Time |
Nick |
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riff-IRC |
-__- |
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02:58 |
whitephoenix |
How would I go about replacing default nodes in worldgen with my own? |
02:58 |
whitephoenix |
e.g. I want to use my own dirt block instead |
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03:55 |
whitephoenix |
Alright I used register_alias to change some mapgen stuff to my own nodes, but now I'm seeing this https://i.imgur.com/0boA8ad.jpg |
03:55 |
whitephoenix |
It's weird because the things not rendering correctly are rendering correctly elsewhere |
03:56 |
whitephoenix |
https://i.imgur.com/KlJhe9m.png I have no idea what would cause this |
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08:17 |
PureTryOut[m]1 |
you could also replace the original dirt block I think by making a new node with the ":default:dirt" name |
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08:35 |
An0n3m0us |
spammer on https://forum.minetest.net/memberlist.php?mode=viewprofile&u=20734 called OswaldoCheta |
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09:05 |
JamesTait |
Good morning all! Happy Wednesday, and happy International Women's Day! 😃 |
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09:14 |
lordfingle |
o/ |
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11:03 |
DI3HARD139 |
Is there a known bug that's causing secure.trusted_mods to not work? |
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11:15 |
riff-IRC |
hi |
11:15 |
An0n3m0us |
hey |
11:15 |
riff-IRC |
how are you? |
11:16 |
An0n3m0us |
fine |
11:21 |
riff-IRC |
:) |
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riff-IRC |
lolwut? |
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14:06 |
zygfrid |
hello |
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14:38 |
yusf[m] |
Exciting with two multi-layerd underworld mods: https://github.com/FaceDeer/dfcaverns https://github.com/duane-r/underworlds |
14:56 |
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15:11 |
Yruama_Lairba |
hello, i just tried minetest 0.4.15 x64 for win and i find glasses very ugly, is it normal ? https://framapic.org/gallery#GhVjhBnE9Tdv/hT5USInQRULh.png |
15:14 |
PureTryOut[m]1 |
now that's a shitty image host... but what's ugly about the glass? seems fine to me |
15:20 |
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15:34 |
Yruama_Lairba |
before, adjacent glasses block where linked |
15:37 |
PureTryOut[m]1 |
ooh, I believe that's a client-side setting |
15:43 |
Yruama_Lairba |
holy sh... your are true |
15:44 |
Yruama_Lairba |
it just found the unified glass option |
15:46 |
PureTryOut[m]1 |
there you go ;) happy playing |
15:47 |
Yruama_Lairba |
thank you, i did'nt rememder the were an option for that |
15:47 |
PureTryOut[m]1 |
no problem |
15:48 |
Yruama_Lairba |
wow, many mods seems to have been integrated to the default game beetween 0.4.14 and 0.4.14 |
15:50 |
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15:51 |
agaran |
beetween 0.4.14 and 0.4.14 ? |
15:56 |
Yruama_Lairba |
sorry, beetween 0.4.14 and 0.4.15 |
15:58 |
Yruama_Lairba |
i also disabled shader, i found it unconfortable |
15:58 |
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15:59 |
Yruama_Lairba |
for the galsse, i have a strange behaviour in a server. this server provide a object called woden framed glass wich doesn't affected by "connected galss" option |
16:00 |
sfan5 |
that's entirely possible |
16:00 |
VanessaE |
Yruama_Lairba: because that's an olllllld legacy node that uses the standard glass drawtype |
16:00 |
VanessaE |
(wooden framed glass is a building_blocks node, so homedecor modpack) |
16:01 |
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16:02 |
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16:02 |
Yruama_Lairba |
ok, i don't know very well the tehcnic side of minetest |
16:04 |
Yruama_Lairba |
when i read mods code source, it's mainly to know how it work. unfortunatly, many mod don't include a complete documentation |
