Time |
Nick |
Message |
00:41 |
|
Tmanyo joined #minetest |
01:02 |
|
ThomasMonroe joined #minetest |
01:04 |
|
PsychoVision joined #minetest |
01:06 |
MinetestBot |
[git] paramat -> minetest/minetest: Conf.example: Move some lines to minetest.conf.example.extra cfe0291 https://git.io/vSxvD (2017-04-19T01:02:11Z) |
01:06 |
MinetestBot |
[git] MarkuBu -> minetest/minetest: Pointed thing to face pos: Fix crash if opening door with slab or stair efd509f https://git.io/vSxvy (2017-04-19T01:01:42Z) |
01:06 |
MinetestBot |
[git] HybridDog -> minetest/minetest: Tools: Fix tool digging speed limit 858c722 https://git.io/vSxvS (2017-04-19T01:01:15Z) |
01:07 |
|
stormchaser3000 joined #minetest |
01:18 |
|
ThomasMonroe joined #minetest |
01:36 |
|
Foz joined #minetest |
01:37 |
|
jonasbits joined #minetest |
01:38 |
|
swift110 joined #minetest |
02:09 |
|
Pie-jacker875 joined #minetest |
02:22 |
|
ThomasMonroe joined #minetest |
02:48 |
|
Pie-jacker875 joined #minetest |
03:35 |
|
Fritigern joined #minetest |
03:41 |
|
ssieb joined #minetest |
03:45 |
|
Fritigern joined #minetest |
03:53 |
rdococ |
VanessaE: what if I want to get how much water there is? |
03:54 |
VanessaE |
just read param2 and call it good. |
03:54 |
VanessaE |
otherwise you're gonna have to read all of the water nodes in the area and...I dunno...add them up |
03:54 |
rdococ |
k |
03:55 |
rdococ |
I can never remember if walkable=true is walkable on or walkable through |
03:55 |
VanessaE |
if you want the total volume of water, you can get a VERY rough approximation by searching for all water nodes in the area and adding up all of their param2's, multiplying any that are less than 7, by 2. |
03:56 |
VanessaE |
if you want the total flow, just add all of the param2's without the multiplier. |
03:56 |
rdococ |
I want to get the volume of one node of water. |
03:56 |
VanessaE |
I think walkable=true means you can walk through it |
03:56 |
rdococ |
Wiki says otherwise. |
03:57 |
VanessaE |
ok, read the param2, if it's less than 7 or 8 (use the inspector tool to figure out what's the highest on a horizontal flow), double it. |
03:57 |
rdococ |
inspector tool? |
03:57 |
rdococ |
isn't that in minimal development test? |
03:57 |
VanessaE |
yeah, there's a couple of mods out there that add a node inspector |
03:58 |
VanessaE |
https://github.com/minetest-mods/inspector |
03:58 |
VanessaE |
this one for examplkew |
03:58 |
VanessaE |
example* |
03:58 |
rdococ |
k |
03:58 |
rdococ |
ty |
03:58 |
VanessaE |
yw |
04:00 |
rdococ |
I'm creating a grate block water can flow through (there are probably already mods for it, but meh). I saw a floodable group in the core code but it seemed to set them back to air after water flows into them |
04:01 |
VanessaE |
floodable means water can wash it away I think? |
04:01 |
benrob0329 |
you'd probably need meshnodes |
04:01 |
rdococ |
ah. |
04:01 |
rdococ |
benrob0329, meshnodes? |
04:01 |
benrob0329 |
Yes, for the different water levels |
04:01 |
VanessaE |
drawtype = "mesh", mesh = "some model file.obj" |
04:01 |
rdococ |
ah. |
04:02 |
rdococ |
well, I'm quietly ignoring the fact that you can usually see the water in grates :P |
04:02 |
VanessaE |
textures are specified in tiles = {} as usual (one entry per material in the model) |
04:02 |
benrob0329 |
Oh, so you can have multi material models |
04:03 |
VanessaE |
yep |
04:03 |
benrob0329 |
Good to know |
04:03 |
VanessaE |
up to 6 materials |
04:03 |
VanessaE |
and of course the UV map can be as complex and detailed as you want |
04:03 |
benrob0329 |
Eq to blender materials? (As in having and setting them, not the contents thereof) |
04:03 |
VanessaE |
yes. |
04:03 |
VanessaE |
the way I usually do it is each material in the model is one particular kind of thing, e.g. wood, metal, etc., each of which is an ordinary 16px texture where possible |
04:04 |
benrob0329 |
ill have to use that.. |
04:04 |
VanessaE |
so you get something like homedecor's oil/hurricane lamp which has glass, two colors of metal, the lighted wick, and brass innards |
04:04 |
benrob0329 |
wait, that means that players could have multiple textures |
04:05 |
VanessaE |
nope, I don't think so |
04:05 |
VanessaE |
player models et al. only have one texture definition, so one material |
04:05 |
benrob0329 |
Entities can't do that? |
04:05 |
VanessaE |
not afaik |
04:05 |
VanessaE |
however, |
04:05 |
VanessaE |
if you set the entity drawtype to wieldmesh or whatever it's called, |
04:05 |
