Time |
Nick |
Message |
00:13 |
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Fury joined #minetest-mods |
00:44 |
nonporous |
omg modding this game is so easy |
00:44 |
nonporous |
at least the beginner stuff |
00:45 |
nonporous |
i was not expecting this |
01:13 |
NakedFury |
yeah its easy |
02:34 |
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06:19 |
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14:30 |
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15:03 |
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15:15 |
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15:15 |
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15:20 |
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15:20 |
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15:31 |
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15:51 |
jordach |
marktraceur, VanessaE, is it possible to replace a node with any mod item? |
15:51 |
jordach |
crafting wise |
15:52 |
marktraceur |
jordach: Could you be more specific? |
15:52 |
jordach |
okay: |
15:52 |
jordach |
hold on |
15:54 |
VanessaE |
simple: when you harvest a wool "flower", have it drop a cotton ball. |
15:54 |
VanessaE |
(using the drop = function) |
15:54 |
VanessaE |
then just never spawn anymore such "flowers" :-) |
15:54 |
jordach |
nononononononononononono |
15:54 |
jordach |
WRONG |
15:55 |
jordach |
http://i.imgur.com/4wCSF.png |
15:55 |
VanessaE |
well out with it then :-) |
15:55 |
jordach |
VanessaE, see link |
15:56 |
VanessaE |
er |
15:56 |
jordach |
use a function? |
15:56 |
VanessaE |
you mean internally, translating wool:red to wool:black? |
15:56 |
jordach |
no |
15:56 |
jordach |
i want red wool to become black using the dyes |
15:56 |
jordach |
but then i change my mind and want blue |
15:57 |
jordach |
i want to change the colour at will using the dyes |
15:57 |
VanessaE |
ohhhh |
15:57 |
marktraceur |
jordach: Loop! Loop over all colors, and all other colors, make craft recipes for them. |
15:57 |
marktraceur |
And while you're at it, make "on_use" functions for them |
15:57 |
jordach |
marktraceur, ill write the base code, you do the loops |
15:58 |
marktraceur |
Noooo |
15:58 |
marktraceur |
Busy |
15:58 |
jordach |
(same for rollercoasters and lua) |
15:59 |
VanessaE |
I probably should make a text file that lists all of the dyes' RGB colors |
16:00 |
VanessaE |
you'll need either that or an extract of the center pixel of each texture, for accurate color matching |
16:01 |
jordach |
VanessaE, gimp some 16 by 16s |
16:01 |
VanessaE |
eh? |
16:02 |
jordach |
btw: make a transparent layer -> use filter: rgb noise - turn all sliders up = texture |
16:03 |
VanessaE |
I use a similar (though less drastic) technique for adding texture to an image. A little noise goes a long way toward making a rendered image look real. |
16:05 |
jordach |
aye |
16:07 |
jordach |
oh btw: wool will be called cotton from now on |
16:11 |
VanessaE |
sounds fine to me. |
16:11 |
VanessaE |
give me a few more minutes, I'm working on that text file I mentioned. |
16:11 |
jordach |
since the cotton flower in flowers exists |
16:13 |
jordach |
whats a comment in lua |
16:13 |
marktraceur |
jordach: -- comment |
16:14 |
jordach |
sorry, ive forgotten |
16:14 |
marktraceur |
-- so this whole line would be a comment |
16:14 |
marktraceur |
--[[ and until I put the closing characters |
16:14 |
marktraceur |
these lines are comments |
16:14 |
marktraceur |
here is the close: ]]-- |
16:14 |
NakedFury |
--[[ I want to comment like a boss |
16:14 |
NakedFury |
using several lines |
16:14 |
NakedFury |
now I close |
16:14 |
jordach |
actually just -- on its own works for me |
16:14 |
NakedFury |
--]] |
16:15 |
marktraceur |
jordach: Yes. That's what "-- so this whole line would be a comment" meant |
16:15 |
jordach |
yup |
16:16 |
jordach |
VanessaE, is the flowers mod updated to work with the latest? |
16:18 |
* jordach |
