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MinetestBot |
[git] rubenwardy -> minetest/minetest_game: Separate player code into new mod 5d19fd6 https://git.io/v7BoX (2017-08-01T02:57:29Z) |
03:01 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Lava cooling: Increase interval to 2 7ffd176 https://git.io/v7Bo1 (2017-08-01T02:57:10Z) |
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hisforever |
Hi everyone I'mhaving trouble with Digtron, How Do I get the digtron to make a turn using the Rotation axel? |
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10:53 |
hello |
hello |
10:53 |
hello |
when was minetest first released? |
10:55 |
Krock |
around july 2011: https://github.com/minetest/minetest/releases/tag/0.2.20110731_3 |
10:55 |
hello |
oh ok so after minecraft? |
10:56 |
hello |
also thanks |
10:59 |
Krock |
first commit is from Nov 2010.. about a year after minecraft |
11:00 |
hello |
oh, thanks |
11:00 |
hello |
also, could you please explain what irc is? |
11:01 |
Krock |
it's an abbreviation for internet relay chat |
11:01 |
Krock |
warning: iirc sants for "if i remember correctly" |
11:01 |
Krock |
*stands |
11:02 |
hello |
so it's sort of just a messaging service? |
11:02 |
hello |
like discord, but more simple? |
11:02 |
XeonSquared |
and a lot older |
11:02 |
XeonSquared |
and a lot saner |
11:02 |
hello |
saner? |
11:02 |
LBPHacker |
discord even has a compact mode which say #irc somewhere |
11:02 |
hello |
as in less people so you keep more sane? |
11:02 |
hello |
compact mode? |
11:02 |
XeonSquared |
yes, no web 3.0 everything is http stuff |
11:03 |
LBPHacker |
settings > appearance > message display > compact |
11:03 |
hello |
what does that do? |
11:03 |
LBPHacker |
uhm |
11:03 |
LBPHacker |
compacts messages |
11:03 |
LBPHacker |
try it lol |
11:03 |
hello |
ok |
11:04 |
hello |
so if I wanted to keep coming back here and messaging I would have to just access this site again? there's no way to make an account? |
11:04 |
LBPHacker |
there is a way to make an account |
11:04 |
LBPHacker |
type /msg nickserv help |
11:04 |
Krock |
see /msg NickServ help |
11:04 |
Krock |
aarg, these ninjas |
11:04 |
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11:04 |
LBPHacker |
lol sorry |
11:05 |
hello |
and i could use that across all things that use irc? |
11:05 |
LBPHacker |
nope, only on this server |
11:05 |
LBPHacker |
or |
11:05 |
LBPHacker |
network |
11:05 |
LBPHacker |
which is called freenode |
11:05 |
LBPHacker |
you're accessing webchat.freenode.net right now |
11:05 |
LBPHacker |
with your browser |
11:05 |
hello |
and should I be using a special client or program to access irc or can it all be done through the browser? |
11:05 |
LBPHacker |
you could access a dedicated client, yes |
11:05 |
Krock |
heh.. doing /whois lookups? :P |
11:05 |
LBPHacker |
and that's a lot cleaner |
11:05 |
XeonSquared |
you can do it through the browser but I dunno why you'd want to |
11:06 |
hello |
dunno why I'd want to what? |
11:06 |
Krock |
LBPHacker, s/browser/Firefox 54.0/ |
11:06 |
XeonSquared |
use IRC through a browser |
11:06 |
hello |
why not? |
11:06 |
XeonSquared |
browsers are for browsing |
11:06 |
LBPHacker |
Krock: lol how |
11:06 |
Krock |
LBPHacker, using IRC |
11:06 |
hello |
so what should I use then? |
11:07 |
Krock |
hehe.. magic tricks :P |
11:07 |
LBPHacker |
mkay |
11:07 |
XeonSquared |
an IRC client :P |
11:07 |
LBPHacker |
unless... |
11:07 |
Krock |
Hexchat or icechat |
11:07 |
Krock |
or however the latter one was called |
11:07 |
LBPHacker |
oh lol ctcp returns browser version |
11:07 |
hello |
And then I can have all irc in one place? |
11:07 |
LBPHacker |
cute |
11:07 |
Krock |
LBPHacker, yeah. was pure luck that his web client sent that |
11:07 |
LBPHacker |
qwebirc iirc |
11:08 |
hello |
is that a special type of irc? |
11:08 |
Krock |
hello, various networks (like here, freenode) and channels (#minetest) in one application |
