Time |
Nick |
Message |
00:05 |
wilkgr |
Does anybody know how to add an extra command |
00:05 |
wilkgr |
to MineTest? |
00:05 |
wilkgr |
One beginning with a / |
00:07 |
wilkgr |
OldCoder, I found this: https://forum.minetest.net/viewtopic.php?id=1203 this has the AFK command |
00:16 |
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00:40 |
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00:42 |
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01:13 |
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01:15 |
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01:27 |
exio4 |
hai |
01:41 |
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01:43 |
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01:44 |
AndroidKris |
What's up? |
01:44 |
Pilcrow |
sofar, if you're there, I'm sorry if I made you mad yesterday. |
01:45 |
Pilcrow |
and hello AndroidKris :) |
01:45 |
AndroidKris |
ohaithere |
01:46 |
Pilcrow |
AndroidKris: did you get 0.4.12 and technic working fine? :) |
01:46 |
exio4 |
\o Pilcrow |
01:46 |
exio4 |
o/ AndroidKris |
01:47 |
Pilcrow |
hi exio4. how are you today? |
01:47 |
exio4 |
it's going |
01:47 |
AndroidKris |
I did, and discovered an apparently common "falling" glitch. Shortly after that, I figured out the "solution" to that falling glitch completely by accident. |
01:47 |
exio4 |
long day today |
01:47 |
Pilcrow |
what glitch was that, AndroidKris? |
01:48 |
Pilcrow |
exio4: bad day at work or something? :\ |
01:48 |
AndroidKris |
Where you start falling through blackness because one of the coords gets set to "-infinity" |
01:48 |
exio4 |
Pilcrow: nah |
01:49 |
AndroidKris |
It's apparently common on linux installs |
01:49 |
exio4 |
Pilcrow: it was that I was for 14+ hours@ uni |
01:49 |
Pilcrow |
AndroidKris: I use linux, but I've never had that happen... |
01:50 |
Pilcrow |
exio4: oh, fun. what are you studying? |
01:50 |
exio4 |
systems analysis is the name of thing, I think |
01:50 |
exio4 |
in english |
01:51 |
Pilcrow |
VanessaE, are you up and around? |
01:52 |
VanessaE |
yeah |
01:54 |
VanessaE |
for the moment anyway |
01:54 |
VanessaE |
what's up? |
01:54 |
Pilcrow |
VanessaE: I got blender working on my other laptop, but can't seem to figure out the materials thing we talked about earlier. also, is there a way to make it use a top, bottom, and side material same as normal nodes and nodeboxes? |
01:54 |
sofar |
look at the farming:soil node |
01:55 |
VanessaE |
brb, I'll explain when I return |
01:55 |
sofar |
also, soil_with_potatoes |
01:55 |
Pilcrow |
ok, thank you. |
01:55 |
sofar |
very easy to do without creating a mesh |
01:57 |
Pilcrow |
sofar: what I was asking about is how to apply 3 seperate materials to a mesh, using top, bottom, and side textures. mine definitely needs to be a mesh, as it is very non-cubic ;) |
01:57 |
VanessaE |
back. |
01:57 |
sofar |
you'll have to do the UV unmapping stuff |
01:57 |
VanessaE |
it's easily done with a mesh but as sofar says, you have to learn how to use the UV mapper part of blender |
01:57 |
VanessaE |
that part is easy to learn but tedious to actually do |
01:58 |
Sokomine |
sounds tricky |
01:58 |
* Sokomine |
stares at blender and gimp - and runs away |
01:59 |
Pilcrow |
I guess I'll have to go look for tutorials or something. I've never used blender, or any 3d modeling program, for that matter. no idea what a UV map even is... :P |
01:59 |
VanessaE |
in Blender, on that side pane at the far right, there's a set of small tabs underneath the object list, one of which looks like a camera. mouseover it and scroll it to the right (don't scroll the scrollbar above it - scroll the tabs) look for the one that looks like an orangeish ball, right next to a red/white checkerboard |
01:59 |
VanessaE |
that ball is the materials tab |
02:00 |
VanessaE |
click that, add a material by clicking the "+" icon right of the empty list, then hit "New" below the list. double click the name in the list, which now reads "Material" and give it a new name. |
02:01 |
exio4 |
good night anyway |
02:01 |
VanessaE |
look down below the large white ball that is now visible and click the white rectangle under "Diffuse" to change the color of that material. |
02:01 |
VanessaE |
repeat those steps to add more materials. |
02:02 |
VanessaE |
then, go back to your model, select some polygons, click the material in your list on the right, and click "Assign" at the bottom of the list |
02:02 |
VanessaE |
oh, make sure you're in Edit Mode for all of this. |
02:02 |
sofar |
VanessaE: does every node have the "under" and "above" members? |
02:02 |
OldCoder |
VanessaE, yo |
02:02 |
VanessaE |
sofar: those members are of the position itself, not of the node at the position, so you could say so yeah |
02:02 |
sofar |
um |
02:03 |
sofar |
argh, yes they're pos |
02:03 |
VanessaE |
pointed_thing.above and .under are positions, but I don't *think* that pointed_thing has any other members besides those |
02:03 |
AndroidKris |
VanessaE, I just want to say great work on your hdx textures. I'm using the 128px and it is beautiful |
02:03 |
VanessaE |
thanks AndroidKris :) |
02:03 |
sofar |
VanessaE: IC, thanks |
02:04 |
Pilcrow |
sofar: you can probably use minetest.serialize(pointed_thing) to see for sure if it has any more members. |
02:05 |
VanessaE |
Pilcrow: did the above make sense? |
02:05 |
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02:06 |
wilkgr |
OldCoder, did you get my previous message? |
02:07 |
OldCoder |
You keep going in and out wilkgr |
02:08 |
OldCoder |
It is difficult to focus on your threads |
02:09 |
wilkgr |
Very funny...not |
02:09 |
wilkgr |
This mod has a AFK command: https://forum.minetest.net/viewtopic.php?id=1203 |
02:11 |
wilkgr |
Still alpha, but its nice to see an implementation |
02:12 |
Pilcrow |
VanessaE: odd... double-clicking the name does nothing for me. can't seem to rename it. |
02:13 |
VanessaE |
Pilcrow: you're in edit mode? |
02:13 |
Pilcrow |
VanessaE: how do I tell? it did let me remove the existing material, if that's any indication... |
02:14 |
VanessaE |
you're double-clicking the name in the list, right? next to the [+] [-] [V] buttons? |
02:14 |
VanessaE |
ok yeah, if you can remove a material, you're not in edit mode |
02:14 |
VanessaE |
you're in object mode |
02:14 |
VanessaE |
hit the pulldown at the bottom of the screen, it probably says "object mode" |
02:14 |
VanessaE |
or just press 'tab' |
02:18 |
Pilcrow |
ok, I'm in edit mode now, but still can't change the name. |
02:18 |
AndroidKris |
VanessaE, I just noticed that the fence in the hand has pink edges with your hdx 128px textures. |
02:19 |
VanessaE |
are you double-clicking on the right one? there are two places where it looks like you can double-click - in the listing right next to the [+] [-] [V] buttons (yes), and below the list it reads "Material" [F] [+] [X] [some boxes] [Data] |
02:19 |
AndroidKris |
no biggie, I just installed today, so of course I didn't notice till just now. So I look like a jerk for saying it is great work, then pointing out flaws. |
