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IRC log for #minetest, 2015-04-08

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Time Nick Message
00:00 Menche joined #minetest
00:02 iio7 joined #minetest
00:03 iio7 What exactly difference does "DRUN_IN_PLACE" provide?
00:04 Tmanyo joined #minetest
00:05 Tmanyo hello
00:05 prozacgod joined #minetest
00:09 Zeno` iio7, on what operating system
00:11 iio7 Linux
00:11 Zeno` iio7, not a lot
00:11 iio7 Meaning?
00:11 Zeno` I mean I don't use it and just put everything in ~/.minetest
00:12 iio7 Useless answer, sorry.
00:12 Zeno` and leave the compiled binary where it is (in ~/minetest-build/bin/minetest for me)
00:12 Zeno` well it just changes where it searches for minetest game and stuff
00:12 iio7 I am running a dedicated server and need to know exactly what that does.
00:12 Tmanyo joined #minetest
00:13 sofar I wrote a decent MC-like melon mod, will share later today on the forums...
00:13 Zeno` but .minetest is always searched anyway so it makes not much difference at all unless you want to put your games in the minetest binary directory
00:13 iio7 But isn't that defined in the conf, why does it need to go out and search?
00:13 Zeno` the .conf if in .minetest
00:13 Zeno` it doesn't that's why I'm saying it makes almost no difference at all
00:14 iio7 Hmm, such settings needs to be removed :)
00:14 Zeno` well, it's useful on Windows I guess
00:14 iio7 Oh, wouldn't know about that.
00:14 Zeno` some other devs seem to think it's still necessary even on Linux but I assure you it's not
00:14 iio7 Zeno`, thanks.
00:28 Johnsen2 hi
00:28 turtleman_ joined #minetest
00:28 Johnsen2 hi
00:28 Johnsen2 -!- ShadowBot Zeno` Recconect now. your internet has disconnected
00:30 Johnsen2 -!- ShadowBot turtleman_ Recconect now. your internet has disconnected
00:30 Johnsen2 -!- ShadowBot iio7 Recconect now. your internet has disconnected
00:30 turtleman_ joined #minetest
00:30 Johnsen2 XD
00:31 Johnsen2 -!- ShadowBot Zeno` Recconect now. your internet has disconnected
00:31 Johnsen2 -!- ShadowBot Zeno` Recconect now. your internet has disconnected
00:34 Zeno` stop that shit
00:34 Zeno` you're starting to piss me off >:-|
00:36 Johnsen2 :(
00:36 Johnsen2 ;(
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00:41 Jordach knock knock
00:41 TheDial-UpUser who's there.....?
00:48 TheDial-UpUser left #minetest
00:51 Johnsen2 zeno
00:51 Pilcrow joined #minetest
00:54 Zeno` yes?
00:56 sythe joined #minetest
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01:15 Hijiri weno who
01:15 Hijiri zeno who*
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01:30 Pilcrow herro, guise!  :P
01:35 VanessaE_ hi
01:37 Pilcrow hi VanessaE_. Hey, do you know if there's a way to convert a nodebox model for use as an entity?
01:38 VanessaE_ there is, use the "wielditem" drawtype
01:38 VanessaE_ for the entity
01:38 VanessaE_ or use my script:
01:38 VanessaE_ https://forum.minetest.net/viewtopic.php?f=9&t=10428
01:39 VanessaE_ look inside the spoiler under "convert and update old stuff"
01:39 VanessaE_ use that script to translate the nodebox definition into a .obj file
01:41 Pilcrow oh. can entities use .obj files? I assumed it was only .x
01:43 Pilcrow ^ (I'm still not very good with entities)
01:55 Pilcrow anyways, thanks VanessaE_
01:56 Zeno` aaaaargh
01:56 Zeno` I looked at the spoiler and it ruined the ending :(
01:57 VanessaE_ haha
01:57 VanessaE_ Pilcrow: yeah, you can use any standard model format as long as the entity is not animated
01:57 VanessaE_ (if it IS animated, only .x and I think .b3d will work)
01:58 VanessaE_ .obj is fine for static models
01:58 sofar mod question: I made an ABM that places a melon block besides a melon plant (adjacent face, directly)
01:59 sofar but once in a while I see the placed melon one level y lower?
01:59 Pilcrow sofar: did you use a math.floor?
01:59 sofar does the node drop automatically to a lower level if it's of the attached type?
01:59 VanessaE_ no idea, sofar
01:59 VanessaE_ yes, it'll do that
01:59 sofar ok
01:59 sofar I think I need to disable that anyway
01:59 VanessaE_ if there's nothing for it to "attach" to
02:00 sofar it's ok for plants, not for melon blocks
02:00 sofar I thought so - thanks!
