Time |
Nick |
Message |
00:15 |
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00:31 |
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00:33 |
IhrFussel |
Can someone tell me why my OS closes Minetest WITHOUT having OOM-Killer involved? I thought the only way for it to silently crash is when the PC is out of memory but dmesg doesn't mention anything whatsoever |
00:34 |
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00:48 |
calculon |
hmm, there are many ways to silently crash |
00:48 |
calculon |
and i don't think dmesg can help in any way |
00:50 |
calculon |
IhrFussel, did you check the minetest logfile ? |
00:52 |
IhrFussel |
calculon, nothing in the log file and it just happened again..I was IDLING in the game and it suddenly closes itself |
00:54 |
IhrFussel |
I watched free -m before it crashed and it was at a constant "130 MB available" |
00:55 |
calculon |
that's strange indeed, i guess the only way to find the error is to run it with gdb |
00:55 |
calculon |
or try to disable your mods one by one to find if one of them is doing that |
00:56 |
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00:56 |
IhrFussel |
A mod cannot cause a silent crash AFAIK...it can cause an unspecified error at worst |
00:57 |
IhrFussel |
I could try to run the game with --verbose once maybe it helps finding the issue |
00:59 |
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00:59 |
calculon |
i've never seen silent crashes, but i sometimes have weird ones when my mods do stupid things |
00:59 |
calculon |
so i'm not sure it's impossible |
00:59 |
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01:05 |
IhrFussel |
Maybe I set the unload map data interval too low |
01:09 |
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01:10 |
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01:28 |
IhrFussel |
IT seems to be random...I'm playing on my server, placed 200+ nodes, dug them with an admintool, spawned 20 animals, killed them, walking around...no crash yet |
01:28 |
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01:30 |
OldCoder |
<IhrFussel> A mod cannot cause a silent crash AFAIK...it can cause an unspecified error at worst |
01:30 |
OldCoder |
If there is a core bug |
01:30 |
OldCoder |
A mod can trigger that and thereby cause a silent crash |
01:42 |
IhrFussel |
OldCoder, it is no mod problem...it mostly happens when I view formspecs after building or chatting a lot |
01:42 |
OldCoder |
Right; a core bug, as I said |
01:42 |
OldCoder |
Anything, at any level, may trigger one |
01:45 |
IhrFussel |
I'm not sure, it might be a low RAM problem but then I don't see why dmesg doesn't contain any OOM-Killer lines |
01:47 |
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01:47 |
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01:48 |
IhrFussel |
Is there an easy way to trigger an OOM? To see if dmesg even logs those |
01:56 |
rdococ |
am I meant to define on_step in the entity registration function? |
01:59 |
rdococ |
. |
02:00 |
benrob0329 |
anyone else here used Vivaldi? |
02:01 |
rdococ |
ah |
02:01 |
rdococ |
t's working now |
02:01 |
rdococ |
I have working banana peels |
02:01 |
rdococ |
yay |
02:09 |
rdococ |
o_o |
02:10 |
rdococ |
I just picked up a dropped hand?! |
02:10 |
benrob0329 |
thats the seccond time ive heard of this |
02:10 |
benrob0329 |
somethings up |
02:12 |
diemartin |
rdococ! |
02:13 |
rdococ |
diego martin! |
02:14 |
rdococ |
I'm working on a powerup mod for a vehicles mod :P |
02:17 |
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02:34 |
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03:19 |
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03:38 |
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03:44 |
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05:15 |
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05:20 |
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05:57 |
passant |
OldCoder, i have no shout as it appears but hi |
05:57 |
OldCoder |
see other msg |
05:58 |
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06:01 |
AlexYst |
Is there a way in any sort of callback to know what item a player just acquired by digging? For example, if a player dug leaves, I want to know id they got leaves or a sapling. If they dug gravel, I want to know if they got gravel or flint. |
06:01 |
AlexYst |
Simply knowing what the node was before they dug it isn't what I'm after. |
06:01 |
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06:02 |
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est31 left #minetest |
06:04 |
OldCoder |
AlexYst, hello. Reviewing. |
06:04 |
OldCoder |
AlexYst, my experience falls short of this. Try asking in #minetest-project |
06:04 |
OldCoder |
Possibly in 8 hours |
06:04 |
OldCoder |
Hm |
06:05 |
AlexYst |
Alright. Thanks, OldCoder! I hadn't heard of that channel. |
06:05 |
OldCoder |
AlexYst, is your nick registered? |
06:05 |
OldCoder |
Join and let me voice you manually if not |
06:05 |
AlexYst |
OldCoder: I think so. I think it's a registered alias of another nick. |
06:05 |
OldCoder |
Wait |
06:07 |
VanessaE |
AlexYst: in a register-on-dignode callback. |
06:07 |
VanessaE |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2081 |
06:07 |
AlexYst |
VanessaE: That tells me the position, the digger, and the old node, but not the drop. |
06:07 |
VanessaE |
use this if you need to know every and any kind of node, at random |
06:08 |
VanessaE |
OH |
06:08 |
VanessaE |
hm' |
06:08 |
AlexYst |
Ha ha, yeah, strange request. |
06:08 |
VanessaE |
well you could compare the inventory before and after the callback :) |
06:09 |
AlexYst |
Check every player's inventory every milisecond in case they happen to be about to dig? |
06:09 |
VanessaE |
nah |
06:09 |
AlexYst |
*millisecond |
06:09 |
VanessaE |
you'd do it in that ^^^ callback |
06:09 |
VanessaE |
but get_node_drops() might be useful too |
06:10 |
VanessaE |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2520 |
06:10 |
VanessaE |
maybe wedge into this |
06:10 |
AlexYst |
That callback will only give me the post-dig inventory, not the pre-dig inventory to compare it against. As for get_node_drops(), it'll recalculate them, not tell me what was actually dropped. |
