Time |
Nick |
Message |
00:06 |
Taoki |
So something I've never quite understood: Does the Minetest client attempt to download all textures / sounds / models from a server when joining it, even if it already has them in its local folders? Wondering because I'm thinking about the game I plan to make with Minetest... which might have high-res textures, and will have a lot of music and possibly even voices for mobs. |
00:11 |
Taoki |
I know that connection time used to be very, very long on some servers. Often 5 minutes, for no explicable reason |
00:13 |
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00:14 |
est31 |
Taoki, yes it downloads them |
00:14 |
Taoki |
Ah |
00:14 |
est31 |
and it caches them |
00:14 |
Taoki |
That sounds really unoptimal. Can't it try to detect them locally first?\ |
00:14 |
est31 |
so only downloaded on first join an when you update |
00:14 |
Taoki |
Still bad though |
00:15 |
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00:16 |
est31 |
why |
00:21 |
Taoki |
Because if a game has a lot of textures and sounds, that will make connecting to your first server very long and difficult |
00:23 |
est31 |
its better than not downloading the media at all |
00:23 |
est31 |
I mean you cant do magic, there needs to be some way to get the media onto your device |
00:26 |
Taoki |
est31: But it already is on the device :P That's my point |
00:26 |
est31 |
why is it on the device? |
00:26 |
est31 |
I mean if you have people joining your server |
00:26 |
est31 |
they dont have your game installed |
00:26 |
est31 |
only minetest |
00:27 |
Taoki |
What I mean is: If I create a custom Minetest game, with a lot of textures and sounds and such. Someone else makes a server for that game, and someone else who has that connects. Why download the data already there from the server? |
00:27 |
Taoki |
Ah... no. I mean if both the server and client initially have the same games and mods installed locally :) |
00:27 |
Taoki |
Obviously if the client doesn't, it has to download them |
00:28 |
est31 |
btw by game you mean "minetest client clone thats basically a packaged subgame" or "subgame" |
00:28 |
Taoki |
A subgame, placed in the "games" folder |
00:28 |
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00:28 |
Taoki |
My point is: If both the client and server have the game to begin with, does the client still have to download media from the server? |
00:29 |
est31 |
i dont know |
00:29 |
Taoki |
Or does it see that it exists locally and cache that instead? |
00:29 |
Taoki |
Ok. If someone knows let me know... would be good to know from this stage |
00:29 |
est31 |
it will cahce it though |
00:29 |
est31 |
cache* |
00:29 |
est31 |
but its a minor bug |
00:29 |
est31 |
look at dreambuilder |
00:29 |
est31 |
people still connect to it |
00:30 |
est31 |
this "cache" is quite a good cookie mechanism |
00:31 |
Taoki |
Sure. Only problem is if it always caches from server, or first looks in the client |
00:31 |
est31 |
dunno |
00:32 |
VanessaE |
if you've run the local game at least once, it'll use that data. |
00:32 |
VanessaE |
unless it differs from what the server sends. |
00:33 |
Taoki |
I see |
00:33 |
Taoki |
Thanks, that helps. |
00:48 |
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00:58 |
Sokomine |
Taoki: voices for mobs would be nice. right now, they seem to be able to just shout "die!" as a war cry. a short "hi" or other form of greetings plus perhaps some background noise might be nice |
01:01 |
Taoki |
Also, there's one more thing I wanted to know: Is there an easy, builtin way, of detecting a connection through a pair of nodes? I mean wires... basically to see if two nodes connect through each other through a third node type |
01:01 |
MinetestBot |
[git] est31 -> minetest/minetest: Make attached objects visible in 3rd person view 40226e5 http://git.io/vL6pR (2015-06-20T02:59:53+02:00) |
01:01 |
Taoki |
But hopefully something cheap |
01:02 |
Taoki |
Oh... they weren't already? Glad someone fixed that. |
01:03 |
Sokomine |
do you mean mesecons? or nodes in general? |
01:04 |
Taoki |
I think I'm going to make something LIKE mesecons... either from scratch or a fork of Mesecons |
01:04 |
Taoki |
