Time |
Nick |
Message |
00:01 |
OldCoder |
|
00:01 |
OldCoder |
https://youtu.be/_xLFZSouTZk |
00:01 |
OldCoder |
STHGOM's video for those who haven't seen it ^ |
00:01 |
OldCoder |
|
00:02 |
Taoki |
Hi. How do I get by which amount a node is part of a group, knowing its position and / or name? Like if I know what a node is, how can I get the value by which it's part of group "flamable" for instance? |
00:03 |
Out`Of`Control |
do i have to type this in game? "minetest --server --world world_path --entities fix" |
00:03 |
Out`Of`Control |
as i get "Unknown command-line parameter "--entities"" |
00:04 |
Out`Of`Control |
https://github.com/minetest/minetest/issues/2610 |
00:04 |
OldCoder |
Taoki, Hi. Is that a core question? Might be able to ask in the core dev channel. |
00:04 |
OldCoder |
Out`Of`Control, reviewing |
00:04 |
OldCoder |
Out`Of`Control, what are you trying to do? |
00:05 |
Taoki |
Usage question, though I do use the core engine |
00:05 |
Out`Of`Control |
i have same bug, trying to get rid of broken blocks |
00:05 |
OldCoder |
Out`Of`Control, I can filter the map for you |
00:05 |
OldCoder |
Regarding in-game facilities, they are limited... |
00:05 |
OldCoder |
You can use mapedit |
00:06 |
OldCoder |
To entirely delete a mapblock |
00:06 |
OldCoder |
It will take out a 16x16x16 cube |
00:06 |
est31 |
Out`Of`Control, what is the error message of your error |
00:06 |
OldCoder |
Or larger |
00:06 |
Out`Of`Control |
est31: Invalid block data in database (-52,-1936,-7) (SerializationError): unsupported NameIdMapping version |
00:07 |
Out`Of`Control |
there are many areas as i notice |
00:07 |
Out`Of`Control |
somehow clearobjects does not solve it |
00:07 |
est31 |
it crashes while you run clearobjects right? |
00:07 |
Out`Of`Control |
yeah |
00:07 |
Out`Of`Control |
or freezes |
00:08 |
Out`Of`Control |
ServerEnvironment::clearAllObjects(): Failed to emerge block (6,-1936,3 |
00:09 |
est31 |
Out`Of`Control, you'll need to build the engine |
00:09 |
Out`Of`Control |
est31: i don't get it how to use that tool,. i compile that version |
00:09 |
Out`Of`Control |
Minetest 0.4.13-dev-596484d |
00:09 |
est31 |
before doing that can you help me make sure that --entities fix actually will work? |
00:09 |
Out`Of`Control |
thats the one? |
00:09 |
Out`Of`Control |
sure |
00:09 |
Out`Of`Control |
how do i run entities fix? |
00:10 |
Out`Of`Control |
OldCoder: what is mapedit special tool? |
00:13 |
est31 |
Out`Of`Control, can you first help me check that entities fix works for you |
00:13 |
est31 |
can you compile this revision of minetest: https://github.com/est31/minetest/tree/extract_map |
00:13 |
est31 |
it includes a mapblock extraction tool |
00:13 |
est31 |
then run bin/minetest --server --worldname your_world_name --extract "(-52,-1936,-7)" |
00:14 |
Out`Of`Control |
est31: yes, thats what i did, i compile minetestserver only, no client |
00:14 |
est31 |
then give me the file it creates (the tool tells it to you) |
00:14 |
Out`Of`Control |
so tehre is only minetestserver in bin |
00:14 |
est31 |
then run bin/minetestserver --worldname your_world_name --extract "(-52,-1936,-7)" |
00:14 |
Out`Of`Control |
ok sec |
00:15 |
OldCoder |
est31, is that new? Looks very useful |
00:16 |
est31 |
OldCoder, sorta, yes, its only present in that custom commit |
00:16 |
est31 |
made it for https://github.com/minetest/minetest/issues/2610 |
00:16 |
Out`Of`Control |
i get error ... |
00:17 |
est31 |
yeah, its only present in that commit, and the commit is not in master tree |
00:18 |
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00:18 |
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00:18 |
Out`Of`Control |
est31: i cant run that command with minetestserver |
00:19 |
