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IRC log for #minetest, 2015-07-13

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02:20 MinetestBot [git] RealBadAngel -> minetest/minetest_game: Add new texture for leaves, jungle leaves and style simple 0c5f6da http://git.io/vmfY0 (2015-07-13T03:17:26+01:00)
02:23 hoodedice nice!
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02:46 luizrpgluiz hi all
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03:10 hoodedice ayy
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04:59 haaaaa how do I store a variable even if the game is restarted?
05:16 haaaaa What is a good way to generate a random integer?
05:17 VanessaE for the first question, save your variable in a file on disk.
05:17 VanessaE for the second, look up math.random()
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06:01 haaaaa thankyou
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06:02 haaaaa how to override action of eating default apple?
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06:16 RealBadAngel haaaaa, best would be to redefine the item
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06:17 haaaaa as in I register the item with the same definition except for the part I want to change?
06:18 RealBadAngel you will have to use ":default:apple" propably
06:18 RealBadAngel to override it
06:19 VanessaE you can also use the override_item() call too
06:19 VanessaE that one lets you redefine just PART of the item instead of having to do the whole thing
06:19 RealBadAngel https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L1753
06:19 VanessaE that's the one
06:21 haaaaa thankyou
06:21 haaaaa i was not aware of this api's existence i thought it is all contained in dev.minetest.net
06:22 RealBadAngel the file is present in every build
06:24 LazyJ RealBadAngel, would you mind creating a forum post with tips for creating normalmaps in GIMP?
06:24 LazyJ Please. :)
06:24 RealBadAngel i am not using gimp, effects produced by gimp normalmap plugin are not any good
06:25 LazyJ Ah.
06:25 RealBadAngel hold on
06:25 LazyJ What do you recommend?
06:25 RealBadAngel https://github.com/kmkolasinski/AwesomeBump
06:26 LazyJ Thanks ;)
06:26 RealBadAngel its powerfull tool, but kinda hard to get used to
06:27 RealBadAngel ive spent a few days with "fucks" flying around ;)
06:27 LazyJ Any harder than using the command-line for minetestmapper?
06:27 RealBadAngel i dont think so ;)
06:28 LazyJ If not, I've survived that one OK. A bit warped afterwards but still OK.
06:28 RealBadAngel one tip: to get rid of built-in grid effects, load diffuse then in its tab "enable preview" and "copy to N-H" then disable preview
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06:29 LazyJ Ok, thanks.
06:29 RealBadAngel N_H here is normalmap and heightmap
06:30 LazyJ It's late for me but normalmaps are something I want to improve on the texture pack I use (a mix of other tp's and custom stuff... a mess).
06:30 RealBadAngel and, when exporting the map, select the one combined, with heightmap in normalmap's alpha channel
06:30 RealBadAngel thats the format we are using
06:31 LazyJ Ah-hah.
06:31 LazyJ GIMP's result have been mixed.
06:31 LazyJ Wasn't sure what I was doing wrong or if the normalmap feature of Minetest was still too young.
06:31 RealBadAngel it is very mature by now
06:32 LazyJ Ran into several blackend nodes when using the colorized function on a mod.
06:32 RealBadAngel we are using parallax with slope information and relief mapping + bumpmapping ofc
06:32 RealBadAngel default mode is relief mapping
06:33 RealBadAngel since yesterday mintest_game supports relief mapping (at least for some nodes by now)
06:33 LazyJ Which is easier for Minetest to handle atm,... Minetest's shader options or creating normalmaps from AwesomeBump?
06:34 RealBadAngel autogen is slow and faulty
06:34 LazyJ Ah.
06:34 RealBadAngel it cannot simple detect the shapes
06:35 RealBadAngel its mean to be used combined with supplied normalmaps
06:35 RealBadAngel in case when theres no hand made map, it will make one on the fly
06:36 RealBadAngel there are cases it works pretty decent, but also have fails like in case of bricks
06:37 LazyJ A limit to how small of detail would be enough to stand out?
06:37 RealBadAngel normalmap have to be greater resolution than used 16px
06:37 LazyJ Or, probably more likely, what is reasonable given the quality of the monitor, strength of the computer and just plain some things aren't worth being bumpy.
06:37 RealBadAngel absolute minimum for it is 128x
06:38 RealBadAngel this doesnt make game any slower because of it
06:38 LazyJ Heh. So much for enhancing my favorite 64px texture pack.
