Time |
Nick |
Message |
01:57 |
|
ShadowNinja_ joined #minetest-mods |
02:41 |
|
ecube joined #minetest-mods |
10:48 |
|
PilzAdam joined #minetest-mods |
11:14 |
|
rubenwardy joined #minetest-mods |
11:56 |
|
rubenwardy_ joined #minetest-mods |
16:07 |
|
BrandonReese joined #minetest-mods |
17:19 |
|
freezeminer joined #minetest-mods |
17:19 |
freezeminer |
hello |
17:20 |
freezeminer |
can sombody help me to make a hungergames server |
18:31 |
|
ch98 joined #minetest-mods |
18:46 |
|
ecube joined #minetest-mods |
18:47 |
|
Someguy1234 joined #minetest-mods |
20:37 |
|
ExcaliburZero joined #minetest-mods |
20:44 |
|
MinerofLands joined #minetest-mods |
20:44 |
MinerofLands |
hey PilzAdam do you think something like this is posible? |
20:44 |
MinerofLands |
http://forum.minetest.net/viewtopic.php?pid=93133#p93133 |
20:45 |
MinerofLands |
i think the easiest way of doing that...is create new privs like craft, cook, etc etc |
20:45 |
PilzAdam |
well, have you tried one of the workbench mods? |
20:45 |
PilzAdam |
they dont refill the craftresult field when you take an item |
20:46 |
thexyz |
it's possible |
20:46 |
PilzAdam |
you will have the same problem since you have to write your own craft functions in Lua |
20:46 |
thexyz |
PilzAdam: why don't they? |
20:47 |
PilzAdam |
the players craftresult list has a special handling |
20:47 |
thexyz |
can't the same be implemented with inventory callbacks? |
20:47 |
PilzAdam |
but it uses the builtin craft mechanics; and they cant be used here |
20:47 |
PilzAdam |
thexyz, Im talking about how the API currently is, not what could be done in the engune |
20:47 |
PilzAdam |
*engine |
20:48 |
thexyz |
I'm also talking about the api |
20:48 |
thexyz |
there are allow_put, allow_take, on_take |
20:48 |
PilzAdam |
currently you cant have this behaviour for other lists |
20:48 |
thexyz |
which should be enough to implement default crafting grid in Lua |
20:48 |
thexyz |
or am I wrong? |
20:49 |
PilzAdam |
callbacks are called when you placed the stack somewhere else, having the item "at the mouse" isnt "taking" |
20:49 |
thexyz |
oh, I get it now |
20:49 |
MinerofLands |
so its not possible :( |
20:49 |
thexyz |
it's possible |
20:50 |
MinerofLands |
ok im not that good i LUA or anthing for that matter lol...ill see how i do it |
20:50 |
PilzAdam |
it is, but it will be a bit annyoing to craft many items |
20:50 |
PilzAdam |
+possible |
20:50 |
MinerofLands |
can you guys be so kind to make a small template for me? |
20:50 |
thexyz |
PilzAdam: can't we have a pseudo-inventory for that? named like player_name_mouse |
20:51 |
thexyz |
in 0.4.7+ |
20:52 |
PilzAdam |
I guess that goes against the current design(?) |
20:52 |
PilzAdam |
Im not familiar with the engine internals of the inventories |
20:55 |
ExcaliburZero |
I am working on an item that, when used, plays a music file, but I can't seem to get it to work. Does anyone know what it isn't working? Code: http://codepad.org/zTGqlnL4 |
20:56 |
MinerofLands |
PilzAdam or thexyz can you make me a simple template, so i can build from there? i need a little lift |
20:56 |
thexyz |
PilzAdam: yes, I guess that'll lag a lot |
20:57 |
thexyz |
ExcaliburZero: -function(handle) +function() |
20:57 |
thexyz |
oh, wait |
20:58 |
thexyz |
that's not it |
20:58 |
PilzAdam |
ExcaliburZero, why dont you do "object = placer"? |
20:58 |
thexyz |
hm.. I wonder if there's a need to pass handle like that though |
20:59 |
PilzAdam |
thexyz, yes |
20:59 |
PilzAdam |
is oog a valid ogg file extention? |
21:00 |
ExcaliburZero |
PilzAdam: I think so. |
21:00 |
PilzAdam |
have you checked the filename? |
21:00 |
PilzAdam |
oh, wait |
21:01 |
PilzAdam |
dont add the file extention |
21:01 |
PilzAdam |
just do "Zelda_Song_of_Storms" |
21:01 |
PilzAdam |
IIRC minetest expects the filename without the extention |