16:06 |
VanessaE |
until a couple months ago, homedecor modpack's documentation was fairly good, now it's somewhat outdated |
16:09 |
Yruama_Lairba |
i wasn't talking about "homedecor" in particular |
16:10 |
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16:10 |
VanessaE |
I know, just saying. |
16:10 |
Yruama_Lairba |
a i think the actual of mod for framed glass on the server is xdecor |
16:10 |
VanessaE |
that's kilbith's territory then :) |
16:16 |
Yruama_Lairba |
typpically, xdecor don't have a real doc |
16:18 |
Yruama_Lairba |
and some objects from this aren't only a decoration, they have a functionnality |
16:20 |
Yruama_Lairba |
the funnyiest is the claudron, it allow to make soup, but it's almost impossible to discover how to do by chance |
16:22 |
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16:22 |
GreenDimond |
anyone here good with aliases? I need some help with them. |
16:23 |
Yruama_Lairba |
what do you want to do ? |
16:24 |
GreenDimond |
In my sandplus mod, I need to create aliases for all my nodes so the mod transitions to 0.4.15-dev/0.4.16 nicely. |
16:25 |
GreenDimond |
People dont want to have to replace all the sandplus nodes they used with the default by hand. |
16:25 |
VanessaE |
why woudl they change? |
16:26 |
GreenDimond |
because the mod should not need to be used in 0.4.16 |
16:26 |
VanessaE |
normally you don't need to worry about node names and such from one version of MT to another unless you plan to remove some nodes from your mod |
16:26 |
VanessaE |
why not? |
16:26 |
GreenDimond |
the mod content was merged |
16:26 |
VanessaE |
in any case, minetest.register_alias(old name, new name) |
16:26 |
GreenDimond |
https://github.com/minetest/minetest_game/pull/1596 |
16:26 |
GreenDimond |
yes i know |
16:26 |
GreenDimond |
but i dont think its working |
16:27 |
GreenDimond |
if I enable the mod, the nodes just show up again. |
16:27 |
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16:27 |
GreenDimond |
they arent replaced like they should be |
16:27 |
VanessaE |
as far as I know, aliases don't actually *replace* nodes in the map |
16:28 |
GreenDimond |
https://forum.minetest.net/viewtopic.php?f=9&t=16281&p=255906#p255906 <--- people wanting the aliases |
16:28 |
Yruama_Lairba |
"register_alias_force" maybe ? |
16:28 |
GreenDimond |
well then not replace. |
16:28 |
VanessaE |
they just link the names to something else |
16:28 |
GreenDimond |
something :/ |
16:28 |
VanessaE |
if you want the old nodes to be removed from the map and replaced with something else permanently, use an LBM |
16:29 |
GreenDimond |
why suggest the aliases then? |
16:29 |
GreenDimond |
mod compatibility? |
16:29 |
VanessaE |
without looking at the code, I couldn't tell you |
16:29 |
GreenDimond |
which code? mine or default? |
16:29 |
GreenDimond |
mine: https://github.com/GreenXenith/sandplus |
16:30 |
VanessaE |
nevermind, I get what you're saying |
16:30 |
VanessaE |
the proper solution is to add aliases to mt_game to cover the nodes your mod used to supplyu. |
16:30 |
VanessaE |
-u |
16:30 |
GreenDimond |
and how does one do that? |
16:30 |
VanessaE |
one yells at the Mt_game devs :P |
16:31 |
GreenDimond |
so I have no solution that I can do myself? |
16:31 |
VanessaE |
simple: write appropriate aliases, add them to mt_game/mods/default where appropriate, and make a pull request against mt_game |
16:32 |
GreenDimond |
ah... |
16:32 |
GreenDimond |
or just create an issue asking someone else to? |
16:32 |
VanessaE |
discuss it with the mt_game devs on github, and if they refuse, write a small stub of a mod that supplies only those aliases. |
16:32 |
VanessaE |
you could raise an issue, but a pull request is more likely to gain favor |
16:33 |
GreenDimond |
tru tru... |
16:35 |
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16:35 |
GreenDimond |
lets see if I can do it |
16:36 |
GreenDimond |
this will be my first PR ever :P |
16:36 |
VanessaE |
it should be pretty simple... put your aliases in mt_game/mods/default/aliases.lua |
