Time |
Nick |
Message |
00:08 |
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00:25 |
tim_flatus |
I have to break and re-place them all. Even if I get them to lay flat with the screwdriver, the text still doesn't sit in the right place. What fun! |
00:26 |
VanessaE |
wait. |
00:26 |
VanessaE |
you can use worldedit to kill the text |
00:27 |
VanessaE |
enclose the offending signs with //pos1 and //pos2 and then do //clearobjects (two slashes) |
00:27 |
VanessaE |
or /clearobjects (one slash) to do the whole-map global clear |
00:27 |
tim_flatus |
Thank you. That's useful. |
00:27 |
VanessaE |
the signs will automatically restore their text after a while |
00:28 |
tim_flatus |
o.O |
00:28 |
VanessaE |
(note that a global clear takes forever) |
00:29 |
tim_flatus |
Yes I know how long global /clearobjects takes ... The main thing is that I wouldn't want to risk it wiping the text of all the signs on the map |
00:29 |
VanessaE |
no worries if you're using my version |
00:29 |
tim_flatus |
It is possible to copy them off. Just not back on. |
00:29 |
tim_flatus |
I'll do a test with //clearobjects first |
00:45 |
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00:47 |
tim_flatus |
Is it possible to reduce the size of the text image? I can see how to limit the number of characters per line, but I'd love to be able to make the text image a pixel or two smaller all round. |
00:48 |
VanessaE |
actually I don't remember how to do that :-/ |
00:48 |
tim_flatus |
It would also be great if free-standing / hanging signs showed the text on both sides. I'm guessing you'll have considered this already VanessaE |
00:49 |
tim_flatus |
The code isn't the easiest to understand. |
00:49 |
VanessaE |
I have considered that yeah, but the "back" sides of the signs are meant to have e.g. heavy wood grain, or the stick for the yard sign |
00:49 |
tim_flatus |
It's the hanging sign in particular. |
00:49 |
VanessaE |
(the mod still needs some work :) ) |
00:50 |
VanessaE |
I'll ask kaeza about that |
00:50 |
VanessaE |
he maintains that code anyway |
00:50 |
tim_flatus |
OK. If I come up with any bright ideas I'll raise them with kaeza :-) |
00:53 |
tim_flatus |
Still, anything that gets me closer to players Actually Reading Stuff is a bonus :-D |
00:54 |
VanessaE |
good luck with that :-/ |
00:55 |
tim_flatus |
lol |
00:55 |
VanessaE |
somehow players still manage not to see the signs on my servers, even with doors that lock them into the spawn area. |
00:55 |
VanessaE |
auto-closing doors that is |
00:55 |
VanessaE |
sort of a "read the signs, ask for interact, or be stuck in spawn forever" situation |
00:55 |
VanessaE |
yet somehow that's still not enough :P |
00:56 |
tim_flatus |
My tongue is getting sores from the effort of not calling every other player a lame-ass |
00:56 |
VanessaE |
haha |
00:56 |
tim_flatus |
And I've only been at this three weeks! |
00:57 |
bas080 |
Where can i find a stupid simple example of a mod that uses the voxelmanip |
00:58 |
bas080 |
The tnt mod is a bit hard to understand |
00:58 |
tim_flatus |
It's not simple, but paramat's watershed or other mapgens are well worth studying |
01:00 |
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01:02 |
tim_flatus |
OK, back to sign-writing. Thanks for your help VanessaE - have a good week. |
01:03 |
VanessaE |
you're welcome. seeya :) |
01:13 |
tim_flatus |
Further testing has revealed that some signs can be screwdrivered. It depends on their original orientation. |
01:18 |
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02:13 |
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02:20 |
VanessaE |
Is there some way to check the current dtime just, whenever? i.e. within an ABM if I want top early-exit when dtime is too high? |
02:20 |
VanessaE |
to* |
02:21 |
Zeno` |
doesn't seem to be |
02:22 |
VanessaE |
:( |
02:22 |
Zeno` |
unless you can get ServerEnvironment somehow |
02:23 |
Zeno` |
although... |
02:23 |
Zeno` |
that's an interesting question because there is that max_lag mod out there... maybe it makes its own estimate |
02:24 |
VanessaE |
I guess I'll have to do an on-globalstep that just copies dtime to a local variable |
02:24 |
Zeno` |
probably yeah |
02:26 |
bas080 |
Can i remove the vines cleanup? |
02:26 |
bas080 |
vines_cleanup group |
02:26 |
bas080 |
Or would you preffer having t there |
02:27 |
VanessaE |
I don't remember what it's for |
02:32 |
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02:57 |
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03:57 |
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03:58 |
Birdy_ |
Hi |
03:59 |
Birdy_ |
anybody here |
04:00 |
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04:02 |
tim_flatus |
cluck |
04:17 |
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05:27 |
Birdy_ |
so hi |
05:28 |
Birdy_ |
;roll 10 10d10 |
05:28 |
fell |