06:11 |
AlexYst |
Ah, thank you. |
06:11 |
AlexYst |
I think overwriting minetest.handle_node_drops() is what I need. |
06:12 |
VanessaE |
actually I'm surprised there isn't a more straightforward method, now that you mention it. |
06:12 |
AlexYst |
I can store the default, then call it from within a redefined version that checks things first. |
06:12 |
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06:12 |
VanessaE |
yep |
06:12 |
VanessaE |
that's what I mean by a "wedge" |
06:14 |
VanessaE |
(from my Commodore 64 days, it was common to modify some of the system code to insert new DOS commands/functions. we called that a "disk wedge") |
06:14 |
AlexYst |
Right, sorry. I'm a bit tired. |
06:14 |
VanessaE |
no worries. |
06:18 |
AlexYst |
Wait. THat function isn't what I thought it was. I think it might be even more perfect. Sweet! |
06:19 |
AlexYst |
I thought it did more, but it specifically gets called once the items are known. It doesn't even calculate them from within. |
06:20 |
VanessaE |
hope that helps :) |
06:20 |
AlexYst |
It does. Thank you! |
06:20 |
VanessaE |
cheers :) |
06:41 |
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06:48 |
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07:05 |
MinetestBot |
[git] sofar -> minetest/minetest: Plug two minor Leaks (#5603) 97988a1 https://git.io/vSdnX (2017-04-17T07:04:58Z) |
07:34 |
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07:37 |
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07:38 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Remove an unused variable in Android Build 907be0a https://git.io/vSdcx (2017-04-17T07:37:12Z) |
08:04 |
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08:11 |
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08:13 |
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08:36 |
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09:15 |
MinetestBot |
[git] paramat -> minetest/minetest: Sneak: Add option for old move code f6da7b3 https://git.io/vSd4J (2017-04-17T09:13:05Z) |
09:26 |
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09:26 |
DS-minetest |
hi MinetestBot |
09:26 |
MinetestBot |
Hello DS-minetest. |
09:39 |
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09:45 |
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09:45 |
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10:01 |
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10:02 |
IhrFussel |
I still couldn't reproduce the crash since last time yet but I found another bug with the chat ... it seems to happen at random times with all sorts of chat messages http://i.imgur.com/LjjMkq0.png ... as you can see the engine puts a newline in between words a lot |
10:06 |
IhrFussel |
Resizing the window often helps ... sometimes the next message will fix the incorrect newline too |
10:09 |
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10:17 |
IhrFussel |
The bug only happens with the last word it seems... like just now someone left and it said "xyz is now offline. (connection[newline]timeout)" and when the next message appeared the previous one changed to "xyz is now offline. (connection timeout)" |
10:22 |
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10:23 |
celeron55 |
IhrFussel: which version of freetype do you have? |
10:23 |
koz_ |
According to: http://dev.minetest.net/Compiling_Minetest#Building_without_Irrlicht_.2F_X_dependency I can build a server-only build of Minetest without 'Irrlicht or any graphical stuff'. What exactly does this mean the dependencies are, then? |
10:24 |
IhrFussel |
celeron55, if you mean freetype-config then 18.1.12 |
10:25 |
celeron55 |
koz_: if you think of debian dependencies, i think at least these are unused then: libirrlicht-dev libbz2-dev libfreetype6-dev libpng12-dev libjpeg8-dev libxxf86vm-dev libgl1-mesa-dev libogg-dev libvorbis-dev libopenal-dev |
10:25 |
celeron55 |
(and i don't think libhiredis-dev is needed in any case unless you want redis) |
10:26 |
koz_ |
celeron55: Would a Banana Pi be able to run a 'bare' server? |
10:26 |
koz_ |
(like, no graphical client, just the server) |
10:26 |
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10:27 |
celeron55 |
well, it'll start and run of course |
10:27 |
koz_ |
Well, I meant in the sense of 'and people can actually play on it'. |
10:28 |
celeron55 |
i hope someone can answer that 8) |
10:28 |
koz_ |
celeron55: Would it help if I gave you its specs? |
10:28 |
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10:28 |
celeron55 |
i already checked, but i'm not the one running servers around here |
10:29 |
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10:29 |
IhrFussel |
koz_, even an Android phone could serve as a Minetest server ... I doubt your device is less powerful |
10:29 |
koz_ |
IhrFussel: Alrighty, I might just give it a try then. |
10:30 |
IhrFussel |
A barebones server with no external mods should run on anything...if you plan to add heavy mods that's another question |
10:30 |
celeron55 |
it's up to the player count and mods |
10:31 |
koz_ |
I don't think I'll run any mods, or very few, and I doubt I'll have more than a half-dozen players. |
10:31 |
* koz_ |
doesn't have a lot of Minetest-loving friends. |
10:40 |
IhrFussel |
Regarding the player count: I noticed it when I connected once with my phone to my server while it had suddenly 30 players ... I wonder what causes this extreme stutter compared to 10 or 15 players ... is the player data refreshing such a resource hog celeron55 ? |
10:41 |
celeron55 |
was the only difference the player count? |
10:41 |
celeron55 |
probably not :P |
10:42 |
IhrFussel |
celeron55, actually yes..I didn't add any content to my server...areas that had 20 - 25 FPS suddenly were 10 - 15 FPS ... as soon as the majority left the FPS went up again |
10:43 |
celeron55 |
submitting an issue on github with some details might be a good idea |
10:43 |
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10:44 |
IhrFussel |
Maybe it's important to mention that my server has unlimited transfer distance |
10:44 |
celeron55 |
by the way, what is the freetype package version? |
10:45 |
IhrFussel |
I only have the package "freetype-config" on my PC and --version gives 18.1.12 |
10:45 |
celeron55 |
