Time |
Nick |
Message |
00:00 |
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00:00 |
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00:09 |
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00:12 |
sofar |
any lua experts around? I'm trying to see if I can create an array of arrays (well, staticallly declare it) |
00:13 |
sofar |
e,g, foo = { bar = { x = 1, y = 1}, baz = {x = 0, y = 0} } |
00:15 |
ecutruin |
Welp, found myself a site to learn the basics of C++ again. Maybe I can sit through it and start digging through MT internals. Not sure. I'd probably end up forking though.. cause I have a lot of things I'd want to change likely. |
00:16 |
est31 |
why fork so fast? ---> first try to get your changes merged into code |
00:19 |
ecutruin |
Because I'd be overhauling enough that they aren't likely to get in? ^-^ |
00:20 |
est31 |
maintaining your own fork can be hard |
00:20 |
ecutruin |
But I'd keep it open source to give back.. so anything could be pulled back in. |
00:20 |
est31 |
you even have to keep it open source |
00:20 |
ecutruin |
I'm sure it will be. However, to make the type of game engine I'd like to use.. I don't see a good alternative. |
00:21 |
est31 |
you want to get away from irrlicht? Thats a ton of work |
00:23 |
acerspyro |
ecutruin: Forget it |
00:23 |
VanessaE |
actually, hmmmm has proposed doing just that. |
00:23 |
acerspyro |
Just make your own, it'll be easier and faster than to fix Minetest from the root up |
00:23 |
acerspyro |
Too much to fix :P |
00:23 |
acerspyro |
Learn how to do openGL, it should be fun :D |
00:24 |
acerspyro |
graphitemaster has been making a game engine for a while now, called Neothyne. Lots of work, but atleast you have FULL control. |
00:24 |
acerspyro |
Unlike using irrlicht. |
00:25 |
ecutruin |
Heh. I just want to make a block game engine that allows me to make what I wish to make. As for making my own. Sure, I could do that (I have actually - https://twitter.com/ecutruin/status/503023271571652608/photo/1 - though it was quite limited yet). |
00:26 |
est31 |
nice |
00:28 |
ecutruin |
And it did cross my mind to just start over. I'm not sure if I would recommend abandoning Irrlicht outright and going fully custom would be the best route .. or just move to another open game engine. |
00:29 |
ecutruin |
Main reason I wanted to kind of stick with MT is just that it already has a community that I could offer to.. many of the mods would still work with my fork, etc. |
00:30 |
acerspyro |
You want my opinion? |
00:30 |
ecutruin |
Sure? |
00:30 |
acerspyro |
Don't use irrlicht. |
00:30 |
ecutruin |
Is it the reason for a lot of the issues we currently face in MT? (always looping animations, imprecise entities, etc.)? |
00:31 |
acerspyro |
idk about entities, but for looping animations, yes |
00:31 |
est31 |
ecutruin: you mean dumb mobs? |
00:31 |
acerspyro |
Same as why we can't crouch, see others holding items or see the head moving. |
00:32 |
est31 |
?? |
00:32 |
acerspyro |
Well, can't see others crouch |
00:32 |
ecutruin |
est31, I mean the reason I can try attack a mob and not hit it because its not actually where I see it. |
00:32 |
acerspyro |
Heh |
00:33 |
acerspyro |
sync problem |
00:33 |
est31 |
There are mods shat show what sb is holding |
00:33 |
acerspyro |
est31: they are hackish |
00:33 |
acerspyro |
I heard |
00:34 |
est31 |
I haven't seen their src, but I've played a long time on a server with that mod enabled, and I think they are ok, |
00:34 |
est31 |
. |
00:34 |
acerspyro |
if I would make a cube game, I would make it look really nice with motion blur, shadow maps, shaders and smooth animations. |
00:34 |
acerspyro |
and it wouldn't be slow |
00:34 |
acerspyro |
:L |
00:34 |
acerspyro |
I don't understand why MT is made CPU-bound in the first place |
00:35 |
ecutruin |
