Time |
Nick |
Message |
00:28 |
OldCoder |
ircSparky, glad to see you |
00:38 |
ircSparky |
o/ |
00:39 |
ircSparky |
you too! |
00:41 |
OldCoder |
Greetings did ensue |
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octacian |
Night all! |
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18:16 |
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18:22 |
ircSparky |
I'm having a weird problem. I've edited a horses mod to change the model and and also tweak a few things. everything works fine when there is only one horse. but if you add another horse, the animations get messed up... |
18:22 |
ircSparky |
when horse #1 moves, it updates horse #2 animations |
18:23 |
ircSparky |
does that make sense? I can makea demonstration video, and/or supply the mod |
18:28 |
Krock |
no, that's a weird bug |
18:29 |
Krock |
this means there's a reference between the object's animation number |
18:30 |
Krock |
check for shallow table copies for the animation. Otherwise no idea right now |
18:31 |
Krock |
maybe it's also a C++ issue that nobody noticed yet. (which is almost impossible) |
18:32 |
ircSparky |
ok |
18:32 |
OldCoder |
Krock, the horse mod is fine |
18:32 |
OldCoder |
ircSparky, can you email or pastebin the code |
18:32 |
OldCoder |
Let me see what you did |
18:32 |
Krock |
ah, then it's a problem with the new code |
18:32 |
ircSparky |
ok |
18:32 |
OldCoder |
This is a simple rewrite of horses |
18:32 |
OldCoder |
Has been used for 2 years |
18:33 |
OldCoder |
Let us conjure the horses |
18:33 |
Krock |
unlikely to have bugs after this time :3 |
18:33 |
OldCoder |
Dangerous words |
18:33 |
OldCoder |
<gods> he has tempted us |
18:33 |
ircSparky |
https://pastebin.com/K4dxHniH |
18:33 |
OldCoder |
<gods> we like to be tempted |
18:33 |
OldCoder |
R |
18:33 |
ircSparky |
thats the whole thing |
18:34 |
ircSparky |
well |
18:34 |
ircSparky |
apart for a bit in init.lua |
18:34 |
OldCoder |
What is group:dirt_with_dry_grass? |
18:34 |
OldCoder |
R |
18:35 |
ircSparky |
oop, typo |
18:35 |
OldCoder |
Is there a download link? |
18:35 |
ircSparky |
used to be group:sand |
18:35 |
ircSparky |
sure, one sec |
18:35 |
OldCoder |
Is there a download link? |
18:36 |
Krock |
-> https://pastebin.com/raw/K4dxHniH |
18:36 |
ircSparky |
https://drive.google.com/open?id=0B3YesI12jzijNF9mVHNGT3JjOXc |
18:36 |
Krock |
err sorry |
18:36 |
ircSparky |
thats the mod |
18:38 |
OldCoder |
Allow a few minutes for me to diff and test |
18:38 |
ircSparky |
ok, thanks |
18:40 |
ircSparky |
did you run the mod and see the issue? |
18:40 |
ircSparky |
I guess if a diff will find the problem wouldnt be needed |
18:40 |
OldCoder |
Wait |
18:41 |
OldCoder |
http://minetest.org/mods/whinny.zip |
18:41 |
OldCoder |
is the original mod... |
18:41 |
ircSparky |
yea |
18:42 |
OldCoder |
ircSparky, you changed the collision box... |
18:42 |
OldCoder |
and the model |
18:42 |
OldCoder |
Ahhh |
18:43 |
ircSparky |
and this... and that... |
18:43 |
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18:43 |
OldCoder |
You basically added your own new Blender thing |
18:43 |
ircSparky |
:P |
18:43 |
OldCoder |
Hold on |
18:43 |
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18:43 |
OldCoder |
To simplify, put everything back but your model |
18:43 |
OldCoder |
and the collision box |
18:44 |
OldCoder |
ircSparky, that is simple, right? |
18:44 |
ircSparky |
you think its related to the model or collision box? |
18:44 |
OldCoder |
I will prove it |
18:44 |
OldCoder |
Wait |
18:44 |
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18:45 |
ircSparky |
ok |
18:46 |
OldCoder |
ircSparky, start with the original horse.lua |