02:01 sofar ah, no
02:01 sofar it wasn't attached
02:01 sofar it was "flora=1"
02:01 sofar trying without that
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02:04 Pilcrow is it more efficient to use a .obj for a node, as opposed to nodeboxes?
02:04 VanessaE_ Pilcrow: it can be, depending on how complex your model is
02:04 VanessaE_ really simple models with like 1 texture are usually better specified as nodeboxes
02:05 VanessaE_ (where "simple" == up to say 3 nodeboxes)
02:05 Pilcrow how about one with about 40 nodeboxes?  :P
02:05 VanessaE_ use a model.
02:05 Pilcrow lol
02:05 Pilcrow ok thanks
02:05 VanessaE_ and for that?  design the new model from scratch
02:06 Pilcrow heh
02:06 VanessaE_ because nodeboxes will have lots of hidden-but-not-removed faces and redundant surfaces
02:06 Pilcrow I would design it from scratch, if I could ever get blender to actually function for me...  :/
02:06 VanessaE_ blender isn't really that hard
02:07 VanessaE_ even I managed to learn it :)
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02:08 Pilcrow it's not that it's difficult, just that it doesn't work right on my computer. all models seem to export at like 1/10 of the size, and they're pure black in game (textures don't work on them for some reason)...
02:09 Pilcrow ^ even importing someone else's model and then exporting it without change will do that, for me...  :/
02:11 VanessaE_ weird.
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02:12 Pilcrow yeah. so I'm avoiding blender. just wondering if meshnodes are more efficient than nodeboxes when the same amount of faces are present...
02:13 VanessaE_ in terms of use of texture data, yes
02:13 VanessaE_ at least, if you are using your own unique texture where a little bit goes here, this other little bit goes there, etc.
02:14 VanessaE_ (if it's just some shape wrapped in wood or cobble or so, then no, not really)
02:14 VanessaE_ (not for the simpler models)
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02:18 Pilcrow ok, thank you. also, is vm or minetest.swap_node faster for "moving" a single node (i.e. copying it to a new position including metadata and removing it from the old position).
02:18 Pilcrow s/./?/
02:19 VanessaE_ neither.
02:19 VanessaE_ swap_node() isn't for moving a node to a new position :)
02:20 VanessaE_ (though I suppose it can be used for that)
02:20 VanessaE_ either way, vmanip would be slower than a single add/swap node call.
02:20 Pilcrow oh. durr. why was I thinking I should use that...?  *facepalm)
02:21 Pilcrow oh, excuse me, I was trying to *rotate* a node, not move it...
02:22 Pilcrow I *love* losing track of what I'm doing!  </sarcasm>
02:31 Pilcrow I guess I can poke into the screwdriver code to figure out the best method of rotating a node, though. I used get/set_node to prototype the mod, but now I'm trying to make it more efficient...
02:32 sofar is there a way to add an extra texture to a plantlike node? Like, attach something to that particular node only?
02:32 sofar trying to add a connection between melon plant and melon block only if there's a melon beside the plant, so they appear attached
02:32 * sofar reads up on set_attach()
02:34 Pilcrow I don't think so, sofar, but you could use a nodebox for your melon, to give it an extra piece that extends into the plant's position... I've done similar stuff before.
02:34 sofar or I could make a new model with 3 textures... yeah
02:35 sofar need some code examples :)
02:37 * Pilcrow is watching something. give me 15min and I'll find you some examples, ok?  :)
02:37 sofar I'd rather not extend the melon to the plant, but rather have a custom plant model
02:39 Pilcrow ah. that would probably require a mesh, if you want to keep the same kind of diagonals as a normal plantlike. I'm not sure how to do that. VanessaE_, any ideas?
02:39 sofar right, a mesh
02:39 VanessaE_ that's pretty simple.
02:40 sofar any examples in moretrees or plants_lib?
02:40 VanessaE_ two planes at 45 degrees to the horizontal, each with the same material, marked as double-sided normals, and a third plane parallel to the horizon, with a second texture for the root/tuber
02:41 sofar this melon mod is turning out pretty decent so far... I might just go and do some more farming plants later
02:41 VanessaE_ plants_lib has a plantlike mesh somewhere in the repo, but I need to replace it - it's sorta broken
02:41 sofar VanessaE_: zactly
02:42 Pilcrow sofar: if you release that melons mod. I may want to use it as well!  :)
02:42 sofar it's already working, I'm basically brushing up the uglies and making it ready for mass consumption
02:42 sofar at least, the melons are
02:42 sofar plant a melon seed, grows into a plant on planting, 5 stages to mature, then drops 1 melon on a random side.
