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Fixer |
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red-001 |
!away |
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00:47 |
Open_Future |
is there a way to make a map that conforms say to a continent...North America geographically with mountains, plains etc. |
00:47 |
Open_Future |
obviously on small scale |
00:47 |
Open_Future |
for use by students in social studies class |
00:48 |
red-002 |
iirc there was a mod that did something like that |
00:48 |
Open_Future |
know the name? |
00:48 |
red-002 |
no sorry |
00:48 |
red-002 |
there was another one thay generate terrain based on images |
00:48 |
red-002 |
I think it was called image loader or something |
00:50 |
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00:50 |
red-002 |
hi IhrFussel |
00:51 |
IhrFussel |
I thought the "deleting player when object limit was reached" has been solved recently...WRONG! Im using signs_lib on my server and one player placed 50 signs full of text...it starts disconnecting random players from ANYWHERE |
00:52 |
red-002 |
go on #minetest-dev ? |
00:52 |
red-002 |
or make an issue |
00:52 |
IhrFussel |
AFAIK the signs in that mod use 1 object per character ... Hi red-002 |
00:53 |
* red-002 |
doesn't have much hope of the bug being fixed any time soon |
00:53 |
VanessaE |
IhrFussel: one entity per sign. |
00:53 |
VanessaE |
(no matter how many characters) |
00:54 |
IhrFussel |
VanessaE thats weird...my limit is 100 objects per mapblock but it still disconnects players as soon as one player loads that area |
00:54 |
VanessaE |
IhrFussel: I have the same problem |
00:54 |
VanessaE |
and it's not signs_lib causing it |
00:55 |
VanessaE |
it's just one of the mods that uses entities |
00:55 |
VanessaE |
as far as anyone can figure, the engine loses count of how many really are present, and reports this incorrectly to the mod |
00:55 |
VanessaE |
idk for sure. |
00:55 |
IhrFussel |
But it only happens as much when a player enters the area with the 50+ signs |
00:55 |
VanessaE |
I know. |
00:55 |
kaeza |
Open_Future, would this help a bit? https://github.com/kaeza/minetest-imageloader |
00:56 |
kaeza |
I recall there was a fork that loaded 3D terrain but forgot the name |
00:57 |
kaeza |
there was also mauvebic's binvox thingy (sadly lost when he nuked his posts) |
00:57 |
Open_Future |
kaeza I wish there was a premade map of either the whole world or at least north america, I could do so much with such a map and my students |
00:57 |
IhrFussel |
But i looked at the recent commit that attempts to fix it and it looked right...well it seems like the engine should check if the object to delete is a player and ignore if true |
00:57 |
VanessaE |
IhrFussel: it's supposed to |
00:58 |
VanessaE |
but there is apparently more than one path to delete them, idk |
00:58 |
Open_Future |
i dont really know enough to be able to figure out what the imageloader link does |
00:59 |
kaeza |
Open_Future, an alternative is finding such a map made for Minecraft and using sfan5's converter: https://forum.minetest.net/viewtopic.php?id=6007 |
00:59 |
IhrFussel |
The signs area freezes my phone for 30 secs...are your entities full of metadata? |
00:59 |
VanessaE |
no, they're just plain old flat objects |
00:59 |
kaeza |
Open_Future, like this one: http://www.minecraftforum.net/forums/mapping-and-modding/maps/1533625-north-america-1-1500-scale-in-minecraft-12k |
00:59 |
VanessaE |
two polys, one composited texture |
01:00 |
IhrFussel |
And that can cause a phone freeze? o.o |
01:00 |
VanessaE |
engine bugs can sure |
01:00 |
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01:01 |
IhrFussel |
I told the player to reduce the signs for now since it makes the server unplayable as long as hes playing in that area |
01:02 |
Open_Future |
kaeza I see some problems with that....its for saving parts of a minecraft map...not really the whole world |
01:02 |
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01:03 |
kaeza |
Open_Future, MT maps are quite limited compared to MC, at least in the X/Z direction (i.e. horizontally) |
01:04 |
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01:04 |
kaeza |
compressing a map of the USA into 64km² won't look that good |
01:04 |
Open_Future |
If someone could figure out how to make a fairly realitic map of north america...or even just Canada I would be so greatful and could promote Minetest for use by more educators in my school board. |
01:07 |
VanessaE |
could you imagine the travel time on a map that was actually big enough to even hold one state? it would be insane |
01:07 |
VanessaE |
(well I suppose Rhode Island might fit :P ) |
01:08 |
swift110 |
wow |
01:08 |
swift110 |
Why not do like a city then VanessaE |
01:08 |
VanessaE |
that's been done. |
01:08 |
swift110 |
like Washington DC |
01:08 |
swift110 |
link please? |
01:08 |
VanessaE |
damned if I remember but look for New York City |
01:08 |
VanessaE |
OldCoder runs a server with that map |
01:08 |
swift110 |
wow |
01:09 |
IhrFussel |
VanessaE, will /clearobjects delete ALL sign texts? |
01:09 |
VanessaE |
it was converted from a MC map by kilbith/jp I believe. |
01:09 |
VanessaE |