eg. i have 2.6.0 for which "freetype-config --version" gives 18.0.12 |
10:45 |
celeron55 |
which distro? |
10:46 |
IhrFussel |
Xubuntu 16.04 |
10:46 |
celeron55 |
(this is fedora, so i checked using dnf info freetype) |
10:47 |
celeron55 |
i guess "apt-cache show libfreetype6" |
10:47 |
IhrFussel |
Version: 2.6.1-0.1ubuntu2 |
10:48 |
IhrFussel |
Could it be an OpenGL issue? My version is extremely old (1.5) |
10:50 |
IhrFussel |
But then again I don't even know if the chat requires OpenGL to display...I'm guessing no |
10:50 |
celeron55 |
extremely unlikely |
10:52 |
celeron55 |
well i can't get any other's freetype versions for reference right now and nothing else comes to mind that could affect that |
10:53 |
IhrFussel |
celeron55, no problem thanks though =) |
10:53 |
celeron55 |
submit an issue on github if possible |
11:00 |
celeron55 |
ok, now i got some for reference: 19.0.13 and 17.1.11 apparently work |
11:01 |
celeron55 |
which means i have the closest version and don't have that issue; could still be a problem with that particular build of it (by ubuntu) but seems unlikely |
11:02 |
celeron55 |
could be caused by compiler optimizations too; it's quite clearly some kind of a rounding error or similar |
11:05 |
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11:06 |
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Krock joined #minetest |
11:15 |
DS-minetest |
something in the lua api is unlogical |
11:15 |
DS-minetest |
in https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2508 it's called method |
11:15 |
DS-minetest |
but in the example beyond it's called "type" |
11:15 |
DS-minetest |
so, what is true? |
11:23 |
celeron55 |
lol, how is it possible nobody has noticed that |
11:24 |
DS-minetest |
+ |
11:24 |
celeron55 |
"method" is correct, "type" does nothing |
11:24 |
DS-minetest |
ok |
11:25 |
DS-minetest |
I'll make a PR to fix it |
11:27 |
DS-minetest |
#5604 |
11:27 |
DS-minetest |
https://github.com/minetest/minetest/pull/5604 |
11:32 |
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11:32 |
DS-minetest |
hi ThomasMonroe |
11:32 |
ThomasMonroe |
hi DS |
11:40 |
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11:48 |
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11:59 |
MinetestBot |
[git] celeron55 -> minetest/minetest: MeshUpdateQueue: Add a MapBlock cache that minimizes the amount of Ma… 04cc9de https://git.io/vSd2z (2017-04-17T11:58:29Z) |
11:59 |
MinetestBot |
[git] celeron55 -> minetest/minetest: Include container.h in util/thread.h. util/thread.h doesn't compile w… 4323ad1 https://git.io/vSd2g (2017-04-17T11:58:29Z) |
11:59 |
IhrFussel |
I think I found the problem regarding the silent crashes: minetest: ../../nouveau/pushbuf.c:238: pushbuf_krel: Zusicherung »bkref« nicht erfüllt. |
11:59 |
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mechanik joined #minetest |
11:59 |
mechanik |
hello |
12:08 |
mechanik |
jest tu ktoÅ› z Polski? |
12:08 |
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Krock joined #minetest |
12:08 |
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Krock joined #minetest |
12:13 |
DS-minetest |
hm, I'm just seeing, method and type are given |
12:16 |
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lisac joined #minetest |
12:16 |
Krock |
hmm.. somehow I got a déjà vu |
12:17 |
Krock |
there already was an issue/PR about this inconsistency |
12:18 |
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12:20 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Fix MSVC build broken by 34d32ce 6120251 https://git.io/vSdas (2017-04-17T12:02:26Z) |
12:27 |
mechanik |
where i can find clay? |
12:31 |
mechanik |
goodbye |
12:33 |
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12:41 |
IhrFussel |
Impatient people... |
12:46 |
red-004 |
^ |
12:50 |
Jordach |
>expecting IRC to be like a live chat system |
12:52 |
IhrFussel |
Well in theory the chat message does reach all connected clients in realtime...but IRC is more like a "check every X mins/hours" chat system xP |
12:56 |
IhrFussel |
Great, so I found out the silent crashes are caused by the Nouveau Graphics Driver my GPU uses and there is nothing I can do about it since there are no updates available -.- |
12:58 |
Markow |
IhrFussel: Nouveau is a horrible Linux driver: Use Nvidia proprietary instead |
12:58 |
IhrFussel |
Not sure what the person means but their comment on it is "nouveau doesn't handle multithreaded GL usage (even if it's done by having separate contexts per thread). If the application has a mode which adds an interlock to GL calls, please try enabling it. (The issue isn't with multiple contexts, but with concurrent use of multiple contexts.)" |
12:59 |
IhrFussel |
Markow, I doubt that I can get drivers for this old card anymore^^ |
12:59 |
Markow |
What's the card? Mine is pretty old and drivers are still available |
13:00 |
IhrFussel |
GeForce FX 5200 |
13:00 |
Markow |
I have only a GeForce 210 |
13:00 |
Markow |
You're is much better I think |
13:00 |
Markow |
There definitely is a Linux driver for it |
13:00 |
Markow |
*Yours |
13:00 |
IhrFussel |
But where do I get its driver? |
13:00 |
Markow |
Directly from their website |
13:01 |
Markow |
Everything works much better using Nvidia's proprietary Linux driver for me |
13:01 |
Markow |
Games are faster, Graphics display quicker, etc |
13:02 |
Jordach |
*you don't say* |
13:02 |
IhrFussel |
Markow, there are 2 entries which one should I choose ? http://www.nvidia.de/object/linux_supported_de.html |
13:03 |
Markow |
IhrFussel: You're on the wrong area of the website |
13:03 |
Markow |
Let me find it for you.. |
13:03 |
Markow |
One moment please... |
13:04 |
Markow |
You have 64-bit Linux, right? |
13:04 |
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13:04 |
IhrFussel |
No 32 |
13:05 |
Markow |
ok, moment... |
13:05 |
Markow |
IhrFussel: Here is your driver: http://www.nvidia.com/download/driverResults.aspx/71302/en-us |
13:07 |
IhrFussel |
Markow, thanks a lot...and where do I need to move the file to? I never installed drivers |
13:07 |
Markow |
I would walk you through it if I had time now, but I must do some things. But do this: |
13:08 |
Markow |
First, make the file executable by: chmod 755 FILENAME |
13:08 |
