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01:53 |
elite |
. |
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01:54 |
elite |
hi EmoKitty |
01:54 |
EmoKitty |
Hi.. |
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IhrFussel |
agaran, http://pastebin.com/ckMpQNru |
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03:17 |
agaran |
IhrFussel: wow, huge mapblocks too.. I'll talk when I am back from work |
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paramat |
http://i.imgur.com/lH6mrAc.png modern road generator mod for mgv7 https://forum.minetest.net/viewtopic.php?f=9&t=15430 |
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12:19 |
Jeija |
A new, more performant mesecons branch is available here: https://github.com/Jeija/minetest-mod-mesecons/archive/voxelmanip.zip . It would be great if some of you could test it before the release! |
12:20 |
Jordach |
i leave for three years and mesecons gets an update at last :D |
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13:01 |
arecascino |
Hijiri: |
13:01 |
arecascino |
is someone logged in on admin? |
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14:33 |
Preuk |
hi |
14:33 |
Preuk |
any plan to integrate websocket support to modding API? |
14:35 |
sfan5 |
no |
14:35 |
sfan5 |
how would that work anyway |
14:36 |
sfan5 |
a websocket client like in js? |
14:42 |
Preuk |
well... why not? we have http queries with callback |
14:42 |
Preuk |
or a "raw" socket layer maybe |
14:42 |
sfan5 |
there's lua libraries for that |
14:43 |
sfan5 |
no need for minetest to implement it in core |
14:43 |
Preuk |
hum... you mean i could just load net module in my lua script and it would work? |
14:43 |
sfan5 |
(the HTTP stuff is only implemented because minetest uses curl anyway) |
14:43 |
sfan5 |
yes |
14:43 |
Preuk |
i feel stupid now -_-' |
14:44 |
sfan5 |
you might need to whitelists mods somewhere though |
14:44 |
sfan5 |
"mod security" prevents you from loading random stuff (that includes native libs) |
14:44 |
Preuk |
ok |
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16:06 |
Megaf |
folks, I get a lot of "<WARNING> 2016-08-31 13:05:06: [Server] Deprecated call to get_look_pitch, use get_look_vertical instead" on my server, anyone knows what's causing that? |
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16:49 |
Volkj |
Megaf: the only result i got after a grep was in /usr/share/minetest/builtin/common/misc_helpers.lua , you can try a ' grep -ar "get_look_pitch" ' in your server's mod dir |
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18:14 |
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18:14 |
LionLAD |
Hey just a question, where is the default ore generation located in the default mod |
18:17 |
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18:18 |
Krock |
LionLAD, mapgen.lua |
18:18 |
LionLAD |
thought i looked there ill look again thanks |
18:19 |
Krock |
or do grep on the whole directory and look out for .register_ore |
18:20 |
LionLAD |
im looking at the code for thee generation its alot diffrent then how im spawning ores in my mod O.o |
18:21 |
Krock |
are you doing it over register_ongenerated ? |
18:21 |
LionLAD |
im spawning the by "minetest.register_on_generated" |
18:22 |
Krock |
that's either a really old or customized way |
18:22 |
LionLAD |
ima say really old haha |
18:22 |
LionLAD |
its based of a mod i made a while ago maybe a few years |
18:22 |
Krock |
then better switch it to minetest.register_ore because that's done in C++ |
18:23 |
LionLAD |
im not familiar with the new ore gen not sure how to go around swtiching it over |
18:24 |
Krock |
you can either study the default code or check out the wiki article |
18:24 |
LionLAD |
minetest.register_ore({ ore_type = "scatter", ore = "default:stone_with_mese", wherein = "default:stone", clust_scarcity = 18 * 18 * 18, clust_num_ores = 3, clust_size = 2, y_min = -255, y_max = -64, }) |
18:24 |
LionLAD |
oops |
18:24 |
LionLAD |
ddint mean to copy that |
18:24 |
Krock |
http://dev.minetest.net/ore |
18:25 |
LionLAD |
i just ment to copy the " minetest.register_ore" part |