est31 |
Out`Of`Control, what does it say |
00:19 |
est31 |
ahh perhaps I haven't made it work with minetestserver |
00:19 |
est31 |
that might be it |
00:19 |
Out`Of`Control |
ERROR[Main]: Unknown command-line parameter "--extract" |
00:19 |
est31 |
moment will check |
00:19 |
Out`Of`Control |
yeah |
00:19 |
Out`Of`Control |
but i can't run client on a remote server |
00:21 |
Out`Of`Control |
i don't see extract or entities fix in Allowed options |
00:21 |
OldCoder |
est31, will it be merged? If not, why not? Note: I have this functionality in an external tool, but more in the core would be good |
00:21 |
est31 |
mhhh, in theory it _should_ work with minetestserver |
00:22 |
Out`Of`Control |
maybe i use wrong flag while compiling |
00:22 |
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00:22 |
est31 |
OldCoder, its kinda hackish it requires "server" param, while it doesn't really offer a erver |
00:22 |
est31 |
but perhaps I can think about making a PR |
00:22 |
est31 |
idk |
00:23 |
est31 |
we could move it to --util or something |
00:23 |
est31 |
(or keep it there) |
00:24 |
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00:24 |
est31 |
Out`Of`Control, you can check whether "extract" is listed if you call minetestserver with --help |
00:24 |
Out`Of`Control |
its not |
00:25 |
est31 |
yeah then its not from that branch |
00:25 |
est31 |
you'll need the extract_map branch |
00:25 |
Out`Of`Control |
https://github.com/est31/minetest.git |
00:25 |
Out`Of`Control |
i clone this one |
00:26 |
est31 |
yeah you have to do "git checkout extract_map" |
00:30 |
Out`Of`Control |
compiling |
00:31 |
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00:31 |
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00:32 |
Out`Of`Control |
ahh now i see extract :D |
00:36 |
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00:38 |
Out`Of`Control |
i keep getting error |
00:38 |
Out`Of`Control |
ERROR[Main]: Mapblock at blockpos (52, -1936, -7) could not be found in database. |
00:38 |
Out`Of`Control |
WARNING[Main]: Deprecated use of debug_log_level with an integer value; please update your configuration. |
00:41 |
Out`Of`Control |
ok i could save other block |
00:41 |
Out`Of`Control |
est31: where should i dump that block? |
00:41 |
est31 |
Out`Of`Control can you provide it at a place where I can get it? |
00:43 |
Out`Of`Control |
if i can find it |
00:44 |
Out`Of`Control |
its 400mb |
00:44 |
est31 |
ah |
00:44 |
Out`Of`Control |
i wonder why that other block is gone, i run only clearobjects |
00:45 |
est31 |
can you run strings filename | head ? |
00:45 |
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00:46 |
Out`Of`Control |
builtin:falling_node default:gravel ? |
00:46 |
Out`Of`Control |
its full of that |
00:47 |
est31 |
hrmm |
00:47 |
est31 |
well probably then you encounter the bug |
00:47 |
est31 |
and the fixing tool should be run |
00:48 |
est31 |
do "git checkout fix_too_many_entities_bug" and recompile |
00:48 |
est31 |
then run bin/minetestserver --world world_path --entities fix |
00:48 |
Out`Of`Control |
next one is 8.5 mb and one more 75 mb |
00:48 |
Out`Of`Control |
maybe there is more, i have to run fix on whole map |
00:49 |
Out`Of`Control |
ok thanks |
00:49 |
OldCoder |
est31, I assume you are in Germany or somewhere late |
00:49 |
OldCoder |
But if you see this: |
00:49 |
OldCoder |
int v; |
00:49 |
OldCoder |
v = box_nodes_d.X; box_nodes_d.X = MYMIN (v, 32750 - MYABS(v)); |
00:49 |
OldCoder |
v = box_nodes_d.Y; box_nodes_d.Y = MYMIN (v, 32750 - MYABS(v)); |
00:49 |
OldCoder |
v = box_nodes_d.Z; box_nodes_d.Z = MYMIN (v, 32750 - MYABS(v)); |
00:49 |
OldCoder |
Something like that? |
00:50 |
* OldCoder |
has added a MYABS macro |
00:50 |
est31 |