IhrFussel: yes but they will be restored next time the map is loade |
01:09 |
VanessaE |
loaded* |
01:09 |
VanessaE |
(e.g. after a server restart or idle timeout) |
01:09 |
VanessaE |
*checks Wikipedia* |
01:10 |
VanessaE |
hm, even RI is too big :P |
01:10 |
IhrFussel |
How did you achieve that? Storing the texts in DB? |
01:10 |
VanessaE |
they're entities, but there's a LBM that resets them on map load |
01:10 |
VanessaE |
a sign node contains the text in metadata |
01:11 |
VanessaE |
so the LBM can pass the text back through the rendering code to turn it into an entity |
01:11 |
VanessaE |
(assuming there isn't already one present at reload e.g. from being stored in the map as usual) |
01:11 |
IhrFussel |
Wow thats smart...very smart |
01:12 |
VanessaE |
blame kaeza ;) |
01:12 |
VanessaE |
he wrote most of the signs_lib code, I just hack on it a little here and there and make a mess out of it ;) |
01:12 |
Open_Future |
Okay, what I mean is a map that corresponds to say Canada but obviously greatly condensed....mainly so the students could do a virtual walk across the map and see the major landforms such as the Western Mountains, Plains, Great Lakes, Appalachian Region and the artic regions in the north. Can this be done? |
01:13 |
kaeza |
blame PilzAdam/xyz, I just did the proportional font/color thing |
01:13 |
VanessaE |
Open_Future: it can, but you've only got 62km to condense the map into |
01:13 |
VanessaE |
and you're talking about what, 9000 km in reality or something? |
01:14 |
VanessaE |
9300-odd. |
01:14 |
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01:16 |
Open_Future |
Yeah thats fine |
01:17 |
VanessaE |
point being you'd just never be able to squeeze in enough detail |
01:17 |
Open_Future |
I found a minecraft map that is supposedly of Canada, should i try sfans convertor or is that pointless |
01:17 |
VanessaE |
height wouldn't be a problem, since the map can go to +31km thereabouts |
01:18 |
VanessaE |
it's worth a try I guess |
01:18 |
Open_Future |
this is the one i found http://www.planetminecraft.com/project/canada-2783915/ |
01:18 |
VanessaE |
"this video is private" |
01:18 |
kaeza |
squeezing the whole north american continent to scale will make the tallest mountains probably less than 3 or 4 nodes tall |
01:18 |
VanessaE |
I'll grant that the resultant terrain looks pretty nice |
01:18 |
kaeza |
too lazy to math |
01:19 |
Open_Future |
im not concerned about squeezing in enough detail, just a generally accurate condensed version in terms of Western Mountains, Plains, Great Lakes, Appalachian Region and the artic regions in the north. |
01:19 |
VanessaE |
kaeza: I assume he'd squeeze the map X/Z without altering the Y scale |
01:19 |
kaeza |
that would be... insane |
01:20 |
swift110 |
that sounds like a lot |
01:21 |
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01:21 |
VanessaE |
Open_Future: in short, it can't be done nicely in minetest, at least not without a huge increase in map limits for larger features like a mountain range or whatevr |
01:21 |
VanessaE |
whatever* |
01:22 |
Open_Future |
Basically Canada has Western Mountains (Cordillera) Interior Plains, Canadian Shield, Hudson Bay Lowlands, St. Lawrence Lowlands, Appalachia and Artic tundra regions. |
01:22 |
Open_Future |
so forget actual scale or anything like that. Say from West to East you have map divided into fifths |
01:23 |
kaeza |
you could probably condense states/provinces/regions/whatever one at a time as needed |
01:23 |
Open_Future |
one fifth for the following (Western Mountains, Interior Plains, 2 fifths Canadian Shield, and 1 fifth Appalachia |
01:23 |
kaeza |
even host them at the same time in separate servers or something |
01:24 |
Open_Future |
the far north is Tundra and Hudson Bay lowlands, and St. Lawrence Lowlands much smaller |
01:24 |
Open_Future |
in the south central portion |
01:24 |
Open_Future |
how big is a standard Minetest map |
01:25 |
kaeza |
~62km^3 |
01:25 |
VanessaE |
62x62x62 jm |
01:25 |
VanessaE |
km* |
01:25 |
VanessaE |
of which the upper 31km is mostly air |
01:26 |
Open_Future |
okay so Western Mountains take up say 12 km, Plains 12 km, Canadian Shield 24km, Appalachia 12km |
01:27 |
Open_Future |
with some Pacific and Atlantic taking up the rest on the coasts |
01:28 |
Open_Future |
as far as the 62km north and south.....6 km for souther ontario (Great Lakes Basin) and say 6km or so for Hudson bay lowlands |
01:29 |
Open_Future |
say top 10 km of map is artic tundra for the most part |
01:29 |
Open_Future |
As long as the regions are more or less proportional to each other on the map |
01:31 |
Open_Future |
in the same ratio as the real world |
01:36 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Visual scale: Update plantlike nodes to post-bugfix values 0819d4b https://git.io/vDw2q (2017-02-12T01:27:34Z) |
01:36 |
MinetestBot |
[git] octacian -> minetest/minetest_game: Waterlily: Avoid z-fighting of base texture with water surface f6dfa4a https://git.io/vDw2m (2017-02-12T01:23:53Z) |
01:39 |
Benrob0329[m] |
i now have a registered nickname on Freenode! |
02:01 |
MinetestBot |
[git] HybridDog -> minetest/minetest: Mainmenu: Brighter text colours for readability 2bd1002 https://git.io/vDwaC (2017-02-12T01:53:18Z) |
