococ since the player's velocity is determined by the client, it would make sense if we could set and get player velocity in CSMs 20:27 Krock they call me mister fahrenheit I'm travelling at the speed of light :set_velocity({x=9999, y=0, z=99999}) 20:36 rdococ thinking of creating a simple mod that allows you to set and get the player's velocity, using an invisible entity to do it 20:55 rdococ how would I get the player's velocity? 21:03 rdococ looks like there is a get_player_velocity method 21:03 rdococ not a set_player_velocity method, though 22:15 rdococ I'd like to see a modification to meshnodes that allows registered nodes to do things when they're part of a meshnode 22:16 rdococ e.g. a propellor that has the ability to move the meshnode 22:50 sofar setting player velocity CSM would be a no-no, which is why it isn't implemented 22:50 sofar nodes can't move 23:35 rdococ can a client side mod access custom fields of node definitions?