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01:02 |
Emperor_Genshin |
Successfully exported this kind of model on minetest (without the GLSL shaders of course :P ), if anyone wants to see the model here is a link of a video prevew of the model and critique it (helps me improve with things), I'll make another video of the model in minetest as a mob entity, perhaps after i'm done with work lol since i'm still at my job |
01:02 |
Emperor_Genshin |
(on a quick break of course lol). https://vimeo.com/191407047 |
01:02 |
Emperor_Genshin |
Video Password is: 3DStuff |
01:03 |
Brikooba |
Does a mapgen configuration parameter exist to turn off sky islands? |
01:03 |
Brikooba |
Emperor_Genshin: why a password? |
01:03 |
Emperor_Genshin |
Just want to have that as private |
01:10 |
Brikooba |
Emperor_Genshin: it would need to be very much a 'magical entity' since the limbs are not attached to one another. |
01:11 |
Brikooba |
attached to anything |
01:11 |
Brikooba |
I liked your choice of how to move the different parts in combinations. |
01:16 |
Emperor_Genshin |
yep, it's like a 4 arm telekinetic golem lol |
01:18 |
Emperor_Genshin |
Im thinking of giving this model some fingers lol |
01:19 |
Emperor_Genshin |
should I do it? |
01:20 |
Brikooba |
Does it sustain itself or is it simply conjured to fight? |
01:22 |
Emperor_Genshin |
It sustain itself |
01:22 |
Brikooba |
You could draw some kind of flexible magic energy line connecting the parts to something, such as the ring or a back of the skull. |
01:23 |
Brikooba |
if it is sustaining itself, it could use some fingers or claws. Pincers. |
01:24 |
Emperor_Genshin |
Yeah Im thinking about giving it fingers, would look much cooler lol |
01:24 |
Emperor_Genshin |
All I know is that I'm aiming to make a Boss concept model. |
01:24 |
Brikooba |
I don't know about cooler. It gives more the impression of a single purpose pokey-pokey, bashy-bashy being without them though. |
01:25 |
Brikooba |
time for me to go |
01:26 |
Emperor_Genshin |
I say cooler as visually makes it look a bit menacing (but that's just me thinking about it picturing it in my head lol) |
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03:09 |
TommyT |
Hello people |
03:16 |
kaeza |
bye! |
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03:42 |
cheapie |
My LTC-4000 traffic light controller now has the ability to operate in selectable timed or sensor-operated modes, as well as to change modes on a schedule. Useful for any Minetest roads that are deserted at night :P |
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09:17 |
nm0i |
Peace among worlds, people. |
09:30 |
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09:33 |
JamesTait |
Good morning all! Happy Wednesday, and happy Have a Party With Your Bear Day! 😠🎂 🎈 🻠|
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12:17 |
Brikooba |
Post your favorite MapGen + Seed for regions around 0,0 radius of about 600. (nice to play within 600 of origin). |
12:18 |
Brikooba |
I like MapGen 6 seed 0 much. I'm looking for a nice seed for MapGen 7 of development |
12:22 |
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12:24 |
Brikooba |
I thought compressed cobblestone would be impervious to TNT. |
12:28 |
Chinchou |
As far as I'm aware, /nothing/ is impervious to TNT due to the TNT code making too many assumptions about the nature of all nodes. |
12:28 |
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12:28 |
Chinchou |
See also: Technic's forcefield. |
12:30 |
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12:40 |
sfan5 |
Chinchou: nodes can declare themselves blast resistant |
12:44 |
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12:44 |
Chinchou |
Oh, so it did change? Technic's manual hasn't been updated to reflect that yet. |
12:44 |
Chinchou |
I never really looked into it, as I always remove TNT. |
12:45 |
Chinchou |
That's good to know, though. |
12:45 |
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12:46 |
sfan5 |
documentation being outdated shouldn't be surprising |
12:46 |
sfan5 |
is most cases it's better to just read the code yourself |
12:47 |
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12:49 |
Chinchou |
Slightly outdated isn't surprising, no. Of course, there's a reason it exists, and saying "go read the code instead" makes too many assumptions about the users - and the readability of the code in question. |
12:49 |
Brikooba |
hmm. default_privs=all in mintest.conf does not work. They must be listed individually. |
12:50 |
sfan5 |
well yes |
12:50 |
sfan5 |