18:26 |
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18:27 |
LionLAD |
so why does the ore gen have 2-4 diffrent minetest.register_ore sections |
18:28 |
LionLAD |
oh i see its setting diffrent sizes of clusters |
18:28 |
LionLAD |
and how deep you for diffrent size clusters |
18:33 |
LionLAD |
do i need put all the ores under a function? |
18:35 |
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19:17 |
aix |
https://i.aix.ovh/49532.png |
19:20 |
LionLAD |
would any one be able to help out with some ore generation issue im having? |
19:20 |
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20:16 |
LionLAD |
any happen to be around that would be able to help with some coding issues? |
20:20 |
agaran |
LionLAD: maybe try ask specific question? |
20:22 |
LionLAD |
well currently i'm re-developing an old mod i made so im updated all the code but im stuck on ore generation i cant get it actuly generate any of the ores |
20:23 |
LionLAD |
im using the newer minetest.register_ore fuction |
20:23 |
LionLAD |
but its just not working |
20:24 |
agaran |
hmm, can you show your code, (btw technic has working ore generator using register_ore, so you can peek there too) |
20:24 |
LionLAD |
1 sec up copy and paste into one of those text website |
20:26 |
LionLAD |
https://justpaste.it/xwiv |
20:26 |
LionLAD |
idk if that really helps see the code |
20:27 |
agaran |
maybe you need to supply noise params? |
20:28 |
agaran |
noise_params = {offset = 0, scale = 1, spread = {x = 100, y = 100, z = 100}, seed = 423, octaves = 3, persist = 0.7}, noise_threshhold = 0.3 |
20:28 |
agaran |
or sth like that? |
20:28 |
LionLAD |
its new code to me im not used to it, i just figgerd out how to register the ores in that way not to sure how to set params |
20:29 |
agaran |
sure, I just copied parameters from most common of ores in technic.. should be good to start with imo |
20:29 |
LionLAD |
do you know where ore gen in technic is im searching threw the git |
20:30 |
agaran |
if you define no noise then there may be no value that gets >0 to generate any ore, ye |
20:31 |
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20:32 |
agaran |
https://github.com/minetest-technic/technic and technic_worldgen/oregen.lua |
20:32 |
LionLAD |
thanks |
20:33 |
LionLAD |
oh i see whats done there alright |
20:34 |
LionLAD |
hey btw what do seeds mean? |
20:34 |
Calinou |
LionLAD: a seed is something that determines the result of a random computation |
20:35 |
Calinou |
eg. if you generate a Minetest map with the seed "444" twice, you will get exactly the same map |
20:35 |
LionLAD |
alrigth |
20:35 |
agaran |
random numbers aren't exactly random.. they have are sort of sequence.. seed is used to determine initial state.. |
20:36 |
agaran |
thats why some uses require better entrophy than /dev/urandom.. |
20:36 |
LionLAD |
oh okay thanks |
20:36 |
agaran |
but for map stuff in MT it is handy, copy seed for map and you can get exactly same map indefinitte amount of times.. |
20:42 |
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20:43 |
LionLAD |
so i read this |
20:43 |
LionLAD |
"The NoiseParams table is mandatory for the sheet ore type, it can also be specified for the scatter type, if it is not specified ores will be distributed evenly." |
20:43 |
LionLAD |
doesnt that mean i dont need them anyways |
20:44 |
LionLAD |
and even with the noise perams its still not generating idk why |
20:49 |
LionLAD |
YES!!! |
20:49 |
LionLAD |
i figured it out finally haha |
20:49 |
LionLAD |
ive been stuck on the ore gen for the past hour or 2 |
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20:53 |
LionLAD |
agaran: thanks for the help man |
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21:06 |
LionLAD |
last question |
21:07 |
LionLAD |
the higher number for clust_scarcity = more rare ores or less the rare |
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23:54 |
Hijiri |
LionLAD: higher = less ores |
23:54 |
Hijiri |
I think it's the reciprocal of the chance that one node has the ore generated |
23:55 |
LionLAD |
haha thanks |
23:55 |
LionLAD |
i figured it though |