11:08 |
LBPHacker |
that's the name of the irc client you're using |
11:08 |
LBPHacker |
through the browser |
11:08 |
Krock |
don't scare him :P |
11:08 |
LBPHacker |
he asked :P |
11:08 |
hello |
idk if there's any point for me though, I don't really use this at all really |
11:08 |
hello |
i'll give it a think |
11:09 |
hello |
and a thonk |
11:09 |
XeonSquared |
well, if you stick around, a real client is nice |
11:09 |
hello |
can I use that add-on for my browser? |
11:09 |
hello |
chatzilla? |
11:09 |
hello |
that would save me downloading an actual program |
11:09 |
Krock |
no idea how good these browser add-ons are but you can give it a try |
11:09 |
XeonSquared |
I used that for a while, it was okay. Still part of the browser though. Also firefox addons are being removed within a year or two. |
11:10 |
hello |
i think it's made by mozilla so it should be legit |
11:10 |
hello |
yeah, I know |
11:10 |
hello |
I heard a lot of people are angry about it |
11:10 |
XeonSquared |
So Firefox can be the best Chrome clone on the market >.> |
11:10 |
hello |
:/ |
11:10 |
Krock |
no, I don't want it as a chome clone because I don't have enough ram otherwise |
11:10 |
LBPHacker |
pfft |
11:10 |
hello |
can they just have both? these new webextensions and the old ones alongside each other? |
11:11 |
LBPHacker |
yeah valid reason actually |
11:11 |
XeonSquared |
Krock: Mozilla knows best don't question them |
11:11 |
hello |
krock i don't think it will use as much ram as chrome |
11:11 |
XeonSquared |
- mozilla, probably |
11:11 |
Krock |
hello, point is that chrome is known to use much ram, in exchange for fast page loading |
11:11 |
hello |
yeah |
11:12 |
XeonSquared |
the worst part is that there isn't anything better to switch to |
11:12 |
XeonSquared |
everything else is nonfree or chrome |
11:12 |
Krock |
wine iexplore.exe |
11:12 |
hello |
but firefox shouldn't use as much ram as chrome |
11:12 |
hello |
even with multiprocess |
11:12 |
XeonSquared |
it'll still be basically chrome |
11:12 |
hello |
hum, maybe |
11:12 |
XeonSquared |
non-customizable UI, no decent addons... |
11:12 |
hello |
i guess we'll have to wait and see |
11:13 |
Krock |
..how exactly is this all related to Minetest? |
11:13 |
hello |
what I don't get is why they can't just keep the old type of extensions while adding support for the new ones |
11:13 |
hello |
that way everybody would be happy |
11:13 |
XeonSquared |
Krock: Minetest -> IRC -> web IRC clients -> browsers |
11:13 |
XeonSquared |
:D |
11:13 |
Krock |
a long chain |
11:14 |
XeonSquared |
hello: I'd have no issue with that. It won't happen, though. :< |
11:14 |
Krock |
git reset --hard HEAD~3 |
11:14 |
LBPHacker |
that'd kick hello |
11:14 |
LBPHacker |
well actually nah |
11:14 |
hello |
wait, sorry if I wasn't meant to speak about stuff not related to minetest |
11:14 |
hello |
i'm just curious |
11:14 |
Krock |
LBPHacker, no but you're on a good way |
11:14 |
Krock |
it's like he never came |
11:14 |
hello |
good way? |
11:15 |
LBPHacker |
to being kicked apparently .-. |
11:15 |
hello |
me? |
11:15 |
XeonSquared |
wasn't much happening before this started so \o/ |
11:15 |
hello |
why would I gegt kicked? |
11:15 |
hello |
get |
11:15 |
LBPHacker |
nah, me |
11:15 |
hello |
ohh |
11:15 |
hello |
peak |
11:16 |
hello |
um |
11:16 |
LBPHacker |
or I misunderstood completely and Krock meant I was almost correct |
11:16 |
hello |
is it weird if I get minetest before properly playing minecraft? |
11:16 |
XeonSquared |
not overly |
11:16 |
Krock |
hello, welcome to the club of those who never actually played minecraft |
11:16 |
hello |
i wanted to get minecraft on ps3 but I lost my controller lol |
11:16 |
hello |
sad times |
11:16 |
XeonSquared |
meh, you would've gotten one of the worse versions anyway |
11:16 |
hello |
really? |
11:16 |
hello |
why's that? |
11:17 |
hello |
i thought they were all the same |
11:17 |