02:43 sofar melon can be dug to get 3-5 melon slices
02:43 sofar slices can be crafted to melon seeds again
02:43 sofar restore 1 hunger as well when eating
02:44 sofar the growth rate is pretty slow, so it feels pretty balanced
02:44 sofar 30 seconds 10% for most parts
02:44 sofar so it'll take 15-20 minutes of play time before you get your first melon at minimum
02:44 Pilcrow awesome. the subgame I'm working on needs more food, so I would like to try that mod eventually...  :3
02:44 sofar I'll probably post it soon
02:44 sofar within a few days
02:45 Pilcrow cool
02:46 sofar one issue is that it's putting melon blocks over air blocks
02:46 sofar that needs fixing
02:46 sofar and I'd like to see if I can add that stem connection
02:48 Zeno` scooby dooby doooooooooooooo
02:48 Zeno` i wuv wooooooooo
02:48 Zeno` err, wrong window
02:48 Zeno` just erase that
02:50 sofar VanessaE_: do I need blender to create those .objs?
02:50 Pilcrow sofar, maybe use something like this to fix melons over air blocks: if minetest.registered_nodes[minetest.get_node({x = po.x, y = pos.y - 1m z = pos.z}).name].walkable == false then return end
02:51 Pilcrow s/po.x/pos.x/
02:51 VanessaE_ sofar: give me a few mins and I'll make something suitable for you
02:51 VanessaE_ (I gotta fix the one in plantlife anyway)
02:53 sofar VanessaE_: actually I'd like to try myself, but blender scares the crap out of me and I have a hard time getting it to run on my system, usually
02:54 sofar imagine that, it actually works now...
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03:01 * sofar brushes up the textures a bit more
03:01 tim_flatus I want to trim the leading ":" if it exists from a reference, should I use s:gsub or s:match method. The syntax for either is f-ugly, so I'm open to an alternative to trimming
03:02 tim_flatus I want to mod the spawn egg funcion in mobs redo api
03:04 tim_flatus It's part of a wider issue if anyone can be bothered to engage with it. (not entirely sure I do TBH)
03:06 tim_flatus Which is about customising 3rd party mods without forking
03:11 Pilcrow sofar, your melons-over-air problem can be solved by something like this: http://pastebin.com/EjTifaSY
03:11 sofar that walkable test works it seems
03:12 Pilcrow ok. I just made it cleaner in the pastebin. still the same basic process.
03:12 sofar running a test now ... just to make sure
03:13 Pilcrow tim_flatus: if I'm reading your message correctly, you're trying to make a mod that overrides part of another mod's code?
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03:14 tim_flatus Yes Pilcrow
03:17 tim_flatus That walkable test may have solved another completely different problem :D
03:17 tim_flatus hi sofar
03:18 Pilcrow tim_flatus: perhaps you can use the same function I used for changing some values in default lava without changing the whole thing: http://pastebin.com/nTZ9zrT4
03:19 Pilcrow ^ that will hopefully work on craftitems and tools too.
03:19 tim_flatus It would be much cleaner to add the ":" than remove it, yes :-)
03:25 Pilcrow tim_flatus: The ":" at the beginning of a registry just tells minetest "I'm re-registering a node that didn't come from this mod"... when it's actually registering, it doesn't change the item's name (as in, when I'm in a game using the above code, I can still do "/giveme default:lava_source" rather than "/giveme :default:lava_source")
03:25 Pilcrow in other words, there is no ":" to remove from the beginning. it's like a 'fake' part of the name...  :P
03:26 tim_flatus Unfortunately the spawn egg function overloads the mob namespace, so you can't directly reference the spawnegg. Or at east I don't think you can.
03:28 tim_flatus Of course I may have thunk myself into a corner and be missing something obvious ...
03:28 Pilcrow give me a second, I'm gonna go find the mobs redo code so I can help better.
03:30 Pilcrow tim_flatus, what are you actually trying to do with the spawn eggs, btw?
03:30 tim_flatus or http://pastebin.com/T4u04nLU
03:32 tim_flatus The reason for not just using tenplus1's kpgmobs edit is that I'm not using farming mod
03:32 VanessaE_ sofar: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/plantlike_with_root.obj
03:32 VanessaE_ see if that'll work for you.
03:32 tim_flatus So I need to overwrite the instances of farming:wheat and aliases don't work in this case
03:34 tim_flatus So the spawn eggs try to add an entity called :mobs:horse instead of mobs:horse
03:35 Pilcrow tim_flatus: for getting sheep to follow you, etc? or is there something else I'm not seeing that uses farming:wheat
03:35 Pilcrow ?