02:01 |
MinetestBot |
[git] paramat -> minetest/minetest: Footsteps: Fix offset footstep and shallow water sound bugs 984e063 https://git.io/vDwaW (2017-02-12T01:52:12Z) |
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02:52 |
Open_Future |
How would I go about trying to make my own map? |
03:03 |
Open_Future |
Posted question in forums, hope to get some help |
03:03 |
Open_Future |
thanks in advance |
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07:05 |
bousket |
Hello. Is there a way to load a shader from lua ? |
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07:29 |
nore |
bousket: nope |
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08:18 |
Out`Of`Control |
Hi |
08:18 |
Out`Of`Control |
Could someone activate my forum account |
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12:07 |
^7heo |
Ok first off |
12:07 |
^7heo |
THANKS for the game, it's much technically much better than minecraft. |
12:08 |
^7heo |
it rocks. |
12:08 |
^7heo |
However, it lacks features in the default state. |
12:08 |
^7heo |
I guess I'm missing mods. |
12:08 |
kaeza |
what kinds of features? |
12:08 |
Calinou |
mobs, probably |
12:08 |
Calinou |
we have a decent number of building blocks as of 0.4.15 |
12:08 |
kaeza |
inb4... too late for mobs |
12:09 |
^7heo |
mobs, quests, generated places (dungeons, etc) |
12:09 |
Calinou |
bousket: loading shaders from Lua would be too insecure, so no |
12:09 |
Calinou |
we do have simple dungeons right now |
12:09 |
Calinou |
(since a while, actually: since 2011-07-04 to be accurate) |
12:09 |
Calinou |
I would be ok with having more generated structures, as long as they're disableable |
12:09 |
^7heo |
Calinou: what do you mean that "loading shaders from LUA would be insecure"? |
12:10 |
Calinou |
^7heo: shaders can do a lot of things, including things that can lead to overheats |
12:10 |
^7heo |
dis(able)^2 |
12:10 |
Calinou |
I can write a FurMark shader that will burn many laptops down :) |
12:10 |
Calinou |
if the server could add shaders to your client, bad things could happen |
12:10 |
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12:10 |
^7heo |
Calinou: well, not really, the laptops are going to shut off instead. |
12:11 |
^7heo |
Calinou: but I agree, not a good idea to let the server control HOW the clients display. |
12:11 |
^7heo |
Calinou: rather, it should check how, in order to avoid cheating, but not control. |
12:11 |
bousket |
Calinou: Too bad, I had some ideas of mods using it :) And just to know, the mod could just mess with the client rendering. why would it be dangerous ? |
12:12 |
^7heo |
bousket: it could prevent people from playing, potentially damage hardware (with bad hardware) |
12:12 |
^7heo |
bousket: I think it is anyway feasible to write a client side mod that allows that. |
12:12 |
Calinou |
also yeah, I can make a shader that will make everyone's machines crawl to 1 FPS |
12:12 |
Calinou |
making it hard to even exit the game sometimes |
12:12 |
^7heo |
bousket: at least the installation of such mod would be explicit, which would prevent many problems. |
12:13 |
^7heo |
Calinou: ctrl+alt+delete on windows, VT-1 on UNIX ;) |
12:13 |
bousket |
client can make the server lag ? |
12:13 |
Calinou |
no |
12:13 |
Calinou |
but the server can make the client very slow (not lag, but low FPS) |
12:13 |
bousket |
but server has no shader, right ? |
12:14 |
bousket |
Oh I see, asking client to compute a lot on a tiny GPU |
12:14 |
Calinou |
the server doesn't do any rendering |
12:14 |
Calinou |
but the server could, in theory, send shaders to clients |
12:16 |
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12:16 |
bousket |
What I m thinking about is client-side mod actually. I hope they will come soon :) |
12:17 |
^7heo |
bousket: actually, you can even make a 1080 SLI lag given the right shader. |
12:17 |
^7heo |
bousket: it's *easy* to write horrible code that does that ;) |
12:18 |
bousket |
^7heo: I didn't know you could damage your GPU with glsl oO I didn't play a lot with GPU |
12:18 |
^7heo |
bousket: it's hard to write optimal code that will yield the best performance on any hardware. |
12:18 |
^7heo |
bousket: theorically you cannot. |
12:18 |
^7heo |
bousket: since the GPUs have a lot of hardware protection to prevent that from happening. |
12:20 |
^7heo |
bousket: in practice, tho; it's sometimes a lot more indetermined than in theory. |
12:21 |
^7heo |
long story short, if you want to make the server chose what shaders to display; I would presume it may be possible to do so if you write your own client side mod; but it'd be up to you to do it right and implement the right securities. |
12:21 |
^7heo |
(i.e. a white list of servers that can push shaders to a client, a white list of shaders that can be pushed, etc.) |
12:21 |
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13:08 |
kaeza |
https://gist.github.com/kaeza/c906bd55a129223c5ae71ea0da79bbd5 |
13:09 |
kaeza |
httï½ï½“:ï¼ï¼ï½‡ï½‰ï½“t.github.cï½ï½ï¼ï½‹ï½ï½…zï½ï¼ï½ƒï¼™ï¼ï¼–bd55ï½ï¼‘29223c5ï½ï½…71eï½ï¼ï½„ï½ï¼—9bbd5 :D |
13:10 |
kaeza |
I wonder how many clients were fucked up by that |
13:10 |
* Krock |
|
13:11 |
Krock |