21:02 |
ExcaliburZero |
PlizAdam: Okay, I'll try those changes. |
21:02 |
thexyz |
PilzAdam: you mean, closures won't work there? |
21:02 |
thexyz |
like they do here http://codepad.org/uenukS80 |
21:03 |
thexyz |
that's odd but I'm too lazy to test it |
21:03 |
PilzAdam |
dunno |
21:03 |
ExcaliburZero |
It works! |
21:03 |
MinerofLands |
PilzAdam did you read my message above :D |
21:04 |
PilzAdam |
maybe add a note in lua-api.txt that file extentions have to be removed? |
21:04 |
PilzAdam |
MinerofLands, the mod will be pretty complex |
21:04 |
PilzAdam |
give me some time to come up with something useful |
21:05 |
thexyz |
Sounds are referred to by their name with a dot, a single digit and the |
21:05 |
thexyz |
file extension stripped out. When a sound is played, the actual sound file |
21:05 |
thexyz |
is chosen randomly from the matching sounds. |
21:05 |
thexyz |
it's already here |
21:05 |
thexyz |
there's also an example in devwiki http://dev.minetest.net/sound_play |
21:06 |
thexyz |
MinerofLands: I doubt a working example will help you |
21:06 |
kaeza |
ExcaliburZero, also, if possible, remove the empty items ('') from the recipe |
21:06 |
PilzAdam |
oh, yea, was only reading the "SimpleSoundSpec:" part |
21:09 |
ExcaliburZero |
I was wondering for the tool, could there be a way to have it pop-up a window, when used, and a song could be selected from that window? |
21:10 |
PilzAdam |
MinerofLands, would you be ok if every register_craft(), get_craft_result() and get_craft_recipe() call of existing mods will be not compatible? |
21:11 |
PilzAdam |
you would need to rewrite the crafting of every mod you want to add |
21:11 |
MinerofLands |
yeah |
21:11 |
MinerofLands |
that would be alright |
21:13 |
PilzAdam |
https://gist.github.com/PilzAdam/5709653 |
21:14 |
PilzAdam |
it would look somewhat like this |
21:15 |
PilzAdam |
do you also want my to have my suggestion that crafting takes time like cooking in the furnace? |
21:15 |
PilzAdam |
-my |
21:15 |
MinerofLands |
yeah |
21:15 |
* BrandonReese |
nods |
21:15 |
MinerofLands |
please |
21:16 |
PilzAdam |
ok, this may take a day or so :-) |
21:16 |
BrandonReese |
is the furnance completely written in lua? |
21:17 |
MinerofLands |
ok pilz no hurrys heh |
21:17 |
MinerofLands |
i mean adam |
21:17 |
MinerofLands |
:d |
21:20 |
ExcaliburZero |
What is the code to display a window (with text and buttons). |
21:47 |
ExcaliburZero |
I found that it is a formspec, but how do I use a formspec? |
21:48 |
MinerofLands |
have you seen the api? or any other docs on modding? |
21:48 |
MinerofLands |
i.e the wiki |
21:50 |
ExcaliburZero |
I've looked at the wiki, but I'm not sure how to use a formspec. The wiki article on it doesn't give an example on how to display it, it just shows how to define it. |
21:50 |
ExcaliburZero |
http://dev.minetest.net/formspec |
22:04 |
PilzAdam |
MinerofLands, I got the furnace working :D |
22:04 |
MinerofLands |
awsome |
22:04 |
MinerofLands |
it will be so cool |
22:36 |
|
Immaculator joined #minetest-mods |
22:42 |
|
Immaculator left #minetest-mods |
22:42 |
PilzAdam |
MinerofLands, it works! |
22:44 |
MinerofLands |
great :D .....did you finish it that quick? |
22:45 |
PilzAdam |
https://github.com/PilzAdam/economy |
22:45 |
PilzAdam |
only the level stuff, though |
22:45 |
PilzAdam |
let me explain how it works: |
22:45 |
PilzAdam |
each player has levels, each level has a name and a rating |
22:45 |
PilzAdam |
the levels are stored in this table: https://github.com/PilzAdam/economy/blob/master/mods/crafting/init.lua#L2 |
22:47 |
PilzAdam |
craftings can say that the player has to have at least a certain rating for a level |
22:47 |
PilzAdam |
like this: https://github.com/PilzAdam/economy/blob/master/mods/default/crafting.lua#L22 |
22:47 |
PilzAdam |