02:19 |
VanessaE |
you want the upper one of the two |
02:20 |
Pilcrow |
Ah, I had to click the little pin icon above the materials list. then it let me edit the name. |
02:22 |
Pilcrow |
oh, it looks like I didn't actually need to click that icon. the box next to the +, -, and v won't let me change the name, but there's another text box below it (under the Assign button) that works. |
02:25 |
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02:28 |
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02:30 |
Pilcrow |
VanessaE: thank you for the help. I made the materials, and named them, but how do I select the polygons in my model? clicking and dragging just moves the little circled-crosshair thing... |
02:32 |
Pilcrow |
oh, I figured it out. it's a right-click thing. don't know how to zoom/rotate the model though. |
02:33 |
VanessaE |
zoom and rorate is done with the mouse wheel |
02:33 |
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02:33 |
VanessaE |
(shift and/or control is useful here for panning and drag-to-zoom) |
02:33 |
VanessaE |
rotate* |
02:35 |
wilkgr |
So, OldCoder, what do you say to that? |
02:39 |
Pilcrow |
ah, I see. mwheel=zoom, shift+mwheel=pan up/down, ctrl+mwheel=pan left/right... but how do I rotate it to view the faces on the other side, etc? |
02:41 |
VanessaE |
middle click and drag. |
02:42 |
VanessaE |
and you can use the keypad |
02:42 |
VanessaE |
1 3 and 7 being the most useful |
02:42 |
VanessaE |
5 switches between ortho and perspective views |
02:43 |
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02:43 |
Pilcrow |
I'm on a laptop with no keypad. at least I can simulate middle mouse button by pressing left and right buttons at the same time... |
02:44 |
VanessaE |
ok |
02:45 |
Pilcrow |
how do I de-select faces? |
02:45 |
VanessaE |
shift-right-click |
02:46 |
VanessaE |
also ctrl-left-click-drag to lasso-select, and ctrl-shift-left-click-drag if you want to lasso-DEselect |
02:47 |
Pilcrow |
thank you. I actually figured out the lasso, but then couldn't find the un-lasso... :P |
02:55 |
Pilcrow |
Awesome. I think I'm done with this now, but need to test it to be sure. thank you so much for your help, VanessaE... :) |
02:56 |
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02:56 |
VanessaE |
there's still one more step": |
02:56 |
VanessaE |
in your mod, you have to reference your materials as texture entries in your tiles={} field in your node def. |
02:57 |
VanessaE |
and you will probably put them in the wrong order the first time. if the model loads but all the materials are in the wrong places, just swap your tiles={} entries around. |
02:57 |
VanessaE |
(no need to alter the model if it works but the materials are all switched up) |
02:58 |
Pilcrow |
VanessaE: do you mean like the standard {"top.png", "bottom.png", "side.png"}? |
02:58 |
VanessaE |
yeah |
02:58 |
VanessaE |
and you have to make sure you export your model to .obj with "Material groups" turned on as well. |
03:00 |
VanessaE |
you'll figure it out :) |
03:01 |
Pilcrow |
thanks, I didn't turn on material groups before, so that probably wouldn't have worked right... :P |
03:03 |
Pilcrow |
hmm, now my dropbox is being stupid and refusing to sync. how annoying... |
03:03 |
MinetestBot |
[git] paramat -> minetest/minetest: Mgv5/v7: Add check for water for deciding biome node stability ad789be http://git.io/vvrWT (2015-04-16T04:01:58+01:00) |
03:11 |
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03:12 |
Botch |
hello? |
03:12 |
VanessaE |
Botch: irc.inchra.net #minetest |
03:13 |
VanessaE |
(yes, I was watching just now) |
03:14 |
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03:18 |
Pilcrow |
how strange... VanessaE, the newly exported model doesn't seem to have changed anything despite my work on the materials. it scrambles my textures, and works perfectly fine with the old single-file texture I'm trying to get rid of... :\ |
03:19 |
VanessaE |
you'll figure it out :) |
03:19 |
VanessaE |
just re-read what I wrote above, you probably just missed a step |
03:20 |
Pilcrow |
but when I open the .blend, all my changes are still there. maybe somethings screwing up with the export to obj? |
03:20 |
VanessaE |
possibl;y :) |
03:23 |
* cheapie |
peeks in |
03:23 |
cheapie |
Pilcrow: Your mod hasn't eaten me yet... either it's because I haven't installed it, or I'm not a grapefruit. |
03:24 |
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03:24 |
Pilcrow |
well, one thing's for sure, VanessaE: it's not just a matter of re-arranging the tiles; they're literally scrmbled, not just in the wrong places... |
03:25 |
VanessaE |
sounds like you need to UV-map your model now |
03:25 |
VanessaE |
you've gotten everything done but the tedious part |
03:26 |
VanessaE |
open a second Blender window (top menu, Window, Duplicate Window). Change the mode from 3d view to UV/texture editor (the icon on the left end of the menu next to "view", looks like a white cube) |
03:27 |
VanessaE |
select some polys in the 3d view window, press 'u', and select one of the unwrap options, whichever works best for the part you're working on. |
03:27 |
VanessaE |
repeat ad nauseum. |
03:28 |
Pilcrow |
ah, ok. you didn't mention how to do that earlier. I thought assigning the materials to the faces was what you meant by "UV map", and I had already done that. |
03:29 |
VanessaE |
heh nope |
03:29 |
VanessaE |
that just sorta splits the model up so that minetest can assign textures, but you still have to lay them out on the model :) |
03:35 |
Pilcrow |
do I need to do something to actually "apply" the unwrap? |
03:37 |
VanessaE |
if you see UV pieces appearing in the UV editor, and they're shaped and oriented the way you want, mthen that's as far as you have to go with them |
03:37 |
VanessaE |
just always make sure you have the right texture loaded for each material you're editing on, just to help avoid mistakes |
03:38 |
VanessaE |
also, if you turn on the 'n' panel in the 3d view, find the "shading" dropdown, and set it to "multitexture", you can see what your model will look like with the textures in place. |
03:38 |
VanessaE |
excuse me, not just "multitexture", but "textured solid" |
03:39 |
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03:39 |
Pilcrow |
the 'n' panel? the n button does nothing, so I assume you're refering to something else? |
03:40 |
VanessaE |
if you mouse over your model in the 3d view and press 'n', a panel on the right will toggle on and off |
03:40 |
VanessaE |
in that panel is a "shading" option. |
03:41 |
Pilcrow |
oh. ok. I don't know why the n button didn't work before, but that panel has been open from the start. :P |
03:41 |
cheapie |
And then you press more buttons and something happens, I think. |
03:41 |
VanessaE |
heh |
03:41 |
cheapie |
No idea which buttons correspond to which functions. |
03:41 |
VanessaE |
Pilcrow: right. in there is "shading", expand/open that menu and tick the "textured solid" checkbox |
03:42 |
* cheapie |