reading the code yourself is only better when you can |
12:50 |
Chinchou |
Aye. |
12:50 |
sfan5 |
Brikooba: that's because "all" is not a privilege |
12:50 |
Chinchou |
^ |
12:50 |
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12:50 |
Brikooba |
It could have been a set of privileges. |
12:50 |
Chinchou |
It isn't reserved, either, I assume - a mod could use "all" as a priv name itself. |
12:51 |
sfan5 |
indeed |
12:51 |
sfan5 |
"privilege sets" don't exist |
12:51 |
Chinchou |
That's probably a good thing in some ways. |
12:51 |
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12:52 |
Chinchou |
More aliases == more places to bone something up accidentally. |
12:52 |
* Chinchou |
recalls a specific sudoers file, shudders |
12:54 |
red-001 |
It would be a good idea to reserve "all" |
12:54 |
Chinchou |
Aye |
12:55 |
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12:55 |
Chinchou |
Even if it won't get used for priv sets(which would be one hell of a can of worms due to mods adding privs), it would be good to prohibit mods from adding an "all" in order to prevent exactly that sort of confusion. |
12:56 |
Chinchou |
Hmm... Makes me wonder: Is it possible for a mod to remove/disable a core priv? |
12:56 |
red-001 |
It might also not be possible to grant/revoke a priv with that name with chatcommands |
12:56 |
red-001 |
why would a mod want to do that? |
12:57 |
Chinchou |
Who knows? |
12:57 |
red-001 |
would that just cause problems |
12:57 |
red-001 |
wouldn't that just cause problems? |
13:01 |
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13:16 |
Brikooba |
The default backend is set in subgame.cpp:loadGameConfAndInitWorld |
13:17 |
Brikooba |
The fallback to use if 'backend' is not specified is in map.cpp |
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13:23 |
sfan5 |
Brikooba: actually the default backend is set in subgame.cpp |
13:23 |
sfan5 |
wait |
13:23 |
sfan5 |
the "second" default is in map.cpp i mean |
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13:40 |
Brikooba |
To clarify, What is written as the default backend into file world.mt is in subgame.cpp . What is used if the value named 'backend' were missing is in map.cpp. |
13:40 |
Brikooba |
I'm looking at many maps mapgen output, so i changed my default to dummy for now. |
13:47 |
sfan5 |
well you can also just edit world.mt instead of fiddling with the code |
13:51 |
Brikooba |
I'm testing many seeds , so that would mean editing many files. Also, I run in fullscreen, so i must exit minetest to get to the editor. So, editing the source code is not harder for what I am doing. |
13:53 |
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13:55 |
Brikooba |
What could make it easier though is to use that map image generator thing to view the maps that way first to identify which i want to look at further in 3D. |
13:57 |
Brikooba |
I haven't used it. I must find it. I think there are 2 of them now, aren't there? |
13:58 |
sfan5 |
https://github.com/minetest/minetestmapper |
13:59 |
sfan5 |
just change the seed by editing map_meta.txt |
13:59 |
sfan5 |
no need to create a new world everytime |
14:01 |
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14:02 |
Brikooba |
Thanks for the mapper link. |
14:03 |
sfan5 |
you could even have a script that automatically starts the server, generates a map and proceeds with the next seed |
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14:10 |
Brikooba |
I thought map_meta.txt would be different for each world, so i could not only change the seed, but I see map_meta.txt remains the same. |
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14:24 |
Brikooba |
minetest mapper doesn't know how to use the dummy backend. |
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14:31 |
sfan5 |
Brikooba: thank you |
14:31 |
sfan5 |
literally lmao |
14:31 |
sfan5 |
the "dummy" backend does not store the world anywhere |
14:31 |
sfan5 |
it's obvious that minetestmapper can't use it |
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14:37 |
Brikooba |
Only obvious if you know technically how minetest mapper is implemented. Reasonably, a user can expect the mapper to use MapGen. |
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14:38 |
swift110 |
hey all |
14:38 |
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14:39 |
garywhite |
hi |
14:40 |
swift110 |
hey garywhite |
14:42 |
sfan5 |
Brikooba: no |
14:43 |
sfan5 |
because the mapper just projects the map into an image |
14:43 |
sfan5 |
why would it generate a new map? |
14:43 |
est31 |
