Time |
Nick |
Message |
00:56 |
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00:57 |
benrob0329 |
So I'm trying to get a node to spawn at the end of a line of nodes, preferably without dipping into VoxelManip as that'll slow the whole thing down by quite a bit |
00:57 |
benrob0329 |
Any ideas, or is using VoxelManip and checking for a line of nodes really my best bet? |
02:13 |
Sokomine |
at the end of a line of nodes? can you be more specific? it may also depend on how many nodes per mapblock you intend to spawn. if there are only a few of these nodes, set_node might be good enough. how are the nodes generated that form the line? |
02:14 |
benrob0329 |
Well that depends on how chaotic the decorations decide to be |
02:15 |
benrob0329 |
so basically anywhere from 1 to 1000, but mostly around 50-100 |
02:15 |
Sokomine |
so the decorations are spawned by mapgen, and if there're x of them in a line, you want to spawn a specific node? |
02:16 |
Sokomine |
50-100 can still be done by set_node if necessary |
02:16 |
Sokomine |
can you describe what you want to achieve? |
02:16 |
Sokomine |
perhaps the decorations themshelves can be modified |
02:31 |
benrob0329 |
Sokomine: unfortunately the decorations don't place in a solid line, the schematics are overwritten by each other and the actual end of them are rarely seen |
02:34 |
Sokomine |
yes, that's how it is with schematics. usually makes sense for most decorations (trees etc) |
02:34 |
Sokomine |
can you tell what you have in mind? |
02:45 |
benrob0329 |
Sokomine: so I'm making a game based on SCP-3008 (which is basically the realm of IKEA) |
02:46 |
benrob0329 |
So I've decided to split up IKEA into different biomes: warehouse, showroom, cafeteria, stc |
02:46 |
benrob0329 |
*etc |
02:47 |
benrob0329 |
Inside the warehouse biome, you have the big storage racks, and these are supposed to have row number signs (not real numbers in this case) |
02:55 |
Sokomine |
ah, yes. saw that project video. i still wonder how your poor lost visitors will get food and water :-) |
02:56 |
Sokomine |
but why do you use decorations? isn't that a pretty deterministic world, with shelves arranged at more or less equal distance? |
03:19 |
benrob0329 |
Because I really don't want to try and figure out how to write a fully custom Lua mapgen for the entire thing and I can get it mostly-right using the already existing tools |
03:20 |
benrob0329 |
But at this point I'm thinking that I really need to just write a Lua mapgen |
03:25 |
Sokomine |
lua mapgens are not necessarily bad. they're pretty easy to use and would allow you more freedom. random placement is fine for nature but doesn't look very realistic for a storage area i think |
03:46 |
benrob0329 |
Sokomine: would it be a horrible idea to use mgflat for the floor and biome placement (thus making the maps somewhat seed-reliable) and use VoxelManip to place everything on top of the floor? |
03:47 |
benrob0329 |
Or is there a saner way to have biomes in a Lua mapgen? |
03:57 |
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04:00 |
Sokomine |
benrob0329: no. seems like a fine idea to me |
04:04 |
benrob0329 |
Great |
04:04 |
benrob0329 |
One less thing to worry about :P |
05:51 |
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15:24 |
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16:10 |
ANAND |
Irrlicht supports GLSL versions only up to 1.30 :( |
16:52 |
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17:03 |
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17:03 |
Krock |
o/ |
17:03 |
Krock |
!tell tenplus1 o/ tenplus1 (gotcha) |
17:03 |
MinetestBot |
Krock: yeah, yeah |
17:03 |
Krock |
thanks, thanks. |
17:18 |
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17:49 |
Sokomine |
#8680 would be great to have. i hope that its developers can fix the remaining problems fast and that that can be merged. with that pr, mobs could be tought to chat :-) |
17:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/8680 -- Formspec: Add HTML-like element by kilbith |
17:49 |
* Sokomine |
is looking forward to that |
18:33 |
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18:43 |
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18:50 |
Sokomine |
there's some junk (spam) on the forum that ought to be removed |
