Time |
Nick |
Message |
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Arkmabat |
Hello, I'm wondering the best way to setup a survival game with enemies |
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10:03 |
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10:04 |
bashboi |
hello |
10:04 |
bashboi |
is minetest a framework? |
10:09 |
ph3-der-loewe |
hm? |
10:10 |
bashboi |
bc is neither a game nor a game engine, imo |
10:25 |
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10:41 |
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10:45 |
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10:52 |
bashboi |
hello krock |
10:53 |
Krock |
hi... bashboi ? |
10:53 |
bashboi |
yeah? |
10:54 |
Krock |
just wondered if we know eachother or if it was just a random hello :3 |
10:55 |
bashboi |
i think i saw here sometime ago |
10:55 |
bashboi |
saw you* |
10:56 |
bashboi |
btw can i ask you a question? |
11:00 |
Krock |
don't ask to ask |
11:00 |
Milan[m] |
lol.. i've updated my server to git master so it's the same as my client now. instead of being one node too high, my playermodel is now one node too deep o.O |
11:01 |
Krock |
Milan[m], also update MTG to current HEAD |
11:02 |
bashboi |
is minetest a framework? |
11:07 |
Krock |
no, it's a game. Well, if a framework, then from the perspective of a modder |
11:07 |
bashboi |
wasn't it a game engine? |
11:07 |
Milan[m] |
Krock: but i did :o |
11:08 |
Krock |
a game engine that makes it possible to extend the contents using mods |
11:09 |
bashboi |
but if i make a game with a game engine (like unity) i don't need to have the engine installed to play the game that i make; this doesn't work for mt |
11:09 |
bashboi |
that i made* |
11:09 |
Krock |
Irrlicht + Lua -> Minetest -> Lua API -> Lua Mods |
11:10 |
bashboi |
what? |
11:10 |
Krock |
it's all linked together and depends on each other |
11:10 |
bashboi |
so?... |
11:10 |
Krock |
you can't run Lua mods without Minetest |
11:10 |
bashboi |
yes |
11:10 |
bashboi |
this also works with subgames |
11:13 |
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11:13 |
bashboi |
so if you need minetest to run lua mods, minetest can't be considered as game engine |
11:14 |
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11:14 |
bashboi |
bc you don't need the engine to play something which has been created with that tecnologies |
11:15 |
Krock |
what exactly is your point or question? |
11:16 |
bashboi |
if minetest can be called a framework |
11:18 |
bashboi |
bc a framework is a program that acts as an intermediary between the os and a generic software, which is what mt does |
11:22 |
LBPHacker |
well, if its fits your description of framework, why not call it a framework? |
11:23 |
bashboi |
in fact that is what i want to do, but i wanted to know if i were wrong about it |
11:24 |
bashboi |
btw why "my definition"? |
11:26 |
LBPHacker |
because framework is one of those things I've never actually checked the definition of, so technically I can't be sure whether it's a globally accepted definition or it's just yours. saying it's yours doesn't imply that it's not globally accepted though, so I chose to say that |
11:29 |
XeonSquared |
I mean, we could call it a mod engine :^) |
11:29 |
XeonSquared |
an engine for running mods |
11:30 |
bashboi |
man i looked at wikipedia XD |
11:30 |
bashboi |
i think it's trustable, doesn't it? |
11:30 |
LBPHacker |
fore simple definitions, yeah, most of the time |
11:31 |
LBPHacker |
for*, lol. reflexes getting in the way |
11:34 |
Milan[m] |
we figured out that the hitbox is still fine but the model is one block too deep. i assume the camera height is correct |
11:36 |
bashboi |
mhanz |
11:38 |
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15:06 |
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15:18 |
Milan[m] |
okey i figured out that the player model in my minetestgame differs from the original one - this is quite odd as all commits on this file(s) are present... |
15:19 |
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15:20 |
Milan[m] |
eww but it didn't solve it (it works with the regular game) |
15:22 |
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15:22 |
NiklasHD |
Hi |
15:25 |
Krock |
hi NiklasSD |
15:27 |
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15:29 |
Milan[m] |
looks like it is not even related to the default mod as i just replaced it completly for testing |
15:29 |
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15:31 |
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15:33 |
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15:34 |