continues sitting on his bed in front of his franken-computer with the keyboard propped up on a receipt paper box |
03:42 |
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03:42 |
Pilcrow |
ok. I must've done something wrong; the whole model's white |
03:42 |
cheapie |
Speaking of buttons that do stuff, *gestures vaguely at keyboard* I think it's one of those. |
03:43 |
VanessaE |
Pilcrow: that's normal |
03:43 |
VanessaE |
now select some polys and start UV-mapping |
03:43 |
VanessaE |
you'll find yourself turning the "textured solid" feature on and off from time to time |
03:47 |
Pilcrow |
VanessaE: I've selected the polys, pressed 'u', and clicked unwrap. but I don't know how to assign the actual texture to it. do I click on "browse image to be linked" in the UV window? |
03:48 |
VanessaE |
what you do is click on your material in the list where you added them, select the polys that belong to that material, and click "Apply" below the material list. then, while those and only those polys are selected, go over to the UV editor, ignore any UV pieces that you might see, and doand do Image -> Open |
03:48 |
VanessaE |
select your texture there |
03:48 |
VanessaE |
then proceed to unwrap |
03:48 |
VanessaE |
then unselect all polys, select some for the next material, select the material on the right, click "Apply", load a texture in the UV editor, and repeat for each material |
03:49 |
VanessaE |
select the polys in the 3d view that is |
03:49 |
VanessaE |
the UV editor window will switch textures whenever you select polys in the 3d view |
03:50 |
VanessaE |
once you've done it a couple of times, it will suddenly become obvious how it works :) |
03:50 |
VanessaE |
sorry if I'm rambling |
03:50 |
VanessaE |
it's getting late and I suck at teaching :P |
03:50 |
VanessaE |
(especially when trying to teach over this medium) |
03:51 |
* Pilcrow |
feels dense... this is probably the most confusing thing I've ever done. |
03:51 |
VanessaE |
it IS confusing at first |
03:52 |
VanessaE |
but it will make sense after a few tries |
03:53 |
Pilcrow |
well I thank you very much for being patient with me. and no, you're not rambling at all. |
03:56 |
Pilcrow |
ah, I suppose I can't just do a normal top, bottom and side texture, so I can simply re-use the textures from my nodebox version, huh? :( |
03:56 |
VanessaE |
you CAN probably re-use your old textures, after some changes |
03:56 |
VanessaE |
but don't expect to just randomly project them onto the model :) |
03:57 |
VanessaE |
you CAN project them directly onto the model, but it probably won't look the way you hoped. |
03:57 |
Pilcrow |
I was hoping to tweak the model in such a way that the textures wouldn't need to be modified. |
03:57 |
VanessaE |
(that's what the "project from view" option in the UV unwrapper does - after you rotate your view to the correct "side" and select the relevant polys that is) |
03:58 |
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04:02 |
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04:19 |
AndroidKris |
With the slab items, how can I put something like a fence post on top without a gap (since the slab is half as high as a normal block), or have the slab occupy the top half of the "block space" that I place it in? Is this even possible? |
04:21 |
AndroidKris |
nvm the top half thing, figured it out with the screwdriver. now to figure out the gap problem |
04:23 |
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04:24 |
VanessaE |
you can't. |
04:24 |
VanessaE |
you would have to define a new node that is the combination of the fencepost and the slab. |
04:25 |
Pilcrow |
AndroidKris: unfortunately, there's not really a way to get rid of the gap. the slab may only take up half of the node space, but it still counts as a whole node; two nodes can't occupy the same space. |
04:26 |
AndroidKris |
I guess the workaround is to use the screwdriver to lift the half-high slab to the top half of the node space then huh? |
04:26 |
AndroidKris |
Don't take this the wrong way VanessE, but your answer was to technical for me to understand.lol |
04:27 |
AndroidKris |
I know some techy stuff, but I'm still a nub to minecraft...errrr, minetest; as it were. |
04:27 |
VanessaE |
AndroidKris: to do it the right way, you would have to write a mod :) |
04:27 |
AndroidKris |
yeah, I'm not even close to being there yet. |
04:28 |
AndroidKris |
Maybe not ever. |
04:28 |
AndroidKris |
:P |
04:28 |
VanessaE |
actually the RIGHT way requires an engine change. there is a proposal that would suffice, but that proposal has not been implemented. |
04:28 |
Pilcrow |
and even a mod wouldn't get rid of the gap for everything. furnaces, for example, would still be "floating" :P |
04:29 |
AndroidKris |
Why the furnace? |
04:29 |
VanessaE |
that was only an example |
04:29 |
VanessaE |
any object would be that way |
04:29 |
AndroidKris |
o.0 |
04:29 |
VanessaE |
because the slab's gap is hard-coded into the node space. |
04:30 |
VanessaE |
think of the gap as being filled with aerogel or something :) |
04:30 |
AndroidKris |
aha...And the only way to change that would be to basically allow objects to occupy two node spaces at the same time, as well as allowing two objects to occupy the same node space. |
04:31 |
VanessaE |
correct. |
04:31 |
VanessaE |
the former is already possible now |
04:31 |
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04:31 |
VanessaE |
(objects can occupy as much space as you want via model meshes) |
04:31 |
VanessaE |
but the latter (two objects in one node space) is not possible (yet, ever? idk) |
04:32 |
AndroidKris |
sound's almost like it would require a complete overhaul of the definitions of the node spaces themselves. |
04:32 |
VanessaE |
probably |
04:32 |
AndroidKris |
That probably goes all the way back to source huh? |
04:33 |
VanessaE |
yep. |
04:33 |
AndroidKris |
Yeah...no. |
04:33 |
AndroidKris |
Workaround it is. |
04:33 |
VanessaE |
so for now, modders just "fake" it. |
04:33 |
VanessaE |
for example, signs_lib lets you put a wooden sign onto certain kinds of fenceposts |
04:34 |
AndroidKris |
For as well made as this game is, I'm surprised that it is still 0.4.x and hasn't reached a 1.x.x mark yet. |
04:34 |
Pilcrow |
nodebox nodes can also occupy more than one node space, but then there's texture tiling wierdness. plantlike nodes can do it too. |
04:34 |
VanessaE |
but rather than putting two nodes in the same space, which is impossible in the classic sense, it does that by defining a new node with a model that looks like a fencepost with a sign on it. |
04:35 |
VanessaE |
version numbers aren't all that meaningful in minetest. don't give that 0.4.x too much of a look. :) |
04:35 |
AndroidKris |
Traditional version numbering would put it at beta still.lol |
04:36 |
AndroidKris |
Hell, the android OS didn't pass beta until it reached 2.1.x. And that's just when they went public. |
04:36 |
AndroidKris |
< - android nerd ^^ We all have our vices. |
04:37 |
VanessaE |
heh |
04:38 |
* Pilcrow |
loves android as well |
04:39 |
AndroidKris |
Woo *high five* |
04:39 |