replicating the mapgen would be a too complicated and large task for the mapper to do |
14:43 |
sfan5 |
also the "dummy" backend is for use by devs |
14:45 |
sfan5 |
Brikooba: probably using redis is the best solution when you want to rapidly start/stop the server just to generate a map |
14:46 |
Brikooba |
I remember a comment that the map generator can cause the map DB to grow in size. That must apply to minetestmapper.py . Does it call into minetest , which then generates the location if it does not already exist? |
14:47 |
Brikooba |
sfan5: Generating where it has not, is even usually desirable if you want a nice square image and not everything has been explored yet. |
14:48 |
sfan5 |
that is out of scope |
14:48 |
sfan5 |
the mapper is supposed to project an *existing* map to an image |
14:48 |
est31 |
indeed it is |
14:48 |
Brikooba |
est31: There would be no need to replicate mapgen. The mapgen of minetest can be used, as long as minetest is not compiled staticly. |
14:48 |
sfan5 |
also db growing in size after using the mapper? never heard of that |
14:49 |
sfan5 |
1) dlopen(minetest.exe) and fiddling with raw c++ is neithe portable nor a good idea |
14:49 |
sfan5 |
2) you'd have to load a whole server including the mods and their code for running just to generate the map |
14:52 |
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15:04 |
Brikooba |
A mapper is then useless for my case, if it does not generate for unexplored territory. |
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15:11 |
sfan5 |
no it's not useless |
15:11 |
sfan5 |
have minetestserver generate parts of the world first, then use minetestmapper |
15:13 |
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15:24 |
Brikooba |
sfan5: how would I have minetestserver generate parts of the world first? |
15:24 |
sfan5 |
/emergeblocks |
15:24 |
sfan5 |
or if you don't want to login: a mod could do this |
15:29 |
rubenwardy |
what is a good way of doing unit tests in Lua? |
15:34 |
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15:37 |
rubenwardy |
https://github.com/t4im/shakedown looks nice |
15:37 |
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16:56 |
MinetestBot |
[git] Rogier-5 -> minetest/minetest: Fix unexplained shader issue (glsl compiler bug??) (#4757) 5f0dc8e https://git.io/vXSW5 (2016-11-17T02:56:05+10:00) |
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17:42 |
Brikooba |
What looks to be the nicest map to play for Development MapGen 7, area within 600 of 0,,0 , for seed numbers 0 to 32 . Is 31 . Prize runners up are 32 and 3. |
17:48 |
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17:58 |
MinetestBot |
[git] est31 -> minetest/minetest: Introduce builtin_shared and use it to fix #4778 afc48c8 https://git.io/vXSgp (2016-11-16T18:51:36+01:00) |
18:05 |
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18:18 |
Brikooba |
If anyone wants a list of mods I have assembled which have HDX support or special navigation value and do not slow down mapgen or display, let me know. |
18:26 |
garywhite |
Brikooba: Could you shoot me the list? I can barely play VE-Creative, so maybe I'll share the list with someone like cheapie who would probably have a better idea of whatever's going on there |
18:27 |
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18:29 |
Brikooba |
garywhite: Sure, I will assemble it. |
18:30 |
Brikooba |
If someone knows a way for a player to configure fog depth to keep it shorter and closer to the border of the viewable area, please share. |
18:31 |
garywhite |
thx |
18:31 |
Brikooba |
I know i can turn fog off. |
18:33 |
sfan5 |
+ and - |
18:33 |
sfan5 |
this is called quicktune |
18:34 |
garywhite |
QuickTime, what? |
18:35 |
garywhite |
Sorry, I had to make that joke |
18:35 |
Brikooba |
I'm using +,- and the problem is that with small distances, fog comes too close. |
18:38 |
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19:00 |
Brikooba |
Note, for larger chests, you can either use L_Chest or InfiniteChest. L_Chest has orientation difficulties. garywhite |
19:00 |
garywhite |
ok |
19:13 |
Brikooba |
I don't know how to use this one yet. https://github.com/minetest-mods/time_regulation |
19:29 |
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19:33 |
Brikooba |
It would be nice if quartz let some light through. |
19:34 |
Krock |
it can either let through the light or not |
19:35 |
Krock |
there's no way to make it half-going-through |
19:35 |
sfan5 |
hm |
19:35 |
Krock |
a workaround is to make it shiny |
19:35 |
sfan5 |
sounds like an interesting feature |
19:35 |
Krock |
yeah |
19:35 |