my courier new font here doesn't have unicode support. What I can see are rectangles |
13:13 |
kaeza |
http://i.imgur.com/6Bvxthh.png |
13:14 |
Krock |
k |
13:15 |
Jordach |
kaeza, http://i.imgur.com/WH5Vd1o.png |
13:15 |
Jordach |
http://no.pe |
13:15 |
agaran |
kaeza: well I saw it mostly properly.. |
13:20 |
Calinou |
kaeza: I can read your aesthetic link :p |
13:21 |
Calinou |
kaeza: why is that Python 2 by the way? :p |
13:21 |
Calinou |
the script |
13:23 |
kaeza |
Jordach, proportional fonts for IRC? heresy! |
13:23 |
kaeza |
Calinou, because...reasons :P |
13:23 |
Calinou |
I use Segoe UI for IRC :p |
13:24 |
ElectronLibre |
Apparently, xos4 Terminus can handle your unicode mess, kaeza |
13:29 |
^7heo |
kaeza: clients know how to UTF-8. |
13:31 |
kaeza |
http://i.imgur.com/synhLNh.png |
13:36 |
Krock |
your unicode set must be extended in that font |
13:37 |
Krock |
it's too smoothly |
13:38 |
Persi[m] |
It displays fine even in the android matrix client |
13:44 |
Jordach |
kaeza, heresy font |
13:45 |
kaeza |
Jordach, http://i.imgur.com/VUp0F0d.png |
13:45 |
Jordach |
much better |
13:47 |
ElectronLibre |
This feels way better to read. |
13:47 |
ElectronLibre |
s/This/That ; Is it Wingdings? Symbols? |
13:49 |
kaeza |
Webdings :P |
13:50 |
ElectronLibre |
Cool. |
13:50 |
ElectronLibre |
Well, maybe you can read that, I don't know. |
13:52 |
Jordach |
ElectronLibre, i'm currently destroying my sanity and the engine at the same time |
13:53 |
Jordach |
with a monster 42 arguments |
13:54 |
ElectronLibre |
I guess that means a function/method with 42 arguments |
13:54 |
ElectronLibre |
Why not. The engine can break with far less crazy things than that. |
13:54 |
Jordach |
ElectronLibre, per player formspecs which are set to the node |
13:54 |
ElectronLibre |
Oh, that |
13:54 |
Jordach |
20 RGB choices |
13:54 |
Jordach |
40 buttons to change possible textures |
13:54 |
ElectronLibre |
It's just metadata witchcraft, nothing too bad |
13:55 |
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13:55 |
Jordach |
ElectronLibre, i finally figured out procedural player skins |
13:55 |
ElectronLibre |
Uh, the painting station in whatever mod allowed you to colour wood and sticks had a bit more than that. |
13:55 |
ElectronLibre |
Cool, would that be coded in pure Lua(+MT API) or C++/Lua? |
13:55 |
Jordach |
pure Lua |
13:56 |
Jordach |
for stables to run it you'll be 0.4.16 soon |
13:56 |
Jordach |
requiring |
13:57 |
Jordach |
and as far as i'm aware, using texture mods can be done live on entities, but not nodes |
13:58 |
ElectronLibre |
True. |
13:58 |
Jordach |
i'm already pushing on_gen to it's memory limits |
13:59 |
kaeza |
ElectronLibre, Lua supports up to ~200 arguments, IIRC |
13:59 |
kaeza |
200 local variables actually (arguments count as locals) |
14:00 |
kaeza |
not that anybody would try that :P |
14:00 |
Jordach |
kaeza, at this rate |
14:00 |
Jordach |
maybe |
14:01 |
ElectronLibre |
kaeza: Don't say that nobody would try that, then that makes me want to try it |
14:01 |
Jordach |
http://i.imgur.com/zTMhUov.png |
14:02 |
Jordach |
there's a reason for the 2 |
14:02 |
Jordach |
some clothing with straps, or different coloured stripes can be used |
14:02 |
Jordach |
layered correctly |
14:03 |
Jordach |
or putting a logo on a shirt etc etc |
14:04 |
kaeza |
Jordach, but seriously, why not pass a table instead? |
14:04 |
kaeza |
or even better, hold each part in a table and make a generic function to build part of the form |
14:05 |
ElectronLibre |
kaeza: Like register_node would do? Tables are pretty nice and handy to use, I agree. |
14:05 |
Jordach |
kaeza, players have a selection table |
14:06 |
Jordach |
which gets unpack()'d into place |
14:06 |
Jordach |
eg meta:set_string("formspec",wardrobe.formspec_meta(unpack(wardrobe.formspec_selections[pname]))) |
14:06 |
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14:06 |
kaeza |
alright I guess |
14:09 |
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14:09 |
Leoneof |
hey |
14:10 |
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14:13 |
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14:13 |
Jordach |
kaeza, jimmies are rustled |
14:13 |
Jordach |
http://i.imgur.com/NkWIrwF.png |
14:14 |
kaeza |
w00t |
14:15 |
kaeza |
Jordach, also: https://gist.github.com/kaeza/a3625a7e72c1c93cf5730e5033084723 :D |
14:15 |
Jordach |
tfw i still can;t get less than 60fps in minetest even while generating new chunks |
14:16 |
Jordach |
kaeza, you get to play with every layer on the new 64x64 skinformat |
14:17 |
Jordach |
not to mention stu might be salty about my trips model; https://www.youtube.com/watch?v=1bq_qPpgGoY |
14:21 |
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14:24 |
red-001 |
it would be kinda nice if it was possible to sandbox shaders in the same way webgl does it |
14:24 |
red-001 |
but that would be a lot of work |
14:25 |
* PureTryOut[m] |
uploaded an image: Screenshot_2017-02-12_15-25-24.png (5KB) - https://matrix.org/_matrix/media/v1/download/matrix.org/BQhGJUOIUDullwdXZeKzCZcS |
14:25 |
PureTryOut[m] |
why does that not work on registering an entity? ^ |
14:25 |
PureTryOut[m] |
it just reports that getpos() is a nil value |
14:25 |
Jordach |
uhhhhh |
14:26 |