AndroidKris |
VanessaE better not be an apple fan |
04:39 |
Pilcrow |
< - got an nVidia Shield as soon as I could. still use it every day. :P |
04:40 |
AndroidKris |
Waiting on my tax return to get a One+ One |
04:41 |
VanessaE |
I'm neither a fan nor a hater. |
04:43 |
AndroidKris |
Choosing the side of noncommittal huh? |
04:44 |
VanessaE |
maybe :) |
04:44 |
Pilcrow |
that's how I feel about ios. I don't hate it, it's just kind of... less useful... :P |
04:45 |
VanessaE |
the only two apple devices I have are old (PPC era), and my android devices are recent, but I prefer my linux-based PC. |
04:47 |
Pilcrow |
my Shield is more powerful than any of my laptops. but I do prefer linux over everything else, as an os. |
04:50 |
AndroidKris |
Android was built on the linux kernel |
04:51 |
AndroidKris |
Thats really where my love for andriod comes from, my love for linux. |
04:51 |
AndroidKris |
android* |
04:52 |
Pilcrow |
AndroidKris: got a favorite distro? :3 |
04:54 |
AndroidKris |
Haven't tried enough to have a favorite yet. But I will say that Fedora Shows a lot of promise...Well, any of the RedHat branches I've tride have seemed very well polished and stable. |
04:55 |
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04:56 |
AndroidKris |
You have a favorite? |
04:57 |
Pilcrow |
ah. I've always had trouble with fedora and opensuse, but not all rpm distros; I loved mandriva a few years ago. now I'm mostly an arch guy. I *love* being able to compile whatever my heart desires, weather it's in the repos or not... :) |
04:59 |
AndroidKris |
I don't like the tediousness of compiling. I want to be able to sit down and get right to work. |
05:01 |
Pilcrow |
^exactly why I use arch and not, say, gentoo. I like having binaries available, and will install from a package manager if able, but I'm not SOL if I want/need a program that's not *in* the repos; if it's not there, I can build it myself and use it anyway! :D |
05:03 |
AndroidKris |
true, but I'm running Xubuntu right now and have a few programs that aren't in the repo's. Unruu for example. |
05:07 |
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05:13 |
Pilcrow |
AndroidKris: still, with everything that's in the repos, there are still stuff that's not. I like to try out obscure programs, and feel comfortable knowing I have all the compiling tools at my disposal if I happen to need them. that's just me. :P |
05:14 |
AndroidKris |
To each his/her own |
05:14 |
AndroidKris |
repos or no, I like polish. |
05:15 |
AndroidKris |
I.E. Fedora .. or Mint. but Mint is to much like winblows for my taste |
05:15 |
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05:15 |
Pilcrow |
I like stability but could care less about polish. as long as it works well, I don't care if it looks like a mix-and-match... ;P |
05:16 |
Zeno` |
pfft. I don't even use an OS. I do everything from the grub shell |
05:18 |
AndroidKris |
You're so hipster that hipster's can't even... |
05:18 |
AndroidKris |
It's literally impossible to do EVERYTHING from the grub shell. |
05:19 |
Pilcrow |
Technically, the OS I like the most is a _fork_ of arch called Chakra. they have a semi-rolling release model, rather than the full-roll of normal arch. that means the core of the os is less prone to breakage, as the kernal, desktop, sound server etc. only get updated at the time of a new 'release', while the less-important things are kept relatively bleeding-edge. |
05:20 |
Pilcrow |
that also means you can globally install *all* available updates -- something kind of dangerous to do -- without causing many problems... :) |
05:21 |
Pilcrow |
(something kind of dangerous to do in regular Arch, I meant to say) |
05:22 |
AndroidKris |
(back to minetest for a second) How do I make a sign appear to be on a fencepost? |
05:24 |
Pilcrow |
AndroidKris: if you have VanessaE's homedecor (or at least signs_lib), then you just place the sign on the post. if you don't have homedecor or signs_lib, it isn't possible. |
05:24 |
VanessaE |
that's the thing I was talking about before. |
05:24 |
AndroidKris |
gotcha, see, now I gotta go download another mod...dangit. |
05:24 |
AndroidKris |
lol |
05:24 |
AndroidKris |
Which do you recommend VanessaE? |
05:25 |
AndroidKris |
Since they are your mods |
05:25 |
VanessaE |
signs_lib puts signs on fenceposts by defining new nodes that are fenceposts that actually have a sign on them |
05:25 |
VanessaE |
homedecor modpack, of course ;) |
05:25 |
VanessaE |
https://github.com/VanessaE/homedecor_modpack |
05:25 |
AndroidKris |
Had that link handy didn'tcha? |
05:25 |
VanessaE |
nope. |
05:25 |
VanessaE |
browser history :) |
05:26 |
AndroidKris |
Same thing. |
05:26 |
Pilcrow |
you'd like homedecor anyway; it has tons of awesome decorational stuff. tables, chairs, microwaves, refrigerators... everything but the kitchen sink! oh, wait... there's that, too. :P |
05:26 |
VanessaE |
it has a kitchen sink...and the bathroom sink too! :) |
05:26 |
AndroidKris |
lol, noice. |
05:26 |
AndroidKris |
downloading now. |
05:30 |
AndroidKris |
nice, but it "breaks" the fence |
05:31 |
AndroidKris |
no biggie, I can deal.. |
05:31 |
VanessaE |
oh yeah |
05:31 |
VanessaE |
I'll eventually fix that |
05:31 |
VanessaE |
just haven't bothered. |
05:31 |
AndroidKris |
Oh, but how do I make a sign that will actually display what I type? |
05:31 |
VanessaE |
those signs will display your written text. |
05:31 |
VanessaE |
that's the main purpose |
05:32 |
VanessaE |
right click, write something, click "Write" and it will appear on the sign. |
05:32 |
AndroidKris |
It's not displaying. |
05:32 |
VanessaE |
really? |
05:32 |
Pilcrow |
hmm. that's odd. it should... |
05:32 |
VanessaE |
screenshot please? |
05:33 |
AndroidKris |
brb |
05:34 |
VanessaE |
hm, seems to work fine here. |
05:34 |
AndroidKris |
I'm using the wrong "sign". I figured it out. |
05:34 |
VanessaE |
ok |
05:34 |
VanessaE |
which "sign" were you using then? |
05:35 |
VanessaE |
all of the ones supplied by signs_lib are visible-text |
05:36 |
AndroidKris |
I'm not using the sign from your mod pack. I'm using the one from ... I'm not sure where... |
05:36 |
VanessaE |
"shared locked sign" by chance? |
05:38 |
* Pilcrow |
sighs. I think I may just use the old texture, with all the black space, for my hoverbot model. I have the materials mapped right, but it's ugly; the pixels are at angles instead of straight, and they are huge and blurry... it's ugly and I can't seem to fix it. |
05:38 |
MinetestBot |
[git] paramat -> minetest/minetest: Mgv5: Fix above/below ground spawn when water level is altered d02300a http://git.io/vvrQk (2015-04-16T06:36:57+01:00) |
05:40 |
Pilcrow |
at least I've figured out how the mapping works now, but I'm ready to just give up on doing anything useful with it... :\ |
05:40 |
VanessaE |
take a break then |
05:41 |
VanessaE |
just keep at it (breaks aside) and eventually you'll learn how to make good maps |
05:41 |
VanessaE |
maybe you'll even figure out the holy grail of modeling: the perfect UV-mapped sphere ;) |
05:45 |