know knows it is |
16:19 |
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cornernote joined #minetest-mods |
16:19 |
cornernote |
hi |
16:19 |
VanessaE |
yes |
16:20 |
cornernote |
if i have an array like this option={myvar='test123'} .. how do i refer to the value of myvar ? option['myvar'], option:myvar, ? |
16:20 |
marktraceur |
cornernote: option.myvar usually |
16:20 |
jordach |
oh dear |
16:21 |
jordach |
i can query myself |
16:25 |
jordach |
VanessaE, your text document? |
16:26 |
VanessaE |
working on it... |
16:26 |
VanessaE |
jut trying to get the formatting just right |
16:26 |
jordach |
sigh |
16:26 |
jordach |
i dont care for formatting |
16:26 |
VanessaE |
I do. :-) |
16:26 |
jordach |
and this is why the industry has gone down the shitter |
16:26 |
jordach |
too much attention to details |
16:26 |
NakedFury |
its all in the details |
16:27 |
jordach |
nope |
16:27 |
jordach |
see: your mother |
16:29 |
marktraceur |
jordach: "the industry": coal mining? |
16:30 |
jordach |
ha |
16:35 |
khonkhortisan |
cornernote: I believe it's option.myvar |
16:35 |
khonkhortisan |
oops it was already answered |
16:38 |
cornernote |
yeah, that works... but passing the var into the method is giving me an issue... i'll pastebin |
16:39 |
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jk_ joined #minetest-mods |
16:43 |
cornernote |
http://pastebin.com/6JKVGE0G |
16:49 |
VanessaE |
jordach: dcc? |
16:50 |
VanessaE |
grab this file. |
16:50 |
khonkhortisan |
if _r = .r and .r = function, wouldn't that make _r = function? |
16:51 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/colors.txt |
16:51 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/listcolors.sh |
16:51 |
VanessaE |
jordach: ^^^^^^^ |
16:51 |
VanessaE |
the first is the file you want. the second is the script that I wrote to generate it. |
16:52 |
VanessaE |
(greys are hard-coded, not extracted from the textures, because the pixel locations aren't predictable) |
16:53 |
marktraceur |
cornernote: Because you're accessing minetest.log from within a member of minetest? |
16:53 |
marktraceur |
cornernote: Try self.log or something |
16:54 |
khonkhortisan |
maybe options[1] |
16:54 |
cornernote |
i think the problem is here |
16:54 |
cornernote |
local mtrc_bak = minetest.register_craft |
16:54 |
cornernote |
should it be more like this? (im probably wrong, just stabbing in the dark) |
16:54 |
cornernote |
local mtrc_bak(options) = minetest.register_craft(options) |
16:55 |
marktraceur |
Nope |
16:55 |
cornernote |
cos it seems the params are getting messed up when i override the function |
16:55 |
khonkhortisan |
not including the arguments makes it take the same arguments |
16:56 |
cornernote |
ok |
16:57 |
marktraceur |
No |
16:57 |
marktraceur |
It's because if you do minetest.register_craft(options), that's a function call |
16:58 |
marktraceur |
cornernote: In Lua, functions are objects. The definition of the function is always the same, no matter how many times you pass the function around |
16:59 |
jk_ |
can i make a craft area accept only certain types of things? |
17:02 |
cornernote |
maybe its because minetest.register_craft is not a real lua function ? |
17:03 |
cornernote |
so it cant be copied in the same way as other objects ? |
17:04 |
marktraceur |
cornernote: No, it's real |
17:04 |
cornernote |
the code all works, except if i change the definition and call of myfunction to minetest.register_craft .. then it fails |
17:04 |
marktraceur |
What's the exact error you get? |
17:05 |
cornernote |
attempt to concatinate field output |
17:05 |
cornernote |
which is here: minetest.register_craft = function (options) minetest.log("action", "REGISTER CRAFT - "..options.output) end |
17:05 |
marktraceur |
Right |
17:05 |
cornernote |
rename minetest.register_craft to myfunc and it works fine |
17:06 |
marktraceur |
cornernote: Can you do a print(options.output) the line before, and see what it spits out? |