acerspyro, I don't know if I would use high end shadow maps or shaders, to be honest. It can really limit the people that could play. But nice animation capability is definitely needed. |
00:35 |
est31 |
ecutruin: try freeminer. it has nice features. |
00:35 |
acerspyro |
ecutruin: Well, I would definetly drive it away from being a kid's game |
00:36 |
acerspyro |
For one |
00:36 |
ecutruin |
acerspyro, I also think that's a mistake.. as that's a large portion of your playerbase. |
00:36 |
est31 |
how? |
00:36 |
acerspyro |
ecutruin: if I target adults, I'll have an adult playerbase instead |
00:36 |
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00:36 |
acerspyro |
est31: Less childish, for example, realism. |
00:36 |
ecutruin |
Nope. You probably won't. ^-^ |
00:36 |
acerspyro |
ecutruin: You don't know |
00:37 |
acerspyro |
Noone tried |
00:37 |
acerspyro |
:P |
00:37 |
ecutruin |
I've been studying the game market around voxel games for over two years. |
00:37 |
ecutruin |
I have a pretty good idea. |
00:37 |
acerspyro |
No voxel game has been targetting adults |
00:37 |
ecutruin |
Forest. N1Z1. |
00:37 |
est31 |
but thats nothing technical regarding the engine |
00:38 |
acerspyro |
or I could just not care about the target playerbase :P |
00:38 |
ecutruin |
I could name a few others.. Pretty sure space engineers isn't targeted at children. |
00:38 |
acerspyro |
But I would make it a bit more intensivee |
00:38 |
acerspyro |
Space engineers? |
00:38 |
acerspyro |
That's not a voxel game |
00:39 |
ecutruin |
Yes it is. |
00:39 |
acerspyro |
No |
00:39 |
ecutruin |
Yes.. it is. |
00:39 |
acerspyro |
What I am talking about is in the style of Minecraft, Minetest, Freeminer and cubeWorld |
00:39 |
acerspyro |
There's no cube in that game |
00:39 |
est31 |
? |
00:40 |
est31 |
ah |
00:40 |
ecutruin |
Space Engineers uses meatball rendering for asteroids vs cube rendering.. but they are both voxels. |
00:41 |
chrisf |
acerspyro: are you saying the ship structures arent voxels at all? |
00:41 |
chrisf |
acerspyro: there's a ton of specialization, but it is all cube-based |
00:41 |
acerspyro |
w/e |
00:41 |
acerspyro |
I meant MC-styl |
00:41 |
acerspyro |
e |
00:42 |
chrisf |
it's a bit odd because it's *ALL* specialized bits |
00:43 |
ecutruin |
As for making the game a bit more involved.. you mean like - https://docs.google.com/document/d/13D0LsILS-F9vfXmDQv9TNQJxJ9Y2dpFeNq37Eg2gR5s/edit ? |
00:43 |
acerspyro |
well |
00:43 |
chrisf |
im doing a thing that's kindof like space engineers but with tons of systems simulation |
00:43 |
acerspyro |
That's still java |
00:43 |
acerspyro |
So no |
00:44 |
acerspyro |
I want performance |
00:45 |
ecutruin |
acerspyro, for one.. I'll tell you that Java can be very good in terms of performance. For two.. that is a design document. It doesn't rely on using Minecraft to do it. Why would I be sharing it and talking about making my own engine or a fork if it was only for Minecraft? |
00:47 |
acerspyro |
oh |
00:50 |
ecutruin |
Its essentially a design for a block game where everything requires more direct interaction. GUIs are kept to a minimum. |
00:50 |
ecutruin |
Overall, progressing in such a game will be a whole lot more challenging. As you won't be able to carry a ton of resources on you all the time. |
00:51 |
acerspyro |
nice |
00:51 |
acerspyro |
Main menu tatoo'd on your wrist :P |
00:52 |
ecutruin |
I wanted to just implement it in MT.. but the limitations make doing so in a professional fashion pretty hard. |
00:52 |
acerspyro |
hah |
00:52 |
acerspyro |
Forget it! |
00:53 |
ecutruin |
There aren't a "ton" of problems, honestly. Just that the ones that are there are pretty inhibiting. Not being able to fully overhaul the functioning of the HUD.. well since the HUD is the most important part.. kinda ruins everything. |
00:53 |