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05:46 |
AndroidKris |
I figured out the sign thing. I had crafted the sign before installing the mod, so the old and new were competing somehow. Pulverized the old signs, crafted new, and it works. |
05:46 |
Pilcrow |
all I want is to use the old nodebox model's textures without modifying them. nice, straight pixels of 1/32 node size, no funky texture scaling, no curves, no angles... if I can't do that, then there's not a point to going any further with this anyway... |
05:46 |
AndroidKris |
Now to figure out text formatting on that sign. |
05:49 |
Pilcrow |
I thank you very much for your help, VanessaE. I'm sure it will come in handy som time. I just don't think it's possible to do what I'm wanting to do with this model. |
05:49 |
Pilcrow |
s/som/some/ |
05:49 |
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06:02 |
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06:08 |
VanessaE |
Pilcrow: chances are, what you want to do can easily be done |
06:08 |
VanessaE |
especially since you want to start from converted nodeboxes |
06:09 |
VanessaE |
that makes it especially easy - but there's a caveat: it's useless to use converted nodeboxes if you're not going to at least remove hidden faces and re-tile it to make it hollow wherever possible |
06:09 |
VanessaE |
if you don't do that, you end up with just as many polys as the nodeboxes created originally, with more flexible texture usage being the only benefit |
06:15 |
Pilcrow |
the model I'm using *should* have less faces than the nodebox; I don't know how to tell the difference (is there a face-counter in blender?), but it was created from scratch, based only on the *appearance* of the nodeboxes... in other words, it looks like the nodeboxes, but it's not just converted nodeboxes; it's a new model, from the ground up. |
06:15 |
VanessaE |
there is a face counter, top right corner of the window |
06:15 |
VanessaE |
ok since you made it from scratch, and it's all orthogonal faces, texturing it will be easy |
06:16 |
VanessaE |
put your view in ortho mode (activate your embedded number pad and press '5'), then swing the camera to front, back, left, right, top or bottom view with 1, 3, or 7 on the number pad (with ctrl in some of those cases) |
06:17 |
VanessaE |
select all the polys that are on a given "side" and use project-from-view as your UV map option |
06:17 |
VanessaE |
be sure you don't zoom in or out between "sides", or the output size from the project-from-view function will be thrown off |
06:18 |
VanessaE |
once they're projected, go over to the UV editor, select them all, and move them out of the way |
06:18 |
VanessaE |
then back to 3d view and 'h'ide them. |
06:18 |
VanessaE |
them go to another "side" and repeat. |
06:18 |
VanessaE |
once you've done them all, un-hide with alt-h |
06:18 |
VanessaE |
(in the 3d view) |
06:19 |
VanessaE |
that's by far the easiest way to get a perfectly flat, ortho unwrap of a nodebox-like model |
06:19 |
VanessaE |
after you've unwrapped everything and un-hid, you'll see several globs of faces in the UV view. make sure they're all well-separated. |
06:19 |
VanessaE |
select them all |
06:20 |
VanessaE |
alternate scaling and moving the entire lot, so that the largest bunch that takes up most of the node space (for its side) fills the UV texture area |
06:21 |
Pilcrow |
ok, I'll have to try in the morning. that laptop's off now, and I need to go to bed in about 10 min. I'm actually copying everything you just said into a text editor, so I don't have to search for it in the logs. |
06:21 |
VanessaE |
make sure it's as close as you can possibly get. zoom in, use shift-drag to move and/or scale with precision |
06:22 |
Pilcrow |
oh, and just so you know, I didn't make the model myself. Ecutruin was nice enough to make it for me, based on screenshots of my nodebox model. |
06:22 |
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06:22 |
VanessaE |
once it's as lined up as you can possibly get, turn on snap-to-pixel mode in the "UVs" menu, and select ONE bunch, and move it. all the UV pieces in the bunch will re-size themselves to be exactly pixel-sized. hope your texture matches :) |
06:23 |
VanessaE |
(you said the model is designed on a 1/32 scale, so half-pixel. recommend you have a 32x32 px image loaded at this point or it WILL screw up) |
06:24 |
VanessaE |
if it looks right, move that bunch somewhere where you'll remember which part of the model it represents, and select some other bunch and move that. |
06:24 |
VanessaE |
repeat ad nauseum |
06:24 |
Pilcrow |
^ yes, the textures I'm trying to use are 32x32 |
06:25 |
VanessaE |
also, don't worry about which texture you're using to lay out the UV maps - you can re-assign materials and textures later. |
06:25 |
VanessaE |
ok good |
06:26 |
VanessaE |
caveat: if your model contains any faces/polys that are not precisely on a 1/32 grid, snapping the relevant UV pieces to pixels will cause a slight distortion in the rendered texture. But I assume you already accounted for that. |
06:28 |
Pilcrow |
heh. I can see you definitely know your stuff. thanks for your help and sorry for causing any headaches... :P |
06:29 |
VanessaE |
I try :) |
06:29 |
VanessaE |
no worries about headaches |
06:30 |
VanessaE |
as for knowing my stuff, hell I'm still learning. |
06:32 |
Pilcrow |
heh. I know how that is; I'm an avid user of GIMP, and have made a TON of art and textures from scratch, yet I'm always learning new things. plus blender seems to have even more "hidden" features than gimp... ;) |
06:36 |
Pilcrow |
anyways, I need to go to bed now. I've copied all your info and help down so I won't lose it, and I will try it when I get up tomorrow. I'm kind of wondering if all this is worth it for a single little model, but you've convinced me to keep trying... :P |
06:37 |
Pilcrow |
goodnight, VanessaE. o/ |
06:43 |
VanessaE |
night |
06:45 |
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07:33 |
OldCoder |
wilkgr, if you see this tomorrow, I've been focused on work |
07:33 |
OldCoder |
We can talk in the afternoon, my time zone |
07:34 |
wilkgr |
What time zone are you? |
07:34 |
wilkgr |
Chicago? |
07:35 |
wilkgr |
Is it really 2:35 AM at your place? |
07:36 |
Krock |
wilkgr, /ctcp OldCoder time |
07:36 |
* wilkgr |
is amazed |
07:38 |
* wilkgr |
thanks Krock |
07:38 |
* Krock |
np(s) wilkgr |
07:38 |
* wilkgr |
doesn't know what np(s) means |
07:39 |
Krock |
np as a verb. |
07:39 |
wilkgr |
This is not correct is it: In an equivalent formal definition, NP is the set of decision problems where the "yes"-instances can be accepted in polynomial time by a non-deterministic Turing machine |
07:40 |
wilkgr |
I asked google |
07:40 |
* wilkgr |
knows that google is not always right |
07:41 |
wilkgr |
It could mean no problem, but you said it is a verb |
07:41 |
* wilkgr |
wishes to be enlightened |
07:43 |
* wilkgr |
still wants to know what np means |
07:44 |
* Krock |
tells wilkgr that np = no problem |
07:46 |
* wilkgr |
