Time |
Nick |
Message |
00:01 |
|
All|knowing joined #minetest |
00:03 |
fireglow |
Archer.2009.S08E01.720p.HDTV.x264-AVS |
00:03 |
fireglow |
woooo |
00:05 |
GreenDimond |
...? |
00:05 |
GreenDimond |
oh lol |
00:11 |
fireglow |
I'm a huge fan of the tv show =) |
00:56 |
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benrob0329 joined #minetest |
00:57 |
benrob0329 |
Taste The Rainbow |
00:57 |
VanessaE |
reese's pieces? :) |
00:58 |
benrob0329 |
Those are...black |
00:58 |
benrob0329 |
And brown |
00:58 |
VanessaE |
yellow orange and black actually :) |
00:58 |
benrob0329 |
Still not a rainbow |
00:59 |
VanessaE |
heh |
00:59 |
ThomasMonroe |
what is this PB&J block that i keep seeing? |
00:59 |
benrob0329 |
Join The Rainbow |
01:00 |
benrob0329 |
Joooiiiinn It |
01:00 |
VanessaE |
ThomasMonroe: a 100% free replacement for nyan cat, which has license and trademark issues. |
01:00 |
ThomasMonroe |
oh ok, but i liked the cat, so did everyone |
01:00 |
VanessaE |
benrob0329: "I can be dark and brooding-- oh look guys, a rainbow!" |
01:00 |
ThomasMonroe |
it was colorful |
01:01 |
benrob0329 |
VanessaE: lol |
01:01 |
ThomasMonroe |
ah well |
01:01 |
VanessaE |
ThomasMonroe: a lot of people did. PB&J Pup was my best effort to replace it. |
01:01 |
benrob0329 |
Could use a little less.. |
01:01 |
benrob0329 |
brown tbh |
01:02 |
benrob0329 |
But I like it otherwise |
01:02 |
VanessaE |
maybe. I tried to give it at least some color range, hard to do though |
01:02 |
ThomasMonroe |
reminds me of a cookie lol |
01:02 |
benrob0329 |
I just with you started trippen when you eat the tail XD |
01:03 |
VanessaE |
heh |
01:06 |
* thePalindrome |
adjusts pbj pup to be kitteh |
01:08 |
thePalindrome |
fight me :P |
01:08 |
VanessaE |
zzz |
01:09 |
thePalindrome |
h-hey! I'm being evil!! |
01:09 |
* VanessaE |
snores |
01:09 |
thePalindrome |
Now that's just rude |
01:09 |
VanessaE |
dude, you are quasi-evil. you're the margarine of evil. |
01:10 |
VanessaE |
you're the Diet Coke of evil, just one calorie, not evil enough. |
01:10 |
thePalindrome |
blast it! |
01:11 |
thePalindrome |
Foiled by soda! |
01:11 |
VanessaE |
haha |
01:15 |
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swift110 joined #minetest |
01:16 |
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01:20 |
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whitephoenix joined #minetest |
01:24 |
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whitephoenix joined #minetest |
01:28 |
benrob0329 |
Diet coke probably isn't one calorie |
01:33 |
VanessaE |
it was at the time that movie came out |
01:45 |
OldCoder |
Diet is Die with a T |
01:48 |
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01:48 |
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01:49 |
thePalindrome |
If it's less than 10 calories, US law lets you say 0, so :shrug: |
01:49 |
benrob0329 |
Like artificial sweeteners |
01:49 |
benrob0329 |
(Splenda is actually 4 calories) |
01:52 |
|
Hawk777 joined #minetest |
01:54 |
VanessaE |
deceit, thy name is America. |
01:55 |
thePalindrome |
eeyup |
01:56 |
thePalindrome |
Remember, a US calorie (food calorie) is 1000 calories |
01:56 |
thePalindrome |
which is why the UK uses kcalories (which are the same but better named) |
02:00 |
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02:01 |
* benrob0329 |
is still waiting for the metric swap in America |
02:01 |
fireglow |
good luck with that |
02:02 |
benrob0329 |
You have to learn both anyways nowadays |
02:04 |
All|knowing |
you do? |
02:05 |
|
Pie-jacker875 joined #minetest |
02:05 |
benrob0329 |
if you repair anything, or travel |
02:05 |
All|knowing |
i thought the metric system was an american thing cus its "different" |
02:05 |
benrob0329 |
Half the stuff is imported nowadays anyways, so you have to have both sets of wrenches |
02:06 |
benrob0329 |
All|knowing: Nope, its actually the norm.in most of the world |
02:07 |
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02:08 |
All|knowing |
yes, but idk if america would change, lik who would repaint the rulers, the speed limits, the "lots of things" |
02:09 |
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02:11 |
benrob0329 |
There was an attempt in the 70s |
02:11 |
All|knowing |
k then? |
02:11 |
benrob0329 |
People said oy was an attempt at "globalization" |
02:12 |
|
ThomasMonroe joined #minetest |
02:13 |
All|knowing |
yea, but it didnt really work over in america |
02:18 |
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02:22 |
epoch |
is there a minetest port for wii homebrew? |
02:26 |
epoch |
looks like someone wanted to but it never went anywhere. |
02:26 |
thePalindrome |
I can't imagine it'd be easy |
02:26 |
benrob0329 |
The wii is....very outdated.. |
02:26 |
|
Taose joined #minetest |
02:27 |
benrob0329 |
(I have a homebrew wii myself) |
02:27 |
epoch |
is there Wii U homebrew yet? |
02:27 |
epoch |
a wii is newer than my laptop that can run minetest tolerably. |
02:28 |
benrob0329 |
don't know, dont own one |
02:30 |
epoch |
minetest depends on opengl, right? |
02:30 |
epoch |
I remember when I was writing irrlicht stuff a long time ago you could pick opengl, directx, or software rendering. |
02:30 |
mogeid |
Newer != more powerful |
02:32 |
mogeid |
though you can bet a 2017 craptop is probably more powerful than a 60's mainframe :p |
02:33 |
mogeid |
anyway, to bed I go |
02:33 |
epoch |
http://www.ign.com/boards/threads/a-mesa-opengl-driver-for-the-nintendo-wii.187384389/ |
02:34 |
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02:34 |
epoch |
looks like there's work to get opengl working on wii, so maybe minetest could be ported without /too/ much pain in the butt. |
02:35 |
benrob0329 |
OpenAL would have to run as well |
02:35 |
epoch |
looks like openal has been proted to wii too |
02:36 |
epoch |
https://en.wikipedia.org/wiki/OpenAL under supported platforms |
02:39 |
swift110 |
hey all |
02:39 |
epoch |
Hi. |
02:40 |
swift110 |
how are you epoch |
02:40 |
All|knowing |
hi |
02:46 |
swift110 |
how are you All|knowing |
02:46 |
All|knowing |
fine, you? |
02:54 |
swift110 |
good what are you up to |
02:59 |
All|knowing |
chatting on discord |
03:00 |
All|knowing |
you? |
03:02 |
benrob0329 |
I made #minetest-memes |