16:36 |
GreenDimond |
oh. looks simple.... |
16:37 |
GreenDimond |
so i need my block aliases, what about stairs? |
16:37 |
GreenDimond |
they node names are same |
16:37 |
VanessaE |
wait |
16:37 |
GreenDimond |
since i just use the register_stair |
16:37 |
VanessaE |
well wait, if the node names are the same, then you shouldn't need to do anything |
16:38 |
GreenDimond |
thats just for stairs |
16:38 |
GreenDimond |
the node names for the sandplus have sandplus: as prefix |
16:38 |
GreenDimond |
so they still need an aliase |
16:38 |
VanessaE |
ok |
16:38 |
GreenDimond |
right? |
16:38 |
VanessaE |
yes |
16:38 |
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16:39 |
VanessaE |
if any part of the node name has changed, use an alias. the same is true for the stairs/slabs versions (don't call register_stair if you don't really need it, use aliases to cover the old names) |
16:39 |
GreenDimond |
and for some odd reason i used desert/silver_sandstonebrick instead of desert/silver_sandstone_brick |
16:40 |
GreenDimond |
I will need to fix the sandstone_brick stairs then... |
16:40 |
GreenDimond |
shall I just use an aliase for those or fix my mod? |
16:41 |
GreenDimond |
easier just use aliase yes? |
16:49 |
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17:41 |
GreenDimond |
fine time for the network to go down |:| |
17:41 |
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17:44 |
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17:44 |
VanessaE |
it's all your fault, GreenDimond. |
17:44 |
VanessaE |
you must have tripped over the Internet's main cord :) |
17:45 |
VanessaE |
( https://xkcd.com/908/ ) |
17:45 |
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17:51 |
VanessaE |
see? told you. |
18:00 |
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18:00 |
GreenDimond |
this internet tho. |
18:00 |
GreenDimond |
-.- |
18:00 |
GreenDimond |
let's hope I dont disconnect again :) |
18:03 |
VanessaE |
it's all your fault, GreenDimond. |
18:03 |
VanessaE |
you must have tripped over the Internet's main cord :) |
18:03 |
VanessaE |
( https://xkcd.com/908/ ) |
18:03 |
Krock |
thanks for repost |
18:03 |
GreenDimond |
lol |
18:03 |
Krock |
the black hat dude only knows himself |
18:03 |
GreenDimond |
back to what we was talkin bout before |
18:03 |
VanessaE |
heh |
18:03 |
GreenDimond |
how to PR. |
18:03 |
GreenDimond |
git or guithub? |
18:03 |
GreenDimond |
*git |
18:04 |
GreenDimond |
*github |
18:04 |
VanessaE |
GreenDimond: fork, edit, upload changes to your fork, go to github and send a new pull request |
18:04 |
GreenDimond |
nemehemewhowa? |
18:04 |
Krock |
huh |
18:04 |
GreenDimond |
fork mt_game |
18:04 |
VanessaE |
yes |
18:04 |
GreenDimond |
put changes |
18:05 |
Krock |
spoon it if you want, yes. |
18:05 |
GreenDimond |
lol |
18:05 |
GreenDimond |
oh the spork is on github so I have to push the changes |
18:05 |
VanessaE |
go to github, mt_game page. tell it to fork. then go to your command line, clone from your fork. make changes, upload back to your fork |
18:05 |
GreenDimond |
and then send PR |
18:05 |
VanessaE |
there will be a grene button on the page for your fork that says something like "new pull request" |
18:06 |
GreenDimond |
fork option...fork option.... |
18:06 |
VanessaE |
hit that, tell it you're comparing against the mainline mt_game repo (that should be the default) |
18:06 |
GreenDimond |
where be the fork button? |
18:06 |
VanessaE |
upper right corner of the page |
18:06 |
VanessaE |
"unwatch, star, fork" |
18:06 |
VanessaE |
([un]watch) |
18:06 |
GreenDimond |
ah |
18:06 |
GreenDimond |
thnx |
18:06 |
GreenDimond |
now I need to change stuffs... |
18:08 |
Krock |
make sure that you only change one "problem" or "thing". Don't mix the "new bed node" and "fix torch glowing green bug" into one pull |
18:08 |
VanessaE |
right |
18:08 |
Krock |
create a new branch for each change, so it is structurized |
18:08 |
GreenDimond |
im only changing one file :P |
18:09 |
GreenDimond |
*adding to it |