03:35 Fritigern joined #minetest
03:35 tim_flatus on_rightclick
03:36 tim_flatus and the replace_* attributes also use farming entities
03:36 tim_flatus / nodes
03:37 Pilcrow ahh... this is more complex than I thought; I think you'd need to override the entity's definition, not the spawn eggs. I don't have a function for that, but might be able to whip one up...
03:38 tim_flatus I'm doing that, this is just the broken bit
03:38 VanessaE_ sofar: note that this model's plantlike part is rotated by 46 degrees (not 45), to match how all other plants in the game are rotated by default.
03:38 VanessaE_ use two textures in your code to paint it
03:40 Zeno` VanessaE_
03:40 Zeno` oops
03:40 VanessaE :P
03:40 Zeno` VanessaE_ https://github.com/minetest/minetest/issues/2541#issuecomment-90791659
03:40 tim_flatus Pilcrow: https://github.com/0-afflatus/grail_test/blob/testing/mods/creature/horse.lua
03:40 Zeno` remember I was talking about "freezes" a few weeks ago?
03:40 VanessaE mmhmm?
03:40 Zeno` I wonder if that's the same thing LazyJ is now seeing
03:41 VanessaE that does sound similar, and btw I see the same effects while playing on my Creative server.
03:41 Zeno` like the frame just "stops" or "jarrs" ... not sure how to describe it
03:41 VanessaE it just takes longer for me to see the jittering
03:41 VanessaE and it's REALLY pronounced if I'm using HDX
03:41 LazyJ I'm seeing Zeno` and VanessaE bringing me a steak dinner with icecream for desert. :0)
03:41 Zeno` I can reproduced it 100% on my test server above a jungle
03:41 LazyJ What did I do this time?
03:41 VanessaE I'm seeing LazyJ sending me 1000 BTC also. :)
03:41 Zeno` and yes, HDX makes it easier to see
03:42 Zeno` LazyJ, nothing :D
03:42 Zeno` LazyJ, it's just that I've been seeing a "freeze" that's hard to explain for a few weeks now also
03:43 Zeno` I wonder if it's related
03:43 * Zeno` thinks
03:43 Zeno` I wish I'd written the coordinates down
03:43 Zeno` VanessaE, how far back does your PM history go? I remember giving you the coords I was using heheh
03:43 tim_flatus And Plcrow, the code in my testing branch works. It's just the spawn eggs that don't.
03:46 LazyJ The "freeze" I've experience has been in areas with several signs_lib signs. The error and crash don't occur but the freeze in Minetest still occurs. I was wondering if that was Minetest dealing with whatever had caused the error/crash.
03:47 Zeno` well the "freeze" I get happens in an empty world
03:47 LazyJ * caused the error/crash previously.
03:47 Zeno` not empty, but no mods
03:47 VanessaE Zeno`: my logs go back forever :)
03:47 Zeno` wow!
03:47 Zeno` infinite!
03:48 VanessaE I've got logs older than G*d. :)
03:48 VanessaE well maybe not :P
03:48 VanessaE anyway lemme look
03:48 Zeno` what's the first thing I ever said to you?
03:48 Zeno` (actually I don't wanna know)
03:48 Zeno` lol
03:49 Zeno` I need to make a repo for all my "test case code"
03:49 Zeno` the silly stuff I write to reproduce bugs
03:49 Zeno` instead of just deleting it :/
03:49 Pilcrow tim_flatus, I'm doing some testing to see if I can get them to work for you.
03:50 tim_flatus Pilcrow: bless you. Please don't feel you need to burn your brain on this.
03:51 tim_flatus It is good to know it's not just me being dumb ;-)
03:51 Zeno` we should maybe have an official minetest "minimal test to reproduce bug guideline" actually
03:51 Zeno` for stuff that's reproducible programmatically anyway
03:52 Zeno` hmmmm can then add them all to the database he's setting up for unit testing
03:52 sofar IRC crashed, yuck
03:52 Pilcrow tim_flatus: heh, it's fun to help with bugs, though! Just a heads-up, I may not be able to get it working either, as I'm not great with entities... but if I can help, I will!  :)
03:52 sofar VanessaE: thanks, I'll go try that out
03:54 VanessaE Mar 09 23:54:40 <Zeno`> around about 250, 20, 3300
03:54 Zeno` thanks :)
03:54 VanessaE Zeno`: ^^^^ but you told me the seed in a paste, which has since expired.
03:54 Zeno` the seed expired?
