Time |
Nick |
Message |
00:05 |
greeter |
greetings. i'm trying to start a minetest server, however for some reason my mods aren't loading. minetest doesn't seem to be finding them even though they're in ~/.minetest/mods any ideas? |
00:05 |
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00:08 |
greeter |
wait, never mind, i misread the directory name -_- let me try this again lol |
00:09 |
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00:17 |
greeter |
ok lesson learned, carefully read your working directory before believing you have stuff in the right place. thanks for your help though folks :-) |
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00:43 |
Hijiri |
Wuzzy: If it's a mobs redo mob you could make a CMI component that gives mobs inventories |
00:43 |
Hijiri |
that may or may not be a good idea depending on whether you want it to just be on one mob |
00:44 |
Wuzzy |
interesting |
00:44 |
Hijiri |
and you would still have to write the inventory serialization / deserialization code |
00:44 |
Wuzzy |
ugh |
00:44 |
Wuzzy |
you scared me off at "serialization" |
00:44 |
Hijiri |
actually I think there might still be a problem, I don't know how you would collect inventories from despawned mobs |
00:45 |
Hijiri |
Wuzzy: I'm guessing it would just be get the inventory lists and then use minetest.serialize |
00:47 |
Hijiri |
I think Minetest needs a way to get notified when a mob is despawned |
00:47 |
Hijiri |
not just when it's deserialized |
00:47 |
Hijiri |
I mean an entity is unloaded |
00:53 |
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03:34 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Flowers: More flowers bae17cd https://git.io/vQRru (2017-07-01T03:29:49Z) |
03:34 |
MinetestBot |
[git] MrRar -> minetest/minetest_game: Stairs: Add backface culling to stair meshes 7b46d3b https://git.io/vQRrz (2017-07-01T03:22:11Z) |
03:35 |
Natechip |
anyone have knowledge with a mod bot thing? |
03:36 |
Natechip |
id be handy if anyone had an idea |
03:38 |
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03:51 |
MinetestBot |
[git] stujones11 -> minetest/minetest: Tile material: Add 'TILE_MATERIAL_OPAQUE', use for drawtype 'NDT_NORMAL' 6e5588c https://git.io/vQRok (2017-07-01T03:43:55Z) |
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08:52 |
hisforever |
Hi I need Help? Hear is thescreen shot http://imgur.com/a/NSuBc |
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09:08 |
Krock |
!tell hisforever that farming_redo version is outdated, see original repo: https://github.com/tenplus1/farming/blob/master/init.lua#L409 replace the errorous lines with those in this link to fix it |
09:08 |
MinetestBot |
Krock: I'll pass that on when hisforever is around |
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12:10 |
MinetestBot |
[git] Dumbeldor -> minetest/minetest: C++11 cleanup inventorymanager (#6077) c772e0e https://git.io/vQRda (2017-07-01T12:07:40Z) |
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12:50 |
Nox[Matrix] |
I want to build an aperture that drives me straight upwards |
12:52 |
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12:56 |
Nox[Matrix] |
Can anyone help me with that |
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16:02 |
MinetestBot |
[git] stujones11 -> minetest/minetest: Include TILE_MATERIAL_OPAQUE in shaders header (#6086) c358004 https://git.io/vQ0vo (2017-07-01T16:01:07Z) |
16:04 |
texmex |
Noxarivis: What do you mean by aperture? |
16:10 |
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16:14 |
greeter |
greetings again. got another issue, this time it's with /spawn. whenever i do /spawn on my server, it says the spawn point is not set. i've set a static spawn point in my configuration file and i've even tried adding a mod just for that purpose. any ideas how to fix this? |
16:33 |
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16:34 |
greeter |
ok, i think i found the answer to my question. it seems the newplayer module has its own spawn command, in case anyone else is struggling with figuring that out |
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18:02 |
garywhite |
hi greeter |
18:03 |
greeter |
greetings garywhite |
18:04 |
garywhite |
If you're trying to set a spawn point, try /setspawn too |