03:02 |
All|knowing |
k lol\ |
03:04 |
benrob0329 |
Cause...reasons |
03:14 |
thePalindrome |
Could I get somebody to comment on game#1690 |
03:17 |
|
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03:25 |
OldCoder |
thePalindrome, link? |
03:26 |
OldCoder |
Comment on what, exactly? |
03:26 |
thePalindrome |
Sorry, wrong channel :P |
03:27 |
OldCoder |
thePalindrome, very well! |
03:28 |
thePalindrome |
So soon the screwdriver can be used for more than rotation :D |
03:30 |
OldCoder |
thePalindrome, with orange juice, then? |
03:32 |
thePalindrome |
Yup |
04:09 |
|
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04:16 |
benrob0329 |
Im going to start a new tech challenge |
04:16 |
benrob0329 |
called TermWeek |
04:17 |
benrob0329 |
where you have to use nothing but a cli only enviroment for a week |
04:17 |
benrob0329 |
(aside from text msgs and phone calls, obvuisly) |
04:17 |
benrob0329 |
*obviously |
04:18 |
benrob0329 |
whats the point of this challenge? you ask |
04:18 |
fireglow |
I do? |
04:19 |
benrob0329 |
to be geeky, and to prove that the terminal is still a very usable environment for daily tasks |
04:19 |
fireglow |
like what |
04:19 |
benrob0329 |
browsing the web, irc, coding, games |
04:20 |
benrob0329 |
editing videos |
04:20 |
benrob0329 |
(that last one isnt practical, but its going to be interesting) |
04:20 |
fireglow |
editing videos on the terminal? |
04:20 |
fireglow |
I see |
04:20 |
benrob0329 |
FFmpeg scripting |
04:20 |
fireglow |
yes |
04:21 |
benrob0329 |
+ imagemagick |
04:21 |
fireglow |
well, use the right tool for the job, imo |
04:21 |
VanessaE |
using aalib? :) |
04:21 |
benrob0329 |
idk, i havent gotten that far |
04:21 |
benrob0329 |
but my plan is to edit the video on the challenge in the terminal |
04:22 |
|
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04:23 |
nore |
Do you really want to browse the web with a terminal? |
04:23 |
benrob0329 |
Probably not, elinks ain't that pretty |
04:23 |
fireglow |
I love imgur in lynx |
04:24 |
benrob0329 |
But there aren't any images.. |
04:24 |
thePalindrome |
Exactly :P |
04:24 |
thePalindrome |
You are saved from low quality jpegs |
04:24 |
benrob0329 |
watching youtube will be interesting |
04:25 |
benrob0329 |
Ill have to figure out how to get elinks to send the url to youtube-dl |
04:25 |
benrob0329 |
And then I can just use mplayer |
04:25 |
thePalindrome |
Huh |
04:27 |
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04:29 |
benrob0329 |
nore: do you really want to browse the web from a gui? |
04:29 |
nore |
heh |
04:29 |
nore |
well, images in a terminal do not work that well x) |
04:29 |
nore |
although you can try libcaca |
04:30 |
epoch |
they'd probably look like caca. |
04:30 |
benrob0329 |
We need a new terminal html renderer, that uses either ascii art or framebuffer to help render |
04:31 |
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04:31 |
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04:32 |
benrob0329 |
The question is not why, it is why not. |
04:32 |
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04:55 |
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05:17 |
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05:44 |
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06:14 |
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06:21 |
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06:22 |
MinetestBot |
[git] Dumbeldor -> minetest/minetest: [CSM] Add event on_connect player API lua (#5540) f735346 https://git.io/vSrxw (2017-04-08T06:20:30Z) |
06:47 |
MinetestBot |
[git] nerzhul -> minetest/minetest: code style fix on src/script/cpp_api/s_client.h 01f9d05 https://git.io/vSrpq (2017-04-08T06:45:58Z) |
06:48 |
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06:49 |
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06:49 |
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07:02 |
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07:22 |
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07:30 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Replace luaL_reg with luaL_Reg as recent LuaJIT dropped the Lua 5.0 c… 41c5483 https://git.io/vSrpQ (2017-04-08T07:28:37Z) |
07:48 |
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07:48 |
DS-minetest |
hi |
07:59 |
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08:07 |
EDAKIRI |
I have a problem that I point to submodules and a version in a submodule was removed from the repository -- so that my project is no longer valid. |
08:07 |
EDAKIRI |
Can I cause I submodule to point to the HEAD or tag of another repository, instead of or in addition to a specific hash version? |
08:10 |
DS-minetest |
the broken pipeworks tube looks great! but the selection box could be better |
08:12 |
VanessaE |
:D |
08:12 |
VanessaE |
DS-minetest: make sure you get the latest pipeworks and either castles modpack, cottages mod, or glooptest. their hammers can be used to repair broken tubes :) |
08:13 |
VanessaE |
(as for the selection box, I didn't change that, it's the same as all other tubes) |
08:13 |
DS-minetest |
interesting! |
08:14 |
DS-minetest |
VanessaE: i suggest making it drop plastic sheet instead of tube |
08:14 |
VanessaE |
I figured if people are gonna be busting tubes now and then, it would be WAY easier to hit them with a hammer (think "Fix-it Felix, Jr." from the movie "Wreck-it Ralph") |
08:14 |
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08:14 |
VanessaE |
..to repair them |
08:14 |
VanessaE |
rather than dig and re-place and then try to figure out what it was, and..and... |
08:16 |
EDAKIRI |
I made a module collection of things which work and have good performance with the HDX texture pack. |
08:16 |
VanessaE |
either you dig the broken tube and get a plain tube regardless of what it was, or use the hammer, which will wear out after 65 or so uses, regardless of grade, so there's a cost either way to repair a broken tube. :) |
08:16 |
VanessaE |
EDAKIRI: cool, good to know |
08:16 |
DS-minetest |
yep |
08:17 |
VanessaE |
I've been gradually trying to get full support for Dreambuilder Modpack. |
08:17 |
VanessaE |
I'd say about 90% of it is supported by now |
08:19 |
DS-minetest |