ecutruin |
Always looping animations hurt the ability to really give a polished feeling. |
00:53 |
acerspyro |
yup, yup |
00:54 |
acerspyro |
Also, not sure it'll run smooth |
00:54 |
ecutruin |
And imprecise entity sync hurts the ability to really allow for a fun challenge with monsters/animals. |
00:56 |
ecutruin |
Those things are the real roadblocks to making it in MT. Main reason I've yet to make it in MC is I lose the ability to sell, market, etc. my work. |
00:57 |
* ecutruin |
shrugs. |
00:57 |
acerspyro |
make yooo own :D |
00:57 |
ecutruin |
I honestly really like the community here. I think fixing MT would be worth more than just abandoning it all together and making my own. |
00:57 |
acerspyro |
then fix it, glhf :P |
01:00 |
Fadi_ |
funny how we're talking about the hud while I'm trying to change it lol |
01:00 |
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01:01 |
Kalabasa |
Always looping animations are caused by irrlicht? |
01:02 |
est31 |
ecutruin: don't bring everything in the gaming world. I dont want to end up having to move my mouse in order to type into a default:keyboard node in order to chat |
01:03 |
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01:03 |
ecutruin |
est31, naw.. things that can be reliably on the HUD still (like chat), will be. |
01:03 |
est31 |
reliably? |
01:04 |
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01:05 |
Kalabasa |
SuperTuxKart uses irrlicht but doesn't have always repeating animations |
01:06 |
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01:06 |
est31 |
whats bad on always repeating anims? do you want to emulate plasma physics in order to create a little flame on a furnace? |
01:07 |
est31 |
s/on/about/ |
01:08 |
Kalabasa |
If I make a jump animation. And play it the moment a mob jumps, the animation will repeat in midair. |
01:08 |
Kalabasa |
Will look like double jumping |
01:08 |
est31 |
ah |
01:09 |
est31 |
but I dont think the engine is that bad |
01:09 |
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01:09 |
est31 |
I guess this is a minetest core issue |
01:10 |
Kalabasa |
It's not a really bad thing, but it prevents the polished look |
01:11 |
Kalabasa |
Also, in an attack animation, the entity will repeat the attack animation regardless of how many times it really attacks |
01:12 |
ecutruin |
Well, est31, I won't be doing a popup inventory or anything like that. I'll show your equipment on the edge of the screen or somesuch and a small on-hand inventory.. any other will just be in-world. |
01:14 |
ecutruin |
As for animation issues.. imagine opening a chest, and having it re-open continuously. |
01:14 |
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01:17 |
Kalabasa |
I worked around the animation issue by counting the frames of the "intro animation" and setting the "loop animation" when the intro ends |
01:17 |
est31 |
ecutruin: I dont think that popups are great and so on, but you are sacrificing usability for "realism". Please note that in the real world I have two hands with 10 fingers. what you think is realistic, might only be realistic for people with one finger directly attached to their head. |
01:17 |
est31 |
there is just no better way |
01:18 |
chrisf |
ecutruin: surely the animation issues can be fixed if someone cares enough :) |
01:18 |
ecutruin |
est31, no.. I'm not sacrificing usability. I'm purposely changing how the game plays to create a more challenging experience. I do NOT want people having a ton of resources on hand. |
01:18 |
ecutruin |
chrisf, maybe. It might be possible. |
01:18 |
est31 |
then make the inventory small. |
01:18 |
ecutruin |
The HUD issues will be a mess to tackle, I'm sure. |
01:18 |
ecutruin |
est31, I am. |
01:19 |
est31 |
that has nothing todo with "pop ups" |
01:19 |
ecutruin |
Sure it does.. I'm making it so small, there is no popup inventory. |