VanessaE |
then it'll take on the properties of the node you're using for the source image |
04:06 |
VanessaE |
in which case multiple materials should work fine |
04:06 |
VanessaE |
(but I've never tried this) |
04:06 |
VanessaE |
check the original item_frames mod |
04:06 |
VanessaE |
I think that's how it works |
04:06 |
benrob0329 |
having multiple materials would be helpful for clothing/armor being separate from the skin |
04:07 |
VanessaE |
indeed so |
04:07 |
benrob0329 |
(And capes) |
04:07 |
VanessaE |
and that's how it shoulda been done originally, especially for those fsking capes |
04:09 |
benrob0329 |
can entities have bump maps? |
04:09 |
VanessaE |
no idea |
04:09 |
benrob0329 |
If they can, 3D ified 3D_armor |
04:09 |
benrob0329 |
To an extent |
04:10 |
benrob0329 |
Really entities need an overhual (shadows etc) but I have no idea where one would even start with that |
04:11 |
benrob0329 |
Possibly by finding an improves irrlicht entities lib |
04:11 |
benrob0329 |
*improved |
04:11 |
rdococ |
param1 always seems to be 14 for water |
04:11 |
VanessaE |
rdococ: param2. |
04:11 |
rdococ |
is that where the liquid range is stored, maybe? |
04:11 |
rdococ |
VanessaE, ik but I saw param1's value too |
04:11 |
VanessaE |
param1 is almost always used for light. |
04:12 |
rdococ |
ah |
04:12 |
rdococ |
I guess the light property in the inspector is something else |
04:15 |
|
Avix_G joined #minetest |
04:21 |
|
bulldozer joined #minetest |
04:23 |
|
Freejack joined #minetest |
04:39 |
rdococ |
I hate how Minetest copied Minecraft's water physics. |
04:39 |
rdococ |
I mean, you have complete control over the game! I know the finite water Minetest used to have was probably a little buggy, but still! |
04:39 |
rdococ |
And don't tell me to code it myself - I'm one person! |
04:40 |
rdococ |
I guess there's no point talking about it now though -_- |
04:47 |
rdococ |
my grate mod is working. |
04:47 |
rdococ |
kind of. The water flickers, but it works. |
04:47 |
rdococ |
*grumbling about mt water physics* |
04:49 |
rdococ |
odd how many things which should be floodable aren't |
04:49 |
rdococ |
e.g. grass |
04:50 |
rdococ |
(not dirt_with_grass) |
04:50 |
rdococ |
(I'm specifically talking about the dry grass you find in savannas) |
04:57 |
rdococ |
it doesn't seme to work on lava |
04:57 |
rdococ |
seem* |
05:07 |
|
kimitux joined #minetest |
05:15 |
|
benrob0329 joined #minetest |
05:30 |
|
Taose joined #minetest |
05:35 |
|
lumidify joined #minetest |
05:37 |
rdococ |
hm |
05:47 |
|
aheinecke joined #minetest |
05:50 |
|
aheinecke joined #minetest |
06:02 |
|
Nobody joined #minetest |
06:06 |
rdococ |
what mod suggestions do you have? |
06:07 |
benrob0329 |
A GPS/Scanner |
06:07 |
rdococ |
a GPS/scanner? |
06:08 |
rdococ |
do you mean a GPS or a scanner? |
06:08 |
rdococ |
GPS = debug menu btw |
06:08 |
benrob0329 |
I mra. |
06:08 |
benrob0329 |
*mean like, a device |
06:08 |
benrob0329 |
Dang phone keyboards |
06:09 |
rdococ |
what kind of device? |
06:09 |
benrob0329 |
That when used, shows a for |
06:09 |
benrob0329 |
Ugg |
06:09 |
benrob0329 |
I keep hitting send by accident |
06:09 |
rdococ |
shows a for...? |
06:09 |
fireglow |
lol |
06:09 |
benrob0329 |
Shows a formspec to select a dest on a map |
06:09 |
rdococ |
that sounds kinda OP |
06:10 |
benrob0329 |
But also showing the players current pos |
06:10 |
benrob0329 |
No more op than the minimap |
06:10 |
rdococ |
can a formspec even show a map? |
06:10 |
benrob0329 |
idk |
06:10 |
rdococ |
then just use the minimap then |
06:10 |
benrob0329 |
but that doesn't have nice markers or hud elements |
06:11 |
benrob0329 |
So it'd be like waypoints, but in a device I suppose |
06:11 |
rdococ |
isn't that what travelnets are for? |
06:12 |
benrob0329 |
No, thode are for teleporting |
06:12 |
benrob0329 |
*those |
06:12 |
rdococ |
I was thinking about adding RPG "loading zones" that teleport you instantly |
06:13 |
benrob0329 |
Thayd be nice, like an invisible teleport pad? |
06:13 |
benrob0329 |
To have level transitions like source engine games? |
06:14 |
rdococ |
It doesn't have to be invisible. loading zones in many games appear black. |
06:14 |
rdococ |
but yes |
06:15 |
benrob0329 |
Now I want to make a giant game, all contained in a map |
06:15 |
benrob0329 |
+ worldmods |
06:16 |
benrob0329 |
Like, a story driven game, with scripts n stuff, but all in one map |
06:16 |
benrob0329 |
Like you'd start on one corner of the map, and build out from there |