VanessaE: i've got an idea: all pipes could have an on_blast function that makes the nearby ones to broken ones, that could look nice. |
08:19 |
EDAKIRI |
Plantlife I wanted but it caused minecraft to be too slow for me. Some others lagged also. |
08:19 |
EDAKIRI |
https://gitgud.io/Kiri/ModPackNoDelayHDX |
08:20 |
VanessaE |
DS-minetest: good idea. pull request? :) |
08:20 |
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08:20 |
VanessaE |
EDAKIRI: this is not minecraft. |
08:20 |
VanessaE |
and plantlife doesn't lag (biome_lib does :P ) |
08:21 |
EDAKIRI |
I have enjoyed minetest and HDX! Thanks all. It was a slip of the keyboard. |
08:21 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Prepare for Linux daily build packages (using Gitlab.com CI) (#5542) 8c8333b https://git.io/vSrhy (2017-04-08T08:19:07Z) |
08:23 |
VanessaE |
EDAKIRI: no worries :) |
08:23 |
VanessaE |
also, modern plantlife+biome_lib doesn't lag that much |
08:23 |
VanessaE |
(max about 2 seconds on mid-range machines) |
08:24 |
VanessaE |
it uses a timed event log to place stuff |
08:25 |
DS-minetest |
hm, for some reason the one-way-tube broke before the tube before |
08:26 |
DS-minetest |
the broken one-way is meh |
08:26 |
VanessaE |
hit it with a hammer :) |
08:26 |
DS-minetest |
it connects with a pipe with that it hadn't connected before |
08:26 |
epoch |
percussive maintenance. |
08:27 |
epoch |
what's the recipe for a hammer? one stick and one iron? |
08:27 |
epoch |
or is that a screwdriver? |
08:27 |
DS-minetest |
it is screwdriver |
08:28 |
VanessaE |
epoch: three sticks and four <material> |
08:28 |
epoch |
is there a way to have one recipe make a choice of things? |
08:28 |
VanessaE |
DS-minetest: ok, I'll make a point to disable the routing re-check for that one when it breaks. I forgot that one is a sort of "insulated" thing |
08:28 |
epoch |
one stick and one metal seems like it'd be the recipe for a lot of tools. |
08:29 |
VanessaE |
epoch: but then again there are three different mods' hammers that are supported by the repair function, each is a bit different |
08:31 |
DS-minetest |
i'll use the minetest-mods glooptest fork |
08:31 |
epoch |
a wood gas engine would be fun to build. |
08:32 |
epoch |
I should get some of the tech mods to play with locally. |
08:33 |
DS-minetest |
hm, the the_tube_was meta isn't deleted after repair |
08:38 |
DS-minetest |
the tubes don't drop items anymore, a drop tube is needed |
08:39 |
DS-minetest |
heh |
08:39 |
DS-minetest |
it is possible with one way tube :3 |
08:41 |
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08:41 |
VanessaE |
DS-minetest: file an issue for the meta, I forgot to clear off the "was" part. :) |
08:41 |
Calinou |
today we celebrate the 5th birthday of Minetest 0.4_20120408 |
08:41 |
Calinou |
the release where you could burn down cisoun's house! |
08:41 |
VanessaE |
(and also for the (routing re-check for one-way tubes) |
08:41 |
Calinou |
(I still remember the blog post of c55 :P) |
08:41 |
VanessaE |
s/\(r/r/ |
08:42 |
EDAKIRI |
VanessaE: What sort of lag are you writing of? "max about 2 seconds on mid-range machines" 2 seconds per frame would be huge. |
08:42 |
VanessaE |
EDAKIRI: "lag" is defined as the server needing an unusual amount of time to answer a query, either because it's busy or because the network is saturated |
08:43 |
VanessaE |
low FPS is just when the screen gets choppy. the two are not the same :) |
08:43 |
MinetestBot |
[git] raymoo -> minetest/minetest: Document that write_json will error on unserializable types. (#5539) fb4c730 https://git.io/vSrjD (2017-04-08T08:42:59Z) |
08:44 |
VanessaE |
as far as I know, plantlife/biome_lib don't have an appreciable effect on FPS. they do however cause the map generator to run slower than normal (for obvious reasons), which can cause the server to be slow to answer. at worst, there might be a 1-2 second delay in answers, and only while the mapgen is actively running |
08:44 |
EDAKIRI |
Choppiness is due to lagging frames. The two are the same in english. I understand why i was misunderstood. I meant lag in delivering frames, which results in what you called 'choppy'. |
08:44 |
VanessaE |
once it settles e.g. you've generated all the land you intend to for a while, it stops taking extra time. |
08:44 |
VanessaE |
no sir, lag is NOT low FPS> |
08:45 |
VanessaE |
please do not conflate the two. |
08:45 |
VanessaE |
in any case, it won't affect FPS appreciably., |
08:48 |
* VanessaE |
reaches up with an eraser to rub-out that comma. |
08:49 |
EDAKIRI |
https://www.collinsdictionary.com/dictionary/english/lag |
08:49 |
EDAKIRI |
A time lag or a lag of a particular length of time is a period of time between one event and another related event. |
08:49 |
EDAKIRI |
https://en.oxforddictionaries.com/definition/lag |
08:49 |
EDAKIRI |
A period of time between one event and another. |
08:50 |
EDAKIRI |
http://www.etymonline.com/index.php?search=lag |
08:50 |
VanessaE |
correct, and in a client-server model, those "events" refer specifically to the server running code and to client-server communication |
08:50 |
EDAKIRI |
in the mechanical sense "retardation of movement," 1855 |
08:50 |
VanessaE |
the only people who generally refer to low FPS as "lag" are the ones who don't understand the difference :) |
08:51 |
EDAKIRI |
FPS is a frequency, calculated as an arithmetic mean of the lags between frames. |
08:51 |
EDAKIRI |
...from the lags... -- inverted |
08:52 |
VanessaE |
... |
08:52 |
VanessaE |
it's *still* not called lag. :) |
08:53 |
EDAKIRI |
A particularly long lag in delivery or performancy is often called 'lagging', as related to the definition in the etymology. |
08:53 |
VanessaE |
(with one exception, I use the phrase "mesh gen lag", but only because it isn't just a sag in FPS but a full on freeze of the client for as much as a second) |
08:54 |
EDAKIRI |
A single frame can have a long lag and it is not going to affect the FPS as much as disturb the user, since the FPS is over an arithmetic mean. |
08:54 |
* VanessaE |
signs |
08:54 |
* VanessaE |
sighs* |
08:54 |
EDAKIRI |
(delivery of a single frame) |
08:55 |
EDAKIRI |
Sometimes, in a computer context, especially regular signals, irregularity is described as 'jitter'. |
08:55 |
VanessaE |