17:10 |
cornernote |
any way i can print options ? |
17:10 |
cornernote |
eg, in php i have print_r() |
17:10 |
cornernote |
i think the problem is that options.output is not always set |
17:13 |
cornernote |
yeah, thats it! |
17:13 |
cornernote |
sometimes there is options.type=fuel .. and it has no options.output |
17:15 |
cornernote |
how do i check if an object has a property ? |
17:16 |
marktraceur |
cornernote: if options and options.output then do_something() end |
17:16 |
marktraceur |
cornernote: Or if options.output ~= nil then do_otherthing() end |
17:17 |
khonkhortisan |
How can I get the current time (to about the 0.001 (or 0.01) seconds) ? |
17:18 |
cornernote |
marktraceur, oh snap! it works |
17:18 |
cornernote |
thanks so much! |
17:19 |
khonkhortisan |
I want to process on_generated through on_step so I don't completely slow the game down and I want to stop if I go over half dtime |
17:21 |
marktraceur |
cornernote: Gratz! |
17:21 |
marktraceur |
And my pleasure :) |
17:24 |
jk_ |
get_timeofday() in EnvRef class on line 940 of the api doc https://github.com/celeron55/minetest/blob/master/doc/lua_api.txt |
17:25 |
jk_ |
d'oh, thats in the topic already |
17:25 |
marktraceur |
jk_: And everyone has a copy on their computer, if they have minetest's codebase |
17:29 |
jordach |
marktraceur, i have no idea on loops |
17:30 |
jordach |
i give up on loops |
17:31 |
khonkhortisan |
until a do b end unless c then b end |
17:31 |
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jordach joined #minetest-mods |
17:32 |
marktraceur |
jordach: Don't give up on loops! They're very important :) |
17:32 |
jordach |
no sir |
17:32 |
jordach |
that can be your job if you like |
17:32 |
khonkhortisan |
which loops in particular? |
17:33 |
marktraceur |
jordach: So what you're saying is, you don't understand looping, but you want to fork minetest and make it better than before? No make sense. |
17:33 |
jordach |
marktraceur, LUA = syntax |
17:33 |
* jordach |
hates syntax |
17:33 |
jk_ |
schemer? |
17:33 |
jordach |
cpp at least is easier than that |
17:34 |
marktraceur |
jordach: It's like bash with syntax. You've used bash, right? |
17:34 |
* jordach |
uses windows |
17:35 |
* jordach |
once used bash, but for about a month before giving up |
17:35 |
khonkhortisan |
scheme has pherentheses everywhere |
17:35 |
jk_ |
but if you hate loops and syntax it is a solid contender |
17:36 |
marktraceur |
jordach: You should stop giving up on useful technology :) |
17:36 |
khonkhortisan |
it makes you do part of the job the interpreter normally does |
18:08 |
jordach |
khonkhortisan, marktraceur - the only loops i like are the kp snacks variety |
18:11 |
jordach |
marktraceur, could you give me an example of the loops |
18:12 |
khonkhortisan |
in lua I can write end}) |
18:13 |
khonkhortisan |
or better yet end,}) |
18:14 |
marktraceur |
jordach: https://gitorious.org/marktraceur-minetest-mods/moreores |
18:14 |
jordach |
what do the moreores loops do |
18:14 |
marktraceur |
jordach: The loops in moreores will define all of the orese |
18:14 |
marktraceur |
ores* |
18:15 |
jordach |
i dont understand |
18:15 |
marktraceur |
jordach: What don't you understand? |
18:15 |
jordach |
all of it |
18:16 |
marktraceur |
jordach: It's a simple structure....if you don't understand any of that, then you need to learn to program before reading it. |
18:16 |
jordach |
i can program, fucks sakes |
18:16 |
marktraceur |
jordach: Then what don't you understand? |
18:17 |
jordach |
i cant find where the loop is placed |
18:17 |
marktraceur |
jordach: For example, https://gitorious.org/marktraceur-minetest-mods/moreores/blobs/master/init.lua#line31 |
18:17 |
marktraceur |
A for loop. |
18:17 |
marktraceur |
Also, https://gitorious.org/marktraceur-minetest-mods/moreores/blobs/master/init.lua#line133 |
18:18 |
marktraceur |
Also, https://gitorious.org/marktraceur-minetest-mods/moreores/blobs/master/init.lua#line333 |