06:17 |
benrob0329 |
(Now we need a scripting mod, for real time scripting in lua, like how a luacontroller does lua) |
06:20 |
|
burli joined #minetest |
06:20 |
rdococ |
You could have a table of RPG flags, and each NPC would have a Lua script checking the flags and talking accordingly when clicked. |
06:21 |
rdococ |
The problem now, though, is how do we save the data? |
06:22 |
benrob0329 |
Serializarion? |
06:22 |
benrob0329 |
Mod storage? |
06:22 |
rdococ |
I can't seem to tell... |
06:22 |
rdococ |
it does say we can save files to disk though. |
06:22 |
benrob0329 |
actually, you could have fully animated/voiced npc's |
06:23 |
benrob0329 |
it'd just be a lot of work |
06:23 |
|
CWz joined #minetest |
06:23 |
rdococ |
Each NPC's conversation function would be given the player's inventory and some data regarding the player's progress in the RPG. |
06:23 |
benrob0329 |
you'd have to have mouth animations and excelent timing |
06:24 |
benrob0329 |
Probably broken up audio sections just in case things lag |
06:24 |
rdococ |
Does anyone here know how to save data between server restarts? |
06:25 |
benrob0329 |
I've done a bit with serialization |
06:25 |
rdococ |
Can you tell me how to? |
06:26 |
benrob0329 |
You use path = minetest.get_worldpath() |
06:26 |
benrob0329 |
(I think thats the function) |
06:26 |
rdococ |
Ah. So you save files to disk? |
06:26 |
benrob0329 |
And file operation commands |
06:26 |
benrob0329 |
With minetest.serialize(table) |
06:27 |
rdococ |
Then how do you write to the file? |
06:27 |
* rdococ |
notes how player data (at least in singleplayer) is stored in plaintext |
06:28 |
rdococ |
I assume passwords are encrypted (I hope). |
06:29 |
benrob0329 |
Yes |
06:29 |
benrob0329 |
It is |
06:29 |
benrob0329 |
They are hashed |
06:29 |
rdococ |
ah. |
06:29 |
rdococ |
I see. |
06:29 |
rdococ |
Are they salted too? |
06:30 |
benrob0329 |
Probably not unfortunately |
06:31 |
rdococ |
Aw, so they're not tasty :c |
06:35 |
rdococ |
how about liquids? |
06:38 |
benrob0329 |
They are...liquid-y |
06:39 |
rdococ |
I mean suggestions for liquids |
06:42 |
rdococ |
hm |
06:52 |
|
juli joined #minetest |
06:53 |
benrob0329 |
Heh, I'm getting 60 fps with open source nvidia drivers |
06:54 |
benrob0329 |
Granted, its at 150 blocks view range, but hey shaders are enabled |
06:56 |
rdococ |
hm |
06:56 |
rdococ |
apparently :getpos() doesn't exist |
06:56 |
rdococ |
I'm taking an object from minetest.get_objects_inside_radius()'s list and using :get_luaentity()... should I be doing that? |
06:57 |
rdococ |
odd. |
07:10 |
|
passant joined #minetest |
07:11 |
rdococ |
I'm working on a generic RMod. |
07:11 |
rdococ |
currently it has grates and conveyors. |
07:40 |
sofar |
https://github.com/sofar/mtmediasrv |
07:43 |
fireglow |
interesting |
07:44 |
rdococ |
hm |
07:44 |
rdococ |
can two entities have the same name? |
07:45 |
sofar |
of the same type, yes |
07:45 |
sofar |
of a different type, no |
07:45 |
rdococ |
how would I store entity data in a table then? |
07:45 |
sofar |
store the data in the luaentity object |
07:45 |
rdococ |
e.g. {"entity" = {stuff}} |
07:45 |
rdococ |
ah |
07:45 |
rdococ |
how? |
07:46 |
rdococ |
btw. these are luaentitySAOs that aren't registered in my mod |
08:05 |
|
Markow joined #minetest |
08:10 |
|
pipo joined #minetest |
08:11 |
* pipo |
says hi. |
08:19 |
|
Elench joined #minetest |
08:20 |
Elench |
Is there any working positional voice chat for Minetest? I've been looking but can only find an apparently abandoned project at https://github.com/minetest/minetest/pull/3739 |
08:21 |
Elench |
I'll try it when I get my Pi working again though :) |
08:33 |
|
Szkodnix joined #minetest |
08:37 |
Markow |
Use Discord |
08:37 |
PureTryOut[m] |
eew Discord |
08:37 |
Markow |
Discord is fine |
08:37 |
PureTryOut[m] |
Mumble works with positional voice chat |
08:38 |
PureTryOut[m] |
Discord is proprietar != fine |
08:38 |
PureTryOut[m] |
*proprietary |
08:38 |
Markow |
With Discord, one doesn't need their own server |
08:38 |
Markow |
Mumble requires you to have your own server |
08:38 |
Markow |
Nvidia is proprietary as well, so is Googl Chrome, but both work well for me on Linux |
08:39 |
Markow |
*Google |
08:39 |
PureTryOut[m] |
I use neither of those lol |
08:39 |
PureTryOut[m] |
and why not just use Chromium? it's still Chrome, but FOSS |
08:39 |
PureTryOut[m] |
although still infested with Google sadly |
08:40 |
Markow |