So I wanted to know if there's a simple and cheap way to make wires |
01:10 |
est31 |
no there is no cablelike drawtpe |
01:10 |
Taoki |
est31: Other than the drawtype though, is there an easy way to tell if a node is connected to another node throgh a third type of node? |
01:11 |
Taoki |
Without using expensive and silly scans |
01:12 |
Sokomine |
none that i know of. you might call find_nodes_in_area and figure out connections from that on, but...that's not connection-related |
01:12 |
est31 |
Taoki, no |
01:12 |
Taoki |
Yeah... sounds expensive |
01:13 |
Taoki |
And like it's better that I give my devices wireless electricity... because find-node-near is easier ;) |
01:19 |
est31 |
Taoki, you can use raillike drawtype if you want |
01:19 |
est31 |
that finds some "near" nodes |
01:19 |
Taoki |
Yep, that's a great idea. But again, the problem was detecting if two nodes are connected... which sounds very tricky |
01:23 |
VanessaE |
Taoki: isn't there a line-of-sight call? |
01:23 |
Taoki |
I think that's for vision |
01:23 |
VanessaE |
oh. I figured maybe it could calculate from one arbitrary position to another |
01:27 |
Taoki |
What I think I can do is have a wire and wire_with_electricity. Wires can have an ABM that detect neighbors and work |
01:30 |
Taoki |
I assume I can register an ABM that runs every 1 second, has 100% success chance, and detects a group like "electric_source" |
01:40 |
MinetestBot |
[git] est31 -> minetest/minetest: Generic CAO cleanups and renames for clarification dd91b3d http://git.io/vLiJY (2015-06-20T03:37:30+02:00) |
01:43 |
MinetestBot |
[git] figec -> minetest/minetest: More correct wrap_rows implementation d7190df http://git.io/vLiJa (2015-06-20T03:41:51+02:00) |
01:54 |
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02:02 |
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02:47 |
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02:49 |
boonscape3 |
Anyone on who can walk me through installing a Minetest PPA package from a prebuilt tarball I downloaded off of code.launchpad.net? |
02:50 |
boonscape3 |
I am upgading to the latest version |
02:52 |
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02:52 |
Sokomine |
ppa? |
02:57 |
boonscape3 |
yes I have downloaded the minetest 0.4.12 tarball from code.launchpad.net and have unzipped it into my home directory |
02:57 |
VanessaE |
boonscape3: just install the PPA the usual way, with apt-add-repository |
02:57 |
VanessaE |
then remove what you have and, sudo apt-get install minetest |
02:59 |
boonscape3 |
Ok will this pull the package from the repository automaticallyh or will I have to configure the package manager to pull from the repository? |
03:00 |
VanessaE |
it'll be automatic |
03:00 |
VanessaE |
with your usual system updates. |
03:01 |
boonscape3 |
When I first did the command, I got build 0.4.9 instead of 0.4.12 |
03:01 |
VanessaE |
use the daily-builds PPA :) |
03:01 |
boonscape3 |
I either wanted that build or 0.4.11 |
03:01 |
VanessaE |
and be sure you're installing "minetest" and not "minetestc55" |
03:01 |
boonscape3 |
I have gotten the PPA already which is that tarball I have unzipped |
03:02 |
VanessaE |
nono |
03:02 |
VanessaE |
that's not "the PPA" |
03:02 |
VanessaE |
that's just the tarball |
03:02 |
boonscape3 |
I did get the PPA |
03:02 |
boonscape3 |
I just need to load the software from the PPA |
03:03 |
VanessaE |
sudo apt-get remove minetest* ; sudo add-apt-repository ppa:minetestdevs/daily-builds ; sudo apt-get update ; sudo apt-get install minetest |
03:03 |
boonscape3 |
I did sudo apt-add-repository |
03:04 |
VanessaE |
in that case, just uninstall whatever minetest version you have and run the last two commands in that line there |
03:07 |
boonscape3 |
I am getting a "sources not found" error with the PPA command |
03:09 |
VanessaE |
what's the exact line you used to add it originally? |
03:09 |
boonscape3 |
Sudo apt-add-repository |
03:10 |
VanessaE |
the whole command. |
03:10 |
boonscape3 |
yes |
03:10 |
VanessaE |
I mean show me the whole command. |
03:10 |
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03:10 |
VanessaE |
the above is not enough |
03:11 |
boonscape3 |