Markow |
Then, do the following: |
13:09 |
IhrFussel |
Ok done |
13:09 |
Markow |
You must get out of X by: systemctl isolate multi-user.target |
13:09 |
Markow |
Then, run the installer: ./filename |
13:09 |
Markow |
But wait, even more... |
13:09 |
Markow |
You must block the nouveau module driver from loading |
13:09 |
Markow |
in /etc/modprobe.d |
13:10 |
IhrFussel |
Before I leave X? |
13:10 |
Markow |
actually, before you do anything... |
13:10 |
Markow |
block the nouveau driver... |
13:10 |
Markow |
then... |
13:11 |
Markow |
You want or recreate your initial RAM disk |
13:11 |
Markow |
using Dracut, at least that's what I use |
13:11 |
Markow |
then reboot |
13:11 |
Markow |
Next step, run "systemctl isolate multi-user.target" to get out of X |
13:11 |
Markow |
Go into a TTY screen and then go into root |
13:11 |
Markow |
Run the installer |
13:12 |
Markow |
Initially, it's all a bit tricky, but once you get the hang of installing the Nvidia driver, it's a piece of cake |
13:12 |
Markow |
and well worth it |
13:14 |
Markow |
Make sure in the install process, you choose NOT to configure Xorg.conf, it's not necessary |
13:17 |
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13:18 |
Markow |
When you run systemctl isolate multi-user.target, to get into a TTY (console) screen to do your work, use: CTL-ALT-(F1 to F6 key) |
13:27 |
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13:28 |
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13:55 |
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13:56 |
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13:57 |
Nyarg |
hi ) I see animation - type="vertical_frames" . What is a type animation else may be ? |
14:09 |
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14:13 |
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ensonic joined #minetest |
14:13 |
Krock |
Nyarg, only type = "sheet_2d" but I have no clue what it does |
14:18 |
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14:18 |
Crawlins |
salutations :,D |
14:19 |
Krock |
hi |
14:19 |
Crawlins |
I've just begun digging in to minetest... always thought those games were neat but never played them much. Now I'm working on learning to make fun mods. |
14:20 |
Krock |
well then, welcome :) |
14:20 |
Nyarg |
hi ) thank you ) Is here a way to synchronize node animations ? Right now it seems desynchronized somewhere. |
14:29 |
Crawlins |
Is there somebody particularly apt with mods I could ask some questions to help me get rolling? |
14:29 |
Crawlins |
I'm trying to work on a tool, but I can't connect a couple of dots to make it do what I would like. |
14:39 |
ThomasMonroe |
what do you want to know? |
14:40 |
Jordach |
# Whether node texture animations should be desynchronized per mapblock. |
14:40 |
Jordach |
# desynchronize_mapblock_texture_animation = true |
14:41 |
ThomasMonroe |
i was talking to Crawlins Jordach |
14:41 |
Jordach |
ThomasMonroe, it was to Nyarg ;) |
14:41 |
ThomasMonroe |
oh sorry |
14:41 |
Jordach |
Nyarg, see above :) |
14:42 |
ThomasMonroe |
bad timeing i guess |
14:44 |
Crawlins |
ThomasMonroe, for testing, I'd like a tool to say things in chat when it hits certain objects. |
14:45 |
ThomasMonroe |
hmmm. thatd be neat |
14:45 |
Crawlins |
Down the road, this would result in fun RPG elements like needing a special axe for a special tree (for example) |
14:45 |
ThomasMonroe |
ah ok cool |
14:45 |
ThomasMonroe |
so what do you need to know |
14:45 |
Crawlins |
For now, I'd just like to make development tools, if i hit a node I'd like it to display the default:nodename in chat so I don't have to look things up, for example |
14:46 |
Crawlins |
following the chatty_bricks tutorial, I can get all bricks to show their name when I hit them, but now I'd like it to only happen if I do it with my magnifying glass tool |
14:46 |
ThomasMonroe |
ok well in-game if you turn on debug info, you can see the name of th highlighted node |
14:47 |
ThomasMonroe |
press F5 to get the debug info |
14:47 |
Crawlins |
Ah, that is good to know. I am particularly interested in the interaction between my custom item and a node. |
14:48 |
ThomasMonroe |
idk about that sort of thing, i myself am realtivily new to modding |
14:48 |
ThomasMonroe |
it would probly be linked in the wiki though |
14:48 |
ThomasMonroe |
i'll check |
14:48 |
Jordach |
iirc there was an item that inspected a node and printed it's properties to a formspec |
14:49 |
Crawlins |
That would be interesting to dissect. The end functionality I'm looking for is to change the properties of nodes with certain items. Example, hit dirty water with a purifier to make it drinking water. |
14:50 |
Crawlins |
Or hit a lead node with a midasfinger to make it gold x,D you catch my drift |
14:52 |
Nyarg |
thank Jordach ) |
14:52 |
Jordach |
go drop that with it ending in false to your minetest.conf |
14:54 |
ThomasMonroe |
yeah, im looking around right now on the wiki to see if there is anything and then i'll give you the link if i find anything |
14:55 |
Jordach |
https://forum.minetest.net/viewtopic.php?t=17092 |
14:55 |
Jordach |
clientside mod that inspects nodes |
14:55 |
Jordach |
(and items( |
14:55 |
Crawlins |
Thank you, Jordach! |
14:55 |
Jordach |
requires a minetest 0.4.16-dev build |
14:55 |
Jordach |
Crawlins, read: not stable |
14:56 |
ThomasMonroe |
i found something Crawlins |
14:56 |
ThomasMonroe |
http://rubenwardy.com/minetest_modding_book/chapters/node_metadata.html |
14:56 |
ThomasMonroe |
you could use some metadata in the nodes to change properties in them |
14:57 |
Crawlins |
So when I do minetest.register_on_punchnode can I make an |
14:57 |
Crawlins |
"if" condition that checks if the weapon in my hand is.. for example.. rpgtool:magicaxe ? |
14:57 |
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14:57 |
Jordach |
yes |
14:57 |
Crawlins |
Or would I want to build that kind of thing in to the axe itself? |
14:58 |
Jordach |
puncher:get_wielded_item():get_name() |
14:59 |
Jordach |
local node = minetest.get_node(pos) \n if node.name == "node:name" and itemname == "item:name" then |
14:59 |
Crawlins |
<3 <3 <3 <3 |
14:59 |
Jordach |
you can also, do local in_hand = puncher:get_wielded_item():get_name() |
15:01 |
Jordach |