When it comes to OpenSource (which I am "pro"), the only exceptions for me are those three apps |
08:40 |
Markow |
Well, not apps, but apps / drivers |
08:42 |
* rdococ |
says hi too |
08:42 |
rdococ |
Does anyone have suggestions for mods? |
08:46 |
|
Calinou joined #minetest |
08:51 |
|
JamesTait joined #minetest |
08:54 |
JamesTait |
Good morning all! Happy Wednesday, and happy Poetry And The Creative Mind Day! 😃 |
08:56 |
rdococ |
Do you have a suggestion for a mod? |
09:01 |
|
cx384 joined #minetest |
09:01 |
cx384 |
o/ |
09:01 |
cx384 |
hi MinetestBot |
09:01 |
MinetestBot |
sup cx384 |
09:05 |
Elench |
Mumble seems most promising as yet, I don't have the skills to create a solution if thta one doesn't work though |
09:08 |
Elench |
And open is a big thing for me |
09:08 |
Elench |
Also hi and thanks for input :) |
09:09 |
Calinou |
Elench: Mumble is probably the "least worst" fully open source VoIP solution we have right now for gaming, sad but true |
09:10 |
Calinou |
Discord and TeamSpeak are often touted as better on every aspect (except openness) but unfortunately, Mumble is all we have |
09:10 |
Calinou |
a Qt 4-based (not even Qt 5), updated once-a-year thing… |
09:10 |
Calinou |
(at best) |
09:10 |
PureTryOut[m] |
hopefully Matrix can one day replace Mumble for that |
09:10 |
Elench |
Yeah, the difficulty will be getting the positional aspect |
09:10 |
Calinou |
PureTryOut[m]: is Matrix suited to 10+ user voice chats, with low latency, permission management, multiple rooms, etc? |
09:11 |
Calinou |
positional audio is a gimmick, Elench |
09:11 |
Calinou |
I don't think anyone at competitive level uses it |
09:11 |
Calinou |
(although Mumble thought it was a good idea to enable it by default) |
09:11 |
PureTryOut[m] |
multiple rooms, yup. permission management, yup. 10+ user voice chats, yup. low latency, not as much as of yet. they're definitely working on it though |
09:11 |
PureTryOut[m] |
and I said "one day". it isn't ready for it yet |
09:11 |
Calinou |
ah |
09:12 |
Elench |
I'm not sure what you mean by competitive, it's just something I'd like :þ |
09:12 |
Calinou |
competitive = high-skill |
09:12 |
^7heo |
nah |
09:13 |
^7heo |
competitive + lots of players == high-skill |
09:14 |
Calinou |
"Good? is that a fancy word for 'average'?" |
09:14 |
Calinou |
http://users.kymp.net/feuer/etcomic/053.jpg |
09:15 |
Elench |
I'm more interested in cooperation than competition in my games, especially things like MT |
09:15 |
Calinou |
yeah, sure, MT isn't a competitive game |
09:16 |
Elench |
I like it for collaborative world building, and for me at least positional chat would fit well with that |
09:16 |
Elench |
That and it would, I think, aid liminality |
09:17 |
|
proller joined #minetest |
09:18 |
Calinou |
there's the problem of distance though :P |
09:19 |
Elench |
True, I have a secondary evil plan of a radio object :þ |
09:20 |
Elench |
I'm not very knowledgable about these things, and I'm prepared to accept that my desires aren't realisable if they aren't, though I would be sad |
09:23 |
|
garywhite joined #minetest |
09:24 |
Elench |
And I'll settle for channel based voice, it's still a huge improvement on stopping to type all the time :) |
09:36 |
|
ensonic joined #minetest |
09:37 |
|
calculon joined #minetest |
09:56 |
|
sonicpp joined #minetest |
10:10 |
|
Fixer joined #minetest |
10:18 |
|
DI3HARD139 joined #minetest |
10:22 |
cx384 |
What is the callback for a craftitem which is called on rightclick even if you are pointing at nothing? (not on_place) |
10:29 |
|
Fritigern joined #minetest |
10:43 |
|
nowhere_man joined #minetest |
10:47 |
|
lisac joined #minetest |
11:00 |
|
juli joined #minetest |
11:00 |
|
DS-minetest joined #minetest |
11:00 |
DS-minetest |
hi MinetestBot |
11:00 |
MinetestBot |
sup DS-minetest! |
11:07 |
rdococ |
"node_meta:get_inventory():get_list("main")" |
11:07 |
rdococ |
doesn't seem to work |
11:07 |
rdococ |
"main" is a defined inventory list |
11:08 |
rdococ |
but it returns nil |
11:09 |
|
est31 left #minetest |
11:12 |
|
riff-IRC joined #minetest |
11:22 |
rdococ |
nvm |
11:22 |
rdococ |
fixed |
11:23 |
* DS-minetest |
likes meseor |
11:25 |
|
Nyarg joined #minetest |
11:34 |
|
YuGiOhJCJ joined #minetest |
11:35 |
rdococ |
hm |
11:35 |
rdococ |
what should a portable chest look like? |
11:35 |
rdococ |
I've just created on |
11:35 |
rdococ |
e |
11:35 |
rdococ |
atm they're called crates |
11:37 |
|
CWz joined #minetest |
11:40 |
|
proller joined #minetest |