http://dev.minetest.net/Translation refers to http://translate.minetest.ru/projects/minetest/core/ which answers "502 Bad Gateway" |
05:28 |
Birdy_ |
? |
05:30 |
Birdy_ |
:/ |
05:32 |
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05:32 |
kahrl |
fell: weblate is down at the moment, submit pull requests with modified .po files instead |
05:32 |
Birdy__ |
the silence is killing me :/ |
05:33 |
Birdy__ |
:( |
05:39 |
fell |
kahrl: I was only strolling around. But BTW that page refers to gettext, but most mods use a homebrewed intllib. What is the reason= |
05:41 |
kahrl |
fell: gettext is used to translate the engine. But it can't be used to translate mods (it's not exposed by the engine API) |
05:44 |
fell |
But at least theroretical gettext understands lua too - and it would avoid some pitfalls, intllib is having. |
05:44 |
kahrl |
fell: note that gettext assumes there is a single language active at any time, but that doesn't work in mods because players with different languages can be connected to a server |
05:45 |
kahrl |
see https://github.com/minetest/minetest/issues/2270 for some other potential problems |
06:05 |
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06:33 |
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06:49 |
VanessaE |
bbl |
06:54 |
Kalabasa |
How do I get the active object id of an entity? |
06:58 |
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09:42 |
Johnsen2 |
Has anyone seen selah around here? (shadowzone) |
09:42 |
Johnsen2 |
~seen shadowzone |
09:42 |
ShadowBot |
Johnsen2: I saw shadowzone in #minetest 2 days, 18 hours, 19 minutes, and 51 seconds ago saying "http://picpaste.com/pics/shadowzone-9Ji5NaJi.1423236022.png" |
09:53 |
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11:31 |
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11:32 |
fireglow |
How do I deal with dark spaces on the map, spaces that don't get any sunlight even during the day. As if something was built over the area, but there isn't. |
11:33 |
fireglow |
like so: https://fireglow.de/755/temp/screenshot_1847399236.png |
11:35 |
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11:36 |
fireglow |
I've tired worldedit fixlight, but it didn't help |
11:38 |
pitriss |
fireglow: mark quite high piece of this air and replace air by air |
11:39 |
pitriss |
I mean like 50 nodes high cuboid of air.. but it can be bugged even higher..:) |
11:41 |
fireglow |
pitriss: cheers, man, it worked! Thanks! |
11:42 |
pitriss |
fireglow: youre welcome.. |
11:42 |
fireglow |
:) |
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14:32 |
daswort |
hi, how can i farm flowers? (with a mod if necessary) |
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15:11 |
Birrrdy |
Hi |
15:11 |
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15:12 |
Birrrdy |
How do you do? |
15:13 |
Birrrdy |
Hello? |
15:13 |
Birrrdy |
😜 |
15:14 |
Birrrdy |
✠|
15:14 |
Birrrdy |
💪👓👜📱ðŸ“âœðŸ˜•ðŸ˜€ |
15:14 |
Birrrdy |
ðŸ“ðŸ˜ðŸ˜‰ðŸ˜ðŸ˜˜ |
15:15 |
Birrrdy |
Anyone here |
15:15 |
Birrrdy |
Bye thennn n |
15:22 |
pitriss |
daswort: if it were not changed then it is enough to place some flowers on dirt with grass and provide enough light.. there must be enough space around as there is limit to number of flowers at certain range.. i'm not sure if i remember it correctly but, it was 3 flowers in 3 node radius |
15:27 |
daswort |
thanks pitriss how much is enough light? 13? |
15:29 |
pitriss |
i think it was 12.. but.. latest version i tried was 0.4.9 so changes are possible:) |
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17:33 |
Krock |
meow |
17:33 |
* ElectronLibre |
meows at Krock. |
17:33 |
Krock |
:) |
17:35 |
Krock |
https://github.com/minetest/minetest/pull/1843 dat lol |
17:35 |
Krock |
it's a zoo! |
17:36 |
ElectronLibre |
Yes, I saw that earlier, it's becoming more a zoo full of fingers and kittens than a pull-request xD. |
17:37 |
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17:49 |
GitRekt |
much silence,wow |
17:49 |
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17:57 |
rubenwardy |
Hi all! |
17:57 |
ElectronLibre |
Hello rubenwardy. |
17:58 |
GitRekt |
ohai |
18:03 |
rubenwardy |
Lol, GitRekt |
18:05 |
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18:11 |
luizrpgluiz |
hi |
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18:32 |
luizrpgluiz |
rubenwardy: you will write a tutorial on how to create a mod mapgen with different biomes? |
18:33 |
rubenwardy |
Biomes aren't really officially supported yet - the API is likely to change, breaking mods. |
18:33 |
rubenwardy |
Jordach wrote a nice tutorial, though |
18:33 |
rubenwardy |
But on Biomes |
18:33 |
rubenwardy |
I will write a tutorial on LVM and Mapgen eventually, but I don't fully understand it. |
18:38 |
luizrpgluiz |
rubenwardy: does the Paramat can not give you a force to understand the world generator |
18:39 |
rubenwardy |