Sudo apt-add-repository ppa:minetestdevs/daily-builds |
03:11 |
VanessaE |
well capital S aside, that's correct |
03:12 |
VanessaE |
no idea then. what version of ubuntu is this? |
03:12 |
boonscape3 |
14.04 |
03:12 |
VanessaE |
hm |
03:13 |
VanessaE |
I can only guess you botched the command somehow |
03:13 |
VanessaE |
skim through the files in /etc/apt/sources.list.d for the ones that refer to the minetest PPA |
03:13 |
VanessaE |
delete any you find, and try again |
03:13 |
VanessaE |
delete files only if they only have minetest stuff in them, but not if they have other stuff too |
03:14 |
est31 |
what does "apt-cache policy minetest" say? |
03:14 |
est31 |
and apt-cache policy minetestc55 |
03:18 |
boonscape3 |
I had to romove the repositry files from the terminal as the root user |
03:20 |
boonscape3 |
The package manager is pulling minetest from archive.ubuntu.com |
03:20 |
MinetestBot |
[git] paramat -> minetest/minetest: Mapgen objects: Enable heatmap and humidmap for all biome api mapgens 70da8a9 http://git.io/vLiOw (2015-06-20T04:16:17+01:00) |
03:21 |
VanessaE |
boonscape3: don't install it. |
03:21 |
VanessaE |
just abort. |
03:21 |
VanessaE |
at this point, run the command I gave you: |
03:21 |
VanessaE |
sudo apt-get remove minetest* ; sudo add-apt-repository ppa:minetestdevs/daily-builds ; sudo apt-get update ; sudo apt-get install minetest\ |
03:21 |
VanessaE |
well minus that backslash at the end. |
03:21 |
boonscape3 |
How do I point the package manager to the repository source? |
03:22 |
VanessaE |
just run the command I gave you. |
03:22 |
VanessaE |
commands* |
03:22 |
VanessaE |
sudo apt-get remove minetest* ; sudo add-apt-repository ppa:minetestdevs/daily-builds ; sudo apt-get update ; sudo apt-get install minetest |
03:22 |
boonscape3 |
Okay |
03:23 |
VanessaE |
if you really *really* want the stable version, change "/daily-builds" to "/stable" |
03:28 |
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03:29 |
boonscape3 |
Ok ut seems to be working |
03:30 |
boonscape3 |
I was hopeing to get the build that supports all of the released mods that are avaliable |
03:30 |
VanessaE |
the one from daily-builds does. |
03:31 |
VanessaE |
the one *currently* in the stable repo, 0.4.12, doesn't support everything |
03:31 |
VanessaE |
(because some modders often keep up with dailies, rather than stable) |
03:32 |
boonscape3 |
Okay, but now I got the latest build which was what I wanted, thanks for helping me :-) |
03:37 |
VanessaE |
yw |
03:38 |
VanessaE |
in the future, updates will come as part of your normal routine |
03:38 |
VanessaE |
(e.g. the "Software Updater" app that runs every so often) |
03:42 |
VanessaE |
~seen yveslevier |
03:42 |
ShadowBot |
VanessaE: I haven't seen yveslevier in #minetest. |
03:43 |
VanessaE |
meh |
03:43 |
VanessaE |
!seen yveslevier |
03:43 |
MinetestBot |
VanessaE: yveslevier was last seen at 2015-05-17 23:44:51 UTC on #minetest |
03:43 |
VanessaE |
damn. |
03:44 |
est31 |
~seen VanessaE |
03:44 |
ShadowBot |
est31: I saw VanessaE in #minetest 29 seconds ago saying "damn." |
03:44 |
est31 |
~seen MinetestBot |
03:44 |
ShadowBot |
est31: I saw MinetestBot in #minetest 46 seconds ago saying "VanessaE: yveslevier was last seen at 2015-05-17 23:44:51 UTC on #minetest" |
03:44 |
est31 |
~seen ShadowBot |
03:44 |
ShadowBot |
est31: Of course I've seen myself! |
03:44 |
est31 |
works |
03:53 |
est31 |
so on xanadu even the f7 thing works |
03:53 |
est31 |
and no lagging behind |
03:53 |
est31 |
I think its done like it should have been |
03:53 |
VanessaE |
it's a different mod? |
03:53 |
VanessaE |
if it's 3d-armor with wieldview, that would be why |
03:54 |
VanessaE |
(the player is a custom mesh with slots for the wield item and shield) |
03:54 |
est31 |
https://forum.minetest.net/viewtopic.php?id=4654 |
03:54 |
VanessaE |
ninja'd :) |
03:57 |
VanessaE |
so yeah, that's even more hacky than wield3d |
03:59 |
est31 |
why |
03:59 |
VanessaE |
because it overrides the default player model entirely |
04:00 |
VanessaE |
and the wielded item I don't think is 3d, either |
04:01 |
VanessaE |
https://forum.minetest.net/viewtopic.php?p=72657#p72657 |
04:01 |
VanessaE |
(image at the end) |
04:01 |
VanessaE |
(of the post) |