yes germany, but I dont plan to go to bed to soon |
00:50 |
OldCoder |
See above, then; it's simple |
00:50 |
est31 |
OldCoder, looks good |
00:51 |
OldCoder |
Will test and update commit now |
00:51 |
OldCoder |
Allow perhaps 15 to 30 minutes |
00:51 |
est31 |
oka |
00:51 |
est31 |
y |
00:51 |
est31 |
about MYABS macro: dunno perhaps there is already some other function that does this |
00:52 |
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00:52 |
est31 |
OldCoder, seems you can use the abs() function whereever its defined |
00:53 |
OldCoder |
Is math.h included? |
00:53 |
est31 |
but grep shows its used within minetest codebase |
00:53 |
est31 |
I think so, not sure |
00:53 |
OldCoder |
MYABS has the advantage of being |
00:53 |
OldCoder |
type-agnostic, though, and faster; correct? |
00:53 |
OldCoder |
It is a macro |
00:53 |
OldCoder |
Like MYMIN |
00:54 |
OldCoder |
Faster (and safer) are both good |
00:54 |
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00:55 |
est31 |
src/camera.cpp includes it |
00:55 |
Out`Of`Control |
2016-02-07 01:54:41: ACTION[Main]: Fixing entities. |
00:55 |
Out`Of`Control |
2016-02-07 01:54:41: ACTION[Main]: Loading block list... |
00:55 |
est31 |
Out`Of`Control, is it leveldb? |
00:55 |
Out`Of`Control |
does it show errors? |
00:55 |
Out`Of`Control |
est31: sqlite |
00:55 |
OldCoder |
See above. MYABS has the advantage of being type-agnostic, though, and faster; correct? |
00:55 |
est31 |
still, wait a bit |
00:56 |
est31 |
well faster, dunno, I guess both are equally fast. compilers optimize lotsa stuff these days |
00:56 |
est31 |
and type agnostic, that's a point, but I guess its on ints, right? |
00:56 |
OldCoder |
abs() is a function. And the code in question already uses MYMIN. Not sure of int size. Safer to use macros and let compiler do its thing. |
01:00 |
est31 |
what the |
01:00 |
OldCoder |
? |
01:00 |
est31 |
the C standard is agnostic of how one stores ints |
01:01 |
est31 |
they require minimum ranges for ints |
01:01 |
OldCoder |
Hm? I mean int size; the data type involved here |
01:01 |
OldCoder |
I mean... |
01:01 |
OldCoder |
I don't know which parts are floats, s16, or s32 |
01:01 |
est31 |
the minimum value for an int is -32767 |
01:01 |
OldCoder |
Right |
01:01 |
est31 |
the maximum is that value multiplied with -1 |
01:01 |
OldCoder |
We're discussing different things |
01:01 |
est31 |
so we should be on the safe side |
01:03 |
OldCoder |
Speaking respectfully: abs() is a function (though some systems will compile it inline), the code in question already uses MYMIN, a macro, and there is a mix of floats, s16s, and s32s floating around that code. MYABS is the fastest (at runtime) and safest way to proceed. |
01:03 |
OldCoder |
Anyway, I'm focused on getting this right, excuse me for a few minutes |
01:03 |
OldCoder |
Pretty tired |
01:04 |
est31 |
well idk, hmmmm is the one who doesn't like MYABS |
01:05 |
est31 |
wanted_range is float btw |
01:05 |
est31 |
so fabs can be used |
01:06 |
OldCoder |
Wait briefly |
01:08 |
Out`Of`Control |
6% done |
01:08 |
OldCoder |
est31, fine; trying abs() |
01:37 |
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01:38 |
Kawaii |
Anyone know a "flatish" seed for singleplayer mode? |
01:38 |
Kawaii |
and also, whats the difference between the mapgens? |
01:42 |
RealBadAngel |
lol |
01:59 |
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02:24 |
Out`Of`Control |
Found 24443337 blocks, 24443331 valid ones, 0 invalid, 6 bad ones with too much static entities. |
02:26 |
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02:29 |
est31 |
okay, it now should have deleted the broken blocks |
02:30 |
Out`Of`Control |
yes, thank you |
02:34 |
est31 |
yw |
03:06 |