01:21 |
MinetestBot |
[git] ShadowNinja -> minetest/minetest: Fix imprecise serialization of large numbers 47aca6f http://git.io/QRFoHQ (2015-01-25T20:19:35-05:00) |
01:25 |
twoelk |
sounds like some hardcore survival with small pockets |
01:32 |
ShadowNinja |
sofar: Locals are only visible in their scope, if that's what you were doing. |
01:32 |
ShadowNinja |
(files become functions, "dofile(name)" is just "loadfile(name)()") |
01:33 |
Kalabasa |
btw I'm quoting you ecutruin |
01:33 |
sofar |
it's just lua being odd, without the word "local" things can still be "local" |
01:33 |
Kalabasa |
in a forum post |
01:33 |
ecutruin |
Oh? |
01:33 |
Fadi_ |
any opinions here on how this looks? http://faaf.me/XG3q/80cf92 http://faaf.me/1N9Q/45575b |
01:34 |
Kalabasa |
https://forum.minetest.net/viewtopic.php?f=5&t=11081 |
01:34 |
ShadowNinja |
sofar: No, variables are global by default. |
01:34 |
sofar |
it doesn't work if I declare it in the dofile |
01:35 |
ShadowNinja |
sofar: Then you're doing something wrong. |
01:35 |
ShadowNinja |
But globals are a bad idea. |
01:35 |
sofar |
I get that |
01:37 |
ShadowNinja |
sofar: Try [[local static_data = dofile("static_data.lua")]] where static_data.lua contains "return {foo=bar, ...}". |
01:37 |
sofar |
shrug, it works if I do local table = {}\mdofile(....) |
01:38 |
sofar |
that's not a bad solution either |
01:38 |
est31 |
Fadi_: the icon is too white for me |
01:40 |
ShadowNinja |
sofar: The dofile'd file can't access locals from its caller. |
01:41 |
ecutruin |
Fadi, Well I hate the default game menu.. but I assume you mean the bars at the top? |
01:42 |
est31 |
there are also numbers in the inventory |
01:42 |
est31 |
but Fadi_ aint online |
01:43 |
ecutruin |
Doh. |
01:43 |
ecutruin |
Kalabasa, I am not sure I'd do animations exactly like that. Just being able to execute animations from frame X to frame Y without looping or only looping a set number of times would be very good. |
01:44 |
Kalabasa |
Well, maybe I went a bit much. I was copying Clonk's animation system. |
01:45 |
est31 |
Kalabasa: I like the added logic, as it then can be predicted by the client. |
01:45 |
est31 |
and thats one of the main issues why things look ugly the first place |
01:46 |
Kalabasa |
A simple way also is to set an "intro frames" into the set_animation(...) that tells how many frames in the beginning of the animation is to be played once only, the rest loops |
01:46 |
Kalabasa |
"simple" |
01:50 |
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01:51 |
Fadi_ |
is there a way to make the breath bar always appear? |
01:51 |
Fadi_ |
Why did I make that in bold.. |
01:54 |
Kalabasa |
I don't know, but you can make a background image of a full bar, I think? |
01:55 |
ecutruin |
Kalabasa, or.. they could just do "entity.play_animation(startFrame, endFrame, loopNumber)" or something like it. Really easy. |
01:55 |
Kalabasa |
What's loopNumber? |
01:55 |
ecutruin |
Number of times the animation should loop, zero being play once. |
01:55 |
Kalabasa |
What happens after? |
01:56 |
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01:57 |
est31 |
zero being play infinite times |
01:57 |
est31 |
one play one |
01:57 |
est31 |
once |
01:58 |
Kalabasa |
If the animation halts after all the loops |
01:58 |
ecutruin |
est31, that could work as well. |
01:58 |
Fadi_ |
But wouldn't that not make it like go down? |
01:58 |
est31 |
? |
01:58 |
Kalabasa |
The model will be stuck in the last frame? |
01:58 |
Kalabasa |
until the next playanimation call |
01:59 |
est31 |
yea |
01:59 |
Kalabasa |
That's good enough I guess |
01:59 |
Fadi_ |
Now I'm more confused lol |
01:59 |
Kalabasa |
That's good for chests and static things, but for living things |
01:59 |
est31 |
its hard to make something lag-efficient thats only controlled serverside |