XeonSquared |
as far as minecraft goes, you want the java version because it has real modding support |
11:17 |
XeonSquared |
and more content |
11:17 |
hello |
is ps3 the same as xbox 360 |
11:17 |
hello |
the versions |
11:17 |
Krock |
since when does minecraft support modding? what you do there is patching. |
11:17 |
XeonSquared |
I think everything not-java uses the same source tree |
11:17 |
XeonSquared |
Krock: true enough |
11:17 |
XeonSquared |
delete META-INF |
11:17 |
hello |
wait, what content do you get on pc that you don't get on ps/xbox? |
11:18 |
Krock |
minetset ^ |
11:18 |
hello |
minetset?? |
11:18 |
Krock |
Minetest, but with typos |
11:18 |
hello |
[12:17] <XeonSquared> as far as minecraft goes, you want the java version because it has real modding support [12:17] <XeonSquared> and more content |
11:19 |
hello |
what's the missing content? |
11:19 |
XeonSquared |
uh, any dimensions other than the overworld |
11:19 |
XeonSquared |
a bunch of mobs |
11:19 |
XeonSquared |
probably lots of blocks |
11:19 |
XeonSquared |
but eh, minecraft is meh |
11:19 |
hello |
oh so you can't go to the fire place with demons and shit |
11:19 |
hello |
? |
11:19 |
hello |
(excuse my ignorance) |
11:19 |
XeonSquared |
that was the case last I tried |
11:19 |
* XeonSquared |
shrugs |
11:19 |
XeonSquared |
just play minetest tho :P |
11:20 |
hello |
i might get minecraft when I get my controller back |
11:20 |
hello |
i'll probably get mintest in the meantime |
11:20 |
hello |
and i'll consider how useful it would be for me to get and irc client |
11:20 |
hello |
considering that everyone's on discord these days |
11:20 |
hello |
or other platforms |
11:20 |
* XeonSquared |
is not on discord |
11:20 |
* Krock |
neither |
11:20 |
XeonSquared |
hey uh, did 0.4.16 add proper controller support? |
11:21 |
XeonSquared |
was a bit flaky in 0.4.15 |
11:21 |
hello |
how do you do that * thing |
11:21 |
XeonSquared |
/me |
11:21 |
* hello |
is dead |
11:21 |
hello |
noice |
11:21 |
Krock |
well, rubenwardy_ once worked on the controller code once. I believe there hasn't much changed since it was added the first time |
11:21 |
hello |
i'm gonna restart my browser to check out chatzilla. brb. |
11:22 |
XeonSquared |
ah okay, I'll poke it to see if I can get it working properly |
11:23 |
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11:23 |
hello |
what does the "auth to services" tickbox do? |
11:24 |
hello |
also it sucks that I can't see past chat |
11:24 |
XeonSquared |
there's ways around that but \o/ |
11:24 |
sfan5 |
that authenticates you with nickserv |
11:24 |
hello |
i literally have no idea what i'm doing |
11:24 |
hello |
i've downloaded chatzilla but idk how to use it |
11:25 |
XeonSquared |
open it up, connect to freenode, /join #minetest |
11:25 |
Krock |
watch a youtube tutorial. there are plenty |
11:25 |
hello |
i've found some instructions on their site |
11:25 |
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11:26 |
hello |
are you guys super into open-source software then? |
11:27 |
Krock |
what exactly do you mean? |
11:28 |
hello |
well |
11:29 |
hello |
never mind |
11:31 |
hello |
tbh this site looks better than chatzilla |
11:31 |
XeonSquared |
Chatzilla blends with your OS. Go figure |
11:31 |
hello |
blends? |
11:32 |
hello |
if you mean the fonts and stuff... |
11:32 |
XeonSquared |
It's meant to fit in with your other applications and with your OS. |
11:32 |
hello |
...the font is different |
11:32 |
XeonSquared |
That's configurable. |
11:32 |
hello |
oh, ok |
11:32 |
Krock |
go to the settings and change it to "Comic Sans MS" |
11:32 |
XeonSquared |
^ |
11:32 |
hello |
haha |
11:32 |
XeonSquared |
or wingdings, if it's availabler |
11:33 |
XeonSquared |
s/r$// |
11:33 |
hello |
does this place use "monospace"? that looks the closest to this |
11:33 |
XeonSquared |
sounds about right |
11:33 |
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11:33 |