let's just stop arguing about it okay? we don't call variations in frame time "lag" here (except for the one instance I mentioned, and that's not a universal term). We use the term explicitly for network and server code delays |
08:55 |
EDAKIRI |
So, seldom frames with long lag until delivery would have much affect on the jitter, but not the FPS. |
08:56 |
VanessaE |
we use the term "jitter" here for variations in FPS, and low FPS is just low FPS... |
08:56 |
EDAKIRI |
I'm here and I'm calling frames which have long lags in their delivery as lagging frames. |
08:57 |
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08:57 |
EDAKIRI |
-- which is consistent with the English language. |
09:02 |
EDAKIRI |
I must update my Git repo because it points to an erased version in a submodule. |
09:03 |
VanessaE |
erased version? submodule? |
09:03 |
EDAKIRI |
I will make a simple repository list file. |
09:03 |
VanessaE |
(none of my mods use submodules anymore because they're evil) |
09:04 |
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09:05 |
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09:10 |
EDAKIRI |
and gitgud.io is apparently no longer reachable by git:// protocol |
09:13 |
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09:14 |
EDAKIRI |
VanessaE: why do all the tools, including fist show a flat streak look at the outer right edge? Is that created by minetest? |
09:14 |
VanessaE |
they're extruded from a flat image |
09:14 |
VanessaE |
so yeah |
09:14 |
VanessaE |
can't really be helped though |
09:15 |
VanessaE |
there's been some call to allow actual models for tools and the like, but that hasn't happened yet. |
09:15 |
* VanessaE |
wanders off to bed |
09:15 |
VanessaE |
sleeeeeepppppp..... |
09:17 |
DS-minetest |
the teleport tube doesn't want to work :/ |
09:22 |
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13:19 |
zorman2000 |
Hi all, I have a problem with minetest.find_nodes_in_area() |
13:19 |
zorman2000 |
It works sometimes and not others |
13:20 |
zorman2000 |
I works with minp = (52,2,-24) and maxp = (65,15,-10) |
13:20 |
Krock |
but doesn't with larger areas. yes |
13:20 |
Krock |
there's an integer overlow while counting the nodes |
13:21 |
zorman2000 |
But not with minp = (40,2,-40) and maxp = (40,2,-40) |
13:21 |
zorman2000 |
Oops I meant not with minp = (40,2,-40) and maxp = (49,10,-47) |
13:21 |
zorman2000 |
Eh, the irony here it is actually a smaller area |
13:21 |
Krock |
but with more nodes of the same type? |
13:22 |
paramat |
-40 is larger than -47 |
13:22 |
DS-minetest |
zorman2000: use vector.sort |
13:22 |
DS-minetest |
or how it's called >_> |
13:22 |
zorman2000 |
I had that impression, paramat... so in overall, the first position always have to be the smallest position? |
13:22 |
Krock |
right, maxp must be bigger in ALL axis than minp |
13:23 |
zorman2000 |
I see.... |
13:23 |
zorman2000 |
Hmmmm |
13:23 |
paramat |
yeah, otherwise use a vector sort |
13:23 |
zorman2000 |
How would that work? Sorry I'm confused with vector sort? |
13:24 |
zorman2000 |
Check which pos is smaller? |
13:24 |
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13:24 |
Krock |
local minp, maxp = vector.sort(old_limit1, old_limit2) |
13:24 |
Krock |
that's how it should be used |
13:24 |
zorman2000 |
Ok, sounds good then |
13:24 |
zorman2000 |
Thanks Krock |
13:25 |
zorman2000 |
And paramat and all |
13:25 |
Krock |
see also: builtin/common/vector.lua, there you have the source of these functions |
13:25 |
zorman2000 |
Ok, yes, will do that. Thanks |
13:25 |
Krock |
because not everything's documented well |
13:25 |
Krock |
!next |
13:25 |
MinetestBot |
Another satisfied customer. Next! |
13:25 |
zorman2000 |
Thanks! Hehe, the bell :) |
13:28 |
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13:29 |
Krock |
^^ |
13:32 |
zorman2000 |
Yes, the vector sort worked... argh! I was all night yesterday wondering why... thanks a lot!! |
13:33 |
zorman2000 |
Finally my mod can find useful nodes inside a house/village building |
13:34 |
Krock |
but it won't be able to count them correctly if there are >65535 if you wonder |
13:35 |
zorman2000 |
Ok, that's fine. Hopefully no player will decide yo make a building so large! |
13:42 |
Krock |
!c 65536**(1/3) |
13:42 |
MinetestBot |
40.317473596635935 |
13:42 |
Krock |
hmm.. just about 40 nodes in each direction |
13:42 |
Krock |
and entirely filled |
13:42 |
Krock |
s/direction/axis/ |
13:44 |
zorman2000 |
So it's actually pretty small... hmmm |
13:44 |
zorman2000 |
Do find_nodes_in_area_under_air() has the same restriction? |
13:45 |
Krock |
*does, *have |
13:45 |
Krock |
yes |
13:47 |
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13:48 |
zorman2000 |
I see... and yes, thanks for the corrections... still asleep |
13:49 |
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13:55 |
zorman2000 |
One more question... is air node called "air" or "default:air" ? |
13:56 |
DS-minetest |
air |
13:56 |
zorman2000 |
Thanks |
13:56 |
DS-minetest |
it's not in the default mod |
13:56 |
zorman2000 |
I see, thanks |
13:56 |
thePalindrome |
Same with "ignore" |
13:59 |
DS-minetest |
hmm, is there a good way get to know if a node is on the boarder of an explosion? |
14:02 |
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14:02 |
zorman2000 |
That's a hard one, is the explosion area cubic? |
14:04 |
DS-minetest |
it's the explosion from tnt |
14:04 |
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14:05 |
DS-minetest |
i want to get it in on_blast function |
14:07 |
zorman2000 |
Maybe, check if the node is at (tnt_pos + radius) ? |
14:08 |
DS-minetest |
i would try that but i don't have tnt pos |
14:09 |
DS-minetest |
only intensity and node pos |
14:09 |
zorman2000 |
Intensity is the radius? |
14:10 |
zorman2000 |
I see, it is radius* radius / distance * distance |
14:10 |
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14:10 |
DS-minetest |
* `intensity` - TNT explosion measure. larger or equal to 1.0 |
14:11 |
zorman2000 |
Well considering that the TNT explosions, if we are talking about default TNT are not really large, I guess you could search for the tnt |
14:11 |
zorman2000 |
Using find_nodes_in_radius or something |
14:11 |
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14:12 |
DS-minetest |