18:09 |
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18:10 |
VanessaE |
I always have problems with branches. one branch off of mainline/master, that's fine... it's when you get one branch that depends on another, which conflicts with a third, etc etc etc and all the while, all of those changes are needed... that's when I get confused |
18:10 |
GreenDimond |
so I am editing the thing directly on GitHub (my fork) |
18:10 |
GreenDimond |
what do when added changes? |
18:10 |
VanessaE |
GreenDimond: you should make changes using a local fork, not on github |
18:11 |
GreenDimond |
whoops. :P |
18:11 |
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18:11 |
VanessaE |
e.g. clone, fire up your favorite editor, edit, save, git add/git commit/git push |
18:11 |
VanessaE |
however if you're gonna do it through github, you just need to save your changes and provide an edit summary, then issue a pull request. |
18:12 |
GreenDimond |
so I can do it on GitHub? |
18:12 |
VanessaE |
if you really must |
18:12 |
VanessaE |
it's just not considered a good idea if you're editing code or something, because then you can't as easily test it |
18:13 |
VanessaE |
the edit-on-the-website feature is probably more intended for ordinary plain text files, comments, README's and so on, rather than working code. |
18:13 |
GreenDimond |
tru but I could just clone now from my fork and test |
18:13 |
VanessaE |
yes |
18:13 |
GreenDimond |
hm.. |
18:13 |
VanessaE |
but then you could just edit the files in your clone, then :) |
18:14 |
GreenDimond |
i will clone my fork then edit |
18:14 |
GreenDimond |
ehh... |
18:14 |
VanessaE |
plus if you clone first, change, test, repeat [...], you only have to make one single commit after the testing process yields acceptable results. |
18:14 |
GreenDimond |
what happens when I clone the fork? |
18:14 |
VanessaE |
it downloads a copy of your fork to your PC |
18:14 |
GreenDimond |
do I need to create a new mt file? |
18:14 |
VanessaE |
no |
18:14 |
GreenDimond |
so now i would have 3? |
18:14 |
GreenDimond |
oh |
18:15 |
GreenDimond |
cuz rn I have stable and daily |
18:15 |
VanessaE |
then yes, you'd have three. |
18:15 |
GreenDimond |
do I clone to the daily? |
18:15 |
GreenDimond |
oh |
18:15 |
VanessaE |
upstream, upstream stable, and your copy |
18:15 |
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18:15 |
VanessaE |
your copy would be in a separate folder. as far as git is concerned, it may as well be a copy of photoshop. |
18:15 |
VanessaE |
i.e. it's separate and distinct |
18:16 |
GreenDimond |
so create a new folder...open, do git add . then do clone? |
18:16 |
VanessaE |
no |
18:16 |
VanessaE |
just clone. |
18:16 |
VanessaE |
it'll create the new folder. |
18:16 |
GreenDimond |
no git add? oki |
18:16 |
GreenDimond |
(im not a git expert, sorry) |
18:17 |
GreenDimond |
wait dont even make a new folder? |
18:17 |
VanessaE |
go to github, fork. go to your command line, clone the fork to your PC. edit, save, test, repeat. git add .; git commit -a; git push |
18:17 |
VanessaE |
the clone process creates a new folder. |
18:17 |
GreenDimond |
okay |
18:17 |
GreenDimond |
never cloned before (i think. maybe i have...) |
18:17 |
GreenDimond |
how do I clone it? |
18:17 |
GreenDimond |
it has been sporked |
18:17 |
VanessaE |
forget about branches and stuff for now. learn that later after you're familiar with the basic process of making changes like this |
18:18 |
VanessaE |
ok, on the right is a green button that says "clone or download" |
18:18 |
VanessaE |
click that, copy the address it gives you |
18:18 |
GreenDimond |
oh duh |
18:18 |
VanessaE |
then at the command line, git clone <that url> |
18:19 |
GreenDimond |
cloning to minetest_game? |
18:19 |
GreenDimond |
k where did it put it? |
18:19 |
VanessaE |
in the current directory |
18:19 |
VanessaE |
which is probably /home/greendimond or whatever |
18:19 |
GreenDimond |
ah |
18:19 |
GreenDimond |
i will move to desktop :P |
18:19 |
VanessaE |
(usually the shell is in your home dir) |