PureTryOut[m] |
is self not a LuaEntitySAO? |
14:26 |
kaeza |
PureTryOut[m], it is an entity table, not a "real" object |
14:26 |
kaeza |
not sure how minetest calls those |
14:27 |
kaeza |
to get the "real" object, use self.object |
14:27 |
kaeza |
like self.object:getpos() |
14:27 |
PureTryOut[m] |
aah thanks |
14:27 |
PureTryOut[m] |
that did indeed do it |
14:31 |
Jordach |
kaeza, got a real bizzare bug |
14:31 |
Jordach |
https://gist.github.com/Jordach/d67c2c3484a6841254e87183aebbc9e9 |
14:31 |
Jordach |
Runtime error from mod 'wardrobe' in callback item_OnPlace(): ...st-0.4.15\bin\..\games\great_farm\mods\wardrobe\init.lua:86: attempt to concatenate local 'hairrgb' (a nil value) |
14:33 |
kaeza |
Jordach, full traceback pls |
14:33 |
Jordach |
https://gist.github.com/Jordach/c14d9d68cf241b58b49bb634bf4d4004 |
14:35 |
Jordach |
this doesn;t error if you use skinrgb or the eyergb in the third field |
14:36 |
Leoneof |
there's no lists for servers, do i have to add servers manually? |
14:36 |
kaeza |
Jordach, that's why you should use tables and named fields instead of unpack magic |
14:36 |
Jordach |
kaeza, you want to write 43 variables? |
14:36 |
Jordach |
or worse, per player x43 |
14:37 |
kaeza |
Jordach, you initialize wardrobe.formspec_selections["singleplayer"] to 20 values, and call the function with those 20 values |
14:37 |
PureTryOut[m] |
kaeza: is self (in my example) a copy or a reference to the entity table? as in can I do like `self.value = 'test'` and it'll exist next step as well? |
14:37 |
Jordach |
i see my mistake |
14:37 |
kaeza |
PureTryOut[m], yes |
14:38 |
Jordach |
i'm missing a single line from selections and not rgb |
14:38 |
Jordach |
since the print statement his 22 |
14:38 |
PureTryOut[m] |
cool thanks |
14:38 |
kaeza |
PureTryOut[m], but it will get deleted on entity unload unless you explicitly save it as static data |
14:38 |
PureTryOut[m] |
yeah that's not a problem, thanks |
14:38 |
Jordach |
the alternative might be that MT has set lua to a maximum of ~25 args |
14:39 |
kaeza |
sure :) |
14:39 |
PureTryOut[m] |
I just need it for as long as the entity exists in the world |
14:39 |
PureTryOut[m] |
(basically I want to determine a target and as long as the entity exists that target needs to stay the same, so this will do) |
14:39 |
kaeza |
Jordach, f'ing use tables already :P |
14:40 |
Jordach |
kaeza, fuck that |
14:42 |
Leoneof |
servers list is empty, what to do |
14:42 |
Leoneof |
? |
14:42 |
PureTryOut[m] |
also, `minetest.get_objects_inside_radius`, how are the results sorted (if at all)? like does it start with the closest object it finds? |
14:42 |
Jordach |
PureTryOut[m], from center of radius to the outside of it |
14:42 |
Jordach |
the entity closest to center is first |
14:43 |
PureTryOut[m] |
cool thanks, no need to sort it then in my case |
14:43 |
kaeza |
I think it is random, according to entity creation order |
14:43 |
Jordach |
kaeza, don't think so |
14:43 |
red-001 |
Leoneof,sounds like you got a build without curl |
14:43 |
kaeza |
but don't assume, explicitly sort it if you need |
14:43 |
red-001 |
or your internet is really slow |
14:43 |
PureTryOut[m] |
from center to border makes the most sense to me |
14:43 |
Jordach |
kaeza, https://github.com/Jordach/big_freaking_dig/blob/master/mods/deco/init.lua#L1209 |
14:44 |
Jordach |
my chests could be stacked tightly and not shit themselves |
14:44 |
Leoneof |
it's windows, portable build |
14:44 |
red-001 |
can you access http://servers.minetest.net/ ? |
14:44 |
kaeza |
Jordach, you're looking in a .1 node radius... |
14:44 |
Jordach |
kaeza, Kappa |
14:44 |
kaeza |
Jordach, it's obvious there will be at most one entity in there |
14:44 |
Jordach |
kaeza, it wouldn't delete items that were practically on that point |
14:44 |
Leoneof |
red-001: yes |
14:45 |
kaeza |
Jordach, get_objects_inside_radius only takes into account object:getpos(), not the collision box |
14:45 |
kaeza |
or w/e |
14:45 |
Jordach |
kaeza, i meant teleporting players onto it within 0.1 |
14:46 |
Leoneof |
red-001: oops, i got it, Client tab, not server :\ |
14:46 |
Leoneof |
thanks |
14:46 |
Jordach |
!next |
14:46 |
MinetestBot |
Another satisfied customer. Next! |
14:46 |
kaeza |
!next |
14:47 |
red-001 |
yeah the naming for that needs to be improved |
14:47 |
Leoneof |
!back |
14:47 |
red-001 |
!forward |
14:47 |
kaeza |
ï¼ï½Žï½…xt :D |
14:47 |
Leoneof |
!refresh |
14:47 |
MinetestBot |
Anï½ï½”her sï½ï½”isfied custï½ï½ï½…r. ï¼®ï½…ï½˜ï½”ï¼ |
14:48 |
kaeza |
ohai sfan5 |
14:48 |
sfan5 |
hello |
14:48 |
red-001 |
!ping |
14:48 |
red-001 |
MinetestBot, ping |
14:48 |
kaeza |
<3 MinetestBot |
14:48 |
MinetestBot |
<3 kaeza |
14:50 |
Jordach |
kaeza, reload my lua |
14:50 |
Jordach |
patched it |
14:50 |
Jordach |
singleplayer hardcoding will be removed when i get flle loading and saving sorted |
14:50 |
kaeza |
which one? |
14:50 |
Jordach |
not the stack trace |
14:50 |
Jordach |
https://gist.github.com/Jordach/c14d9d68cf241b58b49bb634bf4d4004 |
14:51 |
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14:51 |
kaeza |
Jordach, ┬─┬ ┬─┬ ┬─┬ |
14:52 |
Jordach |
kaeza, it's now passing teh tables you git |
14:52 |
Jordach |
hit F5 dammit |
14:53 |
Jordach |