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03:13 |
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03:14 |
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03:17 |
redblade |
how long does it take cotton to grow? it's been hours (days game time) and they're still at 1 |
03:17 |
redblade |
using redo |
03:21 |
redblade |
was being in a protected area (right on the edge of my hosue) a problem? i've planted them somewhere else, see what happens |
03:21 |
redblade |
it disappeared! :( |
03:21 |
redblade |
sucks to keep killing cats, especially since i'm supposed to be able to name tag them with the same cotton |
03:22 |
redblade |
but yes i planted a new one somewhere else and it eventually disappeared |
03:22 |
redblade |
oh here it is |
03:22 |
redblade |
disappears in the dark |
03:38 |
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04:20 |
MinetestBot |
[git] RealBadAngel -> minetest/minetest: Use tangent space meshes only when shaders are enabled bf884e3 https://git.io/vglhU (2016-02-07T04:12:49Z) |
04:57 |
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04:58 |
kaeza |
o/ |
05:05 |
RealBadAngel |
hi |
05:07 |
kaadmy |
g'nitd 4 me ;) |
06:11 |
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06:34 |
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06:49 |
Hijiri |
I've heard people say nodetimers are unreliable - is there any basis to this |
06:49 |
Hijiri |
I've had it happen to me but it was under special circumstances, I rolled back somebody and their bones appeared fresh and missing node timers |
06:49 |
Hijiri |
so that is not a real case |
07:15 |
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09:00 |
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09:09 |
jordan4ibanez |
best inventory mod? |
09:20 |
RealBadAngel |
ofc its UI ;) |
09:25 |
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13:44 |
Taoki |
Hello. Does anyone know what the easiest way is to create some tree schematics? Hopefully something that doesn't require a complex in-world tool (like worldedit) |
13:45 |
sfan5 |
basically you use worldedit |
13:46 |
Obani |
World Edit is complex ? |
13:46 |
Obani |
Also, creating trees with schematics might not be a great idea (heavy) |
13:57 |
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13:58 |
red-001 |
Obani that's what minetest game does |
14:01 |
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14:06 |
Taoki |
Obani: Most feasible way for mapgens |
14:07 |
Taoki |
Ok... what if I have a tree schematic from somewhere else, but need to replace the node names (because I use different tree definitions)? Can I use some fancy tool to rename nodes in the mts file? |
14:23 |
sfan5 |
yes you can use a hex editor |
14:24 |
sfan5 |
as long as you're careful |
14:25 |
Fixer |
Minetest, issues: 593, PR: 137 |
14:26 |
Fixer |
Cataclysm CDDA, issues: 1242, PR: 48 |
14:26 |
Fixer |
Cataclysm has 7x more commits |
14:26 |
Fixer |
funny |
14:39 |
Fixer |
https://i.imgur.com/ngchh5G.jpg |
14:39 |
Fixer |
^_> |
14:44 |
Fixer |
ah, duane found some very neat seed, small desert islands in the middle of the ocean, no trees, best start ever |
14:49 |
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14:59 |
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15:14 |
Fixer |
anyone with latest MTG? |
15:16 |
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15:20 |
red-001 |
Minetest game? |
15:20 |
red-001 |
I have a recent version |
15:20 |
red-001 |
why? |
15:22 |
Obani |
this is not about recent but latest :p |
15:22 |
red-001 |
well it's very recent |
15:23 |
red-001 |
at most a few commits behind |
15:23 |
red-001 |
let me check |
15:23 |
red-001 |
nvm |
15:23 |
red-001 |
it's latest |
15:24 |
red-001 |
nvm again |