11:42 |
|
Jordach joined #minetest |
11:44 |
|
ThomasMonroe joined #minetest |
11:45 |
Nyarg |
is there a way or hack to reload (refresh with reload from disk) textures during game after loadTime ? |
11:48 |
Nyarg |
for example if texture missed at loadTime and game engine check it again each time mapgen starts during game |
11:50 |
Nyarg |
and yes I'm steel hope to find a way dynamic change texture ))) |
11:51 |
Nyarg |
*still |
12:03 |
|
Pie-jacker875 joined #minetest |
12:44 |
cx384 |
What is the best way to save a data for every map/world? |
12:44 |
red-006 |
modstorage |
12:50 |
|
Taoki joined #minetest |
12:57 |
Out`Of`Control |
hi |
12:57 |
Out`Of`Control |
minetest.unregister does not remove craft recepy |
12:57 |
Out`Of`Control |
i think it should remove recepy too |
12:57 |
Out`Of`Control |
craft |
13:00 |
DS-minetest |
Out`Of`Control: no, it shouldn't |
13:01 |
DS-minetest |
some other mod could make an alias |
13:01 |
Out`Of`Control |
how? |
13:01 |
DS-minetest |
also you can clear the crafts with minetest.clear_craft |
13:02 |
Out`Of`Control |
ok |
13:33 |
|
Allonphone joined #minetest |
13:37 |
|
Darcidride joined #minetest |
13:51 |
|
octacian joined #minetest |
13:52 |
|
Szkodnix joined #minetest |
13:58 |
|
calculon joined #minetest |
14:01 |
|
kimitux joined #minetest |
14:04 |
|
benrob0329 joined #minetest |
14:17 |
|
kaeza joined #minetest |
14:21 |
|
Wuzzy joined #minetest |
14:22 |
kaeza |
meow |
14:24 |
benrob0329 |
Arf |
14:25 |
|
Nyarg joined #minetest |
14:26 |
PureTryOut[m] |
is there anyway to remove an entity from a certain position in the world? |
14:28 |
juli |
yes there is |
14:29 |
PureTryOut[m] |
care to tell me how? :D |
14:29 |
juli |
u need first to get the object with minetest.get_objects_inside_radius(pos, radius) |
14:29 |
juli |
and then obj:remove() |
14:29 |
juli |
in a for loop |
14:29 |
PureTryOut[m] |
aah, thanks! |
14:29 |
PureTryOut[m] |
didn't realise that returned entities as well |
14:30 |
juli |
yes u should then use obj:is_player() to be save :) |
14:30 |
PureTryOut[m] |
lets remove players from the world lol |
14:30 |
juli |
use better kick :) |
14:31 |
PureTryOut[m] |
I'm not trying to remove players lol, trying to remove my own entity |
14:32 |
PureTryOut[m] |
for which does the job so thanks |
14:33 |
juli |
ok ;) |
14:33 |
juli |
i try at moment to not remove an entity lol |
14:34 |
juli |
marssurvive mod has an bug which removes immortal entitys |
14:34 |
PureTryOut[m] |
lol |
14:35 |
PureTryOut[m] |
so it seems that if I don't return an itemstack with 1 item remove, the `on_place` callback on a node won't place the node. however, if creative_mode is enabled, I'd like to not remove an item from that itemstack. how would I do that? |
14:37 |
juli |
normaly it should work if u don't remove one item |
14:38 |
|
PsychoVision joined #minetest |
14:38 |
PureTryOut[m] |
sadly it doesn't. the node appears for a split second and is then gone |
14:39 |
PureTryOut[m] |
the appearing for a split second is I guess the client "predicting" the placement and then undoing that |
14:41 |
juli |
oh can u send a part of your code? |
14:41 |
juli |
best would be on forum :) |
14:41 |
PureTryOut[m] |
what bit? |
14:42 |
PureTryOut[m] |
I guess where I register the node with the callback |
14:42 |
* PureTryOut[m] |
sent a long message: PureTryOut[m]_2017-04-19_14:42:32.txt - https://matrix.org/_matrix/media/v1/download/matrix.org/GxPYLVEulWqNpoDESoKqTnDa |
14:42 |
PureTryOut[m] |
on_dig doesn't seem to be called either for whatever reason |
14:45 |
PureTryOut[m] |
ooh it seems that on_dig isn't called because there is a on_place... if I remove the on_dig entirely the on_dig gets called fine |
14:46 |
PureTryOut[m] |
*if I remove the on_place entirely |
14:48 |
juli |
oh thats wierd |
14:49 |
juli |
ok i have to go afk |
14:49 |
juli |
bbl |
14:49 |
PureTryOut[m] |
ooh ok bye |
14:53 |
PureTryOut[m] |
well for now I "fixed" my issue by just using `after_place_node` instead... I don't need to determine if it's placeable or not anyway |
14:54 |
PureTryOut[m] |
same with `after_dig_node` |
14:58 |
|
DS-minetest joined #minetest |
15:09 |
juli |
oh that makes sense |
15:11 |
juli |
u should read this: http://dev.minetest.net/minetest.register_node#on_place |
15:12 |
juli |
if u use on_place u have to place the node ;) with minetest.add_node(...) |
15:14 |
|
XtremeHacker joined #minetest |
15:21 |
|
cx384 joined #minetest |
15:22 |
|
proller joined #minetest |
15:25 |