06:38 RealBadAngel only memory reqs may apply there
06:38 RealBadAngel wait, thats no problem
06:39 RealBadAngel upscale it to 256x
06:39 RealBadAngel make map on it
06:39 RealBadAngel later on you will use original resolution pack, with upscaled normals
06:40 RealBadAngel default minetest_game one are 256x, while textures are 16x
06:40 LazyJ Ah. Good info.
06:41 RealBadAngel shaders do not care of the image size
06:41 RealBadAngel for them coords are in range 0 - 1, no matter the real size of the image
06:42 RealBadAngel be it zillions px or 16 px
06:44 LazyJ Thanks, RealBadAngel.  ;)
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06:45 RealBadAngel btw, autogen is using method similiar to gimp one
06:45 RealBadAngel so dont expect gimp to produce any better normal map than autogen did ;)
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06:53 LazyJ Ah.
06:53 LazyJ I hadn
06:54 LazyJ Ak..
06:54 LazyJ I hadn't messed with Autogen.
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06:55 LazyJ Time for this working stiff to crawl into bed. The Monday grind begins in a few hours.
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07:44 haaaaa is there a reason this doesn't work?  minetest.override_item("default:apple", {on_use = new_apple()})
07:45 haaaaa new_apple is linked to a function in the mod, there are no errors but the apple doesn't seem to be overridden
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07:46 haaaaa nvm I have found the erro
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08:00 haaaaa on trying to override item, I get an error saying "attempt to override non-existent item default:apple", is there a reason for this?
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08:04 RealBadAngel haaaaa, maybe your mod is loaded BEFORE default
08:05 RealBadAngel make it depending on default, so it will be executed after
08:11 haaaaa ok thanks
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08:18 haaaaa how can I get player from on_use override?
08:19 Krock haaaaa, override the field "on_use" with function(itemstack, user, pointed_thing) .. end
08:19 Krock user:get_player_name() returns the player name
08:20 haaaaa thank you Krock
08:21 Krock np. If you want to keep the old on_use function, just add a new variable above the override function: local old_on_use = minetest.registered_nodes["node:name"].on_use
08:21 Krock and then call that one in your new on_use function
08:22 haaaaa thank you
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08:29 haaaaa it is working but for apple isn't removed from inventory, is there a mistake?
08:29 haaaaa local oldApple = minetest.registered_nodes["default:apple"].on_use
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08:29 haaaaa oldApple(itemstack, user, pointed_thing)
08:30 RealBadAngel haaaaa, please paste whole code
08:30 RealBadAngel pastie.org
08:30 GrandChaos9000 anyone there yet?
08:31 RealBadAngel GrandChaos9000, no, we are all just bots
08:31 GrandChaos9000 but there was a problem, if you sleep on the bed while walking, it gliched out from walking backwards.
08:32 GrandChaos9000 and also sleeping pose was still missing yet
08:32 GrandChaos9000 glitched*
08:34 haaaaa http://codebin.org/view/b78f2274
08:34 RealBadAngel propably theres no sleep animation yet in
08:34 GrandChaos9000 i know, they're would be soon to fix or not.
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08:35 GrandChaos9000 they'll*
08:35 RealBadAngel GrandChaos9000, fill in an issue on it
08:35 GrandChaos9000 so where is it
08:35 GrandChaos9000 github?
08:37 haaaaa RealBadAngel, have you found reason?
08:37 RealBadAngel https://github.com/minetest/minetest/issues
08:38 RealBadAngel haaaaa, not yet, reading your code now
08:38 GrandChaos9000 ah,
08:38 GrandChaos9000 i knew it
08:38 GrandChaos9000 i'm trying to join my github account later
08:40 haaaaa would you like explanation of what mod is aiming to do?
08:41 RealBadAngel nah, i can see it
08:42 RealBadAngel haaaaa, https://github.com/minetest-technic/technic/blob/master/technic/tools/flashlight.lua#L38
08:42 RealBadAngel please do read that code
08:43 RealBadAngel this should fix your issue
08:48 haaaaa what does inv:get_list("main") return?
08:48 RealBadAngel haaaaa, players main inventory
08:48 RealBadAngel slots 1-8 are hotbar there
08:48 haaaaa as a dictionary?
08:49 Krock as alist
08:49 RealBadAngel table
08:49 GrandChaos9000 and finally i joined it!