wonders how Krock uses no problem as a verb and then remembers that this is internet slang and thanks Krock for clarifying the issue he/she started. |
07:46 |
wilkgr |
well not issue, but... |
07:46 |
wilkgr |
Aaaanyway, this is a minetest channel, and this is not about minetest |
07:47 |
* Krock |
thinks this discussion is getting very offtopic |
07:47 |
wilkgr |
Let's just drop it and play |
07:47 |
OldCoder |
It seems friendly enough |
07:47 |
* wilkgr |
thinks friendly, but offtopic |
07:47 |
wilkgr |
Oh yeah, it is friendly |
07:56 |
* wilkgr |
is away and playing ShadowNinja's server and wants to show off his house |
07:58 |
wilkgr |
(It's on spawn road west |
07:58 |
wilkgr |
It's 2-tone blue colour scheme, can't miss it |
08:00 |
OldCoder |
wilkgr, I will visit now if you wish |
08:00 |
OldCoder |
Is it worth seeing? |
08:01 |
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08:36 |
JamesTait |
Good morning all; happy High Five Day! :-D |
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12:49 |
AndroidKris |
Is there a way to increase just the font size throughout the entire game? |
12:56 |
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13:08 |
Krock |
AndroidKris, font_size = 15 in minetest.conf (15 is default) |
13:08 |
AndroidKris |
sweet, thanks Krock. |
13:08 |
Krock |
np |
13:12 |
AndroidKris |
Ahhh, much easier to read on my big screen now.lol |
13:17 |
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14:11 |
YvesLevier |
Finaly i think i understood smothing... Plz read if im right : |
14:12 |
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14:13 |
YvesLevier |
I can get another texture folder, import a graphics to my VanessaE text, keep the trace of my work. Then i can safely change a texture of a block of my choice. Even carts. Is that true? |
14:22 |
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15:43 |
VanessaE |
YvesLevier: that's correct. |
15:43 |
YvesLevier |
VanessaE: thx :) |
15:43 |
YvesLevier |
alot |
15:56 |
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15:59 |
Calinou |
https://wiki.documentfoundation.org/ReleasePlan/5.0 |
16:01 |
Krock |
libreoffice? |
16:03 |
Calinou |
yes |
16:03 |
Calinou |
they'll rebrand 4.5.0 as 5.0.0 |
16:03 |
Calinou |
their versioning scheme is quite sane |
16:04 |
luizrpgluiz |
hi |
16:04 |
Calinou |
if only we had the same :( |
16:04 |
luizrpgluiz |
it would be possible someday send commands to the server without being with the client open? Such as the MC? |
16:05 |
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16:06 |
Calinou |
there is no API yet |
16:11 |
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16:12 |
est31 |
luizrpgluiz, there is an irc mod |
16:12 |
est31 |
it has something like that |
16:13 |
est31 |
but it requires an extra irc server |
16:13 |
Calinou |
irc_commands |
16:14 |
VanessaE |
irc + irc_commands and sign onto any random IRC server+channel that'll let you put your server's bot there |
16:15 |
luizrpgluiz |
est31: I mean, because when you download the minecraft server server, beyond the server generate the map, it has the bar where you enter the game commands without having to be in the game, like the operating system console |
16:16 |
VanessaE |
luizrpgluiz: irc+irc_commands is the only way presently to do that. |
16:16 |
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16:16 |
est31 |
yes there is a feature request bug for supporting that out of the box |
16:16 |
VanessaE |
there's also a mod, very insecure I'm told, that will respond to commands that are written to an external file |
16:17 |
VanessaE |
(it re-reads the file every so often and executes whatever's there) |
16:17 |
est31 |
https://github.com/minetest/minetest/issues/2338 |
16:18 |
est31 |
as I thought: the people from http://mc-server.org/ have no installer for their windows binaries either |
16:19 |
est31 |
bare zip files |
16:21 |
luizrpgluiz |
I want to interact directly with my server without using mods, ie without entering as administrator |
16:21 |
sofar |
easy solution would just be to support console stdin input |
16:22 |
luizrpgluiz |
but how I do it? |
16:22 |
sofar |
program it |
16:23 |
luizrpgluiz |
but the future would not be possible to do this? |
16:23 |
est31 |
I think ShadowNinja's comment is right, we might need ncurses |
16:23 |
sofar |
sure it's possible to program it |
16:23 |
sofar |
est31: readline |
16:24 |
sofar |
ncurses seems overkill |
16:24 |
luizrpgluiz |
it would be very good staff that develops minetest do this, that is many players or staff who understands server would be very happy |
16:24 |
sofar |
or do you want to create buttons and windows? |
16:25 |
est31 |
sofar, problem is: what do we do when the server wants to output something, but we want to enter? |
16:25 |
sofar |
oh, sure |
16:25 |
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16:25 |
sofar |
it'd get ugly |
16:26 |
luizrpgluiz |
you do not understand, I mean it would be possible developers create a minetest server program as in minecraft game |
16:26 |
sofar |
it still would work, though |
16:26 |
sofar |
luizrpgluiz: we understand just fine |
16:26 |
Guest2774 |
Can minetest load minecraft object files (in JSON)? |
16:27 |
Krock |
it can load meshes |
16:27 |
Guest2774 |
OK...I'm a newb when it comes to Minecraft-format models - I have a project to create some - and I'm in the learning curve. |
16:28 |
Guest2774 |
Are "meshes" a subset of the usual file format? |
16:28 |
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16:28 |
Krock |
I think you mean with "object files" something like figures/forms |
16:29 |
Guest2774 |
Maybe... :-) |
16:29 |
rubenwardy |
Hi all! |
16:29 |
Krock |
Hi rubenwardy. |
16:29 |
Guest2774 |
Hi! |
16:30 |
luizrpgluiz |
because I'm also tired of always entering the server and enter commands in client mode |
16:30 |
Krock |
Guest2774, I'm stuck in a no-answer-available-hole because I just don't get what you try to do.s |
16:30 |
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16:30 |
Guest2774 |
So there are more than one kind of model? I assumed "everything made of cubes" would mean that model files would be similar for all kinds of 'thing' in the game world? |
16:31 |
exio4 |
hi people |
16:31 |
exio4 |
who wants a hug |
16:31 |
rubenwardy |
There are different file formats, like how there are different picture formats, if that's what you mean |
16:31 |
Krock |
Guest2774, http://irrlicht.sourceforge.net/features/#supportedformats |
16:31 |
luizrpgluiz |
because when I open the server in text mode by the operating system of the terminal, the terminal does not let me enter the necessary commands so I can keep the server in order |
16:32 |
rubenwardy |
An OpenSSH mod for Minetest would be cool. Don't know how painful the protocol, is, though |
16:33 |
Krock |
why a mod? Include it in the core. |
16:33 |
Guest2774 |
@Krock: OK - I'm a professional game developer (30 years in the biz)...I know there are a gazillion file formats. I'm interested in the specific formats that Minecraft uses - and need to understand which of those MineTest supports. |
