Time |
Nick |
Message |
00:00 |
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Menche joined #minetest |
00:02 |
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iio7 joined #minetest |
00:03 |
iio7 |
What exactly difference does "DRUN_IN_PLACE" provide? |
00:04 |
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Tmanyo joined #minetest |
00:05 |
Tmanyo |
hello |
00:05 |
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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 |
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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 |
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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 |
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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 |
;( |
00:40 |
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00:41 |
Jordach |
knock knock |
00:41 |
TheDial-UpUser |
who's there.....? |
00:48 |
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TheDial-UpUser left #minetest |
00:51 |
Johnsen2 |
zeno |
00:51 |
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Pilcrow joined #minetest |
00:54 |
Zeno` |
yes? |
00:56 |
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sythe joined #minetest |
00:57 |
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01:07 |
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01:15 |
Hijiri |
weno who |
01:15 |
Hijiri |
zeno who* |
01:20 |
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Wuzzy2 joined #minetest |
01:21 |
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Enke joined #minetest |
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 |
02:03 |
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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 :) |
02:07 |
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02:07 |
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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. |
02:12 |
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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) |
02:15 |
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02:16 |
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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... |
02:59 |
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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? |
03:14 |
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Hijiri joined #minetest |
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 |
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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 |
03:55 |
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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. |
04:03 |
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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 |
05:26 |
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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 |
05:56 |
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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. |
06:12 |
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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? |
10:21 |
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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 |
14:05 |
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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 |
14:53 |
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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? |
14:56 |
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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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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 |
16:43 |
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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 |
17:00 |
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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) |
17:23 |
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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) |
17:25 |
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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&t=11795 Cheers |
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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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