...in a fields.* line |
14:53 |
Jordach |
f5 again |
14:54 |
Jordach |
new pastime: triggering kaeza Kappa |
14:54 |
kaeza |
wtf is Kappa |
14:54 |
kaeza |
also, still no named fields :( |
14:54 |
Jordach |
http://knowyourmeme.com/memes/kappa |
14:55 |
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15:02 |
red-001 |
!help |
15:02 |
MinetestBot |
https://github.com/sfan5/minetestbot-modules/blob/master/COMMANDS.md |
15:03 |
red-001 |
hi MinetestBot |
15:03 |
MinetestBot |
sup red-001 |
15:05 |
red-001 |
!up |
15:05 |
MinetestBot |
red-001: give me an address (and port if you want) |
15:06 |
red-001 |
!up 51.37.136.196 |
15:06 |
MinetestBot |
51.37.136.196:30000 is up (33ms) |
15:06 |
red-001 |
!up 51.37.136.196 30000 |
15:06 |
MinetestBot |
51.37.136.196:30000 is up (37ms) |
15:07 |
red-001 |
!title 51.37.136.196 |
15:07 |
MinetestBot |
That's not a valid URL |
15:07 |
red-001 |
!up 51.37.136.196 80 |
15:07 |
MinetestBot |
51.37.136.196:80 seems to be down |
15:11 |
Jordach |
meow |
15:12 |
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15:13 |
ElectronLibre |
Jordach: meow |
15:14 |
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15:15 |
Volkj |
hi, when a player opens a chat with T key or F10 there's a way to get it as an event? |
15:15 |
Volkj |
some games uses that to show an icon over the player when he's typing something |
15:17 |
ElectronLibre |
Volkj: No. It's a client-side thing. |
15:17 |
ElectronLibre |
Mods are server-side, they've no access to such things. |
15:17 |
Volkj |
ElectronLibre: got it, may be something that could get feasible once client side mods approach? |
15:18 |
ElectronLibre |
Absolutely. |
15:18 |
ElectronLibre |
Well, I can't say that for sure, but it'd be in the spectre of possibilities with client-side modding |
15:18 |
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15:19 |
Volkj |
that goes for an idea for a mod, modify the nametag when the player is typing |
15:21 |
ElectronLibre |
That'd be very handy |
15:21 |
Volkj |
that would require also some work on server side, or permitting the client to choose the nametag (risky imho) |
15:21 |
ElectronLibre |
I know RedEclipse puts a bubble over players in chat/menu |
15:22 |
Volkj |
recalling also san andreas multiplayer doing the same |
15:22 |
ElectronLibre |
You'll need client-side/server-side communication anyway, and specific tags like "[busy]" that'll be disallowed in regular nicknames (that's your mod's job to sort that out as well) |
15:22 |
Jordach |
Volkj, if a player is afk for 5 minutes, display a bubble with zzzz... |
15:23 |
ElectronLibre |
^ Feasible at the moment |
15:23 |
Volkj |
Jordach: that should be doable as track time the player is offline (via /afk cmd) then do something server side |
15:23 |
ElectronLibre |
You could also change their model, but maybe there's no appropriate model pose right now |
15:24 |
Volkj |
there are /sit and /sleep cmds in some mod, they can be used to change their pose on afk too |
15:25 |
Leoneof |
red-001: the website for minetest server is empty page |
15:27 |
Jordach |
:thinking: |
15:27 |
Jordach |
blob:http://imgur.com/c9ce97fb-2368-4787-9058-04faa8f514b9 |
15:27 |
Jordach |
http://i.imgur.com/RiC8ezX.png |
15:27 |
Jordach |
fuck your live image preview while uploading |
15:27 |
Leoneof |
*_* |
15:32 |
Jordach |
imgur drives me mad with it |
15:32 |
Jordach |
tempted to do a custom html5 jobbie |
15:34 |
Krock |
that server list image reminds me of compiling a new cheater client again to troll a bit |
15:35 |
Krock |
I must get more active on Minetest again :3 |
15:38 |
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15:40 |
Jordach |
kaeza, cleaned up the formspec def |
15:40 |
Jordach |
https://gist.github.com/Jordach/88d93e07fb77f77b42a0c579b0fc74d4 |
15:42 |
kaeza |
Jordach, nice |
15:43 |
red-001 |
Leoneof, ? |
15:43 |
kaeza |
BTW, what are those --\\ things? O.o |
15:43 |
red-001 |
I though you fixed your problem |
15:47 |
Leoneof |
client tab is empty too |
15:47 |
Leoneof |
>_< |
15:49 |
red-001 |
does it say something like loading serverlist? |
15:49 |
red-001 |
could you start mt with --version? |
15:52 |
Leoneof |
0.4.15 , just Loading... |
15:52 |
kaeza |
no errors in console/debug.txt? |
15:52 |
red-001 |
do --version |
15:53 |
Jordach |
kaeza, i use them to id what element it is at a distance |
15:53 |
Jordach |
if it leans back it's a button |
15:53 |
Leoneof |
"ERROR[AsyncWorker-0]: servers.minetest.net/list?proto_version_min=25&proto_version_max=28 not found (Couldn't connect to server) (response code 0)" |
15:53 |
Jordach |
if it's forward, it's a field |
15:53 |
red-001 |
yeah looks like you don't have curl |
15:54 |
Jordach |
Leoneof, go grab one of sfan5's latest windows builds |
15:54 |
red-001 |
where did you get the build you are using? |
15:54 |
sfan5 |
red-001: i'm sure it prints something different when curl is missing |
15:54 |
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15:55 |
Leoneof|2 |
red-001: but it worked last hour or so |
15:55 |
Jordach |
my build will not start without curl |
15:55 |
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15:55 |
red-001 |
huh |
15:55 |
Jordach |
like at all |
15:55 |
Jordach |
hai ruben |
15:55 |