when you're done you can do puncher:set_wielded_item("item:here 1") or use local new_item = ItemStack() |
15:01 |
Jordach |
and apply wear using itemstack gained from pumncher |
15:04 |
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15:04 |
Jordach |
Crawlins, https://github.com/tenplus1/farming/blob/master/hoes.lua#L105 |
15:05 |
Jordach |
you can get the current wielded itemstack via puncher:get_wielded_item() |
15:11 |
Crawlins |
Jordach https://codeshare.io/aldzbd |
15:11 |
Jordach |
you don;t even need digging |
15:12 |
Crawlins |
Oh, right, that's just because I copied a pickaxe |
15:17 |
Jordach |
there is one difference between a tool and item |
15:17 |
Jordach |
an item has regular meta, the tool has wear meta and regular meta |
15:17 |
Jordach |
wear = durability |
15:19 |
Crawlins |
I think minetest.register_on_punchnode is crashing my game xD |
15:19 |
Crawlins |
using example from: http://dev.minetest.net/minetest.register_on_punchnode |
15:25 |
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15:32 |
DS-minetest |
hmm, somehow indexing with tables doesn't work |
15:32 |
DS-minetest |
eg. {[{"bla"}] = "bli", [{"foo"}] = "bar"} |
15:33 |
DS-minetest |
print(dump(t[{"bla"}])) gives nil |
15:33 |
DS-minetest |
but why? |
15:33 |
DS-minetest |
can anybody help? |
15:34 |
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15:34 |
Krock |
because it's not the same table |
15:35 |
Krock |
you'd have to do something like this: local keything = { "bla" } mytable[keything] = "bli" dump(mytable[keything]) |
15:35 |
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15:35 |
DS-minetest |
ok, I'll try that |
15:35 |
DS-minetest |
thanks |
15:40 |
DS-minetest |
it still doesn't work with |
15:40 |
DS-minetest |
local t = {} |
15:40 |
DS-minetest |
local keything = {"bla"} |
15:40 |
DS-minetest |
t[keything] = "bli" |
15:40 |
DS-minetest |
keything = {"foo"} |
15:40 |
DS-minetest |
t[keything] = "bar" |
15:40 |
DS-minetest |
local key = {"bla"} |
15:40 |
DS-minetest |
print(dump(t[key])) |
15:40 |
* DS-minetest |
hopes that's not too long for direct irc >_< |
15:41 |
Krock |
because it's not the same table again |
15:41 |
DS-minetest |
oh |
15:41 |
Krock |
the reference must be the same. Hash the stuff if you want to index it from anywhere |
15:41 |
DS-minetest |
ok |
15:42 |
Krock |
see * `minetest.hash_node_position({x=,y=,z=})`: returns an 48-bit integer |
15:42 |
Krock |
but well, only for positions |
15:42 |
DS-minetest |
and for any tables? |
15:42 |
Krock |
can't you just use regular indices |
15:43 |
Krock |
just use strings as keys or even better, numbers |
15:43 |
DS-minetest |
i could serialize or dump the tables |
15:43 |
DS-minetest |
the keys |
15:43 |
Krock |
yes sure but then's your key bigger than the actual value if you want that |
15:44 |
DS-minetest |
hm, i could make 2 tables with number keys that fit to each other |
15:44 |
Krock |
IMO, you should consider using another strategy to process/store your data |
15:46 |
* DS-minetest |
will hash it |
15:49 |
DS-minetest |
it works now :D |
15:49 |
DS-minetest |
thanks Krock |
15:49 |
Krock |
!next |
15:49 |
MinetestBot |
Another satisfied customer. Next! |
15:53 |
DS-minetest |
btw. if anyone wants to know, I needed it for https://github.com/DS-Minetest/pipeworks/commit/18a0abbf6e9d553fe2eb2ce516efead61b7d02b5 |
15:53 |
DS-minetest |
(i'll have to do more commits to make it usedful) |
15:53 |
DS-minetest |
-d* |
15:55 |
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16:01 |
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16:02 |
GreenDimond |
*sigh* VanessaE? sfan5? Calinou? another forum spammer. markj11 |
16:03 |
DS-minetest |
GreenDimond: just use report button |
16:03 |
GreenDimond |
Faster this way. |
16:04 |
GreenDimond |
I have done it before anyways. might as well do it the same way :P |
16:04 |
GreenDimond |
I *seriously* think we need a spammer detector. |
16:07 |
Calinou |
GreenDimond: spam detection is very tricky |
16:07 |
Calinou |
these days, a sizeable amount of spam is done via humans |
16:08 |
Calinou |
(I've noticed that at least once) |
16:08 |
GreenDimond |
This spamming is getting out of hand though. |
16:08 |
GreenDimond |
I do have some ideas on a spam detector |
16:08 |
Calinou |
ok, the spammer should be gone now |
16:08 |
Calinou |
well, all we could do is use reCAPTCHA |
16:09 |
Calinou |
but reCAPTCHA is not perfect, it's also proprietary so not highly regarded in open source circles |
16:09 |
Calinou |
(and it's Google-owned, too) |
16:09 |
GreenDimond |
Such as, if a user posts multiple posts that are at least 90% the same (body, not title) then do stuff. |
16:10 |
GreenDimond |
Or have speed based, like multiple posts >100 characters or something in less than 5 minutes than do stuff. |
16:10 |
GreenDimond |
*then |
16:10 |
Calinou |
yeah, we could look at rate limiting extensions (or built-in phpBB abilities) perhaps |
16:10 |
Calinou |
most notably for users with few posts |
16:11 |
Calinou |
(or recent accounts, or both) |
16:11 |
GreenDimond |
Or language based. Lots of these spammers are foreign. They post foreign stuff in English sections (against the rules). |
16:12 |
GreenDimond |
^(not to say all spammers are foreign, just pointing out that a lot of them recently have been) |
16:13 |
Calinou |
language detection is not easy, but it is possible |
16:13 |
Crawlins |
People should have to solve a puzzle in minetest to prove they're not a robot ;D |
16:14 |
GreenDimond |
The point is, we can't keep bugging you guys to stop these people. |
16:14 |
GreenDimond |
You probably have more important things to do :/ |
16:15 |
GreenDimond |
lol Maybe people that have been on the forum for >3 years and have >1000 posts could get a spam-watch rank xD jk |
16:15 |
GreenDimond |
is kaeza only able to remove/move posts? |
16:15 |
GreenDimond |
Cuz her name is normal, not yellow like urs |
16:15 |
GreenDimond |
(or his, i dunno) |
16:16 |
DS-minetest |
only because someone has many posts and is already registered since a long time doesn't mean, that he is trust able GreenDimond |
16:17 |
GreenDimond |
Hence, the 'jk'. |
16:17 |
DS-minetest |
jk? |
16:17 |
GreenDimond |
'Just Kidding' |
16:17 |
DS-minetest |
ahhh |
16:17 |
GreenDimond |
lol |