08:49 haaaaa ok
08:49 GrandChaos9000 second, i'll decide to post my first issue
08:49 RealBadAngel do note that updating the stack is required for changes to be permament
08:49 RealBadAngel https://github.com/minetest-technic/technic/blob/master/technic/tools/flashlight.lua#L47
08:50 RealBadAngel without writing the stack back all changes will be lost
08:50 RealBadAngel youre working on a copy of a stack, its not the pointer to it
08:51 haaaaa oh ok
08:51 haaaaa what is the meaning of this line: local meta = minetest.deserialize(hotbar[i]:get_metadata()) ?
08:52 RealBadAngel meta can store anything
08:52 RealBadAngel data kept there is serialized
08:52 RealBadAngel to get table back you need to deserialize it
08:52 haaaaa is the amount of item stored in the meta?
08:53 RealBadAngel no
08:53 RealBadAngel meta is your data, whatever you want to store in it
08:54 haaaaa ok
08:57 haaaaa for now I will stay with .item_eat() but perhaps in the future I will try to add to current definition rather than replace thanks for the help
08:59 RealBadAngel no problemo
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09:02 haaaaa nevermind, I will do it now because I think I understand
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09:13 JamesTait Good morning all; happy Monday, and happy Embrace Your Geekness Day! 😃
09:17 Krock moin
09:22 rubenwardy lol
09:22 rubenwardy oh no! I forgot
09:22 rubenwardy "Hi all!"
09:24 Krock "\"Hi everybody\""
09:25 haaaaa inv:set_stack() does not seem to be changing the value of the inventory, what is the way to do so?
09:27 Krock what's the exact code you're using?
09:27 haaaaa I am now getting a different error: expecting item stack, itemstring, or nil, (let me upload my code)
09:28 haaaaa http://codebin.org/view/caf97387
09:29 Krock hotbar is not an array
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09:29 Krock use hotbar:get_stack(i):get_name()
09:30 haaaaa oh ok
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09:30 Krock you don't need to use set_stack when take_item is called IIRC
09:32 Krock remember on_use can return an item stack, so remove the first line and add "return oldApple(itemstack, user, pointed_thing)" at the end
09:34 Krock ^ haaaaa
09:36 haaaaa wow, that is very helpful, thank you!
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09:36 haaaaa ^ Krock
09:37 Krock np
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11:47 GrandChaos9000 there you have it
11:48 GrandChaos9000 i've posted my issue from minetest repository on github
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11:56 SopaXT Damn!
11:57 Krock Good afternoon, SopaXT :)
11:57 SopaXT The git repo branch contains hex digits 'dead'
11:58 Krock I'd prefer 0xC0FFEE
11:58 SopaXT Hi!
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12:10 SopaXT2 Are there any 12-year-olds besides me who use linux
12:11 Calinou SopaXT2, well I used to be 12 and to use GNU/Linux :-)
12:11 Calinou that was years ago though :)
12:16 crecca I wasn't that smart, I got into linux at my first year on polytechnic
12:17 crecca most likely I wouldn't drop out then if I started sooner, so good riddance SopaXT2 :)
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12:22 Amaz SopaXT2, I probably began using it when I was 12... Not that long ago!
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12:44 swift110-phone Hmm
12:53 SopaXT2 I am using it for 2-3 years continuous
12:54 SopaXT2 I like it!
12:54 SopaXT2 Even having a licensed windows-7 HomeExt
12:55 SopaXT2 Not even dualboot!
12:58 Krock I don't have Linux! Not even dualboot!
13:02 CWz your loss
13:10 swift110-phone Aww
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13:47 crecca kenney's mods are one of the best ideas I've ever seen in modding
13:48 crecca the player model from voxus is simple and brilliant
13:48 crecca i.imgur.com/F24Aozp.png
13:48 crecca his designs are impecable
13:49 crecca impeccable*
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13:54 crecca too bad he moved it away from minetest
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14:00 Calinou too blocky :P
14:04 crecca I would just make it a single node with a smiley face on it!
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14:23 rubenwardy How can I change the seed of a world whilst it's running?
14:24 rubenwardy I want to reset it from the code - minetest.delete_area the world, then change the seed, then map generates again
14:25 rubenwardy damn it https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L1959
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14:26 rubenwardy Basically I want to make a Capture the Flag server where the map resets after a game is finished, and a new map is generated, without disconnecting players
14:26 rubenwardy The map resetting can't take more than 5 - 10 seconds
14:29 rubenwardy I guess it's enough to just reset the map without changing the seeds
14:29 rubenwardy but it's pretty slow - 5/10 seconds for just a 40x40x40 area
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14:55 xenkey Hi
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15:44 rubenwardy XD   https://github.com/rubenwardy/capturetheflag/commit/5264cc034a200693905b01304c980823dcf44c92
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15:49 haaaaa How to override digging speed of default hand? is it like any other item?