red-001 |
I think I recall something like this happening to me sometime ago |
15:56 |
red-001 |
I would suggest you just the server list website for now |
15:56 |
Leoneof|2 |
Build info: VER=0.4.15 BUILD_TYPE=Release RUN_IN_PLACE=1 USE_GETTEXT=1 USE_SOUND=1 USE_CURL=1 USE_FREETYPE=1 USE_LUAJIT=1 STATIC_SHAREDIR="." |
15:56 |
red-001 |
yeah you have curl |
15:56 |
Jordach |
Leoneof, windows or Unix* |
15:56 |
Leoneof|2 |
Windows today |
15:56 |
Jordach |
x64 or x32 |
15:57 |
Leoneof|2 |
64 |
15:57 |
red-001 |
could you ping servers.minetest.net? |
15:57 |
Jordach |
grab sfan5's latest build |
15:58 |
Leoneof|2 |
it can ping |
15:58 |
MinetestBot |
[git] VanessaE -> Jeija/minetest-mod-mesecons: fix Z-fighting on water turbine fa3bd19 https://git.io/vDrJS (2017-02-12T15:56:54Z) |
15:58 |
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16:25 |
STHGOM |
do beds still respawn you at their location if they are destroyed? |
16:26 |
Krock |
try it |
16:26 |
STHGOM |
ok |
16:27 |
STHGOM |
ok, you do. is there any way to fix this? |
16:29 |
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17:16 |
PureTryOut[m] |
does somebody have an example somewhere of code for an hud that uses "hud_elem_type = 'image'"? |
17:17 |
PureTryOut[m] |
the API pages lack examples for it, only for statbar :/ |
17:21 |
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17:22 |
rubenwardy |
PureTryOut[m], https://github.com/rubenwardy/awards/blob/master/api.lua#L276 |
17:24 |
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17:25 |
diemartin |
was gonna dump something random: https://gist.github.com/kaeza/e748b3807c45a2ef9ca7793ea905e8d0 |
17:27 |
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17:29 |
kaeza |
https://gist.github.com/kaeza/57a105a5a6370069afde664758df46ea :D |
17:29 |
bousket |
I got a 'not enough memory' lua error. What can I use to debug it and see what remains in memory ? |
17:31 |
rubenwardy |
bousket: almost certainly noise |
17:32 |
bousket |
mmm ok. but it s still crashing the game on each run. how can I find what s the pb ? I miss gdb :) |
17:37 |
sfan5 |
matrix bridge exploded again |
17:37 |
zyabin101 |
How do I make a screenshot from a specific place, with specific rotation? |
17:38 |
kaeza |
look at it and press F12? |
17:39 |
zyabin101 |
Okay, rephrase: how do I set the entity's rotation when teleporting it? |
17:45 |
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17:46 |
bousket |
zyabin101: sounds like you can get_look_dir but not set it from lua (according to API) |
17:46 |
zyabin101 |
Aww... :( |
17:46 |
nore |
bousket: zyabin101: you can |
17:46 |
zyabin101 |
:D |
17:47 |
nore |
but you probably have to use set_look_pitch and set_look_yaw |
17:47 |
nore |
ehm |
17:47 |
nore |
set_look_vertical and set_look_horizontal |
17:47 |
nore |
the previous two are deprecated |
17:48 |
zyabin101 |
I should make a slash-command mod to `/setlook lookx looky`. |
17:56 |
zyabin101 |
Sorry, no photo-premiere this time, but I added wood to bannerish textures :) |
17:57 |
zyabin101 |
Here's how it looks: http://i.imgur.com/IHB3NQs.png |
17:59 |
zyabin101 |
And I forgot comparisons. brb |
18:00 |
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18:03 |
zyabin101 |
Here: http://i.imgur.com/pPbIvlA.png |
18:03 |
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18:52 |
red-001 |
why is it when I find a link to a question on stack overflow on google it's always marked as a duplicate |
18:53 |
Calinou |
the best questions on Stack Overflow are all closed ;) |
18:54 |
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19:07 |
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19:07 |
TheInformer |
Can someone help me? |
19:08 |
sfan5 |
if you tell us your problem.. maybe |
19:09 |
TheInformer |
I want to connect my iphone or android to my pc (Running Ubuntu) so i can play minetest with google cardboard |
19:09 |
TheInformer |
using side by side 3d mode |
19:09 |
sfan5 |
sounds like something that's not possible (yet) |
19:09 |
TheInformer |
i have only been able to find programs that run for windows |
19:13 |
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19:40 |
MinetestBot |
[git] SmallJoker -> minetest/minetest_game: Carts: Fix the rail table overwrite behaviour 89c4599 https://git.io/vDrZC (2017-02-12T19:39:52Z) |
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20:08 |
PureTryOut[m] |
`minetest.register_on_craft` has a caps warning "IT DOESN'T WORK FOR FURNACE COOKING RECIPES!" lol. then how would I check if whatever is crafted came from a furnace? |
20:14 |
kaeza |
uh, furnaces don't craft... |
20:14 |
kaeza |
they cook... |
20:15 |
kaeza |
not sure I understand the issue |
20:15 |
sfan5 |
"cooking recipes" are also done using minetest.register_craft |
20:25 |
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20:46 |
PureTryOut[m] |
what sfan5 said. so how would I know in that callback that the "crafting" is in fact cooking? |
20:46 |
sfan5 |
wut |
20:46 |
sfan5 |
like the docs say register_on_craft is NOT called for cooking |
20:47 |
PureTryOut[m] |
yeah that's the weird thing. if cooking is done by crafting, then why is that callback not called? and how else would I get a callback on cooking? |