15:25 |
red-001 |
3 commits behid |
15:25 |
Fixer |
!tell paramat happens sometimes https://github.com/minetest/minetest_game/issues/828 |
15:25 |
MinetestBot |
Fixer: I'll pass that on when paramat is around |
15:25 |
Fixer |
I fixed the issue nevermind |
15:25 |
rubenwardy |
MinetestBot is unreliable |
15:25 |
rubenwardy |
I recomment /msg MemoServ SEND paramat message |
15:26 |
Fixer |
basicly i was not drowning |
15:26 |
Fixer |
cleared the cache - problem gone |
15:26 |
est31 |
cache? |
15:26 |
Fixer |
yes |
15:26 |
Fixer |
cache folder |
15:26 |
est31 |
the texture cache? |
15:26 |
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15:26 |
est31 |
it has nothing to do with it |
15:27 |
Fixer |
\cache\media\ one |
15:28 |
est31 |
yeah |
15:28 |
est31 |
thats the texture cache |
15:28 |
est31 |
but what does it have to do with drowningß |
15:28 |
est31 |
? |
15:28 |
red-001 |
nothing? |
15:28 |
red-001 |
the issue must just happen at random |
15:28 |
est31 |
^ |
15:29 |
Fixer |
est31, no idea %) |
15:29 |
Fixer |
ok, now |
15:29 |
Fixer |
wait |
15:29 |
Fixer |
connected to JustTest, other guys seem to drown, i'm not o.O |
15:30 |
Fixer |
o.O |
15:30 |
Fixer |
older version has drowning |
15:30 |
Fixer |
wtf |
15:31 |
red-001 |
this happend to me once |
15:32 |
red-001 |
when I log in to a certain server I was immortal to fall, lava and water damage |
15:33 |
Fixer |
red-001, if you have git one, try it |
15:33 |
red-001 |
when I used a diffirent username everyting worked fine |
15:33 |
red-001 |
sure |
15:33 |
Fixer |
maybe that is some PRs i've merged |
15:33 |
red-001 |
could be |
15:34 |
red-001 |
I accidentally cause a bug like that once |
15:34 |
Fixer |
hmhmhm |
15:34 |
Obani |
Fixer, if they are drowning an not you, it might be MT and not MTG |
15:35 |
Obani |
(the source of the problem) |
15:35 |
Fixer |
yeah |
15:35 |
Fixer |
strange |
15:35 |
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15:35 |
Fixer |
i will try to compile git one from scratch without PRs merged |
15:36 |
Fixer |
that merges are not about water anyway o.O |
15:36 |
red-001 |
water? |
15:36 |
red-001 |
does lava damage you? |
15:36 |
red-001 |
what about fall damage |
15:37 |
Obani |
Fixer, anyway, a file could have been modified that would cause that problem :/ |
15:37 |
Obani |
Trying with the latest client if I have the same problems as you |
15:38 |
Obani |
Fixer, I'm drowning |
15:39 |
red-001 |
same |
15:39 |
Fixer |
try on Just Test |
15:39 |
red-001 |
maybe it's lag |
15:41 |
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15:41 |
Obani |
Fixer, indeed |
15:41 |
Obani |
I'm not drowning |
15:41 |
Fixer |
lol |
15:42 |
Fixer |
Obani, now try older version on Just Test |
15:42 |
Fixer |
btw, JT is 0.4.12-dev |
15:45 |
Obani |
Fixer, drowning is back |
15:45 |
Obani |
try to lose some life and go back to water |
15:45 |
Fixer |
o.O |
15:47 |
Fixer |
Obani, weird it drowns again |
15:47 |
Fixer |
i was probably hit by other player when I exited |
15:55 |
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15:57 |
Fixer |
3610 is 102 comments now, woah |
16:00 |
Obani |
#3610 |
16:01 |
red-001 |
doesn't work on this channel |
16:01 |
red-001 |
!web title https://github.com/minetest/minetest/pull/3610 |
16:01 |
red-001 |
nvm |
16:02 |
red-001 |
doesn't work too |
16:02 |
red-001 |
!webtitle https://github.com/minetest/minetest/pull/3610 |
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16:05 |
swift110-phone |
Hey |
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16:06 |
sfan5 |
red-001: try !title |
16:06 |
red-001 |
!title https://github.com/minetest/minetest/pull/3610 |
16:06 |
MinetestBot |
red-001: Use meshes to display inventory items by RealBadAngel · Pull Request #3610 · minetest/minetest · GitHub |
