Time |
Nick |
Message |
02:02 |
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09:21 |
* Krock |
hopes the RUN_IN_PLACE 18.04 binaries will work with 20.04 |
09:23 |
Krock |
191 MiB worth of quick bisecting |
09:30 |
Krock |
BuckarooBanzai: https://github.com/mt-mods/3d_armor/issues/4 hmm? |
09:32 |
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09:34 |
BuckarooBanzai |
Krock: Cleaned up stale issues, this was one of them.. :P |
09:34 |
Krock |
well yeah.. waiting for something to happen |
09:42 |
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09:42 |
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09:50 |
BuckarooBanzai |
Krock: i only got an invite for my old account.. :/ |
09:50 |
Krock |
for which account do you need an invite? |
09:51 |
Krock |
it must be someone who has the owner role within the organization |
09:52 |
Krock |
in order to perform a repo movement, if that's acceptable |
10:06 |
BuckarooBanzai |
Krock: https://github.com/BuckarooBanzay |
10:23 |
Krock |
invitation sent |
13:01 |
rubenwardy |
mt-mods :O |
13:28 |
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13:35 |
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13:47 |
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14:12 |
BuckarooBanzai |
rubenwardy: yeah, sorry, i had to pack them somewhere... :/ (it also says "unofficial" so... ;) |
14:30 |
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14:31 |
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14:35 |
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15:15 |
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16:09 |
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16:21 |
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17:02 |
* Sokomine |
stares at mapgen |
17:04 |
Sokomine |
even though quite a lot could be deciphered through talking to paramat and hmmm, there are still remaining mysteries, but at least i'm getting close. my goal is to be able to use the heightmap and get a relatively reproducable mapgen |
17:13 |
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17:14 |
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17:22 |
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17:43 |
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17:45 |
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17:46 |
Krock |
Sokomine: get_mapgen_object("heightmap") |
18:52 |
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18:59 |
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19:06 |
Sokomine |
krock: yes. but that's only the start. it's a terribly bad idea to set nodes outside the current mapchunk because the heightmap returned a low value for ground and your mod didn't check if that block was inside its boundaries |
19:07 |
Sokomine |
that's why my world changed so much when other mapblocks got generated. but at least that error is covered now |
19:09 |
Krock |
my mod? |
19:10 |
Sokomine |
https://github.com/Sokomine/simple_villages so far it generates roads (lots of parallel ones) leading from negative z to positive z |
19:10 |
Sokomine |
guess i'll still have to use special air nodes above the path to detect how to proceed at mapgen borders |
19:29 |
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19:48 |
Krock |
I think paramat also wrote a street generator |
19:48 |
Krock |
!mod walkable_road |
19:48 |
MinetestBot |
Krock: There are no results for this query :( |
19:48 |
Krock |
!mod road |
19:48 |
MinetestBot |
Krock: minetest_road [road] by Other_Cody - https://forum.minetest.net/viewtopic.php?t=22441 |
19:58 |
Sokomine |
yes, but paramats paths mostly follow the height lines, going around hills where needed |
19:59 |
* Sokomine |
wonders if the bot can be used to read the (again unresponsive) forum |
19:59 |
sfan5 |
it can't |
19:59 |
sfan5 |
but if the data is available it can return a git link |
19:59 |
sfan5 |
!mod basic_materials |
19:59 |
MinetestBot |
sfan5: Basic Materials [basic_materials] by VanessaE - https://forum.minetest.net/viewtopic.php?t=21000 - https://gitlab.com/VanessaE/basic_materials |
20:02 |
Sokomine |
ah, well. forum finally loaded. that road mods mentionned there just places the roads. the demo screenshot is of flat terrain...it's easy there. but i need roads/paths that adjust to terrain, that go up and down when needed, perhaps with a bridge or tunnel. basicly a road on which a player could walk. reason for wanting these is to get villages that adjust more to terrain |
20:05 |
Sokomine |
that's also helpful, sfan5. thanks for the idea of just taking a look at the code directly. though sometimes screenshots are faster |
20:28 |
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22:04 |
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22:52 |
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23:11 |
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