idk, ill try around |
14:12 |
zorman2000 |
Good luck! |
14:13 |
DS-minetest |
thanks |
14:15 |
DS-minetest |
hm, the intensity is not the same dor every node |
14:23 |
MrIbby |
Anyone know why wiki modules aren't working? https://forum.minetest.net/viewtopic.php?id=17141 |
14:25 |
DS-minetest |
hm intensity = (radius * radius) / (dist * dist) |
14:25 |
zorman2000 |
Where the intensity is the smallest I guess that would be the border |
14:26 |
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14:26 |
DS-minetest |
yep |
14:27 |
DS-minetest |
but how small is the q |
14:27 |
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14:29 |
DS-minetest |
the max. way to the next node pos is ((1^2+1^2)+1^2)^0.5 |
14:29 |
DS-minetest |
so, 3^0.5 |
14:29 |
DS-minetest |
!c 3**(0.5) |
14:29 |
MinetestBot |
1.7320508075688772 |
14:49 |
zorman2000 |
I think I have seen in the TNT code that intensity < x value doesn't destroys a node? |
14:50 |
DS-minetest |
huh |
14:50 |
DS-minetest |
well, https://github.com/minetest-mods/pipeworks/pull/169 |
14:51 |
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14:51 |
zorman2000 |
Oh, ok... I see :) |
14:51 |
zorman2000 |
You actually did that |
14:51 |
zorman2000 |
Looks cool |
14:51 |
VanessaE |
DS-minetest: looks okay to me from a quick glance. why the hard-coded intensity value? |
14:51 |
DS-minetest |
not really |
14:52 |
DS-minetest |
VanessaE: it should be on the boarders of radius |
14:52 |
VanessaE |
oh ok |
14:52 |
DS-minetest |
VanessaE: have u seen the otehr PR? |
14:52 |
DS-minetest |
other* |
14:52 |
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14:52 |
DS-minetest |
https://github.com/minetest-mods/pipeworks/pull/168 |
14:53 |
VanessaE |
does on_blast account for area protection? |
14:53 |
VanessaE |
I saw that in my email, didn't get a chance to look at it yet |
14:53 |
VanessaE |
also hi :) |
14:53 |
DS-minetest |
yep, good morning |
14:54 |
VanessaE |
local droped_item <-- "dropped" |
14:55 |
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14:55 |
DS-minetest |
uh, i'll change that |
14:56 |
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15:03 |
DS-minetest |
VanessaE: done |
15:03 |
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15:04 |
DS-minetest |
heh, "shortning" is wrong but without the "n" or with an additional "e" it would be ok |
15:05 |
ThomasMonroe |
hi Ds |
15:05 |
DS-minetest |
hi |
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15:32 |
VanessaE |
DS-minetest: I'll review those PRs in a bit. for now, sleep (again) |
15:32 |
VanessaE |
bbl |
15:32 |
DS-minetest |
gn |
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17:24 |
Yruama_Lairba |
hello, have somebody already create some object for minetest ? |
17:26 |
red-001 |
? |
17:28 |
Yruama_Lairba |
my english is so bad ? |
17:28 |
Krock |
nah, can understand easily |
17:29 |
Krock |
objects, as in mobs: yes, plenty of them have already been created |
17:29 |
LazyJ |
Yruama_Lairba, no. Just need a little more detail to your question to help us understand it better. |
17:29 |
Krock |
objects, as in flying structures: no, needs engine change that will happen in about nan years |
17:29 |
red-001 |
wouldn't someone that already knows we call mobs objects already know that? |
17:30 |
red-001 |
Yruama_Lairba, what do you mean by "objects"? |
17:30 |
LazyJ |
^^^ |
17:31 |
Yruama_Lairba |
i mean blocs, or items |
17:31 |
Yruama_Lairba |
even mob |
17:32 |
LazyJ |
Yruama_Lairba, are you asking how to code such objects? |
17:32 |
red-001 |
most mods add blocks or to use the minetest term "nodes" and items |
17:33 |
Yruama_Lairba |
yes, my question was about how to create new object for the game as it is done in mods |
17:33 |
red-001 |
http://dev.minetest.net/Category:Methods |
17:34 |
rubenwardy |
http://rubenwardy.com/minetest_modding_book/ ;) |
17:34 |
red-001 |
^ |
17:34 |
red-001 |
it's a decent intro |
17:34 |
LazyJ |
Yruama_Lairba, code language used = Lua |
17:35 |
LazyJ |
Yruama_Lairba, two links above are a good place to start. |
17:35 |
Yruama_Lairba |
ok thanks |
17:36 |
LazyJ |
yw ;) |
17:36 |
red-001 |
!next |
17:36 |
MinetestBot |
Another satisfied customer. Next! |
17:37 |
Yruama_Lairba |
i'm lazy, i will just take an existing mods and modifying it |
17:38 |
red-001 |
thats a good way to start |
17:38 |
red-001 |
what are you trying to add? |
17:41 |
Yruama_Lairba |
it's not clear now, but i think it would be cool to add more animals to the games |
17:41 |
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17:41 |
Yruama_Lairba |
like flying birds, swimming fish |
17:42 |
Yruama_Lairba |
savannah animals ... |
17:42 |
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17:44 |
LazyJ |
Yruama_Lairba, birds, fish, and more exist but I do not remember the mob mod names. Maybe some people here do remember. |
17:44 |
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17:45 |
Yruama_Lairba |
i want do do my own mob just for fun |
17:46 |
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17:46 |
LazyJ |
Yruama_Lairba, yes. Those mob mods would be good to modify and learn from. |
17:48 |
LazyJ |
Yruama_Lairba, this sub-game has different mobs: |
17:48 |
LazyJ |
https://forum.minetest.net/viewtopic.php?f=15&t=5578 |
17:48 |
LazyJ |
|
17:48 |
Yruama_Lairba |
the refrence for mobs seems to be mods from tenplus1 |
17:49 |
LazyJ |
Yruama_Lairba, another reference link: |
17:49 |
LazyJ |
http://wiki.minetest.net/Mods:Mobs |
17:49 |
LazyJ |
|
17:50 |
LazyJ |
Now I am out of ideas. :) |
17:50 |
LazyJ |
... and back to chores. |
17:51 |
Yruama_Lairba |
to many choice ! :p |
17:51 |
Yruama_Lairba |
*too many choice, i mean |
17:53 |
Yruama_Lairba |
and too many mobs, there is more than i can imagine |
17:56 |
Yruama_Lairba |
but mods creator should be carefule, i see many mobs that probably have copyright issues |
18:05 |
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18:05 |
MinetestBot |
[git] red-001 -> minetest/minetest: Move chat command handling code from C++ to Lua (#5528) d4e9dd4 https://git.io/vSoW4 (2017-04-08T18:03:57Z) |
18:06 |
GreenDimond |
VanessaE? I need some help with your Homedecor mod. |
18:06 |
GreenDimond |
(modding help) |
18:10 |
Yruama_Lairba |