18:19 |
VanessaE |
that's fine |
18:20 |
GreenDimond |
now? |
18:20 |
VanessaE |
now fire up geany or gedit or mousepad or whatever, and start making changes. |
18:20 |
GreenDimond |
make changes? |
18:20 |
VanessaE |
whatever your favorite text editor is |
18:20 |
GreenDimond |
k |
18:20 |
GreenDimond |
Geany. :P |
18:21 |
GreenDimond |
changes are been made |
18:21 |
VanessaE |
ok, copy the files over to wherever you need them at e.g. if you want to test your changes under the dev build, copy then the to there |
18:21 |
VanessaE |
it's mt_game, so it'll be something of the form, <mt dev folder>/games |
18:22 |
GreenDimond |
yup |
18:22 |
VanessaE |
you edited just that one file in default, right? just copy that one file to <mt dev folder>/games/minetest_game/mods/default |
18:22 |
GreenDimond |
it...half worked. |
18:22 |
GreenDimond |
yeah already done and am testing |
18:22 |
VanessaE |
ok, you're half-way there then :) |
18:23 |
GreenDimond |
the solid nodes worked |
18:23 |
GreenDimond |
but not the stairs... |
18:23 |
GreenDimond |
oh wiat |
18:23 |
GreenDimond |
*wait |
18:23 |
GreenDimond |
i think ik wat happened |
18:25 |
GreenDimond |
hey hey hey...i think it worked :D |
18:25 |
VanessaE |
:D |
18:25 |
GreenDimond |
doing more testing... |
18:25 |
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18:27 |
GreenDimond |
D: |
18:27 |
GreenDimond |
ruh roh |
18:27 |
GreenDimond |
lol I are fail |
18:28 |
GreenDimond |
:D |
18:28 |
GreenDimond |
"| |
18:28 |
GreenDimond |
:| |
18:29 |
^7heo |
>| |
18:29 |
^7heo |
;| |
18:29 |
^7heo |
!| |
18:29 |
GreenDimond |
ack. |
18:29 |
GreenDimond |
yeah. i need to fix my mod too |
18:30 |
GreenDimond |
the naming is all wrong |
18:30 |
GreenDimond |
(sandstonebrick vs sandstone_brick |
18:30 |
GreenDimond |
creates problems :P |
18:31 |
GreenDimond |
afk a bit. have to go haul wood. hopefully bbs. |
18:38 |
rdococ |
GreenDimond! |
18:38 |
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18:45 |
yusf[m] |
!mod subterrane |
18:45 |
MinetestBot |
yusf[m]: Could not find anything. |
18:45 |
yusf[m] |
:( |
18:56 |
Krock |
!mod subterrain |
18:56 |
MinetestBot |
Krock: Massive caverns [subterrain] by paramat - https://forum.minetest.net/viewtopic.php?t=9601 |
18:56 |
Krock |
^ yusf[m] |
18:57 |
yusf[m] |
Krock: Ah! The dear FaceDeer misspelled it https://github.com/FaceDeer/dfcaverns/blob/master/depends.txt |
19:01 |
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Krock |
lol |
19:02 |
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19:02 |
Krock |
brb |
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19:40 |
GreenDimond |
back |
19:40 |
GreenDimond |
I get to fix my mod. |
19:53 |
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19:55 |
GreenDimond |
sandplus has been fixed. |
19:55 |
GreenDimond |
now working on my fork... |
19:56 |
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20:09 |
GreenDimond |
k i think I got it |
20:10 |
GreenDimond |
VanessaE |
20:12 |
GreenDimond |
!mod sandplus |
20:12 |
MinetestBot |
GreenDimond: Sandplus [sandplus] by GreenDimond - https://forum.minetest.net/viewtopic.php?t=16281 |
20:12 |
GreenDimond |
kewl. |
20:12 |
GreenDimond |
!mod waffles |
20:12 |
MinetestBot |
GreenDimond: Waffles [waffles] by GreenDimond - https://forum.minetest.net/viewtopic.php?t=16669 |
20:12 |
GreenDimond |
!mod tac_nayn |
20:12 |
MinetestBot |
GreenDimond: Tac Nayn [tac_nayn] by GreenDimond - https://forum.minetest.net/viewtopic.php?t=13515 |
20:12 |
GreenDimond |
I will stop now. |
20:13 |
Jordach |
that's obviously a good idea |
20:13 |
GreenDimond |
I hopes VE will be back soon. |
20:13 |
GreenDimond |
And Hi Jordach |
20:23 |
GreenDimond |
VanessaE when I make this PR, what do I compare what to? |
20:24 |
GreenDimond |
well it broke again nevermind |
20:24 |
Jordach |
keep testing to make it work |
20:24 |
Jordach |
then make a pull |
20:25 |
VanessaE |
GreenDimond: you compare it to the upstream fork, "minetest/minetest_game master" or something similar to that |