02:00 |
est31 |
for that we need client side lua |
02:00 |
est31 |
s/efficient/resistant/ |
02:00 |
Fadi_ |
Uh isn't there an easier way to make the breath bar always appear? I mean like shouldn't there be? |
02:01 |
Kalabasa |
Living things frozen in the last frame (of a jump animation for example) look odd, which is why I want the next_animation parameter. |
02:01 |
Kalabasa |
But that's not really noticaeble |
02:02 |
ecutruin |
Kalabasa, that could be good but how would you apply that to say.. an animated node? Same thing? |
02:02 |
Kalabasa |
texture animations? |
02:02 |
Kalabasa |
Yes |
02:03 |
Kalabasa |
I think loopStart is better instead of next_aniamtion... play_animation({x=start, y=end}, framespeed, whatisframeblendfor, loopNumber, loopStart) |
02:04 |
Kalabasa |
anyway, |
02:04 |
Kalabasa |
I think this discussion should go to the forum, for |
02:04 |
Kalabasa |
visiblity |
02:04 |
Kalabasa |
gtg now, school |
02:13 |
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02:31 |
Fadi_ |
can anyone help me in #minetest-mods ? |
02:36 |
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04:34 |
DacThenextlevel |
minetest has it's own bot |
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04:43 |
est31 |
rather two |
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05:25 |
whatsupdoc |
nutsack |
05:26 |
whatsupdoc |
how is the android port coming along? |
05:33 |
Fadi_ |
mfw I use my forum account from 2013 and read all of my stupid posts |
05:34 |
VanessaE |
whatsupdoc: ask sapier |
05:34 |
VanessaE |
it's long since been adapted for Android |
05:34 |
VanessaE |
works reasonably well but still needs some tuning |
05:35 |
VanessaE |
[01-17 14:41] <sapier> http://www.fileconvoy.com/dfl.php?id=g9c63a08b33eb932899961019369bd677d164a74aa VanessaE latest apk package for you containing your icoon |
05:35 |
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05:35 |
VanessaE |
-o |
05:35 |
VanessaE |
that's the latest one I am aware of. |
05:35 |
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06:00 |
hmmmm |
is there some kind of dokuwiki extension where numerous users can argue their point on a page |
06:00 |
hmmmm |
like respond to eachother |
06:01 |
hmmmm |
sort of like a forum but embedded into the wiki and without all the overhead. just the username and their expandable comments on that part of the page |
06:01 |
hmmmm |
i don't mean the "view discussion" tab either... so basically I want to move the view discussion contents into the wiki main page into an expandable format |
06:02 |
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06:33 |
est31 |
http://ctrlv.in/492881 |
06:33 |
est31 |
This happens when I log onto VE-S with current master: the life bar is drawn too low |
06:34 |
VanessaE |
est31: yeah, happened when sapier messed up the scaling of the HUD. |
06:34 |
VanessaE |
it's not supposed to scale like that, it's supposed to be all in one row at the default window size |
06:34 |
est31 |
release date is jan 29? |
06:34 |
VanessaE |
in theory yeah |
06:35 |
VanessaE |
hmmmm: no idea about dokuwiki, ask ShadowNinja when he's around next |
06:35 |
VanessaE |
he uses it to run the Inchra website. |
06:35 |
est31 |
what is inchra? |
06:36 |
VanessaE |
est31: the IRC network the servers are connected through |
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10:10 |
Megaf_ |
Hi al |
10:10 |
Megaf_ |
all* |
10:11 |
Megaf_ |
VanessaE: You and jp are doing a great work on Homedecor |
10:11 |
Megaf_ |
and on pipeworks too |
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10:21 |
Megaf_ |
What's the nicj jp use on IRC? |
10:22 |
Megaf_ |
kilbith :) |
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10:43 |
Caleneledh |
Does anyone know what would cause ERROR[main]: [C]: in function 'place_node' when placing a node? |