18:46 |
OldCoder |
and make just any texture, collision box, and model changes |
18:46 |
OldCoder |
by themselves |
18:46 |
OldCoder |
that will only take a minute, right? |
18:46 |
ircSparky |
yea |
18:46 |
OldCoder |
Save backup |
18:46 |
OldCoder |
of your current file |
18:46 |
OldCoder |
Proceed if you can |
18:47 |
OldCoder |
Start with original ZIP file |
18:47 |
OldCoder |
and fresh world |
18:50 |
ircSparky |
ok |
18:50 |
ircSparky |
freash mod done |
18:50 |
ircSparky |
lemme get a fresh world |
18:51 |
ircSparky |
ok |
18:51 |
ircSparky |
has the problem |
18:52 |
ircSparky |
codewise, all i changed was the animations start/end points |
18:52 |
ircSparky |
didnt change the collisionbox |
18:53 |
ircSparky |
so the problem is with the model? |
18:53 |
ircSparky |
the only other possibily seems to be the start/end points for the animation |
18:54 |
ircSparky |
wait |
18:57 |
ircSparky |
ah |
18:57 |
ircSparky |
the bug wasnt added by me |
18:57 |
ircSparky |
i downloaded the fresh version, and put it on a fresh map, and it does it |
18:57 |
ircSparky |
sorta of |
18:58 |
ircSparky |
sort of* |
19:00 |
ircSparky |
the original mod has the problem with not standing |
19:00 |
ircSparky |
where there are two |
19:00 |
ircSparky |
OldCoder, is all of this making sense? I really dont know how to explain it... |
19:30 |
OldCoder |
ircSparky, excuse me, I've been on the phone |
19:30 |
OldCoder |
On hold, presently, reviewing |
19:30 |
OldCoder |
ircSparky, I'll be happy to generate a fresh world and add the mod |
19:31 |
OldCoder |
Can you explain the remark about "where there are two" ? |
19:31 |
ircSparky |
when there are two horses |
19:31 |
ircSparky |
if you ride them both |
19:31 |
ircSparky |
one will end up moonwalking |
19:31 |
OldCoder |
But that sounds different |
19:32 |
OldCoder |
That is an unsupported operation; a bug in the API, I'd imagine |
19:32 |
OldCoder |
Is that the only issue? |
19:32 |
OldCoder |
Ride two horses :-) |
19:32 |
OldCoder |
sure y not |
19:32 |
OldCoder |
on phone |
19:32 |
ircSparky |
that is half the problem im having with my version |
19:33 |
ircSparky |
ok |
19:36 |
OldCoder |
ircSparky, what is the other half? |
19:36 |
OldCoder |
Excuse intermittent talk, I have been dealing with a problem with a large company |
19:37 |
OldCoder |
on the phone; being placed on hold, etc. |
19:37 |
ircSparky |
thats ok |
19:37 |
ircSparky |
when horse #1 moves, horse #2 animation resets |
19:37 |
OldCoder |
ircSparky, but only if you are riding both? |
19:37 |
ircSparky |
I thought it was connected |
19:37 |
OldCoder |
ircSparky, but only if you are riding both? |
19:37 |
ircSparky |
not at the same time |
19:38 |
ircSparky |
ill make a demonstration video |
19:38 |
OldCoder |
ircSparky, do both issues occur in conjunction with dual riding? |
19:38 |
OldCoder |
ircSparky, no need for video, yet |
19:38 |
OldCoder |
ircSparky, do both issues occur in conjunction with dual riding? |
19:38 |
ircSparky |
I havent dual ridden |
19:38 |
OldCoder |
You said something about riding two horses |
19:38 |
OldCoder |
<ircSparky> when there are two horses |
19:38 |
OldCoder |
<ircSparky> if you ride them both |
19:38 |
OldCoder |
<ircSparky> one will end up moonwalking |
19:38 |
OldCoder |
Do the issues occur without riding them both? |
19:38 |
ircSparky |
ah, bad wording on my part |
19:38 |
OldCoder |
Continue |
19:39 |
ircSparky |
its when there are two ridable horses |
19:39 |
* OldCoder |
listens |
19:40 |
ircSparky |
the one you are riding wont go back to the "standing" animation |
19:40 |
ircSparky |
it will walk in place |
19:41 |