16:33 |
rubenwardy |
True |
16:33 |
exio4 |
Guest2774: at least you haven't been using node.js for 30 years |
16:34 |
luizrpgluiz |
the problem is that they were asking for a program to create the minetest server like minecraft for example |
16:34 |
exio4 |
Guest2774: what is your opinion on functional programming |
16:34 |
Krock |
Guest2774, Minetest uses Irrlicht and the site there shows you all supported model and texture formats |
16:34 |
Guest2774 |
No! That's true. Started in C, then C++ then C#/JavaScript/NodeJS/etc, etc. |
16:34 |
exio4 |
there's only one language in that list that doesn't suck |
16:34 |
exio4 |
and it is C |
16:35 |
Krock |
C++ sucks? |
16:35 |
rubenwardy |
All languages suck |
16:35 |
rubenwardy |
Face it |
16:35 |
exio4 |
yes Krock |
16:35 |
Calinou |
Minecraft uses hardcoded models |
16:35 |
Calinou |
we do not support Techne exports |
16:35 |
Krock |
rubenwardy, english sucks. |
16:35 |
Calinou |
use Blender, Wings3D or a Cube 2 game to make models :P |
16:35 |
rubenwardy |
Yeah |
16:35 |
exio4 |
rubenwardy: there's a difference between PHP/Python and ML though |
16:35 |
Krock |
MLP. |
16:35 |
exio4 |
no |
16:36 |
rubenwardy |
Yeah, ML is functional BS |
16:36 |
Krock |
jk |
16:36 |
rubenwardy |
</troll>? |
16:36 |
rubenwardy |
-? |
16:36 |
exio4 |
functional BS? how is it functional BS? |
16:36 |
exio4 |
Krock: https://en.wikipedia.org/wiki/Standard_ML |
16:36 |
rubenwardy |
It's a functional language. |
16:36 |
Guest2774 |
So models in minecraft are executable programs? I was reading http://minecraft.gamepedia.com/Block_models - which suggests there is at least one kind of formalized "format". |
16:36 |
luizrpgluiz |
hey all |
16:36 |
rubenwardy |
I like how the keyword for the function declarations is "fun" |
16:37 |
exio4 |
give me any reason why it is 'BS'? |
16:37 |
exio4 |
rubenwardy: syntax is the least of the problems |
16:37 |
exio4 |
rubenwardy: denotational semantics is the thing that matters |
16:37 |
est31 |
exio4, when a language applies the off-side rule, I cant take it seriously |
16:38 |
est31 |
and that is syntax |
16:38 |
luizrpgluiz |
when going out the new version of minetest? I am very looking forward to the arrival of version 0.5 |
16:38 |
exio4 |
est31: the off-side rule got bad reputation after Python |
16:38 |
exio4 |
est31: you _can_ have the "off-side" rule and don't end with a crappy language |
16:38 |
est31 |
its ok in haskell yes |
16:38 |
Krock |
luizrpgluiz, see #2370 |
16:40 |
exio4 |
est31: have you checked some static typed FP? |
16:41 |
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16:41 |
Calinou |
Krock, http://i.imgur.com/3DFErLg.png |
16:42 |
est31 |
FP? |
16:42 |
Krock |
Calinou, good one :3 |
16:42 |
exio4 |
est31: functional programming (language) |
16:42 |
Guest2774 |
Let me try a simpler question. Can MineTest load and display files in the format described in http://minecraft.gamepedia.com/Block_models ? |
16:43 |
Calinou |
nope. |
16:43 |
Calinou |
we don't open JSON |
16:44 |
Guest2774 |
OK - that's all I needed to know! Many thanks guys. Bye. |
16:44 |
Krock |
Minetest itself can't. Develop Irrlicht to get JSON support |
16:44 |
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16:44 |
Calinou |
we use jsoncpp, Krock |
16:44 |
Calinou |
we already support JSON, it is used for the server list |
16:44 |
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16:45 |
Krock |
Calinou, oh. and use Minetest to convert the JSON data to an Irrlicht mesh? |
16:45 |
Calinou |
this is suited for an external script |
16:56 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Use std::vector instead of std::set for Environment::getObjectsInsideRadius 0c634a9 http://git.io/vvixn (2015-04-16T18:37:29+02:00) |
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17:22 |
Milan_ |
hi there, i have an interesting problem: i had build the minetest and minetest_game from git and doesnt have any bin?! o.O |
17:23 |
Milan_ |
cmake . -DRUN_IN_PLACE=0 -DBUILD_CLIENT=1 -DUSE_LUAJIT=0 -DBUILD_SERVER=1 -DUSE_REDIS=1 -DREDIS_LIBRARY=/root/hiredis/libhiredis.so -DREDIS_INCLUDE_DIR=/root/hiredis/ -DCURL_INCLUDE_DIR=/usr/bin/curl -DCURL_LIBRARY=/usr/lib/curl |
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17:23 |
ElectronLibre |
Did you `make` after that? |
17:23 |
ElectronLibre |
cmake is not enough. |
17:24 |
Milan_ |
on other trys i did && make -j$(grep -c processor /proc/cpuinfo) |
17:24 |
ElectronLibre |
From what I recall, cmake prepares the environment for compiling. |
17:24 |
Calinou |
don't run a server as root |
17:24 |
Calinou |
use limited privileges |
17:25 |
ElectronLibre |
With which login did you build it? Maybe being root stops binaries' creation. |
17:25 |
Milan_ |
thanks for your reference, Calinou ^^ |
17:25 |
Milan_ |
hmm i tryd everytime time as root and this is the first time it dont work o.O |
17:25 |
ElectronLibre |
Strange.. |
17:26 |
Milan_ |
yes, very :D |
17:26 |
ElectronLibre |
Did you get any message from cmake or make? |
17:26 |
Milan_ |
only from make, just a moment... |
17:26 |
ElectronLibre |
Make will send some warnings. |
17:26 |
Milan_ |
root/minetest/src/lua/src/loadlib.c:76:21: warning: ISO C forbids conversion of object pointer to function pointer type [-Wpedantic] lua_CFunction f = (lua_CFunction)dlsym(lib, sym); ^ |
17:27 |
ElectronLibre |
This is normal (hum, not really, but that's not a big problem) |
17:27 |
Milan_ |
can it be i forgot a make install?^^ |
17:28 |
Milan_ |
test it this moment... that was mutch server installs the last days, i am distracted xD |
17:28 |
ElectronLibre |
Wait, if you're trying `minetest` instead of ./bin/minetest , then yes. |
17:29 |
ElectronLibre |
No make install, no cp ./bin/minetest* /usr/bin/ (no binaries in the PATH). |
17:29 |
Milan_ |
i tryed into the directory, /usr/bin and /bin and so on... i used the find command too |
17:29 |
ElectronLibre |
After make install ? |
17:29 |
Milan_ |
oh, i see, make install is working, me jackass :D |
17:30 |
Milan_ |
no errors jet while processing |
17:30 |
ElectronLibre |
I'm compiling from a fresh clone right now to check. |
17:31 |
ElectronLibre |
If there is any problem with make install, use ./bin/minetest . |
17:31 |
est31 |
I always compile minetest to run in place |
17:32 |
Milan_ |
i hope there is no problem with make install (its take his time) ... because there is nothing in /bin xD |
17:32 |
est31 |
-DRUN_IN_PLACE=1 |
17:32 |
Milan_ |
i mean nothing with minetest |
17:32 |
ElectronLibre |
You mean -DRUN_IN_PLACE=1 or without make install? |
17:32 |
Milan_ |
without make install - with default i use =1 ... =0 was to test |
17:33 |
Milan_ |
with arch linux anything is simlier :D :D |
17:33 |
ElectronLibre |
RUN_IN_PLACE=0 will send your datas in ~/.minetest (and some in ./) while RUN_IN_PLACE=1 will keep them in the minetest directory. |
17:33 |
Milan_ |
*simplier |
17:34 |
Milan_ |