03:54 VanessaE the paste did you goof :)
03:54 Zeno` lol
03:54 Zeno` I have the seed... it's my test world ;)
03:55 VanessaE Mar 10 00:01:48 <Zeno`> count leaves
03:55 VanessaE Mar 10 00:02:10 <VanessaE>      You start to count the leaves, but you give up after the first few thousand.
03:55 VanessaE Mar 10 00:02:26 <VanessaE>      It's getting dark.  You're likely to be eaten by a ...oh wait, this game doesn't have MOBs.
03:55 Zeno` just which test world is another question....
03:55 Zeno` that's not the answer to count leaves
03:55 sofar VanessaE: ok I can open that in Blender
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03:55 Zeno` VanessaE, http://en.wikipedia.org/wiki/69105_%28number%29
03:55 Zeno` THAT is the answer you doofus
03:56 VanessaE sofar: yep, just delete the cube that blender starts with, and do file -> Import -> wavefront obj
03:56 Zeno` http://en.wikipedia.org/wiki/69105_%28number%29#Zork_I
03:56 Zeno` gimme your geek badge
03:56 VanessaE Zeno`: bleh.  42.
03:56 sofar I don't even know how to select that cube
03:56 Zeno` c'mon... your geek badge. Hand it over
03:56 VanessaE sofar: are you in object mode?
03:56 sofar what is "object mode" ?
03:57 sofar ahh, it appears I am
03:57 VanessaE sofar: press 'a', then press delete and click the "do it" option.
03:57 sofar one of the 30234029384 widgets says "object mode"
03:57 sofar :)
03:57 tim_flatus I think the simple hacky answer to my problem is not to use mobs:register_egg and write a minetest.register_craftitem for each instance.
03:57 VanessaE (whatever the exact text is for the "go ahead and delete it" option in the menu that comes up when you hit 'delete')
03:58 sofar done
03:58 VanessaE ok, now File -> Import -> Wavefront (obj)
03:58 sofar how do I rotate the bottom surface? I want it to be upright
03:58 sofar import was ok
03:58 VanessaE go into edit mode first
03:58 VanessaE (press 'tab' or just change the dropdown where it says object mode)
03:59 VanessaE now over to the right of the object/edit mode dropdown, you'll see some buttons for selecting vertexes, edges, or faces (a dot, a line, and a square)
03:59 VanessaE click the "face" button there, then right click on the face on the model that you want to move
04:01 sofar I ... can't get used to the controls in blender ...
04:02 VanessaE then you just need to orient the viewport so that when you rotate, the face goes in the direction you want.  that's most easily done by putting the camera into orthographic mode (press '5' on the keypad) and aligning to front, right, or top (press '1', '3', or '7' on the keypad)
04:02 tim_flatus sofar: you're not alone ...
04:03 VanessaE then press 'r' to rotate the face.  hold control while you move the mouse to snap to 5 degree increments.  watch the lower left corner of the screen for your current rotation amount.  you can also just type in the rotation amount if you want.  e.g. "r90<enter>"
04:03 VanessaE yeah the controls are a pain sometimes, particularly if you are switching back and forth between minetest and blender.
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04:04 VanessaE you find yourself wanting to use WASD to move the camera around :P
04:04 tim_flatus heh :D
04:05 tim_flatus Why can't I explore this jpeg .. oh wait, it's a jpeg
04:05 sofar hmm, rotated ok now... gotta bring it to the origin again?
04:06 VanessaE oh, did it not rotate around it's own center?
04:06 sofar na I got the 3 surfaces OK wrt eachother
04:06 sofar I must have moved it off origin after importing somehow
04:06 VanessaE oh ok
04:06 VanessaE yeah, move the object back to the origin then
04:07 VanessaE make sure it's exactly centered
04:07 VanessaE there's a quick trick to that btw:
04:08 VanessaE Select all with 'a', then do Mesh -> Snap -> Cursor to Center, Mesh -> Snap -> Selection to Cursor
04:08 sofar this is literally making me dizzy
04:10 sofar that snap removed one face, didn't move the other 2
04:10 sofar lol
04:11 VanessaE you didn't have the whole model selected ;)
04:11 sofar I'm not sure how to... I pressed 'a'
04:12 VanessaE you may have to press it twicce
04:12 VanessaE it's a toggle
04:12 sofar do I do that in object mode then>
04:12 sofar ?