20:47 |
kaeza |
why do you need to know when something is cooked? |
20:48 |
PureTryOut[m] |
reasons. does it matter? |
20:48 |
PureTryOut[m] |
I just want to do an action every time something is cooked |
20:48 |
kaeza |
they matter if you want other people to add features for you |
20:49 |
sfan5 |
>if cooking is done by crafting, then why is that callback not called? |
20:49 |
sfan5 |
because cooking is not done by crafting |
20:49 |
PureTryOut[m] |
I don't understand why it matters but sure... I'm adding an experience system, and I want to give some experience every time the player cooks something |
20:49 |
PureTryOut[m] |
wait then how is it done? |
20:49 |
sfan5 |
it just happens that cooking recipes are registered using the same interface |
20:50 |
sfan5 |
it's pretty much up to the subgame on how the implement cooking |
20:51 |
PureTryOut[m] |
yeah I know it's done in the default mod, and I saw it using that interface so in my mind it is done by crafting... still, is there no way to get a callback on cooking except for modifying the default mod? |
20:51 |
kaeza |
that's how it works |
20:51 |
kaeza |
you add the feature, and make a PR |
20:52 |
kaeza |
giving a reason for it (surprise!) |
20:53 |
PureTryOut[m] |
... seriously guys, I'm just asking if the feature exists or not. if it doesn't, I'll look into adding it, if it does, then I'll use that |
20:54 |
sfan5 |
it doesn't |
20:55 |
kaeza |
adding some on_cook callbacks should be trivial |
20:55 |
PureTryOut[m] |
thanks, that was the answer I was looking for |
20:55 |
kaeza |
but for your case you probably want to give exp when the player takes an item out of the furnace |
20:56 |
PureTryOut[m] |
after it's smelted yeah |
20:56 |
PureTryOut[m] |
not necessarily when it's done, only when taken out the furnace indeed |
20:58 |
rubenwardy |
would be useful for awards |
21:02 |
PureTryOut[m] |
for example |
21:05 |
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21:12 |
Hijiri |
PureTryOut[m]: I think I missed part of your message |
21:13 |
PureTryOut[m] |
what message? |
21:13 |
Hijiri |
PureTryOut[m]: I only see your "for example" message after my messages end |
21:13 |
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21:13 |
Hijiri |
I lost connection |
21:13 |
Hijiri |
for a moment |
21:13 |
PureTryOut[m] |
ooh, that's why I use Matrix lol (or a bouncer). rubenwardy said an on_cook callback (after an item is taken from the furnace and it's smelted) would be useful for awards |
21:13 |
Hijiri |
I use a bouncer |
21:13 |
Hijiri |
but I lost connection to my bouncer and it doesn't always repeat the messages |
21:14 |
PureTryOut[m] |
strange |
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23:03 |
paramat |
just a warning, this PR is now being merged https://forum.minetest.net/viewtopic.php?f=18&t=16595 |
23:03 |
paramat |
"To introduce the new flags I had to increase the map block serialization version, this is why you can not play on your maps on other versions of Minetest after you opened them in this version. |
23:03 |
paramat |
Of course old clients still can play, just the server has to be new to be able to read the map." |
23:04 |
agaran |
paramat: is it able to automatically upgrade mapdata upon server upgrade? |
23:05 |
paramat |
it will only update mapbocks that get saved during a session, it won't go through the whole world database and update all mapblocks |
23:06 |
agaran |
imo thats reasonable approach |
23:11 |
paramat |
of course, older mapblock format is supported so it doesn't need to |
23:12 |
paramat |
gradually the mapblocks in a world will get changed to the newer format, and a newer server version is then needed to read those mapblocks |
23:12 |
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23:13 |
Jordach |
paramat, :) |
23:15 |
Fixer |
paramat: there must be a bigger announcement in News if merger will be done |
23:16 |
paramat |
Hm ok |
23:16 |
paramat |
new thread coming |
23:17 |
Fixer |
paramat: you can also mention that for extra cuation, people always can make a backup of the world :) |
23:18 |
Fixer |
hmhmhm |
23:18 |
Fixer |
caution |
23:19 |
paramat |
cool thanks Jordach |
23:20 |
paramat |
'dank af, kappa' |
23:20 |
* paramat |
can speak Jordachian |
23:21 |
Jordach |
http://www.youtube.com/watch?v=0r7pnMVNvPE |
23:24 |
Jordach |
paramat, had change lying around under the sofa :P |
23:24 |
paramat |
hehe |
23:25 |
Jordach |
by chance does [colorize and [multiply support #aaa and #aaaaaa |
23:26 |
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23:26 |
shamoanjac |
hey, is the ^[transform texture modifier not working lately? |
23:27 |
shamoanjac |
"banner_3x2_pattern_outline_medium.png^[transformFX" shows nothing on a formspec |
23:27 |
shamoanjac |
"banner_3x2_pattern_outline_medium.png" does work |
23:27 |
shamoanjac |
I'm using the latest git version on master |
23:31 |
paramat |
no idea to both questions |
23:33 |
Jordach |
paramat, checked further down, #AAA and #AAAAAA is legal |
23:33 |
Jordach |
#ABC results in #AABBCC anyhow |
23:39 |
Jordach |
tested in both GIMP and that function |
23:51 |
shamoanjac |
looks like the transform modifiers doesn't work, but only in formspecs... for some reason I do not know |