sorry to assking question again, but does somebody knows where to find a recent version of B3D export for blender ? |
18:13 |
Krock |
*asking, you're not an ass king |
18:13 |
Krock |
^ Jordach, perhaps? |
18:13 |
GreenDimond |
lol. |
18:14 |
GreenDimond |
Krock, maybe you could help me? |
18:14 |
Krock |
always depends on the case |
18:14 |
Krock |
I'll try to help :) |
18:15 |
GreenDimond |
I am trying to re-register Vanessa's homedecor toaster without the switching-model function. The node doesn't turn out right. https://gist.github.com/GreenXenith/1151a5ae0c7270372b8b267c180b5947 |
18:15 |
GreenDimond |
The textures are the same, but renamed. |
18:15 |
GreenDimond |
So I don't see why it should look different. |
18:15 |
Krock |
you must specify the mesh |
18:16 |
GreenDimond |
But it is a nodebox... |
18:16 |
GreenDimond |
is it not? |
18:16 |
Krock |
hmm |
18:16 |
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18:16 |
Krock |
1 moment, checking the homedecor sauce |
18:16 |
GreenDimond |
I will post it on the GIST |
18:17 |
GreenDimond |
'tis updated. |
18:18 |
LazyJ |
Yruama_Lairba, Jordach and VanessaE have more Blender experience but may not be able to respond at this time. |
18:18 |
Yruama_Lairba |
ok |
18:19 |
LazyJ |
Yruama_Lairba, post your Blender question here: |
18:19 |
LazyJ |
https://forum.minetest.net/viewforum.php?f=47 |
18:19 |
LazyJ |
|
18:20 |
Krock |
"homedecor.register" doesn't do anything special :/ |
18:20 |
GreenDimond |
I know :\ |
18:20 |
LazyJ |
Yruama_Lairba, some more Blender for Minetest information in this post: |
18:20 |
Krock |
your code is missing paramtype2 = "facedir" |
18:20 |
LazyJ |
https://forum.minetest.net/viewtopic.php?f=47&t=16455 |
18:20 |
LazyJ |
|
18:21 |
Yruama_Lairba |
it think i'have found a decent version of B3d export |
18:21 |
Krock |
and the param drawtype = "nodebox" |
18:21 |
Krock |
^ GreenDimond |
18:21 |
GreenDimond |
Hrm... |
18:21 |
Yruama_Lairba |
it's come from supertuxcart :p |
18:21 |
GreenDimond |
Original doesn't have it either though? |
18:21 |
Krock |
GreenDimond, it adds that in the function homedecor.register |
18:21 |
GreenDimond |
ahhh I see. |
18:22 |
Krock |
def.drawtype = [...] or (def.node_box and "nodebox") |
18:22 |
GreenDimond |
so drawtype = "nodebox" and param2 = "facedir" ? |
18:22 |
Krock |
if you want to grab the entire definition, just add the target mod to your new mod's dependencies and catch the definition from minetest.registered_nodes["target:node"] |
18:23 |
Krock |
GreenDimond, yes, latter one will make your node rotateable |
18:23 |
Krock |
oh, also paramtype = "light" to let the light through |
18:23 |
GreenDimond |
hm... |
18:24 |
GreenDimond |
I don't think I will bother with the entire def... testing now... |
18:24 |
Krock |
you can't "unroll" or copy the whole functionality just for this single node. the callbacks on_place and after_dig_node largely depend on API functions |
18:26 |
GreenDimond |
hrm... |
18:26 |
GreenDimond |
I think the light param didnt work |
18:28 |
GreenDimond |
ahh got it. |
18:28 |
GreenDimond |
also need is_ground_content = false |
18:37 |
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18:46 |
Jordach |
Yruama_Lairba, one sec |
18:46 |
Jordach |
https://jordach.net/owncloud/index.php/s/VCMvGrQMp7SwwEV one B3DExport.zip |
18:46 |
Jordach |
install through blender's user addons page (with install from zip) |
18:48 |
Yruama_Lairba |
i already installed one version, numberer 3.0 |
18:49 |
Yruama_Lairba |
i don't know if it's work because i've don't any file to test |
18:49 |
Yruama_Lairba |
*if it works ... |
18:50 |
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18:53 |
Jordach |
Yruama_Lairba, B3D has a few caveats to using .X (DirectX models) |
18:53 |
Jordach |
it doesn't support multiple materials (or textures per block, entity) |
18:54 |
Yruama_Lairba |
don't understand, for me B3D is just a mesh format, .X is another |
18:54 |
Jordach |
Yruama_Lairba, consider the following |
18:55 |
Jordach |
instead of using two entities (one attached to the player to set the armour layer) |
18:55 |
Jordach |
you can do it directly to the player |
18:55 |
Jordach |
instead of {"texture1.png"}, you can do {"texture1.png", "texture2.png"} |
18:56 |
Tre |
VanessaE are you on? |
18:56 |
Tre |
nvdm |
18:56 |
Yruama_Lairba |
i'm not at this step :p |
18:56 |
Tre |
nvmd* |
18:56 |
GreenDimond |
She is online, but most likely afk. |
18:59 |
VanessaE |
I am here, Tre |
19:00 |
GreenDimond |
She lives! |
19:00 |
Tre |
ok how would i acess the old microcontroller |
19:00 |
GreenDimond |
Anyone know how to take an item from the player in on_use? |
19:01 |
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19:01 |
Yruama_Lairba |
why do you want to use the old mesecon microcontroller ? |
19:01 |
VanessaE |
Tre: it's still in the creative inventory as far as I know. Should still have a valid craft. |
19:01 |
Tre |
ive never seen it |
19:02 |
GreenDimond |
It was removed. |
19:02 |
VanessaE |
Yruama_Lairba: he wants something simpler. think low-end PIC versus a BASIC Stamp or RPi Zero |
19:02 |
Tre |
Yruama_Lairba: i want to activate pistons in a set sequence |
19:02 |
VanessaE |
nope, it was not removed |
19:02 |
VanessaE |
it's right here in my creative inv. |
19:02 |
GreenDimond |
... |
19:02 |
Tre |
hmmm.. |
19:02 |
VanessaE |
make it from four silicon and four mesecons wires. |
19:03 |
Tre |
whats its name? |
19:03 |
VanessaE |
just "microcontroller" |
19:03 |
GreenDimond |
Oh. |
19:03 |
Tre |
oh yeah ive made those |
19:03 |
GreenDimond |
Yeah, it's there. |
19:03 |
Tre |
but it only has one line of code |
19:03 |
VanessaE |
yes. |
19:03 |
VanessaE |
but you can run the commands together. |
19:04 |
Tre |
if i do something like: on(A);off(A) does it turn A on then off? |
19:04 |
Yruama_Lairba |
use the luacontroller it's better |
19:04 |
Yruama_Lairba |
write you programme in a text editor and paste it in the luacontroller |
19:04 |
VanessaE |
Tre: it's more like if(a) on(b) (semicolon I think is a comment) |
19:05 |
Tre |
no colon is a comment |
19:06 |
VanessaE |
well whichever |
19:06 |
VanessaE |
in any case, that one's the simplest. |
19:06 |
Tre |
ok, i know how to run microcontrollers very well |
19:07 |
GreenDimond |
I am confused on how take_item works... |