18:50 |
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19:24 |
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19:44 |
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19:45 |
* tumeninodes |
is wondering if there is some way to make sand and gravel fall through leaves, rather than sit on top of them... (it's really annoying) |
19:46 |
tumeninodes |
doesn't have to be fancy or pretty... just do it :P |
19:48 |
tumeninodes |
also https://github.com/minetest/minetest_game/pull/2430 |
19:48 |
tumeninodes |
!title |
19:48 |
MinetestBot |
tumeninodes: default:code cleanup by TumeniNodes · Pull Request #2430 · minetest/minetest_game · GitHub |
19:49 |
tumeninodes |
figured it's too hot to move today so... I'll just do this |
20:09 |
Sokomine |
tumeninodes: er, perhaps. but then the falling sand would destroy the leaves. not really an improvement |
20:13 |
tumeninodes |
no no... just pass through... no destroying. |
20:15 |
tumeninodes |
idc if they fly around like a balloon let go... they just can't be sittin' there on top of leaves... it's just insanity and chaos. |
20:15 |
tumeninodes |
:D |
20:15 |
tumeninodes |
It's just hateful |
20:23 |
Lone_Wolf |
What would adding walkable=false do? |
20:23 |
tumeninodes |
makes you fall through leaves... effect the player |
20:23 |
tumeninodes |
not sand or gravel |
20:24 |
tumeninodes |
use_pass_through could be nice |
20:25 |
tumeninodes |
or have all such nodes which fall on leaves, pass through and land on the ground as items...? |
20:26 |
tumeninodes |
dropped items |
20:26 |
tumeninodes |
that could be doable |
20:27 |
tumeninodes |
a lil' "if", a lil' "else"... badaboom badabing... |
20:29 |
tumeninodes |
of course in this frame of thinking... stone nodes which drop on trees/leaves should damage them but... never mind that |
20:33 |
Lone_Wolf |
sand goes through water |
20:33 |
Lone_Wolf |
walkable might work |
20:37 |
Lone_Wolf |
Even if it doesn't it makes sense, a player can weigh up to 8x4 stacks of 99 sand :smirk: |
20:38 |
tumeninodes |
idk, I think turning sand and gravel nodes into dropped items when they contact leaf nodes would do the trick fine... I'll mess with it later. I still have to make stuff grow slower on the new dry dirt |
20:41 |
benrob0329 |
or make leaves ladder-like |
20:41 |
benrob0329 |
since you can climb on them anyways |
20:42 |
tumeninodes |
but how does that cause sand/gravel to pass through leaf nodes? |
20:42 |
tumeninodes |
you can already use climbable = true to climb leaves |
20:45 |
tumeninodes |
well using walkable = false yes works but here is the problem... now "everything" will fal through them |
20:46 |
tumeninodes |
which is why a better way is needed |
20:46 |
tumeninodes |
altering leaves in that fashion would surely tick off quite a few people |
20:47 |
tumeninodes |
it has to be specific to how sand and gravel like nodes interact with leaves |
20:47 |
tumeninodes |
not just everything |
20:59 |
tumeninodes |
well, thinking on it a little more. Seeing as stone nodes are not falling_nodes, changes my mind. But still the only problem with using walkable = false (actually there are two issues) Now players fall through leaves but lets face it, in reality one cannot simply stand on leaves in a tree but, this is MTG and people expect weird things |
21:00 |
tumeninodes |
the other issue, "snow" |
21:01 |
tumeninodes |
snow should be able to override walkable = false because snow can build up on trees/leaves.. sand & gravel cannot |
21:02 |
tumeninodes |
then again, why couldn't player override it as well? (this is starting to look like the tumeninodes channel |
21:11 |
tumeninodes |
later |
21:11 |
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21:32 |
Sokomine |
ladder-like leaves are a good improvement for any game imho. i always like it when servers offer that |
21:34 |
Sokomine |
mt just doesn't offer that depth of physics you're aiming for... |
22:17 |
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22:42 |
rdococ |
is there a way to reload textures without restarting a server? |
22:42 |
sfan5 |
no |
23:17 |
Lone_Wolf |
THere are hacks for some things though |
23:17 |
Lone_Wolf |
Like GreenDimond's skin editor |
23:17 |
Lone_Wolf |
*ingame skin editor |
23:58 |
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