stujones11 |
Milan[m]: If you are using my armor mod you will need to update the models, see the forum topic. |
15:35 |
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15:36 |
Milan[m] |
hi stujones11 this was my first idea but it does not help - even removing this mod does not help... there must be something else conflicting...the hard question is what |
15:38 |
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15:45 |
Milan[m] |
actually latest 3darmor does not work with charactercreator, stujones11 :/ |
15:45 |
Milan[m] |
https://haste.tchncs.de/raw/ijatosecak |
15:48 |
stujones11 |
I'm pretty sure it used to work with that but it has probably not been updated yet. |
15:48 |
stujones11 |
I was unable to open that link, btw |
15:50 |
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15:51 |
Milan[m] |
ServerError: AsyncErr: environment_Step: Runtime error from mod 'character_creator' in callback environment_Step(): ...st/games/technicworld/mods/3d_armor/3d_armor/api.lua:199: bad argument #1 to 'pairs' (table expected, got nil) |
15:51 |
Milan[m] |
...what kind of error while opening the link? :o |
16:04 |
stujones11 |
I just get a blank page, that error is coming from character creator but I will look into it |
16:15 |
stujones11 |
Okay, it looks like it is calling `set_player_armor` before the player armor inventory has been initialized. |
16:16 |
stujones11 |
I will include a check for this asap. |
16:20 |
stujones11 |
For now you can add `if not list then return end` before line 199, should do it ;) |
16:22 |
Krock |
or list = list or {}, even shorter |
16:22 |
stujones11 |
^ |
16:34 |
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17:46 |
MinetestBot |
[git] paramat -> minetest/minetest: Dungeons: Use biome 'node_stone' if normal stone types not detected b20d01a https://git.io/v7lPS (2017-07-30T17:40:55Z) |
17:46 |
MinetestBot |
[git] paramat -> minetest/minetest: GenericCAO: Fix dark model below y = 0 238d752 https://git.io/v7lPH (2017-07-30T17:40:45Z) |
17:46 |
MinetestBot |
[git] lhofhansl -> minetest/minetest: Darkness detection: Reduce chance of false positives darkening the sk… d1a1304 https://git.io/v7lPQ (2017-07-30T17:28:16Z) |
17:46 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: Make direct item selection keys freely bindable 640ba77 https://git.io/v7lP7 (2017-07-30T17:24:45Z) |
18:00 |
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18:05 |
Milan[m] |
thanks Krock & stujones11, will try it :) |
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18:31 |
MinetestBot |
[git] SmallJoker -> minetest/minetest_game: Carts: Check for last pathfinder predition too 8f1f376 https://git.io/v7l1p (2017-07-30T17:55:36Z) |
18:40 |
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18:57 |
H4mlet |
Hello, is there a mapgen7 setting that prevents the generation of floating isles? |
18:58 |
Krock |
worlds/your_world/map_meta.txt find the setting "mgv7_spflags" and add "nofloatlands" |
18:59 |
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18:59 |
Krock |
however, they're already disabled by default |
19:01 |
Krock |
but this will only be applied on new generated terrain |
19:01 |
H4mlet |
odd, I keep getting these; editing the file, creating a new map, thank you |
19:02 |
Krock |
!next |
19:02 |
MinetestBot |
Another satisfied customer. Next! |
19:02 |
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19:04 |
H4mlet |
as you said, it's already set; however it seems being ignored. bug? |
19:05 |
Krock |
before writing an issue on github: rename map.sqlite to make sure Minetest will generate new areas for sure |
19:07 |
Krock |
I believe what you see is a 3d noise artefact - they're a result of the map generating algorithm and are too complicated to "fix" |
19:08 |
Krock |
valleys, carpathian and the plain classic mgv6 won't have them |
19:08 |
Krock |
(AFAIK, only entirely sure about v6) |
19:09 |
H4mlet |
well, I've deleted the old world, created a new one, didn't started it yet, opened map_meta.txt |
19:09 |
H4mlet |
mg_flags = nocaves, nodungeons, light, decorations |
19:09 |
H4mlet |
I'm adding nofloatlands |
19:09 |
H4mlet |
then I'll start the game and see |
19:10 |
Krock |
wrong setting |
19:10 |
Krock |
you have to modify "mgv7_spflags" |
19:10 |
Krock |
if there's none, add it. here are the default values: https://github.com/minetest/minetest/blob/master/minetest.conf.example#L1398 |
19:11 |
H4mlet |
ooops, thanks for the advice, getting the example |
19:11 |
Krock |
going off now. good luck! |
19:11 |
H4mlet |
thank you! |
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