ircSparky |
until you get off and move on the other horse |
19:41 |
ircSparky |
then the second horse will walk in place, and the first wont |
19:42 |
OldCoder |
ircSparky, so you mean, switching rides is the issue? |
19:42 |
OldCoder |
This is fun, actually |
19:42 |
ircSparky |
it does it with seperate players, though |
19:43 |
ircSparky |
what is fun? |
19:46 |
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19:54 |
OldCoder |
ircSparky, this is a nice, relatively simple mod |
19:55 |
OldCoder |
(still on phone, will probably take an hour to figure out what department to work with) |
19:55 |
OldCoder |
It's good for debugging things like this... |
19:55 |
OldCoder |
So, wait, if 2 people ride 2 horses, strange things happen? Two strange things? |
20:04 |
ircSparky |
if two different players are riding their two respective horses, whoever stops their horse last will have a moonwalking horse |
20:04 |
ircSparky |
though, when experimenting with three horses, they affected each other in a circle |
20:07 |
ircSparky |
it seems like each horse has a soulmate |
20:07 |
ircSparky |
:P |
20:10 |
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20:18 |
ircSparky |
I'll just try to figure it out |
20:19 |
ircSparky |
thanks! |
20:55 |
ircSparky |
OldCoder, the problem was that the self.animation.current of a horse was being sent to the other horses, wacking things up |
20:55 |
ircSparky |
my brother changed self.animation.current to self.animation_current |
20:56 |
ircSparky |
does that make sense? |
20:56 |
ircSparky |
:P |
20:56 |
ircSparky |
this is in the original, so you'll wanna fix that, probably |
21:09 |
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21:16 |
OldCoder |
ircSparky, I spent about 3 hours on the phone... Off, now, at last |
21:16 |
OldCoder |
ircSparky, that is remarkable. I apologize for being AFK. |
21:17 |
OldCoder |
You have a brother who knows a bit of Lua? |
21:17 |
ircSparky |
he's mostly c++ |
21:18 |
OldCoder |
ircSparky, close enough :-) |
21:18 |
OldCoder |
Tell him thanks from the project |
21:18 |
OldCoder |
ircSparky, may we have the patch? ZIP up your version of the mod... |
21:18 |
OldCoder |
and your noble steed will wander on my worlds |
21:19 |
ircSparky |
Ill make a forum post, once I stop the horse from running on water, if its alright with you. |
21:26 |
OldCoder |
ircSparky, my horses look forward to running free with yours |
21:26 |
OldCoder |
Have fun |
21:29 |
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22:03 |
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22:38 |
ircSparky |
OldCoder, https://forum.minetest.net/viewtopic.php?f=9&t=17170 |
22:48 |
OldCoder |
ircSparky, R |
22:49 |
OldCoder |
ircSparky, ty; downloading and will test this week |
22:50 |
ircSparky |
ok |
22:50 |
ircSparky |
there might be a few changes by then |
22:50 |
ircSparky |
(for some reason you can go backwards) |
22:59 |
OldCoder |
ircSparky, feel free to work on it |
22:59 |
OldCoder |
I hereby transfer the title of whinny dev to you |
22:59 |
OldCoder |
BTW we could merge it with mobs redo API, but might be interesting to keep current one |
22:59 |
OldCoder |
And see where changes take you |
23:09 |
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23:10 |
ircSparky |
uea |
23:11 |
ircSparky |
i would wait a bit before trying to merge |
23:11 |
ircSparky |
if i decide to |
23:11 |
ircSparky |
anyhow, hope you like it :D |
23:11 |
ircSparky |
o/ |
23:15 |
OldCoder |
ircSparky, thank you very much for interest and contribution. It will arrive on my worlds in due course. |
23:32 |
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