Krock |
maybea bit hardto implement |
19:35 |
Krock |
^ space fails |
19:38 |
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19:49 |
garywhite |
Does running /clearobjects full delete stuff? |
19:59 |
sfan5 |
what is "stuff"? |
20:01 |
CWz_ |
it only kills entities |
20:01 |
CWz_ |
not nodes |
20:02 |
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20:03 |
garywhite |
ok |
20:03 |
garywhite |
Hi swft110_ |
20:06 |
swift110_ |
hey |
20:10 |
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20:31 |
Brikooba |
Here is a mod request: make all blocks of group Wool eliminate damage. The purpose is so that all colors and textures of wool can be used. |
20:31 |
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20:31 |
Brikooba |
Alternatively, high resolution textures for a cushion would do well. |
20:35 |
Brikooba |
Mod 'jumping' has a cushion and trampoline. https://github.com/Jeija/minetest-mod-jumping |
20:48 |
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21:02 |
Brikooba |
garywhite: it's ready. Where's a good site to host a single static HTML page? |
21:02 |
swift110_ |
cool |
21:07 |
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21:17 |
excore |
hey |
21:20 |
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21:24 |
red-001 |
Brikooba doesn't github offer free hosting or something? |
21:28 |
Brikooba |
If I used a Git.* hoster, it would be https://gitgud.io/ |
21:28 |
Brikooba |
I just pasted it as markdown here https://paste.debian.net/plainh/6ec594ee |
21:28 |
Brikooba |
swift110_, garywhite |
21:30 |
Brikooba |
There are a few things in HDX which i did not evaluate: castles, technic, infrastructure |
21:31 |
swift110_ |
hey Brikooba |
21:31 |
Brikooba |
Castles looks like it could be nice, but i hope the degree to which it slows mapgen to make silt is not noticeable. |
21:32 |
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22:13 |
Brikooba |
hi swift110_ |
22:14 |
swift110_ |
how are you Brikooba |
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22:15 |
Brikooba |
sleepy. Will be gone soon. |
22:17 |
twoelk |
what is that list about? |
22:17 |
twoelk |
you want hdx for those? |
22:20 |
* twoelk |
studies logs |
22:20 |
twoelk |
aah :-D |
22:27 |
Brikooba |
It is a list of things which I play with: they do not cause noticeable lag. Most of them are used because they are supported by HDX. Some do not support HDX but are important. Some do not use textures. |
22:28 |
Brikooba |
I sought most of the mods supported by HDX. |
22:35 |
Brikooba |
Which Castles Mod variant to use? |
22:36 |
Brikooba |
https://github.com/minetest-mods/castle/wiki https://forum.minetest.net/viewtopic.php?f=13&t=7159 |
22:38 |
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22:41 |
Brikooba |
Without much certainty, i'll try the first. |
22:41 |
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22:42 |
Brikooba |
Are castles automatically generated? |
22:42 |
Brikooba |
(as dungeons are) |
22:43 |
redblade |
hi |
22:43 |
redblade |
kinda playing games thinking of things for a possible new server |
22:44 |
redblade |
i noticed that it used to be, when you died, your items were lost and it created bones |
22:44 |
redblade |
but it doesnt seem to do that |
22:44 |
redblade |
(i'm using singleplayer to test stuff first) |
22:44 |
redblade |
any way to get that original behavior back? |
22:45 |
redblade |
Brikooba: i'm guessing you're referring to a minetest mod, as there is no castles in the game. it depends on the mod |
22:52 |
Brikooba |
redblade: Maybe you joined the channel after I had posted the links to the mods. https://github.com/minetest-mods/castle/wiki https://forum.minetest.net/viewtopic.php?f=13&t=7159 |
22:53 |
redblade |
i did i just got your last two messages |
23:06 |
Brikooba |
I think I remember now a mod which generated castles, and I think it was for minetest. It may have been a different mod than those 2. |
23:09 |
Brikooba |
No, I think it was for minecraft, instead. |
23:10 |
Brikooba |
So, I guess these ones do not generate the castles. |
23:26 |
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23:30 |
redblade |
ok i figured something out |
23:30 |
redblade |
i have to turn creative mode off but allow give |
23:32 |
SpawnBugs |
Brikooba: https://github.com/minetest-mods/castle/ is for building castles, not generating |
23:38 |
Brikooba |
Are dungeons all cobblestone? Do they leave ores in the walls? |
23:40 |
SpawnBugs |
walls are cobblestone and mossy cobblestone, no ores in such walls |
23:43 |
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