19:07 |
Tre |
i like them better than the lua ones |
19:08 |
GreenDimond |
if I want to take 2 items from the players inventory, I use inv:take_item(1, "main", "modname:nodename")? |
19:08 |
GreenDimond |
or no... where does the 1 go? |
19:09 |
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19:09 |
rubenwardy |
http://rubenwardy.com/minetest_modding_book/chapters/inventories.html#taking-items |
19:10 |
rubenwardy |
where are you even getting take_item from |
19:10 |
GreenDimond |
what do you mean? |
19:10 |
GreenDimond |
I looked at the lua api. |
19:10 |
rubenwardy |
ah, take_item is an itemstack operation, not an inventory operation |
19:11 |
GreenDimond |
wait... so I use remove_item instead? |
19:11 |
rubenwardy |
yeah |
19:11 |
rubenwardy |
with an item stack of count 2 |
19:11 |
GreenDimond |
so... |
19:11 |
VanessaE |
GreenDimond: inv:take_item("main", "modname:nodename 2") |
19:11 |
rubenwardy |
nope |
19:12 |
Tre |
what i am looking for is a simple way to fire three pistons like this -A -B +C +A with out the hassle of if then else ends |
19:12 |
GreenDimond |
... |
19:12 |
VanessaE |
er take_item() is for something else, sorrty |
19:12 |
rubenwardy |
inv:remove_item("main", ItemStack("modname:node 2")) |
19:12 |
VanessaE |
sorry* |
19:12 |
GreenDimond |
testing... |
19:13 |
GreenDimond |
'inv' nil value. |
19:14 |
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19:15 |
GreenDimond |
https://gist.github.com/GreenXenith/1151a5ae0c7270372b8b267c180b5947 <--code. |
19:15 |
rubenwardy |
you never actually get the inv from anywhere |
19:16 |
rubenwardy |
local inv = minetest.get_inventory({type="player", name=user:get_player_name() }) |
19:16 |
rubenwardy |
http://rubenwardy.com/minetest_modding_book/chapters/inventories.html#player-inventories |
19:17 |
GreenDimond |
I cant just use local inv = player:get_inventory()? |
19:17 |
rubenwardy |
if that exists |
19:17 |
GreenDimond |
It does. |
19:17 |
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19:18 |
rubenwardy |
ah, I was looking in the wrong section - luaentities can have inventories too |
19:18 |
rubenwardy |
so user:get_inventory() |
19:18 |
GreenDimond |
testing again... |
19:18 |
rubenwardy |
also, instead of item_eat you need to use do_item_eat |
19:19 |
rubenwardy |
item_eat returns a function which you're supposed to give to on_use |
19:19 |
rubenwardy |
or you could do minetest.item_eat(2)(itemstack, user, pointed_thing) |
19:19 |
rubenwardy |
I believe |
19:19 |
GreenDimond |
aparently I cant stick a local inv = player:get_inventory() at the top of the lua. have to recreate it for every function that uses inv. |
19:20 |
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19:20 |
rubenwardy |
yeah, you need to put it in the on_use callback |
19:20 |
rubenwardy |
this is because there can be more than one player |
19:20 |
rubenwardy |
ie: multiplayer |
19:21 |
GreenDimond |
so why can't I use minetest.item_eat(2)? |
19:21 |
GreenDimond |
seems to work just fine... |
19:21 |
rubenwardy |
because it returns a function |
19:21 |
GreenDimond |
ah... |
19:21 |
rubenwardy |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2533 |
19:21 |
rubenwardy |
you could do minetest.item_eat(2)(itemstack, user, pointed_thing) |
19:21 |
GreenDimond |
so instead put do_item_eat(2)? |
19:22 |
rubenwardy |
which calls the function it returns |
19:22 |
rubenwardy |
or minetest.do_item_eat(2, nil, itemstack, user, pointed_thing) |
19:22 |
GreenDimond |
does it matter which one? |
19:22 |
rubenwardy |
not really |
19:22 |
rubenwardy |
former is probably slower, but cleaner |
19:23 |
GreenDimond |
hrm... inv still nil. did I forget to define it? |
19:23 |
GreenDimond |
ah I think I did |
19:26 |
GreenDimond |
so... I wanted to define a function for it, but it didnt work. |
19:27 |
GreenDimond |
Gist updated.. https://gist.github.com/GreenXenith/1151a5ae0c7270372b8b267c180b5947 what did I do wrong? |
19:27 |
GreenDimond |
Must have been a n00b mistake... I am not good at functions. |
19:28 |
rubenwardy |
you didn't pass the player |
19:29 |
rubenwardy |
put_bread(user) |
19:29 |
GreenDimond |
oh... not (player) ? |
19:29 |
rubenwardy |
no, as it's user there |
19:29 |
GreenDimond |
oh because multiplayer, right? |
19:29 |
rubenwardy |
on_use = function(itemstack, user, pointed_thing) |
19:29 |
rubenwardy |
^ |
19:29 |
rubenwardy |
fail |
19:30 |
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19:30 |
GreenDimond |
*cough* It would help if I weren't in creative. :P |
19:30 |
rubenwardy |
also, minetest.do_item_eat(2, nil, itemstack, user, pointed_thing) |
19:31 |
GreenDimond |
Okay... 1, what does that^ do? 2, it didnt work. |
19:32 |
GreenDimond |
ah nvm 1 I see what it does. |
19:32 |
rubenwardy |
the code for minetest.item_eat returns a function which calls do_item_eat: https://github.com/minetest/minetest/blob/master/builtin/game/item.lua#L418-L422 |
19:32 |
GreenDimond |
But the code didnt work. Updating gist... |
19:32 |
rubenwardy |
do_item_eat calls callbacks, takes an item, then changes hp: https://github.com/minetest/minetest/blob/master/builtin/game/item.lua#L390-L416 |
19:33 |
GreenDimond |
gist updated. Yeah, makes sense xD |
19:33 |
rubenwardy |
but do_item_eat may be overriden by hunger mods to change hunger intead of hp |
19:33 |
GreenDimond |
that's fine. |
19:33 |
GreenDimond |
Its just a slice of bread. |
19:33 |
rubenwardy |
return minetest.do_item_ear |
19:33 |
rubenwardy |
bleh |
19:33 |
GreenDimond |
A very complicated slice of bread. |
19:33 |
rubenwardy |
you need to return the value that do_item_eat returns |
19:34 |
rubenwardy |
also, remove_item won't work if the item you're removing is currently selected |
19:34 |
GreenDimond |
... |
19:34 |
GreenDimond |
-_- well, therein lies the problem. |
19:35 |
GreenDimond |
I have to hold the item to use it on the node don't I? :P |
19:35 |
GreenDimond |
Now what. :| |
19:36 |
rubenwardy |
https://gist.github.com/GreenXenith/1151a5ae0c7270372b8b267c180b5947#gistcomment-2051182 |
19:37 |
rubenwardy |
basically, when you return an itemstack from on_use, it is set as the current selected item |
19:37 |
rubenwardy |
so this makes sure the thing you return is the thing you want to return if it's decreased |
19:37 |
rubenwardy |