in this example only players, that have the a rating of 1 or higher in "wood" can craft sticks |
22:48 |
PilzAdam |
todo: save the playerlevels table to a file |
22:48 |
PilzAdam |
add the crafting time thing |
22:49 |
PilzAdam |
I also need to implement it for the furnace |
22:50 |
MinerofLands |
nice |
22:50 |
MinerofLands |
very nice |
22:50 |
PilzAdam |
also a way for players to raise their levels is needed |
22:51 |
PilzAdam |
MinerofLands, can you make all the levels for the default craftings? |
22:51 |
PilzAdam |
this wood thing is just for testing |
22:52 |
MinerofLands |
sure i guess...is this gonna be in the default game? |
22:52 |
PilzAdam |
no, it will stay a seperate game |
22:52 |
MinerofLands |
ohh ok :D |
22:52 |
PilzAdam |
it also doesnt break the default craftings |
22:52 |
MinerofLands |
so i add this to everything? level = {wood=1}, |
22:53 |
PilzAdam |
yea, but also things like "stone", "tool" or whatever you want |
22:53 |
PilzAdam |
e.g. an iron pickaxe can require tool=2 and iron = 1 |
22:53 |
MinerofLands |
ahh ok |
22:54 |
PilzAdam |
smelting iron could be iron=2, so making a pickaxe is easier than making the iron yourself |
22:54 |
PilzAdam |
-> you need to buy it |
22:54 |
PilzAdam |
(until your iron level is high enough) |
22:55 |
PilzAdam |
this has a lot of potential |
22:56 |
MinerofLands |
ok...when im done with it..should i commit? |
22:56 |
PilzAdam |
do you have a github account? I can add you to the repo |
22:56 |
PilzAdam |
or you fork and pull request |
22:58 |
MinerofLands |
this is my github |
22:58 |
MinerofLands |
https://github.com/LandMineMT |
22:58 |
PilzAdam |
but I really suggest you to think about a good system before doing anything |
22:58 |
MinerofLands |
ok ill give it some thought |
22:58 |
PilzAdam |
also, I have no idea how players can get the levels |
22:59 |
PilzAdam |
the crafting levels are based on that, so you need an idea for that first |
22:59 |
PilzAdam |
maybe you can buy levels? or increase them by doing stuff, e.g. stone gets increased when digging stone |
23:00 |
MinerofLands |
yeah when you dig the nodes |
23:00 |
MinerofLands |
and buy them |
23:00 |
MinerofLands |
also learn them from books of some sort |
23:00 |
PilzAdam |
I guess this will only work in multiplayer |
23:00 |
MinerofLands |
yeah |
23:01 |
MinerofLands |
like swords can be require swordman = 1 and will increase with mobs killed (simplemobs) or players killed |
23:04 |
MinerofLands |
the more swordman level you have, you can make better swords and if possible do a bit more damage |
23:04 |
MinerofLands |
so a wood sword would be swordman = 1, wood = 1 |
23:04 |
MinerofLands |
etc |
23:08 |
PilzAdam |
ok, good furnace working |
23:08 |
MinerofLands |
nice |
23:08 |
PilzAdam |
it checks the levels when the player tries to place the item in the furnace |
23:10 |
MinerofLands |
k...did you add me to the repo? if no ill just fork it lol that way you can review it |
23:10 |
MinerofLands |
first |
23:10 |
PilzAdam |
yea, better fork it |
23:11 |
PilzAdam |
easier to handle merge conflicts |
23:11 |
PilzAdam |
https://github.com/PilzAdam/economy/commit/fe17aa3dc550859cf4e623787a4eb402f6d7f378 |
23:13 |
MinerofLands |
how does my fork update when you commit? |
23:16 |
PilzAdam |
https://help.github.com/articles/fork-a-repo#step-3-configure-remotes |
23:26 |
PilzAdam |
MinerofLands, https://github.com/PilzAdam/economy/commit/6bd53c97564906c61e750416f09f7c03d62061e8 |
23:26 |
MinerofLands |
it writes it to a file ? |
23:26 |
PilzAdam |
syntax for the comman is: /set_skill singleplayer wood 1 |
23:27 |
PilzAdam |
yes, its saved in worldirectory/playerskills |
23:28 |
MinerofLands |
nice...but that means i have to give them skills they cant get them on their own rihgt? |
23:29 |
PilzAdam |
well, currently there is only the command; but there definetly needs to be an automatic way to set the skills |