XeonSquared |
windows has nicer monospace fonts though |
11:34 |
hello |
let me know if i'm annoying you guys |
11:34 |
XeonSquared |
or not, maybe I'm thinking of XP |
11:36 |
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11:36 |
hello |
can you guys tell me how i can join an irc channel so i can ask in irc help instead of bothering you guys? |
11:36 |
XeonSquared |
/join #channel |
11:36 |
Krock |
I prefer IRC with monospace but you may use any font |
11:36 |
Krock |
usually you can also click on the channel link to join it |
11:36 |
Krock |
right click, left click - depends on your client |
11:37 |
hello |
trying to join this thing http://www.irchelp.org/irchelp/credit.html |
11:37 |
Krock |
well then, /join #IRChelp |
11:42 |
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11:43 |
XeonSquared |
oh there's an xbox setting |
11:43 |
XeonSquared |
... which makes my controller not respond. fun. |
11:44 |
XeonSquared |
yeah okay not working |
11:50 |
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11:50 |
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11:50 |
Gregory |
guys, i'm hello |
11:50 |
Gregory |
i just joined with my client |
11:51 |
XeonSquared |
yay |
11:51 |
Gregory |
i tried leaving messages in all three irc help channels but no response |
11:52 |
XeonSquared |
how long did you wait? |
11:53 |
Gregory |
um |
11:53 |
Gregory |
at a guess |
11:53 |
Gregory |
it's been like 10-15 minutes? |
11:53 |
XeonSquared |
not very long |
11:53 |
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11:53 |
Gregory |
there's no timestamps so I can't remember |
11:54 |
Gregory |
oh wait, I found how to see the timestamp |
11:54 |
Gregory |
the first was like 15 minutes ago |
11:54 |
Gregory |
then I joined the other two |
12:02 |
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12:21 |
Gregory |
guys |
12:21 |
Gregory |
am I right to tick "disable DPI scaling" for minetest? |
12:22 |
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12:27 |
Krock |
use the try&error method |
12:27 |
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12:29 |
Gregory |
i tried to join a server but it was glitched out |
12:32 |
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12:47 |
Gregory |
do I need to create an account to be able to join most servers? |
12:50 |
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13:00 |
Krock |
Spock! |
13:09 |
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13:26 |
Gregory |
3 |
13:26 |
Gregory |
spock |
13:26 |
Gregory |
A way of referring to a highly intelligent and calm person. Usually a compliment. |
13:26 |
Gregory |
"Wow, that guy is a real Spock, I thought he'd never be able to finish that code in time." |
13:26 |
Gregory |
by Athene Airheart March 14, 2004 |
13:35 |
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17:38 |
GreenDimond |
Wuzzy: You are here! I need to figure out what I needed help with and then if you are ready that would be great |
17:39 |
Wuzzy |
O HAI |
17:39 |
Wuzzy |
I CAN HAZ DAIMONDZ? |
17:39 |
GreenDimond |
SUR |
17:40 |
GreenDimond |
HUR YOO GOH https://i.ytimg.com/vi/wnT8zo3QP9A/maxresdefault.jpg |
17:41 |
Wuzzy |
OHNOMNOM |
17:42 |
GreenDimond |
Alright I think I am ready now |
17:42 |
shalmezad |
So close to http://lolcode.org/, just a couple syntax errors here and there. :P |
17:42 |
GreenDimond |
Amazing.. |
17:43 |
DS-minetest |
looks interesting |
17:43 |
Wuzzy |
It's LOLSPEAK but whatever |
17:43 |
GreenDimond |
Wuzzy, you ready? Or are you still munching on diamonds? |
17:43 |
Wuzzy |
whats up |
17:43 |
Wuzzy |
talk |
17:43 |
GreenDimond |
Alright |
17:44 |
GreenDimond |
So I am making double chests for farlands |
17:44 |
GreenDimond |
And I would like to make them use the new open chest models |
17:44 |
GreenDimond |
And I used your code from MCL2 |
17:44 |
GreenDimond |
and butchered it up |
17:44 |
GreenDimond |
https://gist.github.com/GreenXenith/6e6f075aec63b2b024cea07f7b0af744 |