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16:26 |
diemartin |
o/ |
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16:32 |
YuGiOhJCJ |
hello, the visual_size property of an entity can be changed by modifying the "x" and "y" value but I see no difference by modifying the "z" value. Is it normal? |
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16:37 |
kaadmy |
YuGiOhJCJ: the x and y properties are horizontal and vertical |
16:37 |
kaadmy |
z is unused |
16:38 |
YuGiOhJCJ |
ok |
16:40 |
diemartin |
that makes no sense in a 3D context |
16:45 |
diemartin |
O.o https://github.com/minetest/minetest/blob/4e93ba06a749fa2503786bf8d7dbda3d1e36a65a/src/content_cao.cpp#L930 |
16:45 |
diemartin |
so visual_size.x is used to scale both X and Z? |
16:48 |
YuGiOhJCJ |
yes that's it |
16:49 |
YuGiOhJCJ |
in fact the scaling is applied from the center of the block |
16:50 |
YuGiOhJCJ |
and visual_size.y is used to scale only Y |
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16:52 |
Fixer |
https://archive.org/details/malwaremuseum |
16:53 |
diemartin |
again, that makes no sense. I'm not sure if it's intended, or what's the rationale |
16:53 |
kaadmy |
heh Fixer |
16:56 |
RealBadAngel |
diemartin, about which kind of entity you are talkin about? |
16:57 |
diemartin |
RealBadAngel, see linked code. "mesh" visual |
16:58 |
kaadmy |
can nodes with the "mesh" drawtype have statically playing animations? |
16:59 |
RealBadAngel |
diemartin, it simply makes x and z scale be the same |
16:59 |
red-001 |
if minetest is licensed under Lgpl 2.1 does that mean someone could distribute it with a proprietary program? |
16:59 |
RealBadAngel |
kaadmy, static means - without animations |
16:59 |
diemartin |
RealBadAngel, yes, but why not separate X/Z values? |
17:00 |
diemartin |
protocol? |
17:00 |
kaadmy |
RealBadAngel: i meant maving a looping animation played |
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17:00 |
RealBadAngel |
mesh drawtype is using only static meshes |
17:01 |
kaadmy |
the link to content_cao.cpp from diemartin- seems to have code for animations i think |
17:01 |
RealBadAngel |
theres no possibility to change vertexes in mapblock mesh to play animations |
17:01 |
RealBadAngel |
it would mean (if you have animated meshnode here) to rebuild whole mapblock mesh for next animation frame |
17:02 |
kaadmy |
the line above the line with the node scaling has a call to animateJoints |
17:02 |
kaadmy |
whats that do? |
17:02 |
YuGiOhJCJ |
from two positions corresponding to an area in the world, I am calculating the visual_size property of an entity covering this area... after that, I also need to calculate the position of this entity. That's hard! |
17:02 |
RealBadAngel |
entities are separate scene nodes |
17:02 |
RealBadAngel |
they can use animations |
17:03 |
kaadmy |
wait is content_cao.cpp for nodes or entities? |
17:03 |
kaadmy |
or both.. |
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17:03 |
RealBadAngel |
Client Active Objects |
17:03 |
RealBadAngel |
== entities |
17:03 |
kaadmy |
entities |
17:03 |
kaadmy |
why are some variables name *meshnode* then? |
17:04 |
YuGiOhJCJ |
RealBadAngel, I am talking about my own entity |
17:04 |
YuGiOhJCJ |
RealBadAngel, sorry the question was not for me :p |
17:04 |
RealBadAngel |
kaadmy, node in irrlicht terminology is element of the scene |
17:04 |
kaadmy |
ahhhh |
17:04 |
kaadmy |
ty |
17:04 |
diemartin |
RealBadAngel, ah, I see it's because of protocol |
17:04 |
diemartin |
P.S: Github search sucks |
17:05 |
diemartin |
<3 grep |
17:05 |
RealBadAngel |
diemartin, propably, it could be changed to allow scaling by x and z separately |
17:05 |
RealBadAngel |