18:19 |
jordach |
marktraceur, moreores is complicated to someone who has not seen loops |
18:19 |
marktraceur |
jordach: Maybe so |
18:19 |
marktraceur |
But since you've seen loops in C++ before, I figured you'd be OK |
18:19 |
jordach |
all i want is it to work in the crafrting grid |
18:19 |
jordach |
marktraceur, i dislike loops - on this occaision, lua ones are horrible |
18:20 |
jordach |
i need a crafting grid example |
18:20 |
jordach |
(that is SIMPLE and has commented syntax) |
18:20 |
marktraceur |
jordach: If you refuse to learn one of the most important structures in programming, stop programming now and get a different job. |
18:21 |
jordach |
marktraceur, i understand by using things, not looking and remembering details |
18:21 |
jordach |
and a quick and dirty loop shant be hard |
18:21 |
marktraceur |
jordach: So copy what I did, make it work for a different table |
18:22 |
jordach |
your using TOOLS and im using the crafting grid |
18:23 |
marktraceur |
jordach: To the computer, it's just ones and zeroes. |
18:23 |
jordach |
ikr |
18:23 |
jordach |
0000000 |
18:23 |
marktraceur |
Toss it a different table, it will still loop. |
18:23 |
jordach |
= 0# |
18:23 |
jordach |
marktraceur, lua is badly designed |
18:24 |
jordach |
marktraceur, you also fail comments |
18:24 |
marktraceur |
jordach: I can't say I believe you, since you can't understand for loops |
18:24 |
jordach |
i learn by seeing and doing, see http://scratch.mit.edu/users/jordach and hit my landgen |
18:25 |
marktraceur |
jordach: I'm not terribly interested, since you are totally unwilling to DO anything |
18:25 |
jordach |
i am |
18:25 |
marktraceur |
Take the code I gave you, the for loop |
18:25 |
jordach |
but i need CLARITY |
18:25 |
marktraceur |
And *do* something with it |
18:25 |
marktraceur |
jordach: It's a loop. Do you understand for loops or not? |
18:25 |
jordach |
yes |
18:26 |
jordach |
loops run until their criteria is correct |
18:26 |
jordach |
or true in this case |
18:26 |
marktraceur |
jordach: OK |
18:26 |
jordach |
i understand the reading, but writing is weird to me |
18:26 |
marktraceur |
jordach: In Lua, and in Python, and sometimes in JavaScript, you can run a for loop for each item in a sequence |
18:26 |
marktraceur |
In this case, the for loop executes once for each element in the table |
18:27 |
jordach |
yes aha |
18:27 |
marktraceur |
And since the table in these cases is indexed by a string, I use the function pairs() to give me 2-tuples with the string index and the value I'm accessing |
18:28 |
marktraceur |
So "for i, val in pairs(strtable)" will start a for loop, and for each execution, the variable "i" will have the index, "val" will have the value |
18:29 |
marktraceur |
jordach: In the future, "the syntax for the for loop doesn't make sense to me, here's how I understand it" is a lot easier for me to understand, and a lot more productive, than "FUCK LUA IT SUCKS WTF WERE THESE PEOPLE THINKING" |
18:29 |
marktraceur |
And infinitely better than "I GIVE UP YOU DO IT FOR ME" |
18:30 |
jordach |
ok |
18:31 |
jordach |
or just go rambo and write every possible combination |
18:32 |
jordach |
alright |
18:32 |
jordach |
loops it is |
18:33 |
jordach |
otherwise im doing: 11628 craft/node defs |
18:34 |
jordach |
i want something like "wool:***", "unifieddyes:<colour>" if that makes sense to yoi |
18:34 |
marktraceur |
jordach: Sounds like you might run into some serious problems |
18:34 |
marktraceur |
VanessaE keeps hitting an upper limit of node definitions |
18:35 |
jordach |
there are 77 nodes in all |
18:35 |
jordach |
but |
18:35 |
jordach |
77 + 76 |
18:35 |
jordach |
is the dyes on one block of wool |
18:35 |
jordach |
so: 77 + 76 * 76 = 11628 |
18:36 |
jordach |
77 nodes + 76 dyes * 76 other node craft defs = |
18:36 |
marktraceur |
Hm |
18:36 |
marktraceur |
You'd just need to change between nodes, methinks |
18:38 |