04:12 VanessaE either one will work
04:13 VanessaE you can translate in either edit mode or object mode
04:13 sofar ahh yes that did something
04:14 sofar whoah, think I got it
04:17 sofar VanessaE: would you mind inspecting my butcher blender job? https://gist.github.com/sofar/46d9a70d0ea65fc4047b
04:17 * VanessaE looks
04:18 VanessaE lgtm
04:18 sofar I didn't touch the 2 46 degree surfaces, rotated the other by 90, so
04:18 sofar on to texturing... :)
04:20 Pilcrow tim_flatus, I see your problem, but I can't seem to fix it either... sorry  :\
04:21 tim_flatus OK, thanks. I'll go for the hack - which is to bypass mobs:register_egg and write a minetest.register_craftitem for each one
04:22 tim_flatus It's good to know it's not just me being dumb anyway :-)
04:23 Pilcrow ok, that will probably work fine. you might just want to make your own register_egg function in init.lua to save space and prevent code duplication. just a suggestion.
04:25 tim_flatus I think better to duplicate code I understand than a function that I don't
04:25 tim_flatus The other solution is to add an extra parameter to the function
04:26 tim_flatus Thanks for your help anyway :-)
04:28 Pilcrow ok then. sorry I couldn't actually *help* though, lol
04:30 MinetestBot [git] kwolekr -> minetest/minetest: Schematics: Prepend mod path to relative schematic filepaths 0df7361 http://git.io/ve6sG (2015-04-08T00:28:56-04:00)
04:32 sofar VanessaE: do I create a single texture with 16x32 aspect? or ?
04:32 sofar also, "tiles" vs. "textures" ... lol
04:32 VanessaE sofar: that file had two materials when I exported it, so create two 16x16 textures
04:33 VanessaE one for your root/tuber, and one for the plantlike part
04:33 VanessaE specify them in your tiles={} field in the node def
04:33 sofar euh, I didn't catch that part
04:33 VanessaE e.g. tiles = { "the tuber part.png", "the plantlike part.png" }
04:33 sofar I did tiles = { "", "" }
04:33 VanessaE (you may have to swap them)
04:33 sofar don't see the second texture show up
04:34 VanessaE when you re-exported your model, did you have "material groups" turned on in the export options?
04:34 hmmmm rofl this guy:  http://stackoverflow.com/questions/29461123/segfault-on-startup-of-application-compiled-with-g49-on-freebsd-10-x?noredirect=1#comment47100014_29461123
04:34 hmmmm that's very helpful
04:35 sofar VanessaE: shrug, will re-do it and see
04:35 VanessaE sofar: try that first :)  just re-export the model with material groups turned on
04:35 sofar closed blender already. oh well
04:35 VanessaE sofar: ok, well it's easy to fix
04:35 sofar yeah I can see from your .obj
04:36 sofar should be easy to do manually
04:36 VanessaE yep.  be sure you also do a file -> save so that you can keep a .blend version :)
04:38 sofar "Recover project" heh :)
04:40 MinetestBot [git] AMDmi3 -> minetest/minetest: Fix freetype detection d2fc98e http://git.io/ve6GM (2015-04-08T00:37:27-04:00)
04:41 VanessaE cheater. :P
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05:46 Pilcrow oh, VanessaE, I tried your nodebox-to-obj script. it spat out an error (basename: invalid option -- 's')
05:46 VanessaE weird
05:47 VanessaE -s, --suffix=SUFFIX
05:47 VanessaE remove a trailing SUFFIX
05:47 Pilcrow ah, ok. I suspected that's what you were intending, so I changed line 4 to outfile=${2%.obj}
05:47 VanessaE I guess you could pipe it through `cut` to strip the suffix off, if -s doesn't work on your basename implementation.
05:48 VanessaE that'll work too
05:48 VanessaE your script-fu is better than mine :)
05:48 Pilcrow I like my method; no dependancies on external programs. just bash itself.  :)
05:49 VanessaE you still need `bc` :)
05:49 Pilcrow well yes, but no dependancies for simply getting the output name  ;P
05:49 VanessaE (bash can't do floating-point arithmetic, but `bc` can)
05:49 VanessaE oh heh
05:52 Zeno` or you could write a simple C program to do it
05:52 Zeno` and call it from bash
05:52 Zeno` yeah!
05:53 Pilcrow and yes, I make sure bc and awk are on everything I use; they're so useful! but there's like 3 or 4 different `basename`s that are all only *sort of* compatable... plus mine's very old...  @_@
05:53 VanessaE heh
05:55 Pilcrow or, Zeno`, you could make a QBasic program to do it, and use QB64 (which technically translates it to C and compiles it using gcc)  ;P
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05:56 VanessaE why not blassic?
05:56 VanessaE ("The classic BASIC")
05:57 VanessaE I've actually used it to write a couple of useful programs.