Maybe. I'll get around to it. I'm busy on other projects, and not in a writing mood |
18:39 |
rubenwardy |
I have used it. I just need to refresh meself |
18:49 |
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19:04 |
luizrpgluiz |
rubenwardy: The changes in the new version of minetest? |
19:05 |
rubenwardy |
Not right now, but a future version. |
19:05 |
rubenwardy |
It isn't declared stable and there are plans to rewrite / change |
19:06 |
luizrpgluiz |
rubenwardy: how so? will rewrite the whole game? |
19:06 |
rubenwardy |
No... Just the API by which you declare biomes |
19:12 |
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19:27 |
JakubVanek |
hello, can I replace default windows irrlicht dll in minetest binary build with one compiled by me? my brother has computer where opengl rendering backend doesn't work so he needs directx9 backend but that one is not included in default irrlicht dll |
19:29 |
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19:31 |
sfan5 |
JakubVanek: you can try that, it could work |
19:31 |
sfan5 |
JakubVanek: which minetest build are you using? |
19:32 |
JakubVanek |
0.4.11 stopped working, 0.4.10 worked |
19:32 |
JakubVanek |
*worked without replacing dll |
19:32 |
sfan5 |
32-bit or 64-bit? |
19:32 |
JakubVanek |
32bit |
19:32 |
sfan5 |
due to lack of people that had msvc installed 0.4.11 builds are all build using minGW |
19:33 |
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19:37 |
JakubVanek |
i'll try 0.4.12 when released, then if it won't work i'll try irrlicht and then my msvc build |
19:40 |
sfan5 |
JakubVanek: there also is a 32-bit msvc build of 0.4.11 on the forums |
19:40 |
JakubVanek |
oh great |
19:55 |
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19:56 |
JakubVanek |
thanks |
20:04 |
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20:06 |
est31 |
how can I disable this initalizing nodes step again? |
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20:54 |
est31 |
VanessaE: is the currency mod in dreambuilder the one from here: https://forum.minetest.net/viewtopic.php?id=7002 |
20:54 |
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20:54 |
VanessaE |
yep |
20:55 |
VanessaE |
my fork of it |
20:55 |
est31 |
so are there changes? |
20:56 |
VanessaE |
just routine updates to keep up with API progress, and you can now bundle and burn the currency when you end up with too much (an anti-inflation measure) |
20:56 |
VanessaE |
https://github.com/VanessaE/currency |
20:56 |
VanessaE |
I can't edit the first post due to some database screwup that no one's found time to fix |
20:57 |
est31 |
post?? |
20:57 |
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20:57 |
est31 |
or commit |
20:57 |
VanessaE |
first post of the forum thread? |
20:57 |
ipv6b |
VanessaE, if you ever want to test any of your servers for ipv6 support I can help you test it. |
20:57 |
est31 |
the one I linked to, ok |
20:58 |
VanessaE |
ipv6b: thanks |
20:59 |
VanessaE |
I still wonder how that IP even shows up in the "list" in the first place |
21:01 |
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21:02 |
ipv6b |
I usually search the list for potential ipv6 addresses to connect to when browsing that list. So I may search for "2a" or "::" |
21:02 |
VanessaE |
ah |
21:03 |
ipv6b |
As usual 2 matches with "2a" and more than I can count with "::" |
21:03 |
ipv6b |
should be about 8-12 matches the last one |
21:05 |
ipv6b |
11 matches. |
21:12 |
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21:19 |
fireglow |
ooh nice, currency fork |
21:19 |
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21:20 |
ipv6b |
fireglow, how is that jail going? I enjoyed playing on your server :) Is it still enabled? I don't mind if it was wiped. |
21:21 |
fireglow |
no, I've gone back to IPv4-only |
21:21 |
fireglow |
I've talked to proller, maybe he has plans regarding more than one listener |
21:21 |
ipv6b |
fireglow, what do you mean? |
21:22 |
ipv6b |
fireglow, you don't know if a server can host an IPv4+IPv6 at the same time? |
21:22 |
ipv6b |
should be "you're not sure if..." |
21:23 |
fireglow |
it can't accept connections on more than one listener |
21:23 |
ipv6b |
fireglow, you mean the BSD thing? |
21:23 |
ipv6b |
or the jail...yes the jail. |
21:23 |
ipv6b |
I'm confusing stuff up but I think you mean the jail. |
21:24 |
fireglow |
mhm |
21:26 |
ipv6b |
I'm glad the person who implemented ipv6 in minetest is also an expert on your OS of choice :) |
21:38 |
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22:22 |
jin_xi |
hm. so i dug a small trench, 2 nodes deep, one wide, 3 long and walked back and forth in it with external camera |
22:23 |
jin_xi |
results in weird flicker, as if the camera hits the walls |
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Birdy_ |
Hi? |
23:51 |
alket |
hi |
23:52 |
Birdy_ |
How's life ☺ |
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