04:08 |
VanessaE |
well it's faked 3d (by rendering a ton of layers to thicken the item up) |
04:08 |
VanessaE |
so hacky as hell :) |
04:08 |
est31 |
wow |
04:08 |
est31 |
almost like that shader RBA proposed |
04:08 |
VanessaE |
same idea, yes |
04:21 |
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05:06 |
MinetestBot |
[git] est31 -> minetest/minetest: Small CAO improvements 14f4cd0 http://git.io/vLi4F (2015-06-20T06:58:07+02:00) |
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06:02 |
MinetestBot |
[git] est31 -> minetest/minetest: Android: use loop inside makefile to spare repetition a31d08b http://git.io/vLigI (2015-06-20T07:48:17+02:00) |
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06:38 |
Krock |
moin |
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09:11 |
Xack |
\o |
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10:00 |
minos__ |
salut! |
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10:36 |
CraigyDavi |
Does anyone know how to close a formspec within minetest.register_on_player_receive_fields? |
10:36 |
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10:54 |
CWz |
this guy got past the spam filter |
10:54 |
CWz |
https://forum.minetest.net/viewtopic.php?t=12655&p=182326#p182326 |
11:06 |
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11:06 |
Jbb |
hi |
11:07 |
Jbb |
hi |
11:11 |
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11:13 |
Jbb |
hi |
11:28 |
Jbb |
fireglow: hi? |
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11:29 |
Jbb |
hi |
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Jbb |
Hü |
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12:04 |
twoelk |
hü hott |
12:04 |
* twoelk |
looks around where the horse might be |
12:05 |
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12:45 |
CWz |
hey OldCoder |
12:46 |
OldCoder |
CWz, yo |
12:51 |
Krock |
http://blueballmachine2.ytmnd.com/ |
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15:30 |
H-H-H |
hey guys how could i delete a node next to the one im digging from within the on_dig function? |
15:30 |
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15:32 |
H-H-H |
hmm thinking about it cactus and papyrus do exactly what i want just on the z axis not the x |
15:34 |
* VanessaE |
peeks in |
15:34 |
bobomb |
z axis? up is y |
15:35 |
H-H-H |
hey VanessaE :) |
15:35 |
VanessaE |
hi |
15:35 |
H-H-H |
bobomb thats what i meant sorry was thinking of something else |
15:35 |
bobomb |
anybody ever pass a string in the seed param? |
15:35 |
bobomb |
real world coordinates probably, ha |
15:36 |
H-H-H |
hey VanessaE do you know if there is a default.dig_up(pos, node, digger) version for digging sideways lol |
15:37 |
VanessaE |
there it not, however homedecor has routines that might be useful |
15:38 |
H-H-H |
i want to delete the node next to the one im digging when the one im digging is destroyed |
15:38 |
VanessaE |
that's easily done |
15:38 |
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15:38 |
VanessaE |
the question is, in which direction do you need to delete? |
15:38 |
VanessaE |
X+, X-, Z+, or Z-? |
15:39 |
H-H-H |
-X |
15:39 |
VanessaE |
minetest.set_node({x=pos.x-1, y=pos.y, z=pos.z}, { name = "air" }) |
15:40 |
VanessaE |
assuming your initial dig position is 'pos'. |
15:40 |
H-H-H |
but that wont make it drop its items |
15:40 |
H-H-H |
afaik |
15:40 |
VanessaE |
then use the minetest.dig_node() call |
15:41 |
VanessaE |
minetest.dig_node({x=pos.x-1, y=pos.y, z=pos.z}) |
15:41 |
H-H-H |
ty i didnt realise there was one |
15:41 |
H-H-H |
that will do nicely |
15:41 |
VanessaE |
but bear in mind that X and Z refer to the directions on the map |
15:41 |
VanessaE |
they don't account for the node's facedir |
15:42 |
H-H-H |
ahh ok :) |
15:43 |
VanessaE |
to account for facedir, borrow the "dir_to_xxxxx" tables from homedecor |
15:43 |
H-H-H |
thanks |
15:49 |
H-H-H |
ty so much that just finiished of the meat of a mod now to do the tweaking :) |
15:51 |
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16:23 |
TheWild |
Calinou, will you take a look at this? https://github.com/Calinou/moreblocks/pull/9 |
16:24 |
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16:28 |