marktraceur |
jordach: What exactly are you trying to accomplish, again? |
18:38 |
jordach |
<jordach> i want red wool to become black using the dyes |
18:38 |
jordach |
<jordach> but then i change my mind and want blue |
18:38 |
jordach |
<jordach> i want to change the colour at will using the dyes |
18:39 |
jordach |
via the crafting grid |
18:39 |
* jordach |
thinks there is a misunderstanding |
18:39 |
marktraceur |
jordach: No, I get it |
18:39 |
jordach |
ah |
18:39 |
NakedFury |
you want to change colors once its been painted? |
18:39 |
marktraceur |
I agree, you need to define 77 * 76 crafting recipes |
18:39 |
jordach |
so, i dig this random blue block |
18:39 |
marktraceur |
But not many nodes |
18:40 |
jordach |
marktraceur, 76 because white is from the flower# |
18:40 |
marktraceur |
I think I misunderstand that |
18:40 |
jordach |
and i want it a different colour: so i move it to my crafting grid and add blue to it; it becomes a blue block |
18:45 |
jordach |
mark, http://i.imgur.com/4wCSF.png |
18:47 |
marktraceur |
I've seen that |
18:47 |
jordach |
and do the same again |
18:48 |
marktraceur |
jordach: I fail to see why you couldn't make 77 * 76 crafting recipes (76 recipes for each node to be crafted into a different color) |
18:48 |
marktraceur |
That should be all you need |
18:48 |
marktraceur |
It's a lot, sure, over 5000 recipes, but it would work |
18:48 |
jordach |
5852 to be exact |
18:48 |
jordach |
think of all those lines |
18:48 |
jordach |
O_O |
18:49 |
jordach |
thats a hefty mod |
18:49 |
marktraceur |
jordach: With a for loop, it's quick! |
18:49 |
jordach |
thats what i want |
18:49 |
marktraceur |
I mean, it'll be a lot of definitions, but it won't take long to write |
18:49 |
jordach |
ill write the node defs first |
18:49 |
jordach |
as minetest.register_node |
18:50 |
marktraceur |
jordach: How many node defs? |
18:50 |
jordach |
77# |
18:50 |
marktraceur |
Good |
18:50 |
jordach |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/colors.txt all of these |
18:50 |
marktraceur |
(wanted to sanity check, wasn't sure I had understood) |
18:50 |
jordach |
haha very funny# |
18:50 |
marktraceur |
jordach: Might be good to make a table, then loop through it |
18:50 |
marktraceur |
Then you can remove and add colors at will |
18:50 |
jordach |
hm |
18:51 |
jordach |
thought |
18:51 |
jordach |
seen the mapgen.lua in default |
18:51 |
jordach |
or even in stairs |
18:51 |
jordach |
that has a function to add nodes |
18:52 |
jordach |
see http://pastebin.com/g13v3MaB |
18:52 |
jordach |
and i get that |
18:53 |
marktraceur |
Yeah |
18:53 |
marktraceur |
You could write something like that to simplify what you're doing |
18:53 |
jordach |
ikr |
18:53 |
jordach |
crafts |
18:53 |
jordach |
hmm |
18:53 |
jordach |
we get stuck at the crafting stage |
18:54 |
jordach |
if the function is a table, could we use the nodes in this for crafting? |
18:55 |
jordach |
THATS IT |
18:55 |
jordach |
BINGO |
18:55 |
jordach |
i can write white to the 76 nodes |
18:55 |
jordach |
making this slightly shorter |
18:56 |
marktraceur |
Um, wat? |
18:57 |
jordach |
by making a function similar to stairs |
18:57 |
jordach |
i can simply write a code that makes white into all of the colours |
18:58 |
marktraceur |
I suppose |
18:58 |
marktraceur |
But you couldn't dye black red, then |
19:01 |
jordach |
ik, |
19:02 |
cornernote |
ok, WOOT |
19:02 |
cornernote |
i finished my module |
19:02 |
cornernote |
in-game build instructions for any add-on mods =) =) |
19:03 |
marktraceur |
cornernote: Link? |
19:04 |
jordach |
marktraceur, mcs engine http://www.youtube.com/watch?v=YKC1skLtbiI&feature=youtu.be |
19:07 |
marktraceur |
jordach: 'd rather not |
19:07 |
jordach |
wait |
19:07 |
* jordach |
is stupid |
19:07 |
* jordach |
notices |
19:07 |
jordach |
mc wool dont crossover |
19:07 |
jordach |
(my system was likewise) |
19:07 |
jordach |
FUCK FUCK |
19:08 |
jordach |
FFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK |
19:08 |
marktraceur |
How bad can it possibly be? |
19:08 |
jordach |
its simple |
19:08 |
jordach |
too simple |
19:09 |
cornernote |
marktraceur (and anyone else who wants to take a look) ... heres the working code: http://minetest.net/forum/viewtopic.php?pid=30726#p30726 |
19:10 |
cornernote |
im pretty blood impressed with myself =) |
19:10 |
cornernote |
im sure there is room for improvement... but not a bad 1st mod |
19:11 |
marktraceur |
cornernote: There is already a place for registered crafting recipes |
19:11 |
cornernote |
thanks for showing me how to override a function, couldn't have done it without that |
19:11 |
marktraceur |
While it's cool that you can, you didn't need to override minetest.register_craft |
19:11 |
cornernote |
hahaha, NOW you tell me... i was looking for that for hours |
19:11 |
marktraceur |
cornernote: I didn't realize that's what you wanted, sorry |
19:12 |
cornernote |
its cool... the rest of the code will stay the same |
19:12 |
cornernote |
how do i get to the register of crafts ? |
19:12 |
marktraceur |
Let me find it, hold |
19:12 |
cornernote |
and also, did you try the mod, or just reading it ? |
19:13 |
marktraceur |
Hrm |
19:13 |
marktraceur |
Oh, just reading it |
19:13 |
cornernote |
would love if you could give it a whirl |
19:13 |
marktraceur |
Soooo I lied |
19:13 |
cornernote |
yeah, no register |
19:14 |
marktraceur |
There's not a table, he implemented it as a get_craft_result function that gets the result of something |
19:14 |
cornernote |
i read through the c code and i couldnt see a way |
19:14 |
cornernote |
yep |
19:14 |
cornernote |
you cant tell it the output and get back the recipe array |
19:14 |
marktraceur |
Oh, lol, darkrose just submitted a pull request |
19:14 |
marktraceur |
https://github.com/darkrose/minetest |
19:14 |
marktraceur |
cornernote: ^ that repository has get_craft_recipe |
19:15 |
cornernote |
i cant compile, im on windows |
19:15 |
cornernote |
i'll update the mod when that becomes a method in the release |
19:15 |
cornernote |
for now the method override works perfect |
19:16 |
cornernote |
it even seems to be loaded before any of the calls to register_craft |
19:16 |
cornernote |
and so cool ingame... i can see how to make a coke sign without having to troll the forums =) |
19:17 |
marktraceur |
cornernote: Hm. |
19:17 |
marktraceur |
I'm skeptical |
19:17 |
cornernote |
should make it better for mod devs too... they dont have to screenshot every build item |
19:17 |
cornernote |
yeah, maybe its not before ANY others |
19:17 |
cornernote |
im new to the game so i dont see whats missing, only whats there |
19:17 |
marktraceur |
cornernote: For example, do you get the recipes for stone, wood, etc. pickaxes? |
19:17 |
cornernote |
no, not the axes |
19:18 |
cornernote |
how about this... i make default be dependant on my mod ? |
19:18 |
cornernote |
can you even do that ? |
19:18 |
marktraceur |
No, not even close |
19:19 |
cornernote |
wishful thinking |
19:19 |
cornernote |
i didnt think i would even get this far |
19:19 |
marktraceur |
Ha |
19:19 |
cornernote |
so even tho its not ALL items, its many |
19:19 |
marktraceur |
Don't be so hard on yourself :) |
19:20 |
cornernote |
so for now, unless you have any ideas to make it load earlier in the runtime, i think i'll leave it as is for people to play with |
19:28 |
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19:46 |
cornernote |
marktraceur, if you edit default, put the method override at the top... you get all the items ! |
19:46 |
cornernote |
pickaxes, shovels, swords, paper... everything =) |
19:46 |
marktraceur |
cornernote: True, but you also need to get c55 to pull your change, else it will never work |
19:58 |
cornernote |
but my change needs my whole mod, i dont think thats the right thing to do |
19:58 |
cornernote |
i think we need a hook in default so we can tell it to load something first |