PureTryOut[m] |
aah ok, good to know for next time |
15:32 |
|
Out`Of`Control joined #minetest |
15:45 |
|
Alcyone2 joined #minetest |
15:54 |
|
lisac joined #minetest |
15:57 |
|
ThomasMonroe joined #minetest |
16:04 |
|
TC01 joined #minetest |
16:12 |
|
proller joined #minetest |
16:13 |
|
AlexYst joined #minetest |
16:14 |
|
FreeFull joined #minetest |
16:15 |
AlexYst |
Detached inventories can have callback functions that determine whether an item can be placed in them. Is there a way to do that with player inventories too? |
16:18 |
|
calculon joined #minetest |
16:20 |
Out`Of`Control |
anyone could give me a sample of "minetest.clear_craft" for default:stone |
16:21 |
Calinou |
https://www.peppercarrot.com/en/article408/my-house-has-been-robbed |
16:21 |
Calinou |
pray for pepper |
16:22 |
AlexYst |
Out`Of`Control: With stone as the ingredient or as the resultant item? |
16:24 |
AlexYst |
Calinou: Oh wow, that really sucks. |
16:37 |
|
Krock joined #minetest |
16:37 |
|
Krock joined #minetest |
16:52 |
|
AlexYst joined #minetest |
16:53 |
|
benrob03291 joined #minetest |
16:54 |
|
benrob0329 joined #minetest |
16:58 |
|
Telesight joined #minetest |
17:01 |
|
benrob03291 joined #minetest |
17:04 |
|
benrob0329 joined #minetest |
17:04 |
|
Markow joined #minetest |
17:32 |
|
ssieb joined #minetest |
17:34 |
|
Tux[Qyou] joined #minetest |
17:36 |
|
srbaker joined #minetest |
17:44 |
|
ThomasMonroe joined #minetest |
17:46 |
|
AlexYst joined #minetest |
17:49 |
ThomasMonroe |
hi AlexYst, hows the game coming along? |
17:52 |
|
passant joined #minetest |
18:09 |
|
YuGiOhJCJ joined #minetest |
18:14 |
|
passant joined #minetest |
18:14 |
|
Allonphone joined #minetest |
18:15 |
|
benrob0329 joined #minetest |
18:24 |
|
Allonphone joined #minetest |
18:26 |
|
rubenwardy joined #minetest |
18:26 |
AlexYst |
ThomasMonroe: Mostly it's going well. I keep hitting strange snags though. |
18:27 |
AlexYst |
Like now, I can check a stack when moving it into an inventory, but not when moving one to a different place in an inventory. |
18:28 |
AlexYst |
I'm going to have to entirely disable the moving of stacks within the inventory to get around this, which'll be a little messy for users. |
18:29 |
ThomasMonroe |
good, and not so good |
18:29 |
ThomasMonroe |
:/ |
18:29 |
ThomasMonroe |
keep up the good work though |
18:30 |
AlexYst |
I feel like I'll never release these things. Every time I get close, I either scrap a mod entirely or I add more to it. |
18:30 |
AlexYst |
I've got only one complete one so far, I need to get that released at some point. |
18:31 |
ThomasMonroe |
heh, i think thats the way it is for most ppl |
18:31 |
AlexYst |
Well, at least I'm not alone then, ha ha. |
18:31 |
|
juli joined #minetest |
18:39 |
Out`Of`Control |
is this a new bug? |
18:39 |
Out`Of`Control |
server.cpp:72: virtual void* ServerThread::run(): A fatal error occured: String too long for serializeString |
18:41 |
Krock |
Out`Of`Control, already seen it sometimes but I can't find an issue about this one |
18:42 |
Out`Of`Control |
Krock: its from today build |
18:43 |
Out`Of`Control |
Krock: i think mapgen trigger it, but not sure |
18:45 |
Krock |
it's used everywhere. you could analyze the source of it further |
18:45 |
Krock |
s/could/should/ |
18:47 |
Out`Of`Control |
Krock: there is nothing in debug.txt |
18:47 |
Krock |
surely not. only stuff that Minetest handles itself is logged there |
18:48 |
Krock |
what you need are debugging tools from the system |
18:48 |
Krock |
but if there's no crash dump, you're quite out of luck |
18:51 |
Out`Of`Control |
Krock: build from 31 march works fine so i move to that one for now |
18:51 |
Out`Of`Control |
mods are exact same, so its engine for sure |
19:02 |
|
Megaf joined #minetest |
19:06 |
|
troller joined #minetest |
19:30 |
|
aheinecke joined #minetest |
19:48 |
|
cx384 joined #minetest |
19:48 |
cx384 |
o/ |
19:54 |
|
DS-minetest joined #minetest |
19:56 |
|
swift110 joined #minetest |
19:59 |
|
swift110 joined #minetest |
20:09 |
|
Szkodnix joined #minetest |
20:09 |
|
Hinsbart left #minetest |
20:11 |
|
proller joined #minetest |
20:22 |
|
rubenwardy joined #minetest |
20:22 |
|
kaeza joined #minetest |
20:37 |
|
AlexYst joined #minetest |
20:43 |
|
jonasbits joined #minetest |
20:51 |
|
liljnc3 joined #minetest |
20:51 |
|
ThomasMonroe joined #minetest |
20:53 |
|
Megaf joined #minetest |
21:01 |
|
Lunatrius` joined #minetest |