20:25 |
GreenDimond |
stupid code. one time the nodes get changed and the next they dont. wth. |
20:27 |
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20:31 |
whitephoenix |
So does anyone knwo what's causing this? Without default blocks only render correctly most of the time https://imgur.com/a/zK0gw |
20:32 |
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20:34 |
GreenDimond |
VanessaE: oki...think I got it to work. one question: the mod will still run when enabled with minetest-dev, and the creative inventory contains the sandplus blocks (not stairs) as well as default. dont I need to fix this? |
20:35 |
VanessaE |
GreenDimond: ordinarily you wouldn't even have your mod there defining the extra blocks |
20:35 |
GreenDimond |
meaning? |
20:36 |
VanessaE |
I don't know :P |
20:36 |
VanessaE |
get rid of your mod first |
20:36 |
GreenDimond |
D: |
20:36 |
GreenDimond |
wait what? |
20:36 |
VanessaE |
make sure your aliases do exactly what you want them to |
20:36 |
VanessaE |
make your PR |
20:36 |
VanessaE |
then alter your mod so that it checks whether it needs to register its own blocks |
20:36 |
VanessaE |
that's all I got. |
20:37 |
GreenDimond |
if I place the blocks from sp, then disable the mod and go back, they turn to default. re enable sp, they turn to sp blocks. |
20:37 |
VanessaE |
that's normal |
20:37 |
VanessaE |
that's what aliases do |
20:37 |
GreenDimond |
so it worked? |
20:37 |
VanessaE |
if some mod defines a block, and you alias it to something else, the alias is ignored. |
20:38 |
VanessaE |
meaning you get two copies of the block - the one defined by "some mod" and the "something else" that you tried to alias it to. |
20:38 |
VanessaE |
so do your alias testing without your mod in place |
20:38 |
VanessaE |
if all of your mod's blocks show up properly without your mod installed, your aliases are working |
20:38 |
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20:39 |
GreenDimond |
you make it sound like im trying to make the aliases turn MT blocks into my mods blocks |
20:39 |
GreenDimond |
slightly confused |
20:40 |
GreenDimond |
how do my mod's blocks show up if the mod isnt enabled? |
20:43 |
VanessaE |
that's what the aliases are for |
20:43 |
VanessaE |
you alias your mod's blocks to the new default ones |
20:43 |
GreenDimond |
ah. so you are saying place my blocks, disable the mod, and if they are still there (but default version) then it worked? |
20:43 |
VanessaE |
they're really just the default blocks of course, but MT will treat your blocks as if they're the defaults when it sees them in the map or in a recipe |
20:43 |
VanessaE |
yes, exactly that. |
20:44 |
GreenDimond |
oki then it works |
20:44 |
GreenDimond |
so I need to alter my mod to not register the blocks? |
20:44 |
VanessaE |
make your pull request now, if you're sure nothing's broken |
20:44 |
GreenDimond |
fairly sure... |
20:44 |
whitephoenix |
I realized my issue is from not aliasing trees/water |
20:44 |
GreenDimond |
do i make the PR from my fork or on the minetest_game pr page? |
20:44 |
VanessaE |
GreenDimond: yes. next, make your mod look for the default blocks first, and only register its own versions if the default ones aren't found |
20:45 |
VanessaE |
make it from your fork. |
20:46 |
GreenDimond |
currently says comparing basefork:minetest/minetest_game to headfork:GreenXenith/minetest_game |
20:46 |
GreenDimond |
is that correct? |
20:48 |
VanessaE |
yes |
20:48 |
VanessaE |
now give it an edit summary |
20:48 |
VanessaE |
(when it asks) |
20:49 |
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20:53 |
GreenDimond |
anything specific i need to put in the summary? |
20:53 |
VanessaE |
just whatever you feel describes the reason for your changes |
20:54 |
VanessaE |
a few lines, something concise. |
20:56 |
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22:51 |
octacian |
My latest mod https://forum.minetest.net/viewtopic.php?f=9&t=16923 |
22:53 |
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