note that this code will get waffles:breadslice from anywhere in the inventory |
19:38 |
GreenDimond |
Still not working... |
19:38 |
rubenwardy |
if you only want to get it from the current selected stack, you'll need to remove the put_bread function, and replace itemstack=putbread() with itemstack:take_item(2) |
19:38 |
rubenwardy |
heh |
19:39 |
rubenwardy |
try putting print(node.name) above if node.name == |
19:39 |
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19:41 |
GreenDimond |
singleplayer uses waffles:breadslice, pointing at [node under=4973,6,4948 above=4973,6,4947] homedecor:toaster |
19:42 |
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19:42 |
rubenwardy |
upddated https://gist.github.com/GreenXenith/1151a5ae0c7270372b8b267c180b5947#gistcomment-2051182 to be safer |
19:42 |
rubenwardy |
you wasn't checking if it succeeded |
19:44 |
GreenDimond |
Heyyy it worked :D |
19:44 |
GreenDimond |
Thanks rubenwardy! |
19:44 |
rubenwardy |
wecloem |
19:46 |
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19:49 |
Yruama_Lairba |
testing my new crappy mob |
19:51 |
Yruama_Lairba |
don't work ;( |
19:52 |
GreenDimond |
lol if I exit the world while bread is toasting, it is infinitely toasting when I rejoin and cannot be dug (because I set it to not be diggable) xD |
19:54 |
Yruama_Lairba |
it's work know, i just made error in file naming |
19:54 |
Yruama_Lairba |
bug the result is strange |
19:54 |
Yruama_Lairba |
the mob is too smal, bouding box is wrong |
19:57 |
Yruama_Lairba |
and armature didn't work |
19:58 |
Yruama_Lairba |
*don't work |
20:15 |
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20:20 |
Yruama_Lairba |
i need to search on minetest forum to improve my creation |
20:20 |
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20:30 |
heavygale |
is it possible to have a line break in the modt? and if so, how? |
20:31 |
GreenDimond |
... |
20:32 |
GreenDimond |
As in, next line? |
20:32 |
heavygale |
like \n or <br> |
20:33 |
GreenDimond |
You dont need those in any .lua files in the mod. Just press 'enter' to go to the next line... |
20:33 |
GreenDimond |
Oh... |
20:33 |
GreenDimond |
are you saying that you have a line of code that is too long and you want it to continue on the next line? |
20:34 |
heavygale |
i mean in the message of the day, as configured in minetest.conf |
20:34 |
heavygale |
i want a motd in two lines ^^ |
20:35 |
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20:35 |
heavygale |
sry mistyped motd in my first question ^^ |
20:36 |
GreenDimond |
Is is it in quotes or -- ? |
20:36 |
GreenDimond |
(I don't have it in front of me) |
20:37 |
heavygale |
https://github.com/minetest/minetest/blob/master/minetest.conf.example#L895 |
20:39 |
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20:47 |
GreenDimond |
as a quick workaround you can add a simple mod to send multiple lines on player join |
20:47 |
heavygale |
ok, so it's not possible by default :) ok |
20:48 |
GreenDimond |
It might be possible. But not likely. |
20:50 |
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22:23 |
GreenDimond |
Rubenwardy, you still there? I have another question about item_eat. |
22:30 |
GreenDimond |
Oki, guess not. |
22:31 |
GreenDimond |
Anyone else that knows about the item_eat function? |
22:33 |
calculon |
just ask your question GreenDimond |
22:34 |
GreenDimond |
if I use minetest.item_eat(2)(itemstack, user, pointed_thing) can hunger mods turn it into use for hunger? |
22:35 |
rubenwardy |
yes |
22:35 |
GreenDimond |
darn. |
22:35 |
calculon |
yes, hunger mods generally use a on_item_eat handler |
22:35 |
rubenwardy |
hunger mods should override do_item_eat |
22:36 |
GreenDimond |
because I have a food that I want to set hp even with hunger mods, but replace with a bucket when eaten. |
22:36 |
rubenwardy |
or on_item_eat, doesn't matter too much |
22:36 |
calculon |
then you should do that in the on_use handler of your item i think |
22:36 |
calculon |
don't call item_eat, just player:set_hp() |
22:36 |
GreenDimond |
I do, but it doesn't replace. |
22:37 |
GreenDimond |
it adds to inventory |
22:37 |
calculon |
you'll have to that by hand too |
22:37 |
GreenDimond |
so if a player has full inven and eats it, they dont get a bucket. |
22:38 |
calculon |
maybe remove the item first, then add the bucket |
22:38 |
GreenDimond |
https://gist.github.com/GreenXenith/73798d03218435256088b64a2f2e7068 this is my current code. How do I get it to replace and not just add? |
22:39 |
calculon |
i'm not sure it's possible, also the problem remains if you have a stack of items and only eat one |
22:40 |
calculon |
i'd remove the item myself, then add the bucket and just return nil |
22:40 |
calculon |
you could also just drop the bucket if the inventory is full |
22:49 |
Fixer |
current progress on my house https://i.imgur.com/606RsTS.png |
22:50 |
Fixer |
#silver_sand_is_awesome |
22:59 |
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23:00 |
GreenDimond |
I agree. Silver sand is awesome. |
23:00 |
GreenDimond |
My graphics card is either dying or I have bad drivers :/ |
23:03 |
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23:06 |
Tre |
calculon did you read my PM? |
23:08 |
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23:41 |
GreenDimond |
is there an on_use function that replaces the item with another item? |
23:43 |
rubenwardy |
function(itemstack, user, pointed_thing) return ItemStack("other:item") end |
23:47 |
GreenDimond |
attempt to call 'itemstack' (a userdata value) let me guess... I have to define itemstack? |
23:48 |
rubenwardy |
ItemStack |
23:48 |
rubenwardy |
not itemstack |
23:48 |
rubenwardy |
case matters |
23:48 |
GreenDimond |
oh. |
23:49 |
GreenDimond |
thought about that before I did it but then was like nahhhh |
23:49 |
GreenDimond |
testing... |
23:49 |
GreenDimond |
noice! thanks! |
23:53 |
GreenDimond |
if I want to define a function with the return ItemStack("other:item") in it with other stuff, how do I make it so I can specify the node when I call the function? (ie. my function is replace_with_node) |
23:54 |
GreenDimond |
so when I call replace_with_node I want to be able to specify the "other:item" |
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