21:03 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Fix various copy instead of const ref reported by cppcheck (#5615) f3fe62a https://git.io/vShzX (2017-04-19T21:02:07Z) |
21:05 |
|
benrob0329 joined #minetest |
21:10 |
|
Allonphone joined #minetest |
21:10 |
cx384 |
detached inventories are cleared after a restart right? |
21:12 |
|
passant joined #minetest |
21:12 |
sfan5 |
yes they are runtime-only |
21:13 |
cx384 |
ok thank you |
21:16 |
|
Allonphone joined #minetest |
21:23 |
|
Darcidride joined #minetest |
21:25 |
|
DI3HARD139 joined #minetest |
21:31 |
|
Allonphone joined #minetest |
21:35 |
|
AlexYst joined #minetest |
21:37 |
|
benrob03291 joined #minetest |
21:41 |
|
benrob0329 joined #minetest |
22:07 |
|
kaeza joined #minetest |
22:13 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Fix various copy instead of const ref reported by cppcheck (part 3) (… f98bbe1 https://git.io/vShXU (2017-04-19T22:12:52Z) |
22:26 |
|
GreenDimond joined #minetest |
22:31 |
GreenDimond |
So, I have wieldview and shooter together, and I want to be able to have an inventory_image (for inv), a wield_image (for hand), and a wieldview_image (for wieldview display). inventory/wield_image already have a def.wield/inventory_image, but I need something like that for the wieldview_image. Shooter defines a function to register each gun, with inventory_image = def.inventory_image, etc. Wieldview uses a minetest.registered_items[item].inventory |
22:31 |
GreenDimond |
_image. If I have a def.wieldview_image, can I use minetest.registered_items[item].wieldview_image? Also, how do I make the def.wieldview_image so it is a string such as "gun_preview.png" or whatever I want it to be? |
22:31 |
kaeza |
yes |
22:32 |
GreenDimond |
^I am assuming that is to the "If I have a def.wieldview_image, can I use minetest.registered_items[item].wieldview_image"? |
22:32 |
kaeza |
the value of registered_whatever[name] is a reference to the original table you supplied to register_whatever |
22:33 |
GreenDimond |
ah oki, now how about the def.wieldview_image? |
22:33 |
kaeza |
? |
22:34 |
GreenDimond |
def.wieldview_image does not exist. neither does wieldview_image. |
22:34 |
GreenDimond |
I want them to tho |
22:34 |
GreenDimond |
so that I can have a wieldview_image = "bla.png" when defining a gun |
22:35 |
|
benrob03291 joined #minetest |
22:35 |
kaeza |
uh read above? |
22:35 |
GreenDimond |
ehm... |
22:35 |
GreenDimond |
so... |
22:36 |
|
benrob03292 joined #minetest |
22:36 |
|
swift110 joined #minetest |
22:37 |
kaeza |
you would register_whatever("foo", { wieldview_image="foobar" }), and registered_whatever["foo"].wieldview_image should be "foobar" |
22:38 |
GreenDimond |
hm... |
22:39 |
GreenDimond |
gah! |
22:39 |
GreenDimond |
o-0 |
22:39 |
GreenDimond |
um. |
22:39 |
Fixer |
time to open the door with the slab |
22:39 |
GreenDimond |
wieldview has minetest.registered_items[item].bla |
22:40 |
GreenDimond |
so I would do register_items("wieldview_image", {???}), ? maybe? |
22:40 |
GreenDimond |
-_- i still dont get it |
22:41 |
GreenDimond |
ohhhh |
22:41 |
GreenDimond |
wait |
22:41 |
GreenDimond |
nope. |
22:41 |
GreenDimond |
wieldview_image = {} ? |
22:44 |
GreenDimond |
and then wieldview_image = def.wieldview_image, ? |
22:44 |
|
benrob0329 joined #minetest |
22:45 |
|
benrob03291 joined #minetest |
22:47 |
GreenDimond |
is that correct, kaeza? |
22:53 |
|
benrob0329 joined #minetest |
22:58 |
Out`Of`Control |
How can i force a mod to load as last? |
22:58 |
rubenwardy |
Out`Of`Control, not currently possible |
22:58 |
Out`Of`Control |
Not unregistering item ............ because it doesn't exist. |
22:58 |
rubenwardy |
minetest.after(0, func) will run a function on the first tick |
22:58 |
Out`Of`Control |
once it works other time not, So how can i fix that? |
22:58 |
GreenDimond |
You could just make it wait a long time and then load |
22:58 |
rubenwardy |
ah, doesn't help you |
22:59 |
rubenwardy |
you could override register_item to not register the item you want to unregister |
22:59 |
GreenDimond |
kaeza: I got it to work I think, but now any gun without a wieldview_image is displayed as a white square. |
23:00 |
Out`Of`Control |
rubenwardy: how can i do that? |
23:00 |
rubenwardy |
or register_craftitem/node/tool rather |
23:00 |
|
All|knowing joined #minetest |
23:01 |
rubenwardy |
Out`Of`Control, https://gist.github.com/rubenwardy/362698cf9f6fec63a13e9fa26fae5d82 |
23:02 |
Out`Of`Control |
thank you |
23:03 |
kaeza |