that could be actually useful |
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17:09 |
diemartin |
eh, don't know. maybe it's overkill to break the protocol for such a feature |
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17:32 |
RealBadAngel |
diemartin, protocol was raised recently already |
17:33 |
RealBadAngel |
and you doesnt have to break it |
17:33 |
diemartin |
well, go for it if you think this could be useful |
17:34 |
RealBadAngel |
just newer client can interpret the scale vector different way |
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17:34 |
RealBadAngel |
sorry, i do have shitload of other goals atm, so i rather wont code it now |
18:04 |
Fixer |
._. |
18:10 |
diemartin |
RealBadAngel, eh, I didn't even request the code. I simply pointed the inconsistency |
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19:08 |
MinetestBot |
[git] RealBadAngel -> minetest/minetest: Use meshes to display inventory items 6cd2b3b https://git.io/vg8NJ (2016-02-07T19:51:55+01:00) |
19:09 |
EvergreenTree |
Yay! I was hoping this pull request would be accepted |
19:11 |
red-001 |
YES |
19:11 |
red-001 |
finally |
19:28 |
YuGiOhJCJ |
I am using the visual_size property of entities to make a big entity but the problem is that the texture is scaled too... Is there a way to repeat the texture instead of scaling it on my entity? |
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19:29 |
RealBadAngel |
YuGiOhJCJ, no |
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19:34 |
YuGiOhJCJ |
oh... Anyway that's better than creating a lot of small entities because the FPS of the game is low if I do that |
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19:40 |
kaadmy |
YuGiOhJCJ: if it's a mesh, scale down the uvs |
19:42 |
YuGiOhJCJ |
the visual is not a mesh but a cube |
19:42 |
kaadmy |
hmm |
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19:54 |
RealBadAngel |
use cube mesh? |
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20:18 |
YuGiOhJCJ |
yes that could do the job |
20:18 |
YuGiOhJCJ |
I will check that |
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21:03 |
afflatus |
I've b0rked my mapgen and I have no idea ho to debug it :[ |
21:04 |
afflatus |
Nothing in the log shows any actual error |
21:04 |
afflatus |
But mapchunks have stopped generating |
21:04 |
jordan4ibanez |
Do some print debugging to see what's going on? |
21:05 |
afflatus |
atm I can't even guess where to break the process |
21:05 |
jordan4ibanez |
Maybe there's a value that's getting overwritten or skewed to disallow nodes to generate |
21:06 |
afflatus |
The only thing I can think of is to try and bisect the latest commits |
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21:19 |
Fixer |
crap, my benchmark idea is broken |
21:20 |
Fixer |
mouse records in some weird 0.45 way |
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21:29 |
Fixer |
will walk by keyboard anyway |
21:33 |
paramat |
Taoki create schematic files using lua tables like this https://github.com/minetest-mods/saveschems |
21:41 |
swift110 |
hey all |
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21:49 |
ssieb |
Fixer: my son ran into a very similar situation last night about the lack of damage. He died in lava and when he came back down, he was able to go swimming in the lava with no damage until he got hit by a dungeon master. Then he started taking damage normally. |
21:50 |
afflatus |
OK, starting to suspect it isn't my code which is broken, I think it could be the map |
21:50 |
afflatus |
One way to find out ... |
21:51 |
paramat |
Taoki i think 'serialise schematic' can also convert an .mts file to a lua table, enabling you to edit existing schematic files |
