Time Nick Message 01:06 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Conf.example: Move some lines to minetest.conf.example.extra 13cfe0291 https://git.io/vSxvD (152017-04-19T01:02:11Z) 01:06 MinetestBot 02[git] 04MarkuBu -> 03minetest/minetest: Pointed thing to face pos: Fix crash if opening door with slab or stair 13efd509f https://git.io/vSxvy (152017-04-19T01:01:42Z) 01:06 MinetestBot 02[git] 04HybridDog -> 03minetest/minetest: Tools: Fix tool digging speed limit 13858c722 https://git.io/vSxvS (152017-04-19T01:01:15Z) 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 04:39 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* 05:37 rdococ hm 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 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 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 06:53 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. 07:11 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 08:11 * pipo says hi. 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 :) 08:37 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? 08:54 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 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 09:18 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 09:24 Elench And I'll settle for channel based voice, it's still a huge improvement on stopping to type all the time :) 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) 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 11:22 rdococ nvm 11:22 rdococ fixed 11:23 * DS-minetest likes meseor 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 11:45 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 12:44 cx384 What is the best way to save a data for every map/world? 12:44 red-006 modstorage 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 14:22 kaeza meow 14:24 benrob0329 Arf 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 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` 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(...) 15:25 PureTryOut[m] aah ok, good to know for next time 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? 16:20 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. 17:49 ThomasMonroe hi AlexYst, hows the game coming along? 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. 18:39 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 19:48 cx384 o/ 21:03 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: Fix various copy instead of const ref reported by cppcheck (#5615) 13f3fe62a https://git.io/vShzX (152017-04-19T21:02:07Z) 21:10 cx384 detached inventories are cleared after a restart right? 21:12 sfan5 yes they are runtime-only 21:13 cx384 ok thank you 22:13 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: Fix various copy instead of const ref reported by cppcheck (part 3) (… 13f98bbe1 https://git.io/vShXU (152017-04-19T22:12:52Z) 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 kaeza uh read above? 22:35 GreenDimond ehm... 22:35 GreenDimond so... 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, ? 22:47 GreenDimond is that correct, kaeza? 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 23:01 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 23:05 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 23:31 GreenDimond I can do it the hacky way and assign the inventory image to the wieldview image :/ 23:31 GreenDimond ^for each gun 23:39 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 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 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