05:58 VanessaE (of course at the time, I wasn't particularly good with bash et al. so there's that :P )
06:00 Pilcrow heh. I've never heard of Blassic. I'll have to check that out; I love basic programming! even made a few proggies in GW-Basic back in the day (even though I also had QBasic... I'm a strange person)  :P
06:00 Zeno` night all, I'm off for my walk
06:01 VanessaE blassic is fun to play around with
06:02 VanessaE programs written with it behave like lua or bash scripts (even to the point of starting a program with  #!/usr/bin/blassic  for example)
06:03 VanessaE but you use the old syntax from back in the days when we actually knew which lines on a circuit board did what when a given instruction was executed by the CPU :)
06:03 VanessaE anyways, I'm off.  have fun with it :)
06:07 Pilcrow it's time for me to go to bed anyways. see you later, whoever's still here!  :)
06:07 Etzos Any interpreted language that uses plain text files (and ignores lines that start with # or #!) can be started with #!/usr/bin/<interpreter>.
06:10 Pilcrow I believe you are right, Etzos. if I recall #! tags are a feature of the shell itself... anyways, I'm off. g'night!
06:11 Etzos Yep. It's a shebang. Designed to do that.
06:12 Etzos I'm pretty sure it's parsed by the program loader too, so it's not exactly a function of the shell, but the OS.
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06:12 Etzos I'm not positive about that though.
06:14 hmmmm it's true
06:14 hmmmm #! is a binary file ID
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08:25 sofar for those interested in my melon work: http://imgur.com/WyyV24p
08:26 * sofar & bed
08:28 jin_xi yay cubic melons! i hear those are very valuable and expensive
08:34 Krock "Sofar & Bed now together! Fighting against the bad people and save the world!"
08:35 Krock (For those with optimistic dreams)
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09:03 JamesTait Good morning all; happy Draw a Picture of a Bird Day! :-D
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09:23 xenkey Etzos: still there?
09:24 Etzos Indeed. Although not for much longer I'm afraid.
09:25 xenkey Alright, is there enough time to get started with gitolite?
09:25 xenkey I just need you to pastebin your public key
09:25 Etzos I believe so.
09:25 Etzos One moment.
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10:18 Calinou >2015 >Gitolite
10:18 Calinou Gogs' the new thing :)
10:18 xenkey Calinou: what's so bad about gitolite?
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10:21 Calinou it's old-fashioned; it's the Perl of Git services
10:21 xenkey It's literally the perl of git services lol
10:24 xenkey i got disconnected :(
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11:14 xenkey !server Jordach
11:14 MinetestBot xenkey: Jordach's Public Server | jordach.net:30001 | Clients: 0/15, 0/0 | Version: 0.4.11-dev / minetest | Ping: 8ms
11:14 xenkey !server players:most
11:14 MinetestBot xenkey: just test | 87.110.8.195 | Clients: 23/78, 21/30 | Version: 0.4.12-dev / minetest | Ping: 36ms
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13:53 n00b hi
13:53 xenkey hi
13:56 Guest99808 how to play in multi`
13:56 Calinou Guest99808, open server list
13:56 Calinou and join a server?
14:01 Calinou https://community.renderman.pixar.com/article/114/library-pixar-one-twenty-eight.html
14:01 Calinou VanessaE, you may be interested in this for HDX
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14:07 Zeno` SPY
14:08 Zeno` there is a SPY in our midst
14:08 Zeno` Danger Will Robinson!
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14:49 Johnsen2 Huh..
14:50 xenkey hey Jordach
14:50 Jordach i crashed my system again
14:50 Jordach thanks obama
14:50 xenkey lol
14:51 Johnsen2 Obama?
14:52 xenkey bin laden guy
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14:53 Johnsen2 Obama - President from U.S.A aka United States Of America
14:54 denis_ Do you have smth against Obama?
14:54 xenkey Nah
14:54 denis_ What do you think about Putin?
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15:13 Jordach tl;dr accidential realistic sunset http://a.pomf.se/kqrnna.png
15:15 Calinou you should make a render that uses HDX
15:15 Calinou would be ultra-realistic :P
15:16 Jordach no
15:16 Jordach my GPU already cries from the beatings of CUDA
15:16 xenkey Jordach: Can you make a render with solid colours for blocks and concentrate on the lighting?
15:16 Calinou Jordach, use HDX 64 then
15:17 Jordach Calinou, again
15:17 Jordach Cycles has a texture limit
15:17 Jordach 2gb isn't enough, but AMD's cards now work with Cycles
15:17 xenkey cycles?