16:18 |
GreenDimond |
If someone has >1000 posts, they could be $#!+posts (*cough cough* ABJ), and therefore not trustable. |
16:21 |
GreenDimond |
Anywhos, I'm off. |
16:21 |
GreenDimond |
o/ |
16:24 |
Calinou |
<GreenDimond> You probably have more important things to do :/ |
16:24 |
Calinou |
meh, it's holidays for me this week :P |
16:33 |
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16:35 |
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16:35 |
Crawlins |
Can somebody point me in the right direction in terms of manipulating contents of a book? |
16:45 |
benrob0329 |
Calinou: space magic |
16:46 |
benrob0329 |
Er Crawlins |
16:47 |
celeron55 |
try changing some bits |
16:52 |
Crawlins |
thanks benrob0329 do you have a link? My idea is a book that accumulates knowledge by "hitting" signs with it. |
16:54 |
thefamilygrog66 |
Crawlins: that's a really cool mod idea |
16:54 |
XtremeHacker |
Anyone know where I can find an up-to-date version of the Blitz 3D export plugin for Blender? |
16:55 |
XtremeHacker |
All I can find is either ones that say they are for <2.50, or they don't specify |
16:55 |
Crawlins |
thanks thefamilygrog66 I have a lot of fun ideas, just gotta figure out how to make them, haha |
16:56 |
XtremeHacker |
Just found it: https://forum.minetest.net/viewtopic.php?f=3&t=14257 |
16:57 |
thefamilygrog66 |
Crawlins: I hear ya. I've made a few unusual mods on my own server, based on strange ideas as well |
17:15 |
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17:16 |
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17:20 |
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17:56 |
DS-minetest |
lol, Tre your Rubystone mod doesn't event have an init.lua |
17:57 |
Tre |
ik i just started it DS |
17:58 |
Tre |
literally, i created the repo then made the post |
17:58 |
Tre |
i havnt had time to start yet |
18:02 |
DS-minetest |
tomorrow the daily ppa is not working since one moth or more |
18:07 |
Tre |
sorry |
18:07 |
Tre |
why dont you use the stable? |
18:08 |
DS-minetest |
because the daily is nicer |
18:09 |
DS-minetest |
and many mods need it |
18:09 |
DS-minetest |
and co. |
18:13 |
DS-minetest |
bye MinetestBot |
18:13 |
DS-minetest |
and everyone else |
18:34 |
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20:07 |
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20:08 |
GreenDimond |
I am slightly annoyed -_- |
20:08 |
VanessaE |
lemme guess... another spammer? |
20:09 |
GreenDimond |
Nope. |
20:09 |
fireglow |
heh |
20:09 |
Krock |
did they steal your pony again? |
20:10 |
GreenDimond |
I want a weather mod that has rain, thunder, and lighting (flashy skybox). I like sofar's snowdrift mod rain, but I also want MCL2's thunder/lightning, which is a modified version of weather_pack. The 2 mods are not exactly compatible and my attempts to combine them are futile. |
20:10 |
VanessaE |
heh |
20:11 |
GreenDimond |
sofars rain mod is lightweight, which is why I like it, but I want to add thunder/lightning to it D: |
20:11 |
VanessaE |
snowdrift is paramat's mod isn't it |
20:11 |
VanessaE |
? |
20:12 |
GreenDimond |
*sigh* yes. I always get the 2 confused. |
20:13 |
GreenDimond |
snowdrift is by paramat and weather_pack is by xeranas and modified by Wuzzy. |
20:14 |
sofar |
I didn't make a rain mod |
20:14 |
sofar |
at least, I don't remember doing that |
20:14 |
GreenDimond |
You didnt. |
20:14 |
GreenDimond |
Read my reply :P |
20:14 |
sofar |
you stole my thunder |
20:14 |
GreenDimond |
*ba-dum tssss* |
20:14 |
VanessaE |
sofar: didn't you make a lightning mod though? |
20:15 |
GreenDimond |
^tru dat |
20:15 |
sofar |
I made a fantastic lightning mod, yes |
20:15 |
VanessaE |
indeed |
20:15 |
GreenDimond |
Well... |
20:16 |
GreenDimond |
It is nice, but I don't want the lightning strike. I just want the quick skybox color flash corresponding with the thunder. |
20:16 |
GreenDimond |
(like Wuzzy's modified version of w_p) |
20:16 |
Fixer |
sofar: and it is now usable after those light tixes |
20:16 |
VanessaE |
you want cloud-to-cloud lightning |
20:16 |
VanessaE |
rather than cloud-to-ground. |
20:17 |
GreenDimond |
I think so, yes. |
20:17 |
fireglow |
I want it all |
20:17 |
fireglow |
especially cloud-to-player |
20:18 |
GreenDimond |
It would be easy to just use the modified w_p and change the texture and sound (the ones from paramat's) but it is a lot laggier on servers. |
20:18 |
sofar |
Fixer: it is? |
20:18 |
sofar |
the `glow` really helped afaicr |
20:19 |
sofar |
oh I thought you said "unusable" lol |
20:19 |
GreenDimond |
:/ |
20:19 |
VanessaE |
well that can be solved by calculating where a streamer ought to come from (maybe several places, always something tall), and directing the actual return stroke to one of those |
20:19 |
GreenDimond |
VE: I don't care about the texture. I just want a skybox flash. |
20:19 |
sofar |
VanessaE: lightning mod works by spawning a particle with high velocity downwards |
20:19 |
sofar |
VanessaE: that way I can always make it "hit" something |
20:19 |
GreenDimond |
I could care less about a streak of lightning going thru the sky. |
20:19 |
VanessaE |
GreenDimond: I was talkng to fireglow actually. |
20:20 |
VanessaE |
sofar: nice trick |
20:20 |
GreenDimond |
Ah, my bad. |
20:20 |
sofar |
GreenDimond: doesn't the lightning skycolor mod part work? |
20:20 |
GreenDimond |
In your mod? |
20:20 |
sofar |
obviously |
20:20 |
sofar |
it's short but lights up the entire sky |
20:21 |
GreenDimond |
Durrr... dunno. I will check. After I make a sandwich. sofar: If you say it does, it probably do. But I want it to also correspond with thunder. |
20:21 |
GreenDimond |
brb making a sandwich... |
20:21 |
sofar |
GreenDimond: that's what it does, obviously |
20:21 |
sofar |
https://github.com/minetest-mods/lightning |
20:22 |
sofar |
I think it should even work with my skybox mod together |
20:25 |
GreenDimond |
sandwich made. |
20:25 |
GreenDimond |
You have thunder with yours o-0 |
20:29 |
GreenDimond |
sofar: there a command to make it do stuff? or entirely chance? |
20:32 |
GreenDimond |
aaaaand I am dumb. MCL2 uses lighting mod + w_p |
20:34 |
GreenDimond |
sofar: setting lightning.auto to false will disable the strike but still make the sky flash? |