19:59 |
marktraceur |
Hm, maybe |
19:59 |
marktraceur |
Or maybe just a sane way to access craft recipes |
19:59 |
cornernote |
haha, yea that too |
19:59 |
cornernote |
i put a screenshot up |
20:09 |
marktraceur |
Ironic, considering your purpose was to avoid that practice |
20:11 |
cornernote |
lol |
20:11 |
cornernote |
and i didnt even take a ss of the item in my own mod!!! |
20:12 |
cornernote |
5:45am .. too much game coding |
20:12 |
* cornernote |
sleep now |
20:20 |
marktraceur |
Night! |
20:20 |
* marktraceur |
looks at clock |
20:20 |
marktraceur |
13:20 here |
20:21 |
marktraceur |
What magical place do you live, where the time is GMT-15:45? |
20:21 |
marktraceur |
Or rather, GMT+9:25 |
20:22 |
marktraceur |
Or rather, GMT+9.5 |
20:22 |
marktraceur |
cornernote: Central Australia? |
20:30 |
khonkhortisan |
If I take too long in register_globalstep can they overlap or does it just skip some? |
20:32 |
marktraceur |
khonkhortisan: What are you doing that takes that long? |
20:33 |
khonkhortisan |
replacing pointy nodes with smooth ones |
20:33 |
marktraceur |
khonkhortisan: And why should that take any longer than a few milliseconds? |
20:35 |
khonkhortisan |
I was replacing the whole block in on_generated and that made the game slow, so now I'm processing it a layer at a time in on_globalstep. Each check checks the neighbor nodes. |
20:36 |
marktraceur |
khonkhortisan: What exactly are you trying to accomplish, here? |
20:36 |
khonkhortisan |
smoothing the ground |
20:36 |
marktraceur |
Replacing all instances of one_node with another_node or something? |
20:36 |
khonkhortisan |
based on its neighbors, yes |
20:36 |
marktraceur |
So default:dirt becomes somemod:dirt_smooth? |
20:36 |
marktraceur |
Oh, conditionally |
20:37 |
khonkhortisan |
yes, with multiple variances on smooth and with stone, sand, etc |
20:37 |
marktraceur |
khonkhortisan: I don't think it makes sense to do it other than in on_generated |
20:38 |
marktraceur |
Maybe if you post that code we can figure out why it's slow |
20:38 |
khonkhortisan |
okay I'll put it in on_generated again to show you |
20:40 |
marktraceur |
khonkhortisan: You should probably use a git repo to keep track of this stuff |
20:41 |
marktraceur |
That way you can switch between branches rather than moving code manually |
20:42 |
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20:43 |
jordach |
ngiht |
20:43 |
jordach |
marktraceur, thanks for the help |
20:45 |
khonkhortisan |
http://pastebin.com/fY7iJxQX |
20:45 |
khonkhortisan |
what git repo do you recommend? |
20:46 |
marktraceur |
khonkhortisan: I recommend you download git, go through a tutorial, and be done with it |
20:46 |
marktraceur |
khonkhortisan: The vanilla git should be enough |
20:46 |
khonkhortisan |
oh I thought you meant a website |
20:48 |
VanessaE |
smoothground? |
20:48 |
marktraceur |
khonkhortisan: Nope, the command line should be enough to simplify your life |
20:48 |
khonkhortisan |
yes that's the name I came up with |
20:48 |
VanessaE |
as in mesh-style ground instead of blocks? |
20:49 |
khonkhortisan |
no as in multiple-nodebox-style ground. I'd need to patch minetest to get a real mesh face like with water |
20:49 |
marktraceur |
Waaaaaiiiiit |
20:49 |
khonkhortisan |
what? |
20:49 |
marktraceur |
You're adding in upwards of 10 nodeboxes per node? |
20:49 |
marktraceur |
*and* defining different nodes for each different situation? |
20:50 |
khonkhortisan |
depends on the divisions, but yes |
20:50 |
khonkhortisan |
5 different shapes |
20:50 |
marktraceur |
10 nodeboxes is a *lot* |
20:50 |
marktraceur |
Especially if you're doing this very frequently |
20:51 |
khonkhortisan |
how many I define or how many I place? |
20:51 |
NakedFury |
what do you mean by slant and corner in and out? |
20:52 |
marktraceur |
khonkhortisan: If you're placing a lot of nodeboxes, it'll affect performance |
20:53 |
khonkhortisan |