GreenDimond, without access to actual code I can only guess |
23:03 |
rubenwardy |
the ... is incase we ever add more arguments to register_craftitem |
23:03 |
rubenwardy |
btw Out`Of`Control |
23:03 |
GreenDimond |
oki oki just a sec |
23:03 |
|
All|knowing joined #minetest |
23:05 |
GreenDimond |
kaeza: https://gist.github.com/GreenXenith/7e5b48c25063a7b071ff1274f01bfa7b |
23:05 |
Out`Of`Control |
rubenwardy: line 3 i can replace with minetest.unregister_item("..") |
23:05 |
Out`Of`Control |
? |
23:06 |
rubenwardy |
there's no point |
23:06 |
rubenwardy |
instead of unregistering an item, you're just not registering it at all |
23:07 |
Out`Of`Control |
oh |
23:07 |
kaeza |
GreenDimond, have you tried to `print(texture)` to see what you are actually getting |
23:07 |
Out`Of`Control |
this mod has to load first? |
23:07 |
kaeza |
+? |
23:07 |
GreenDimond |
no. I will try. |
23:11 |
GreenDimond |
Using wieldview image, even when using a gun without one. |
23:11 |
GreenDimond |
^kaeza |
23:12 |
kaeza |
then maybe the default for wieldview_image (is that a new thing?) is not "" |
23:12 |
GreenDimond |
wieldview_image is what I defined :| |
23:12 |
kaeza |
so it is not a core thing but something in your mod? |
23:13 |
GreenDimond |
not my mod. I am modifying 2 mods. |
23:13 |
kaeza |
... |
23:13 |
GreenDimond |
did you not see the part where I said I was using wieldview and shooter? |
23:14 |
GreenDimond |
but to answer your question, no. I do not think it is a core. |
23:15 |
GreenDimond |
o-o |
23:15 |
* kaeza |
sighs |
23:16 |
GreenDimond |
What do you need to know? |
23:16 |
GreenDimond |
I can [hopefully] tell you. |
23:17 |
kaeza |
I'm trying to help debug some code while on a 40C fever, and all I get are pointless semantic discussion |
23:17 |
GreenDimond |
D: |
23:17 |
* kaeza |
goes back to more productive things |
23:18 |
GreenDimond |
:( dis gonna be annoying. |
23:18 |
sfan5 |
like sleeping? |
23:18 |
kaeza |
or pr0n |
23:19 |
sfan5 |
with a fever?! |
23:19 |
GreenDimond |
o_o |
23:29 |
|
swift110 joined #minetest |
23:31 |
GreenDimond |
I can do it the hacky way and assign the inventory image to the wieldview image :/ |
23:31 |
GreenDimond |
^for each gun |
23:34 |
|
fireglow joined #minetest |
23:38 |
|
iama200 joined #minetest |
23:39 |
GreenDimond |
oh geez nevermind. I would have to add it to every item o-o |
23:39 |
iama200 |
diehard hello |
23:42 |
GreenDimond |
:O I FIXED IT!!!! |
23:42 |
|
fireglow joined #minetest |
23:42 |
OldCoder |
GreenDimond++ |
23:42 |
GreenDimond |
it was if minetest.registered_items[item].wieldview_image == true not ~= "" |
23:42 |
OldCoder |
*applause* |
23:42 |
OldCoder |
awes |
23:42 |
OldCoder |
Do not pause |
23:43 |
OldCoder |
Code all day and all night |
23:43 |
GreenDimond |
o-0 lol? |
23:43 |
GreenDimond |
o-o |
23:43 |
GreenDimond |
But... I have other things to do... |
23:43 |
OldCoder |
Other things will ensue |
23:43 |
GreenDimond |
... |
23:43 |
OldCoder |
Fit them into Coder Breaks |
23:43 |
OldCoder |
For Goodness Sakes |
23:43 |
OldCoder |
Code all day and all night |
23:43 |
GreenDimond |
lol |
23:43 |
OldCoder |
God says, "It is all right" |
23:43 |
OldCoder |
Fix the bugs, give them hugs |
23:43 |
OldCoder |
All day and all night |
23:44 |
GreenDimond |
O_O oh no. |
23:44 |
GreenDimond |
Maybe I didnt fix it D: |
23:44 |
OldCoder |
Code shall glow |
23:44 |
OldCoder |
Step at a time |
23:44 |
OldCoder |
Fix it as you rhyme |
23:44 |
OldCoder |
Make it work |
23:44 |
OldCoder |
Fixes lurk |
23:44 |
OldCoder |
Code all day and all night |
23:45 |
|
iamafriend200 joined #minetest |
23:45 |
OldCoder |
iamafriend200, behave |
23:45 |
iamafriend200 |
oldcoder? |
23:45 |
OldCoder |
Well, you tend to contradict your nick |
23:45 |
iamafriend200 |
what am i doing that nots behaving? |
23:45 |
OldCoder |
Nothing, yet |
23:45 |
iamafriend200 |
so why u tellign me to behave?? |
23:46 |
OldCoder |
Past is prologue |
23:46 |
fireglow |
better act now, act swiftly |
23:46 |
iamafriend200 |
well that ur was ur fault |
23:46 |
iamafriend200 |
im done with u now excuse me |
23:46 |
iamafriend200 |
i gott atlak to someone |
23:49 |
GreenDimond |
why is this not working??? >:( |
23:50 |
VanessaE |
because you're doing it wrong ;) |
23:51 |
GreenDimond |
but how do right??? D: |
23:55 |
GreenDimond |
:O I DID IT FOR REALZEEZ THIS TIME!!! :D |
23:56 |
GreenDimond |
had to add a type(minetest.registered_items[item].wieldview_image) == "string" and before the blablabla ~= "" then |