20:48 |
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20:49 |
GreenDimond |
Ehhh nvm. I think I figured it out :D |
20:49 |
GreenDimond |
Thanks! |
20:52 |
GreenDimond |
Now I shall add water splooshes to the water! |
20:53 |
ThomasMonroe |
splooshes? |
20:53 |
VanessaE |
splooshes. |
20:55 |
Fixer |
related https://www.youtube.com/watch?v=DwQ3GEncwh8 |
20:57 |
GreenDimond |
Rain hits water. Rings form. Sploosh. |
21:08 |
sofar |
animated ring textures on the water surface should be easy |
21:08 |
sofar |
esp. with animated particles |
21:10 |
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21:11 |
IhrFussel |
How expensive would it be to check the contents of a text file inside after_use ? |
21:11 |
sofar |
how often does the text file change? |
21:11 |
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21:12 |
IhrFussel |
The file could change every few seconds |
21:12 |
sofar |
what kind of data is in there? |
21:12 |
sofar |
who generates the changes? |
21:13 |
IhrFussel |
It's just a numerical value generated by an external bash script |
21:13 |
sofar |
that could race if done wrong |
21:14 |
sofar |
make sure you don't do `echo 123 > file` directly |
21:14 |
sofar |
always do `echo 123 > file.new && mv file.new file` |
21:14 |
sofar |
that's atomic and safe |
21:15 |
sofar |
doing IO isn't free, but it's not terribly bad |
21:15 |
IhrFussel |
Ok thanks for the tip, but I wonder how the engine/Lua will behave when for example players use the item a lot within 1 second and trigger the file check each time...how bad could the performance get? |
21:16 |
sofar |
open/close calls even a moderate linux system can handle thousands per second |
21:16 |
sofar |
even from lua |
21:17 |
sofar |
if you're worried, then don't read the file every time |
21:17 |
sofar |
just cache it and re-read if it was a while ago |
21:17 |
sofar |
last_file_read_time = os.time() |
21:17 |
sofar |
something like that |
21:18 |
IhrFussel |
sofar, would io.open make the whole server lag? |
21:18 |
sofar |
not a single io.open call |
21:18 |
sofar |
but hundreds, maybe |
21:18 |
sofar |
it's bad design for sure |
21:18 |
sofar |
but, depending on the use, it may be ok |
21:26 |
IhrFussel |
hmm...well I can't foresee how much they will use it =/ |
21:27 |
IhrFussel |
I'm guessing worst case scenario would be 15 players using it 5 times per second = 60 file checks |
21:29 |
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21:29 |
IhrFussel |
Wait my math is wrong xD 75 file checks* |
21:43 |
GreenDimond |
sofar: I don't know how to do that xD |
21:44 |
sofar |
GreenDimond: do what? |
21:44 |
GreenDimond |
The particles for rain hitting water ripples |
21:44 |
GreenDimond |
I would assume they would be O shaped and expand and fade |
21:44 |
sofar |
you learn by trying :D |
21:44 |
GreenDimond |
and generate on top of the water randomly |
21:45 |
GreenDimond |
oh boy. Time to get my hands messy :o |
21:46 |
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21:47 |
GreenDimond |
I suppose the lua api will have stuff on particle gen? |
21:47 |
sofar |
you betcha |
21:48 |
GreenDimond |
Either there is another place in there it's explained or it's documentation is horrible. |
21:49 |
GreenDimond |
ahh it would be the first. |
21:49 |
GreenDimond |
Found it :P |
21:52 |
rdococ |
GrenDiamonde! |
21:53 |
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21:53 |
GreenDimond |
mh? |
22:00 |
Fixer |
time to visit hometown |
22:03 |
Hijiri |
sofar: an attacker could send thousands of interact packets, not sure if minetest does any throttling or throwing away of such things |
22:03 |
benrob0329 |
I want to see ERB do a Linix vs OSX rap battle |
22:04 |
GreenDimond |
^Linux would win |
22:04 |
benrob0329 |
Or a Richard Stallman |
22:04 |
benrob0329 |
Vs BSD creator |
22:05 |
benrob0329 |
GreenDimond: both are Unixes, so pethaps it would turn into Stan Lee vs Jim Henson |
22:05 |
sofar |
Hijiri: that's why I said to cache and limit the file reads |
22:05 |
Hijiri |
oh yeah, sorry |
22:05 |
benrob0329 |
With windows stepping in at the end :D |
22:06 |
Hijiri |
I wonder how bad it would look if I tried to dither transparency into textures |
22:07 |
benrob0329 |
use_texture_alpha = true Hijiri |
22:08 |
Hijiri |
for entities I mean |
22:08 |
Hijiri |
or was partial transparency implemented for entities also? |
22:18 |
GreenDimond |
First test of adding water ripples. :/ let's see how this goes... |
22:18 |
sofar |
it doesn't work afaicr |
22:18 |
sofar |
it's either fully transparent, or opaque |
22:20 |
GreenDimond |
code. meh... |
22:20 |
sofar |
easy enough to find_nodes_under_air() |
22:20 |
sofar |
minetest.find_nodes_in_area_under_air(minp, maxp, nodenames) |
22:21 |
GreenDimond |
Who you talkin to? |
22:21 |
sofar |
pick a random one |
22:21 |
sofar |
put a particle at the top |
22:21 |
sofar |
GreenDimond: to GreenDimond |
22:21 |
GreenDimond |
ah. |
22:21 |
GreenDimond |
:P |
22:29 |
GreenDimond |
sofar: is this right (methinks it is not)? https://gist.github.com/GreenXenith/cafb46af86ecd38f505b22ea9749c363 |
22:31 |
GreenDimond |
hrm. added if and then |
22:31 |
GreenDimond |
but the find_nodes_in_area_under_air did not work |
22:32 |
sofar |
it returns an array |
22:32 |
sofar |
you made plenty of typos |
22:33 |
GreenDimond |
o-o yeah I am seeing that |
22:33 |
sofar |
minp, maxp are vectors |
22:33 |
sofar |
so, {x = ..., y = ..., z = ...} thingies |
22:33 |
sofar |
then it returns an array |
22:33 |
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22:33 |
sofar |
so you need to do a `for k, v in pairs(...) do` somewhere |
22:34 |
GreenDimond |
... |
22:34 |
sofar |
there's no position in your add_particle |
22:34 |
GreenDimond |
yeah I realize that |
22:34 |
sofar |
oh, this is interesting, MT can't make horizontal particles |
22:34 |
sofar |
so it won't work regardless |
22:34 |
sofar |
heh, I didn't even think about that yet |
22:35 |
GreenDimond |
That a) saves me from having to figure out all that code and b) leaves me with having to find a different solution. |
22:36 |
GreenDimond |
hm... |
22:37 |
GreenDimond |
They don't even have to be rings, they could just be upset water. |
22:37 |
GreenDimond |
It just seems unnatural for water to remain calm during rain :/ |