slant is a wedge, corner out is for convex corners, corner in is for concave corners |
20:53 |
NakedFury |
http://gnomoria.com/wp-content/uploads/2012/04/preview.png something like in that picture |
20:54 |
khonkhortisan |
yes that has slant and corner_in but it's missing corner_out |
20:54 |
NakedFury |
ok I understand now |
20:54 |
NakedFury |
you want the game world generator to create that? |
20:55 |
VanessaE |
that's actually not so bad, though mark's right re: nodebox usage |
20:55 |
khonkhortisan |
I was processing it after it was generated, but it would be nice if it just made it that way |
20:55 |
NakedFury |
I think in the end that would be better done in the source defining a new node |
20:56 |
khonkhortisan |
yes I'm defining nodes separately from placing them |
20:57 |
khonkhortisan |
water be in the shape if a wedge but dirt can't |
20:57 |
khonkhortisan |
*water can be |
20:57 |
khonkhortisan |
*of a wedge |
20:59 |
khonkhortisan |
there was another mod for roofing that used many more nodeboxes |
20:59 |
VanessaE |
"irregular" and "slopes", respectively. |
20:59 |
VanessaE |
for cylinders and wedges. |
21:00 |
VanessaE |
(though in homedecor, I just use raillike for the roofing) |
21:00 |
khonkhortisan |
do the sides still show up? |
21:04 |
VanessaE |
on mine? no. in slopes, yes. |
21:05 |
NakedFury |
this project would need and update to nodboxes that adds texture where you want them |
21:10 |
khonkhortisan |
your zip has files~ |
21:15 |
VanessaE |
eh? |
21:16 |
khonkhortisan |
crafts.lua crafts.lua~ exterior_door_fancy.lua exterior_door_fancy.lua~ init.lua init.lua~ |
21:16 |
VanessaE |
oh |
21:16 |
VanessaE |
ignore 'em |
21:16 |
VanessaE |
(or delete) |
21:16 |
khonkhortisan |
and listnodes.sh doesn't cd to itself first |
21:16 |
VanessaE |
they're leftovers from the editor |
21:16 |
khonkhortisan |
I ran ./homedecor/listnodes.sh and got a nearly empty file |
21:16 |
VanessaE |
listnodes.sh is meant to be used from within the homedecor directory. |
21:24 |
* marktraceur |
is starting to be disgusted by the word "this" |
21:24 |
marktraceur |
Too much JavaScript today |
21:27 |
* marktraceur |
needs to figure out the minimum height of the world |
21:27 |
marktraceur |
....but how.... |
21:27 |
NakedFury |
go to it |
21:27 |
NakedFury |
mining |
21:28 |
marktraceur |
NakedFury: New space will be generated |
21:28 |
VanessaE |
brute force: read off the world seed and start generating :-) |
21:28 |
VanessaE |
naw maybe not |
21:28 |
VanessaE |
:) |
21:28 |
marktraceur |
I'm thinking I'll just compute my location and use minetestmapper as a base, then go down until CONTENT_IGNORE |
21:30 |
marktraceur |
Ha! Wrong channel. |
21:34 |
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22:53 |
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23:18 |
khonkhortisan |
why when I make a nodebox is it slightly darker than the surrounding nodes? |
23:21 |
VanessaE |
because it doesn't use smooth lighting |
23:21 |
khonkhortisan |
Can I make it the same brightness? |
23:21 |
VanessaE |
nope. |
23:21 |
VanessaE |
no matter how hard you try they won't match the surroundings until c55 fixes the problem |
23:23 |
khonkhortisan |
I changed the source a little so drawtype = 'meshlike' makes an invisible node |
23:23 |
VanessaE |
homedecor has the same problem with the round brass lampposts (and a lesser issue with the small "surround sound" speaker objectg) |
23:25 |
khonkhortisan |
a patch counts as a mod, right? |
23:28 |
VanessaE |
technically yes but in the normal definition, no :-) |
23:29 |
VanessaE |
if you're gonna patch the source, it's better to check out a whole copy of the game, patch that copy, then commit the results to your own personal git repository, then issue a pull request against c55's vanilla repos |
23:30 |
VanessaE |
that way if c55 likes the changes, he can incorporate them into his official branch, freeing you to focus on whatever comes next. |