15:17 Jordach an 8gb R9 290x might do the job :P
15:18 Calinou OpenCL support has recently been done, thanks to an AMD employee
15:18 xenkey 3> ultra realistic
15:18 xenkey 3> cubes
15:18 Jordach xenkey, you can achieve photorealism with cubes
15:19 Jordach design vs asthetic
15:19 xenkey photorealism maybe
15:19 xenkey But the fact is, it's still a square in a video game
15:19 xenkey cube even
15:20 Jordach xenkey, not everyone likes high poly art - see low poly for example, cubes are just potentially a derivitive
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15:29 sofar I don't like hdx textures... I find it harder to recognize lots of blocks
15:29 xenkey ^
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15:47 Zytum hi
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16:43 Krock "i love ,06col,06or,11s!",00 - the secret message of https://forum.minetest.net/viewtopic.php?p=175499#p175499
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16:44 Calinou all we need is pitch indication
16:44 Calinou not Lua-computed player animation
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16:45 Krock Calinou, please start with the first lines in clientiface.cpp :P
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16:54 Jordach Calinou, pls ban
16:55 Jordach it's rare that i want to specifically punch a 12 year old in the face
16:55 Jordach pls shut up
16:57 Zytum Krock, your server is on?
16:57 Krock Zytum, check it.
16:58 Zytum Damn, before I can't (5 minutes)
16:58 Zytum thanks
17:00 * Jordach wonders if this is mising from Homedecor http://a.pomf.se/uiqecj.png
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17:01 * Krock thinks Jordach could be right
17:01 ElectronLibre Jordach, I understand what it is to want to shut a 12 year old kid up because they are annoying, it's what I feel everyday.
17:01 ElectronLibre By the way there are grills in homedecor.
17:02 Jordach dammit
17:02 Jordach but are the rods chrome plated?
17:03 ElectronLibre I think they look exactly like this one. Give me two minutes and I can get you a screenshot.
17:05 Jordach it's been two minutes
17:05 ElectronLibre There it is : https://lut.im/Zm7EodbR/xYii2PiA It's not red in fact, it's gray.
17:06 ElectronLibre And they aren't really similar on second thoughts..
17:20 VanessaE sofar: you asked about my export options in blender...  this is what I use when a model has multiple materials to be textured:  http://digitalaudioconcepts.com/vanessa/extra/Screenshot%20-%2004082015%20-%2001%3a23%3a38%20PM.png  (when it does not, I turn off the "Material Groups" option)
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17:25 VanessaE (according to some reading, I don't actually need the "Write Normals" option, but someone told me to use it and I've not done much testing without it)
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17:26 MinetestBot [git] kwolekr -> minetest/minetest: Link against shlwapi.lib and unify linker input sources for Windows c758fd7 http://git.io/ve1Fg (2015-04-08T12:56:53-04:00)
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17:54 ElectronLibre I discovered a strange behavior of the on_item_eats list : whenever the game is parsing the table containing the functions and a function returns true or itemstack (to cancel the default answer to item_eat : hp increase) the following functions are ignored, not even launched. Is it normal?
17:54 jp_hranice hallo. I am new to test mine. I can just build from plank. What to try?
17:54 Calinou jp_hranice, http://wiki.minetest.net/Crafting
17:55 xenkey test mine
17:55 jp_hranice sorry minetest
17:55 Zytum bye
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18:33 ruukasu where are the images that make up the "hotbar" in the source tree? can't find them anywhere
18:48 Calinou ruukasu, by the default the hotbar is generated procedurally; there is no image
18:48 Calinou however minetest_game uses hotbar images
18:48 Calinou the minimal subgame doesn't use any, thus it uses the fallbacks
18:48 Calinou (like crosshair)
18:48 Calinou look in games/minetest_game/mods/default/textures
18:48 ruukasu Calinou: where are the images in _game?
18:50 ElectronLibre The menu images in menu, the other ones in each mod's textures directory.
18:50 ruukasu menu only has the giant "minetest" banner for main menu and the game icon
18:51 ruukasu oh
18:51 ruukasu glossed over mods/defualt/textures because I thought it was all blocks
18:51 ruukasu sorry about that :|
18:51 ElectronLibre For example, bones' textures in mods/bones/textures
18:51 ruukasu yeah
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21:10 MinetestBot [git] est31 -> minetest/minetest: Document for api functions that rely on current_modname, that it doesn't work when not loading mods 0a41326 http://git.io/veD62 (2015-04-08T23:05:26+02:00)
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22:02 sofar https://forum.minetest.net/viewtopic.php?f=9&amp;t=11795 Cheers
22:02 stormchaser3000 joined #minetest
22:02 xenkey *cheers from everyone*
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23:55 Johnsen2 http://picpaste.com/My_creation__Lava_creation____minetest_-9FRQ9rE6.PNG :D : Blow stuff up server
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