Calinou |
very nicez |
16:28 |
Calinou |
-z |
16:28 |
Calinou |
just... |
16:28 |
Calinou |
1. they are not missing slopes, they are just new (you rarely need them; I don't consider them missing) |
16:28 |
Calinou |
2. use present tense in Git commits, not past tense |
16:29 |
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16:29 |
Calinou |
merged |
16:29 |
TheWild |
okay |
16:29 |
TheWild |
thanks |
16:31 |
TheWild |
I needed one of them once and then with pain discovered that it is not in the mod |
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16:43 |
TheWild |
also note that new slopes don't have crafting rules yet. Why? It's because most of the crafting rules of slopes don't conform math. |
16:44 |
TheWild |
there are bit more/less items used to craft than it should be |
16:44 |
TheWild |
http://a140118.drivehq.com/moreblocks.pdf |
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16:54 |
TheWild |
we could utilize circular saw for this. For now when something is cut, leftovers are all 1/8 microblocks. For slopes, leftovers could be 1/12 microblocks. |
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17:13 |
TheWild |
Calinou, I prefer putting the crafting rules of slopes/stairs/microblocks to the trash and make a need of circular saw to do this stuff. What do you think? |
17:16 |
TheWild |
^ of course I mean only no disable rules for breaking stuff into smaller pieces, but not for coupling smaller pieces to larger |
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boonscape3 |
How do I use the mining drill to mine? |
17:29 |
Calinou |
TheWild, there's literally no recipe conflicts |
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17:29 |
Calinou |
if you think the recipes bloat the code files, I can move them to separate files |
17:29 |
VanessaE |
Calinou: don't forget to refresh your models from the ones in slope_test |
17:29 |
VanessaE |
(the glitched shadows/normals) |
17:30 |
* Calinou |
DuckDuckGoes to find forum topic... |
17:30 |
Calinou |
works great :P |
17:30 |
Calinou |
https://forum.minetest.net/viewtopic.php?p=159276 |
17:30 |
Calinou |
this? |
17:31 |
boonscape3 |
How to you use the mining drill? |
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17:31 |
VanessaE |
Calinou: yep, that's the one. you want the "onetexture" models, specifically. |
17:32 |
Calinou |
if you have some time you can send a pull request, I'll happily accept it :P |
17:32 |
Calinou |
tedious to rename all meshes one by one :( |
17:32 |
Calinou |
or wait after June 24, if you don't want to send a PR |
17:32 |
VanessaE |
in the time you spent chatting just now, you coulda done it ;) |
17:33 |
VanessaE |
(besides, I'm too lazy to make a PR :) ) |
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17:39 |
boonscape3 |
How to you use the mining drill? |
17:42 |
TheWild |
Calinou, back to the crafting rules. I'm not afraid about conflicts - there is always a choice to select distinct rule. However, I want to throw them out because it's generally not trivial to make crafting rule exact. |
17:42 |
VanessaE |
boonscape3: charge it in a battery box and then just dig with it |
17:43 |
TheWild |
currently 1/2 slope uses 3 full blocks and 3 quarter blocks, that is 15 quarter blocks to produce 7 slopes, where we expect to use 14 slopes. |
17:43 |
TheWild |
*14 quarter blocks |
17:43 |
Calinou |
it doesn't matter if there's a slight loss |
17:43 |
Calinou |
however, there should be no gain |
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17:44 |
TheWild |
there is actually bit time consuming rule that products more blocks than were used to craft, so... |
17:45 |
TheWild |
I am pro no-loss no-gain |
17:51 |
boonscape3 |
I am needing help on how to use the mining drill, will any help me please? |
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18:10 |
VanessaE |
boonscape3: charge it in a battery box and then just dig with it |
18:10 |
VanessaE |
(like you'd dig with a shovel or pick) |
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19:13 |
Taoki |
Hmm... isn't there a version of drawtype_raillike that can also go up walls? |
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19:14 |