18:06 |
greeter |
i figured out what my issue was. one of the mods had its own spawn point and it had to be set that way |
18:07 |
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18:13 |
garywhite |
oh, ok. So I hear you're launching your own MT server? |
18:21 |
greeter |
i have actually :-D |
18:25 |
greeter |
i'm not prepared yet to share the server with the world, but if you want to drop by i'd be happy to notice/pm you the url |
18:25 |
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20:13 |
IhrFussel |
"minetest.setting_getbool()" isn't supported anymore right? |
20:18 |
IhrFussel |
If true then that seems to be the reason why the wieldview mod ignores my values |
20:20 |
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20:49 |
stujones11 |
IhrFussel: Please file an issue, that mod needs looking at anyway |
20:50 |
stujones11 |
It should not be writing stuff to minetest.conf unnecessarily |
20:50 |
stujones11 |
Check that you don't have another entry with it set true |
20:50 |
IhrFussel |
stujones11, nevermind it seems to be client-specific..? I don't see the wielded nodes but another player does |
20:51 |
stujones11 |
That's a new one on me but I'll look into it |
20:53 |
IhrFussel |
The other player uses 0.4.16 stable as client and mine is 0.4.16-dev (from 1 day after release) so they're basically indentical |
20:53 |
IhrFussel |
identical* |
20:58 |
stujones11 |
IIRC it does not work with all nodes, you are probably better using wield3d if you want that |
21:02 |
IhrFussel |
stujones11, but it worked with dirt and sand nodes before...now those are invisible it seems |
21:03 |
IhrFussel |
And the weird thing is someone else with (almost) the same version sees them |
21:04 |
stujones11 |
Perhaps they changes the tile definitions, the texture detection of wieldview is rather crude |
21:05 |
stujones11 |
to say the least :-/ |
21:10 |
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21:21 |
IhrFussel |
stujones11, I found the issue: inventory_image = minetest.inventorycube("building_blocks_grate.png") << ALL nodes that call minetest.inventorycube() are INVISIBLE on my client in the inventory |
21:22 |
IhrFussel |
I'm guessing it's something that OpenGL 1.5 doesn't support |
21:24 |
stujones11 |
hrFussel: It never worked with inventory cubes, AFAIK, like I say, it is very limited |
21:24 |
stujones11 |
I have a good mind to remove that feature altogether |
21:25 |
IhrFussel |
But other players on my servers see all inventory images just fine + wielded nodes |
21:25 |
IhrFussel |
So it must be my PC |
21:25 |
IhrFussel |
Not sure what's required for inventorycube() |
21:26 |
stujones11 |
Nah, nothing to do with openGL or your PC, it has to be something in the game |
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21:41 |
IhrFussel |
stujones11, I'm looking at the c++ code that generates the inventory cube...I have NO clue what'as |
21:41 |
IhrFussel |
what's going on there....wayy too complicated for my knowledge |
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21:53 |
stujones11 |
IhrFussel: IIRC it looks for tile[1], if that does not exist it is blank |
21:53 |
stujones11 |
The problem is not in the engine, more likely a conflicting tile definition |
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22:00 |
IhrFussel |
stujones11, no, it is on my end only...another player on my server sees everything fine...the tiles are generated client side if I understood the code correctly |
22:09 |
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22:22 |
stujones11 |
IhrFussel: The only other explanation would be that the player model has not been set correctly |
22:24 |
IhrFussel |
The models are correct and I see the NON-inventorycube items in my hand...I also see ALL non-inventorycube items in my inventory ... it is definitely the c++ function that generates the cubes...SOMETHING on my PC is not supported/compatible with that function likely |
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22:38 |
stujones11 |
IhrFussel: I do not recall ever having support for inventory cubes |
22:38 |
stujones11 |
I cannot understand how that works for anyone |
22:39 |
stujones11 |
I can assure you that it is not your PC at fault |
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