21:52 |
Fixer |
ssieb, some kind of obscure bugs |
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afflatus |
Fairly certain that the map is b0rked, not my code |
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22:04 |
afflatus |
Tgat's one thing then |
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22:22 |
kaadmy |
is there a way to make non-player entities not collide with players? |
22:22 |
kaadmy |
for example mobs? |
22:22 |
Krock |
like carts? |
22:23 |
kaadmy |
<kaadmy> for example mobs? |
22:23 |
Krock |
carts are entities too so it's possible for mobs aswell |
22:23 |
afflatus |
Got it! mg_name got changed to singlenode in map_meta.txt |
22:23 |
Krock |
but the problem will be the physics simulation |
22:23 |
kaadmy |
there's the collision flags |
22:24 |
Krock |
I haven't seen a mod yet that doesn't use the collision to calculate its path through the world |
22:25 |
kaadmy |
i just need to disable the entity colliding with any other entities |
22:25 |
kaadmy |
not against the world/nodes |
22:27 |
Krock |
collide_with_objects = false, |
22:28 |
Krock |
kaadmy, found that definition in the lua_api.. not difficult to search for it |
22:29 |
kaadmy |
doesn't work last i checked |
22:29 |
kaadmy |
could try again |
22:29 |
Taoki |
paramat: Ah... good idea. Thanks for reminding me about that one! |
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22:33 |
Calinou |
http://codepen.io/tholman/full/jWmZxZ/ |
22:33 |
Calinou |
http://codepen.io/tholman/full/rxJpdQ |
22:33 |
Calinou |
http://codepen.io/tholman/full/qbxxxq/ |
22:33 |
Calinou |
:) |
22:33 |
Krock |
YAY |
22:33 |
Calinou |
this reminds me of old ezQuake which had Quake logos flying around in console |
22:33 |
Krock |
I'm a fairy dust maker |
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22:47 |
swift110 |
hey Calinou how are you? |
22:47 |
Calinou |
hi, fine, working on Godot websitre |
22:47 |
Calinou |
website* |
22:48 |
Calinou |
http://godotengine-test.github.io/ |
22:48 |
Calinou |
we will probably use OctoberCMS in the end though |
22:48 |
Calinou |
it uses Jekyll right now |
22:48 |
Calinou |
some pages are not made yet, too |
22:48 |
swift110 |
good Calinou |
22:49 |
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22:50 |
Calinou |
kaadmy, http://hastebin.com/payiqudeyi.xml |
22:50 |
Calinou |
do you want to play quack with me |
22:50 |
Calinou |
I heard it's official DuckDuckGo game |
22:58 |
swift110 |
whats quack |
22:58 |
Krock |
imgur status: "Notoriety: Forever Alone" |
23:09 |
jordan4ibanez |
any servers with tons of stuff to do? |
23:11 |
kaadmy |
jordan4ibanez: as in what *stuff*? |
23:11 |
kaadmy |
minigames? |
23:12 |
kaadmy |
or creative-type? |
23:12 |
swift110 |
hmm |
23:12 |
* swift110 |
wishes he had a minetest server |
23:13 |
kaadmy |
huh Calinou left |
23:13 |
kaadmy |
he's not playing Quake anyway |
23:13 |
swift110 |
lol |
23:14 |
afflatus |
It's not that hard to set up swift110 but considering there is almost a server per player ... |
23:16 |
kaadmy |
ok, working on Calinou's much wanted mt-in-doom wad |
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23:22 |
swift110 |
afflatus: i dont have internet at home |
23:24 |
afflatus |
ah :( |
23:28 |
swift110 |
yep |
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23:35 |
jordan4ibanez |
Like building stuff in technic |
23:38 |
MinetestBot |
[git] est31 -> minetest/minetest: small drawItemStack cleanup 16c7008 https://git.io/vg4ZP (2016-02-08T00:35:24+01:00) |
23:41 |
swift110 |
hmm |
23:54 |
Hijiri |
what callback do I define if I want a function to determine what item drops from a node? |
23:54 |
Hijiri |
I want to add metadata to the stack. |
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