ElectronLibre |
I've never seen such a feature. |
19:14 |
ElectronLibre |
At the moment rails can only be placed on the ground, and ceils, not walls. |
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19:14 |
ElectronLibre |
Well, rails and raillike drawtype nodes. |
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19:49 |
TheWild |
project not finished with comment: -- How the hell I can know the list is a single nodebox or list of nodeboxes |
19:55 |
TheWild |
Calinou, I am going to touch circular_saw.cost_in_microblocks to add support for slope-leftovers. Is there something I should know before doing it? |
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20:09 |
Calinou |
TheWild, I think we should stick to having only microblocks in leftover, for simplicity's sake |
20:09 |
Calinou |
(by the way, I'm considering putting circular saw in a circular mod) |
20:09 |
Calinou |
like it used to be |
20:09 |
Calinou |
make moreblocks into a modpack, ship moreblocks + circular_saw |
20:09 |
Calinou |
so lightweight users can disable the circular saw if they wish |
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20:16 |
ThatGraemeGuy |
VanessaE: are you around? |
20:18 |
TheWild |
can I hold arbitrary additional data inside node definition? |
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20:21 |
VanessaE |
I am here, TheWild |
20:21 |
VanessaE |
ThatGraemeGuy * |
20:21 |
VanessaE |
TheWild: yes, with metadata. |
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20:27 |
ThatGraemeGuy |
VanessaE: there seems to be a recipe conflict between homedecor/building_blocks and gloopblocks |
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20:27 |
VanessaE |
what's the conflict? |
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20:28 |
ThatGraemeGuy |
gloopblocks defines 4 sticks in a square to make regular planks, building_blocks defines 4 sticks in a square to make "small bundle of sticks" |
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20:28 |
ThatGraemeGuy |
which i need to make the upscale office chair from homedecor |
20:30 |
VanessaE |
ah ok |
20:30 |
VanessaE |
I'll fix that soon |
20:30 |
ThatGraemeGuy |
thanks :) |
20:31 |
ElectronLibre |
Poor freenode opers... So much /connects to do :/ |
20:31 |
sfan5 |
they don't have to do any connects at all |
20:31 |
sfan5 |
also this is just 1 server |
20:31 |
ElectronLibre |
Wait, how do you know that? |
20:32 |
ElectronLibre |
(In second thoughts yes this may be a single and same server who disconnected but how do you know they don't need to /connect ?) |
20:32 |
ElectronLibre |
s/In/On |
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20:59 |
TheWild |
sorry about constantly asking, but is this ok to add more explanatory comments to others code? |
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21:21 |
TheWild |
player:get_inventory():set_lists() just crashed minetest |
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realbadangel__ |
TheWild, post that in #dev with crash log |
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21:33 |
TheWild |
nope, I'm on Windows |
21:34 |
TheWild |
it does not log anything specific, just crash and good bye |
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21:34 |
TheWild |
just try on singleplayer: minetest.get_player_by_name('singleplayer'):get_inventory():set_lists() |
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22:11 |
MinetestBot |
[git] RealBadAngel -> minetest/minetest: Remove textures vertical offset. Fix for area enabling parallax. 53efe2e http://git.io/vL1Dr (2015-06-21T00:11:09+02:00) |
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23:25 |
Taoki |
Does anyone know if there's a way to disable the punch animation when left-clicking while wielding certain items? So it doesn't look like you're punching with a bow when you are shooting it for instance. |
23:32 |
RealBadAngel |
imho thats not hard to do |
23:32 |
RealBadAngel |
would require a flag for that just |
23:33 |
RealBadAngel |
like a general flag for everything if that could be used on something |
23:33 |
RealBadAngel |
so you wont swim your hand with dirt for example |
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