15:51 rubenwardy The item name is ""
15:51 rubenwardy So you can do minetest.override_item(":") or minetest.register_craftitem(":", {})
15:51 rubenwardy 1sec
15:53 rubenwardy https://github.com/minetest/minetest/blob/master/builtin/game/register.lua#L305
15:53 rubenwardy hmmm
15:53 rubenwardy maybe not
15:53 rubenwardy I don't know
15:54 haaaaa thank you rubenwardy
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16:04 RealBadAngel haaaaa, creative mod does that
16:04 RealBadAngel when using it digging is almost instant
16:05 RealBadAngel frankly i hate that "feature"
16:05 haaaaa ok I will look into it
16:05 RealBadAngel line 137
16:06 RealBadAngel /creative/init.lua
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16:10 haaaaa thanks RealBadAngel that was helpful
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16:29 haaaaa would it be better to create 2 global steps or 1 if I want an event to occur every 10 seconds and an event every 20 seconds
16:31 nore haaaaa: the least globalsteps, the better
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16:33 rubenwardy > Editing a file in nano
16:33 rubenwardy > Pressed ctrl+z
16:33 rubenwardy :'(
16:33 sd1001 Why are you editing a file in nano in the first place? :P
16:33 rubenwardy vps
16:34 rubenwardy I'm ssh-ing into my vps to configure it
16:34 sd1001 Sure, but why nano?
16:34 rubenwardy because it's simpler than VM or whatever
16:34 rubenwardy vim
16:34 sfan5 nano is easiest
16:34 sd1001 ahh
16:35 sd1001 Wait, if ^Z suspended it, try using 'fg'
16:35 sfan5 rubenwardy: ctrl+z doesn't do anything in nano for me
16:35 rubenwardy It quits the process for me
16:35 sd1001 wat
16:36 sd1001 Quits, not suspends?
16:36 Calinou rubenwardy, type "fg"
16:36 Calinou (foreground)
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16:46 rubenwardy How can I guarantee that a set_node works?
16:46 RealBadAngel read it back
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16:47 RealBadAngel you will know if it has failed or not
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16:48 RealBadAngel propably it can fail when some protection mods are active
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17:05 rubenwardy I was thinking more failing on unloaded blocks.
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17:33 rubenwardy RealBadAngel, what I meant was that I want a snippet which is guaranteed to set a node
17:33 rubenwardy ie: it loads the block if it isn't already
17:33 rubenwardy or mapgens it
17:33 rubenwardy do I use minetest.get_voxel_manip([pos1, pos2])?
17:37 H-H-H hey can anyone remind me of the mod that says the item name above the inv hotbar like in MC ?
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17:56 Dartmouth unified_inventory does that, altho that it a complete inventory. afaik there is another single one, but I can't remember what it's called... :/
18:03 H-H-H its called 4itemnames i just found it on my hard drive
18:03 H-H-H ty anyway though :)
18:13 H-H-H 4itemnames mod by 4aiman
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18:28 RealBadAngel itemnames are a part of UI
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18:37 SopaXT ******!
18:41 haaaaa Do you think the trouble of baking one bread is worth getting another hotbar space?
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18:45 MinetestBot [git] paramat -> minetest/minetest: Mgv6/treegen: (Re)Add fallback nodes for compatibility with subgames 66ea356 http://git.io/vmINE (2015-07-13T19:41:26+01:00)
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19:40 AndroidKris HI all, I need to know if it is possible to create just a "ring" with the worldedit gui.
19:42 AndroidKris I've selected two points of opposite corners of a square, but I'm unsure as to weather or not I can use those two points to create a ring of [node type]
19:42 AndroidKris eg: dirt, stone, etc.
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20:16 paramat Amaz also, when you define a biome that alters stone only, you need the lines 'depth_top = 0,' and 'depth_filler = -4,' to disable grass and dirt. see my 'underground' biome in my biomesdev mod
20:16 paramat also make sure to include the 'clear registered biomes/decorations' lines before your definitions
20:19 Amaz Okay, thanks :)
20:19 paramat https://github.com/paramat/biomesdev
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21:09 bobomb any voxelArea gurus or adepts here?
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21:48 sfan5 !op
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21:49 sfan5 !deop
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22:28 Soni add a diffing client chunk cache, if you don't have one yet
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23:42 luizrpgluiz hi all
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