23:29 |
PilzAdam |
e.g. it increases if you killed 10 mobs or so |
23:29 |
PilzAdam |
but the basic system is pretty much done now |
23:30 |
MinerofLands |
yup...its gonna be cool |
23:30 |
PilzAdam |
hmmm.... I dont know if the crafing time thing is really needed |
23:30 |
MinerofLands |
no i really dont think so |
23:31 |
PilzAdam |
it would be a PITA to implement |
23:31 |
MinerofLands |
lol yeah |
23:32 |
PilzAdam |
oh, you need to give each player his own workbench at the beginning |
23:32 |
MinerofLands |
should i add the levels to the crafts now? or later? and ok i will |
23:32 |
MinerofLands |
is it in the default? |
23:32 |
PilzAdam |
I suggest to do this when granting people interact |
23:32 |
MinerofLands |
or use the workbench mod |
23:32 |
PilzAdam |
the itemname is "crafting:workbench" |
23:33 |
MinerofLands |
ohh ok |
23:33 |
MinerofLands |
got it |
23:33 |
PilzAdam |
I guess you can do the levels now; and also add all the mods you want |
23:34 |
PilzAdam |
then we only need to implement the skill increasing thing and we are done |
23:34 |
MinerofLands |
alrighty..just let me get this upstream working :D |
23:35 |
PilzAdam |
I guess it would be best if someone writes down a whole skill system |
23:35 |
PilzAdam |
wich contains how you get the skills and what skills are needed to craft things |
23:35 |
PilzAdam |
I can implement the rest |
23:35 |
PilzAdam |
s/the rest/it |
23:36 |
MinerofLands |
ohh like in a notepad? |
23:36 |
MinerofLands |
lol |
23:37 |
PilzAdam |
maybe ask at the forum for some ideas |
23:38 |
MinerofLands |
alright...ill make a thread containing how i think it should be and let others build on it |
23:38 |
PilzAdam |
make sure to explain how the undelying system works |
23:39 |
MinerofLands |
alright |
23:40 |
PilzAdam |
and we also need to add the economy stuff |
23:41 |
MinerofLands |
i was thinking this mod |
23:41 |
MinerofLands |
http://forum.minetest.net/viewtopic.php?id=4111 |
23:43 |
PilzAdam |
hmmm |
23:43 |
MinerofLands |
what? or did you want to make a custom one? |
23:44 |
PilzAdam |
that doesnt really fit what I think (http://forum.minetest.net/viewtopic.php?pid=93126#p93126) |
23:44 |
PilzAdam |
just one shop at the spawn that sells every node |
23:44 |
PilzAdam |
player should not craft money, the only way to get it is by selling nodes |
23:45 |
MinerofLands |
that is true |
23:45 |
PilzAdam |
I guess I have to write my own |
23:45 |
MinerofLands |
but still players should have the ability to seel stuff |
23:45 |
MinerofLands |
sell** |
23:45 |
PilzAdam |
sure |
23:45 |
PilzAdam |
and since we can modify every single node the "worthiness" field would be quite nice |
23:46 |
MinerofLands |
indeed |
23:46 |
MinerofLands |
so the pirce iwll depend on worthiness? not a custom one? |
23:46 |
MinerofLands |
price will** |
23:46 |
PilzAdam |
yes, buying = worhtiness + 10% and selling worhtiness - 10% |
23:47 |
PilzAdam |
this could work quite well since there are only one (or maybe a few more) shops in the world that are owned by "the server" |
23:48 |
PilzAdam |
they have infinite resource, of course |
23:48 |
PilzAdam |
somewhat like the creative inventory |
23:48 |
MinerofLands |
ahhh i see |
23:49 |
PilzAdam |
the benefit of this is that it doesnt depend on the number of players that are playing |
23:50 |
PilzAdam |
the downside is that it isnt a "real" economy |
23:50 |
PilzAdam |
but a "real" economy would impossible, I think |
23:50 |
PilzAdam |
so this should work quite well for a normal minetest server |
23:51 |
MinerofLands |
yeah |
23:52 |
MinerofLands |
still ill add the levels tomorrow im busy atm heh....ill make the thread though in a couple of minutes |
23:53 |
PilzAdam |
sure, not hurry |
23:53 |
PilzAdam |
*no |
23:53 |
PilzAdam |
I need some textures for the shop sometimes |