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Caleneledh |
It seems to be caused when trying to place a homedecor node |
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rubenwardy |
Caleneledh: we need more info, like the debug log around it. |
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exio4 |
est31, same here :P |
12:03 |
est31 |
better channel |
12:03 |
exio4 |
I have an AMD too, just that |
12:04 |
est31 |
ok, but its OT, so you speak in #minetest |
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kaeza |
mornings |
12:29 |
exio4 |
\o kaeza |
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12:31 |
Caleneledh |
@rubenwardy: I found the problem. I was trying to place a homedecor_glowligh_thin using place_node, but I needed to call minetest.rotate_node |
12:32 |
Caleneledh |
The error message was vague, stating there was an error in the error handler |
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Megaf |
!tell Calinou Hi, please read my post at moreblocks topic. Thanks! |
12:45 |
MinetestBot |
Megaf: I'll pass that on when Calinou is around |
12:45 |
Megaf |
Thanks MinetestBot |
12:45 |
Megaf |
!thanks |
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MinetestBot |
[git] Zeno- -> minetest/minetest: Revert "Fix a crash (assert) when client set serial version < 24 in INIT command SER_FMT_VER_LOWEST is set to zero, then the test is stupid in INIT because all client works. In mapblock we check if client's serialization version is < 24, but if client sent serialization version < 24 (15 for example) the server set it and tried to send nodes, then BOOM" ca217d0 http://git.io/bm |
14:41 |
Zeno` |
so bold |
14:41 |
Zeno` |
why is he so bold? |
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Neolink_ |
руÑÑкие еÑÑ‚ÑŒ? |
14:44 |
Wayward_One |
Neolink_: do you speak english? |
14:44 |
Neolink_ |
may be |
14:45 |
Wayward_One |
ah, ok :) |
14:46 |
Neolink_ |
My matter is about games.tuxfamily.net |
14:47 |
Neolink_ |
i can't come out from spawn |
14:48 |
shadowzone |
I can't even get in. |
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14:50 |
Neolink_ |
yes |
14:50 |
Neolink_ |
too many users |
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16:32 |
tim_flatus |
Can anyone point me to some code for a /spawn command, or alternatively just tell me if player:setpos just takes a pos as arg? |
16:33 |
tim_flatus |
I'm guessing it does |
16:34 |
tim_flatus |
something like player:setpos({-5, 23, 5}) |
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tim_flatus |
We'll find out soon enough |
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16:48 |
jin_xi |
tim_flatus: you know this document? https://raw.githubusercontent.com/minetest/minetest/master/doc/lua_api.txt |
16:48 |
diemartin |
tim_flatus, a `pos` is not an {x,y,z} array, BTW, but rather a {x=x,y=y,z=z} table |
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tim_flatus |
jin_xi yes. I'm just very busy admining |
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tim_flatus |
diemartin thanks |
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tim_flatus |
I'm not quite used to the difference between the two in lua |
17:00 |
tim_flatus |
I couldn't see a reference to it in default/player.lua |
17:03 |
tim_flatus |
Thanks for your help, sorry to ask such a lame question :/ |
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Neolink_ |
When i get in a server mods are downloaded? Or i must download it separately |
17:39 |
marktraceur |
Neolink_: They're downloaded for you. |
17:40 |
Krock |
Only the media is downloaded |
17:40 |
Krock |
not the codes |
17:40 |
marktraceur |
Pretty sure that's not relevant to the question |
17:43 |
Calinou |
mods themselves are not downloaded |
17:43 |
Calinou |
only media and definitions are |
17:43 |
Calinou |