compilation terminated. src/CMakeFiles/minetest.dir/build.make:2354: recipe for target 'src/CMakeFiles/minetest.dir/httpfetch.cpp.o' failed make[2]: *** [src/CMakeFiles/minetest.dir/httpfetch.cpp.o] Error 1 CMakeFiles/Makefile2:166: recipe for target 'src/CMakeFiles/minetest.dir/all' failed make[1]: *** [src/CMakeFiles/minetest.dir/all] Error 2 Makefile:137: recipe for target 'all' failed make: *** [all] Error 2 |
17:34 |
Milan_ |
hmm |
17:34 |
ElectronLibre |
Wow. |
17:34 |
ElectronLibre |
Mine worked. |
17:34 |
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17:35 |
Milan_ |
will try a fresh git... just a moment... |
17:38 |
Zytum |
hi |
17:39 |
Milan_ |
sadly, no errors with make install, but there is no bin available |
17:39 |
Milan_ |
and hi Zytum |
17:39 |
Zytum |
:) |
17:41 |
Milan_ |
a crap, i have to go out to work :( - when you have any ideas...you can contact me on diaspora (technicspod.tchncs.de) will be happy about that :) |
17:41 |
Milan_ |
bye |
17:41 |
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17:44 |
Zytum |
Krock turns on your server? (: |
17:46 |
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17:46 |
Krock |
Zytum, online. |
17:51 |
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17:51 |
Zytum |
fu***ng connetion |
17:53 |
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18:41 |
AndroidKris |
Is there a mod that expands the size of my inventory? |
18:41 |
luizrpgluiz |
this staff is asking me admin on my server, these idiots. |
18:41 |
AndroidKris |
I've seen a few that do it, but they do other things as well. I don't want all that other stuff, just like to add like two pages to the inventory when I hit "i" |
18:42 |
luizrpgluiz |
these people is very rude |
18:42 |
AndroidKris |
Maybe they are just doing their job? |
18:42 |
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18:43 |
Calinou |
http://code.divshot.com/geo-bootstrap/ |
18:43 |
Calinou |
haha |
18:43 |
Krock |
AndroidKris, unified_inventory adds a bag system. It gives you additinal inventory slots |
18:43 |
AndroidKris |
Ill look it up, thanks Krock. |
18:44 |
luizrpgluiz |
I mean that the people who are coming into my server is very rude |
18:44 |
Krock |
np |
18:45 |
luizrpgluiz |
already had a delayed asking me all grant led ban on time |
18:46 |
luizrpgluiz |
not like that kind of person |
18:52 |
luizrpgluiz |
Krock: in minetest.conf I saw that the to access the server remotely |
18:52 |
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18:53 |
Krock |
luizrpgluiz, what are you talking about? |
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18:57 |
luizrpgluiz |
Krock: when I saw the minetest.conf.example, I saw a door that's to access the server remotely, as this line # Port to connect to (UDP) |
18:57 |
luizrpgluiz |
#remote_port = |
18:57 |
Krock |
luizrpgluiz, which day do we have? Sorry but trash this theme |
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19:11 |
Calinou |
http://ngplant.org/ |
19:11 |
Calinou |
I stumbled upon this |
19:13 |
sfan5 |
Calinou: whats with that surveillance law thing france is currently doing? |
19:13 |
Calinou |
it passed |
19:13 |
sfan5 |
i read that ovh wanted to leave france if the law passes |
19:13 |
Calinou |
data retention is now 5 years |
19:14 |
sfan5 |
gg |
19:14 |
sfan5 |
in germany they're currently discussing keeping data for 10 weeks |
19:14 |
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19:14 |
sfan5 |
(currently there is no data retention iirc) |
19:14 |
Calinou |
80% of companies close before 5 years |
19:17 |
sfan5 |
Calinou: https://www.rudebaguette.com/2015/04/15/europes-1-hosting-provider-threatens-leave-latest-french-surveillance-law-passes/ |
19:20 |
ElectronLibre |
It was sure it would pass. The government did everything to make is pass. |
19:21 |
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19:21 |
VanessaE |
sounds like it was good that I got off of OVH when I did :) |
19:24 |
sfan5 |
http://blog.ovh.com/ |
19:24 |
sfan5 |
what |
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20:32 |
MinetestBot |
[git] kwolekr -> minetest/minetest: Schematics: Refactor NodeResolver and add NodeResolveMethod 479f389 http://git.io/vvXPG (2015-04-16T16:27:05-04:00) |
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20:52 |
ElectronLibre |
Does someone know if there is any way to run a specific function when a player is hurt (by anything in the environment)? |
21:00 |
AndroidKris |
ElectronLibre, like eating an apple as soon as damage is taken? |
21:01 |
ElectronLibre |
No, at the exact moment the player gets hurt. |
21:02 |
AndroidKris |
how do you mean? eating to heal takes an action, which has to occur after the damage is taken. laws of physics, Action -then- reaction |
21:04 |
AndroidKris |
not only that, but eating an apple to heal only returns one heart, what if you lose multiple hearts. Eating multiple apples takes longer than just one. |
21:04 |
ElectronLibre |
The function I want to create randomly drops and itemstack from the player's inventory when they are hurt. |
21:04 |
ElectronLibre |
And the server I want to create this for uses a subgame that doesn't require players to eat to increase their hp. |
21:05 |
AndroidKris |
like a reaction to being hurt then. Get smacked in the head, drop your pick because it staggered you. |
21:05 |
VanessaE |
ElectronLibre: you mean some kind of before-damage callback |
21:05 |
ElectronLibre |
For example. |
21:06 |
AndroidKris |
gtg, childeren are crying. |
21:06 |
ElectronLibre |
VanessaE, before-damage or after-damage, it's not important, whenever it's after the player is hurt. |
21:06 |
VanessaE |
yeah thing is, I don't see any such thing in the API... |
21:07 |
ElectronLibre |
Yes, I spent about 10 minutes looking for something like that in the API but there is nothing, so I ended up asking if anyone had an idea. |
21:07 |
ElectronLibre |
But apparently, it's impossible at the moment.. The only thing I thought of was redefining the player's on_punch function but it would be a big mess. |
21:08 |
VanessaE |
there IS an on_punch callback though |
21:08 |
VanessaE |
looks like there's *just* enough info supplied that you could calculate damage that would be given |
21:08 |
VanessaE |
(and then either apply the damage or drop your items or whatever) |
21:08 |
VanessaE |
except that's for entities. |
21:09 |
VanessaE |
hrm, |
21:09 |
ElectronLibre |
It could cover about 1/5 of the damages' causes using the subgame I want to develop the mod for. |
21:09 |
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21:11 |
VanessaE |
time to suggest a feature then on github. |
21:12 |
ElectronLibre |
Great. So I fill the issue, and then it will just be time for me to go. I'm just gonna search if there have been any similar request. |
21:14 |
VanessaE |
ok |
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21:21 |
ElectronLibre |
Ok, there is no issue related to a on_hp_change callback. I'm going to write for a while. |
21:36 |
ElectronLibre |
There it is, with my grammaticaly horrible english : https://github.com/minetest/minetest/issues/2631 |
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