22:39 |
benrob0329 |
A splash? |
22:40 |
GreenDimond |
Kinda. |
22:40 |
GreenDimond |
I want to upset the water. |
22:40 |
sofar |
just do a vertical splash animation |
22:40 |
benrob0329 |
A splash wouldn't have to be horizontal |
22:40 |
sofar |
. |
22:40 |
sofar |
v |
22:40 |
sofar |
. |
22:40 |
GreenDimond |
..? |
22:41 |
GreenDimond |
I have another idea. |
22:41 |
sofar |
or something like: |
22:41 |
sofar |
. |
22:41 |
sofar |
v |
22:41 |
sofar |
. . |
22:41 |
GreenDimond |
I could make it like minecraft and have little drops bounce off when the raindrops hit the ground |
22:42 |
sofar |
that's what I'm suggesting |
22:42 |
sofar |
lol |
22:42 |
GreenDimond |
Oh I thought you were talking about animated xD |
22:43 |
sofar |
yes animated |
22:43 |
GreenDimond |
... |
22:43 |
GreenDimond |
Minecraft rain splashes arent animated |
22:43 |
GreenDimond |
https://media.giphy.com/media/iFhSN3rqx1inu/giphy.gif |
22:43 |
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22:44 |
sofar |
that doesn't mean you should make the same mistake |
22:44 |
GreenDimond |
lol |
22:44 |
GreenDimond |
what if I dont want it animated :P |
22:45 |
sofar |
that means you're making the same mistake |
22:45 |
GreenDimond |
how is it a mistake? |
22:46 |
VanessaE |
is it even possible to animate a particle on impact? |
22:46 |
sofar |
every code or artwork created is by definition a mistake :) |
22:46 |
GreenDimond |
lol |
22:46 |
sofar |
VanessaE: yes, because drops like that are just spawned at the impact point |
22:46 |
sofar |
not that anything impacts |
22:46 |
VanessaE |
I mean in MT in particular |
22:47 |
GreenDimond |
Therefore it would not be the same because it is different code and probably a different texture. |
22:47 |
VanessaE |
Oh wait I see |
22:47 |
sofar |
there's only collision_remove = true (which I added recently) |
22:47 |
VanessaE |
interesting idea really, I guess a falling raindrop doesn't actually have to correspond to a "plop" on the ground |
22:47 |
sofar |
yup, no need to |
22:48 |
sofar |
you only want circles in water, so, they're spawned there |
22:48 |
sofar |
raindrops sliding down sides of blocks would be a different spawn thing |
22:49 |
GreenDimond |
I am beginning to think this is a bit to complicated for my modding level (low). |
22:49 |
GreenDimond |
*too |
22:50 |
sofar |
your modding skill has just increased by +1! |
22:50 |
sofar |
You have gained 10 skill points! |
22:50 |
GreenDimond |
mhh +0.2.. |
22:50 |
sofar |
You have gained 1 point in reading code documentation! |
22:50 |
GreenDimond |
^tru dat |
22:50 |
sofar |
You have gained 2 points in trying random code! |
22:50 |
GreenDimond |
^also, tru dat |
22:51 |
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22:51 |
Calinou |
I remember back when PCs were not as powerful as today, and rain made everyone's PCs slow down to a crawl |
22:52 |
Calinou |
everyone hated it, many servers disabled rain entirely |
22:52 |
Calinou |
(and I think many still do today) |
22:52 |
sofar |
It'll be interesting what people will come up wrt better particles |
22:52 |
sofar |
I intend to CSM the crap out of them |
22:52 |
GreenDimond |
On a scale from 1-100 (1 being I could add a block of dirt, 100 being super-dev-level) I would put myself at maybe a... from 10-20. |
22:52 |
sofar |
see my torch particle video for instance |
22:53 |
GreenDimond |
go |
22:53 |
VanessaE |
animated particles and such aside, did we ever get proper irrlicht particles like jin-xi was trying to do? |
22:53 |
sofar |
no |
22:53 |
VanessaE |
damn. |
22:53 |
GreenDimond |
meh. wrong windo. |
22:53 |
GreenDimond |
*window |
22:55 |
GreenDimond |
interesting torch concept. |
22:55 |
GreenDimond |
Question. |
22:56 |
GreenDimond |
Is there such thing as an inverse glasslike node? Like you can only see the texture of a side if that side is touching something that is not air. |
22:57 |
sofar |
no, but you could fake it with connected nodeboxes I think |
22:57 |
GreenDimond |
nah. I will just make it a normal block :/ |
22:57 |
sofar |
You've lost +2 risk taking |
22:58 |
GreenDimond |
Nono, I just don't want nodeboxes. |
22:58 |
GreenDimond |
:P |
22:58 |
sofar |
-1 charisma |
22:58 |
GreenDimond |
:( |
22:59 |
GreenDimond |
-3 feelgoods. |
23:00 |
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23:08 |
benrob0329 |
sofar++ |
23:08 |
benrob0329 |
Does karma npt work here? |
23:08 |
benrob0329 |
~karma sofar++ |
23:08 |
ShadowBot |
benrob0329: sofar++ has neutral karma. |
23:08 |
benrob0329 |
~sofar++ |
23:09 |
benrob0329 |
~karma sofar +2 |
23:09 |
ShadowBot |
benrob0329: sofar: 2. +2 has neutral karma. |
23:15 |
nore |
~karma |
23:15 |
ShadowBot |
nore: Highest karma: "c" (5), "ShadowBot" (2), and "Matrix" (2). Lowest karma: "<JadenWolf> --." (-6), "<GreenDimond> --does not compute" (-2), and "<Lexiiboo25> --_" (-2). You (nore) are ranked 191 out of 294. |
23:15 |
nore |
~help karma |
23:15 |
ShadowBot |
nore: (karma [<channel>] [<thing> ...]) -- Returns the karma of <thing>. If <thing> is not given, returns the top N karmas, where N is determined by the config variable supybot.plugins.Karma.rankingDisplay. If one <thing> is given, returns the details of its karma; if more than one <thing> is given, returns the total karma of each of the things. <channel> is only necessary if the message (1 more message) |
23:33 |
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23:38 |
VanessaE |
all right, I'll bite. |
23:38 |
VanessaE |
~karma |
23:38 |
ShadowBot |
VanessaE: Highest karma: "c" (5), "ShadowBot" (2), and "Matrix" (2). Lowest karma: "<JadenWolf> --." (-6), "<GreenDimond> --does not compute" (-2), and "<Lexiiboo25> --_" (-2). |
23:39 |
VanessaE |
well fine, piss on you, ShadowBot :) |
23:40 |
GreenDimond |
~karma |
23:40 |
ShadowBot |
GreenDimond: Highest karma: "c" (5), "ShadowBot" (2), and "Matrix" (2). Lowest karma: "<JadenWolf> --." (-6), "<GreenDimond> --does not compute" (-2), and "<Lexiiboo25> --_" (-2). |
23:40 |
GreenDimond |
What does it mean by 'does not compute'? |
23:41 |
GreenDimond |
~karma GreenDimond |
23:41 |
ShadowBot |
GreenDimond: GreenDimond has neutral karma. |
23:41 |
GreenDimond |
ahh I see |
23:48 |
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