media is cached |
17:43 |
marktraceur |
Pretty sure that's not relevant to the question |
17:43 |
Calinou |
just saying :) |
17:44 |
Calinou |
if you were thinking you could “soak upâ€Â mods |
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18:07 |
rubenwardy |
Hi all! |
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18:09 |
Calinou |
hi rubenwardy |
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18:13 |
Caleneledh |
I need a good lua mode for emacs :/ |
18:14 |
rubenwardy |
> emacs. |
18:14 |
rubenwardy |
What is this, 1980? |
18:14 |
rubenwardy |
:D |
18:14 |
rubenwardy |
#LetsStartAFlameWar |
18:15 |
kaeza |
but you can run Minetest on emacs! :( |
18:15 |
kaeza |
and at this rate, emacs will be runnable in Minetest |
18:16 |
kaeza |
SOON |
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18:19 |
Polsaker |
LOL |
18:19 |
Polsaker |
emacs? that operative system without nano? |
18:19 |
* Polsaker |
hides |
18:20 |
Caleneledh |
Yeah, that's the one lol. |
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Caleneledh |
Ahh that's better. So much easier with contect highlighting and auto indent. |
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18:57 |
w_laenger |
hi |
18:57 |
marktraceur |
Hi w_laenger |
18:58 |
w_laenger |
How can I change the background colour (skyblue behind clouds) of the main menu in minetest? |
19:00 |
marktraceur |
I think that's set in the game definition |
19:01 |
marktraceur |
Hm. Not sure. |
19:02 |
w_laenger |
thanks |
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19:05 |
Caleneledh |
Do you mean the manu when the game first starts? |
19:05 |
marktraceur |
w_laenger: I know that there is a header.png and a menu.png file in the minetest_game/menu directory |
19:05 |
marktraceur |
Er no |
19:05 |
marktraceur |
icon.png |
19:06 |
marktraceur |
Oh! |
19:06 |
marktraceur |
w_laenger: minimal has a background.png, so put something there |
19:07 |
Caleneledh |
icon.png sets the game icon in the main menu, and menu.png set the background for that game. |
19:07 |
Caleneledh |
header.png sets the header at the top of the menu |
19:07 |
marktraceur |
No, background.png |
19:07 |
marktraceur |
Not menu.png |
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19:08 |
Caleneledh |
Yeah, you are correct. |
19:08 |
w_laenger |
No, I don't mean a background image |
19:09 |
w_laenger |
I would like to know how to change the colour which is shown |
19:09 |
Caleneledh |
Oh, do you mean the screen when the game is loading up? |
19:09 |
w_laenger |
no |
19:09 |
w_laenger |
I mean the sky |
19:09 |
w_laenger |
in the main menu |
19:09 |
Calinou |
sky colour is hardcoded |
19:09 |
Calinou |
sorry |
19:10 |
Calinou |
try menu_clouds = false |
19:10 |
Calinou |
for fixed brown colour |
19:10 |
marktraceur |
Just screw with your monitor contrast settings. |
19:10 |
w_laenger |
thanks, so it's not at builtin/ |
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w_laenger |
I removed the g_menuclouds->update in main.cpp and didn't notice a difference… |
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w_laenger |
bye |
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Krock |
http://en.wikipedia.org/wiki/Fermat%27s_Last_Theorem |
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22:46 |
Arch-TK |
I think I've just written the best thing ever. |
22:47 |
marktraceur |
War and Peace? |
22:47 |
Arch-TK |
mathematical vectors in C which look beautiful: vec_dot(vec_cross(vec(1, 2, 3), vec(3, 2, 1)), vec(5, 4, 2)) |
22:47 |
Arch-TK |
It actually works :D http://sprunge.us/VScV |
22:47 |
Arch-TK |
http://sprunge.us/jcQO?c |
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23:32 |
est31 |
ShadowNinja: is the fact that the areas mod doesn't tell are limits a feature or a bug? |
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