17:44 |
GreenDimond |
It don't work |
17:45 |
Wuzzy |
chests are 100% static non-animated in MCL2 |
17:45 |
GreenDimond |
I am aware |
17:45 |
Wuzzy |
idk if i can help |
17:45 |
DS-minetest |
!mod connected_chests |
17:45 |
MinetestBot |
DS-minetest: connected chests [connected_chests] by Hybrid Dog - https://forum.minetest.net/viewtopic.php?t=10264 |
17:46 |
GreenDimond |
DS-minetest, I already have chests that connect |
17:46 |
GreenDimond |
The problem is getting them to open |
17:46 |
DS-minetest |
is the only good doublechestmod i know |
17:46 |
DS-minetest |
hmm |
17:46 |
Wuzzy |
can you already access the formspec? |
17:46 |
GreenDimond |
Um. |
17:46 |
GreenDimond |
Its the wrong formspec I think |
17:46 |
GreenDimond |
Oh |
17:46 |
GreenDimond |
First off |
17:47 |
GreenDimond |
when I place 2 chests next to each other nothing happens |
17:47 |
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17:48 |
Wuzzy |
aha |
17:51 |
GreenDimond |
aha? |
17:55 |
Wuzzy |
i dont know why |
17:55 |
Wuzzy |
what have u tried to debug this? |
17:55 |
GreenDimond |
I dont think I have |
17:56 |
Wuzzy |
ah i think i found the problem, probably |
17:56 |
Wuzzy |
you use default.register_chest |
17:56 |
GreenDimond |
I think I have to? |
17:56 |
Wuzzy |
and default.register_chest just overwrites on_construct |
17:56 |
GreenDimond |
ohh... |
17:57 |
GreenDimond |
what should I do then? |
17:57 |
Wuzzy |
first, look at what default.register_chest does |
17:57 |
Wuzzy |
then compare it with the def you feed it |
17:57 |
Wuzzy |
look what happens to on_construct |
17:58 |
Wuzzy |
i believe you did this def.on_whatever thing to set default values. right? |
17:58 |
GreenDimond |
which def. ? |
17:58 |
Wuzzy |
anything |
17:58 |
Wuzzy |
you set def.on_whatever many times |
17:58 |
Wuzzy |
explicitly |
17:58 |
Wuzzy |
in the register_chest function |
17:58 |
Wuzzy |
and the actual on_whatever values just get overwritten |
17:59 |
Wuzzy |
for example on_construct |
17:59 |
GreenDimond |
I didnt set those |
17:59 |
Wuzzy |
so it uses whatever on_construct you used in register_chest. always |
17:59 |
GreenDimond |
Those are part of default |
17:59 |
Wuzzy |
omg |
17:59 |
Wuzzy |
line 105 |
17:59 |
GreenDimond |
At least I think they are |
17:59 |
Wuzzy |
line 105! |
18:00 |
GreenDimond |
That is part of default |
18:00 |
Wuzzy |
what do you mean by that? |
18:00 |
Wuzzy |
it is your nodes.lua |
18:00 |
Wuzzy |
so you want to edit it, right? |
18:00 |
GreenDimond |
*sigh* |
18:01 |
Wuzzy |
well if you want to modify chests you have to change default anyway, right? |
18:01 |
GreenDimond |
correct |
18:01 |
Wuzzy |
or just rip it out completely like I did for MCL2 |
18:01 |
Wuzzy |
btw this step totally paid off |
18:01 |
Wuzzy |
default is awful |
18:02 |
Wuzzy |
so it looks like you must change default.register_chest |
18:02 |
Wuzzy |
otherwise you will always lose whatever on_construct you feed this function |
18:03 |
GreenDimond |
ok.. |
18:03 |
Wuzzy |
this function ALWAYS overwrites on_construct |
18:03 |
Wuzzy |
do you want to be compatible with something? |
18:03 |
GreenDimond |
how so |
18:03 |
GreenDimond |
I am so confused right now sorry |
18:04 |
Wuzzy |
well. How much is compability with Minetest Game a concern here? |
18:04 |
GreenDimond |
I want to be able to make 2 chests become a large chest and make that large chest have the opening animation ._. |
18:04 |
GreenDimond |
This isn't even Minetest Game |
18:04 |
GreenDimond |
this is Farlands |
18:04 |
GreenDimond |
As far as I am concerned I am not going to release this as a mod for MTG |
18:04 |
Wuzzy |
Great |
18:05 |
Wuzzy |
so we can completely ignore MTG compability |
18:05 |
Wuzzy |
yes!! |
18:05 |
GreenDimond |
Glad you are excited |
18:05 |
Wuzzy |
well, then just go ahead and fix default.register_chest |
18:05 |
Wuzzy |
did you write this function or is this an artifact from MTG? |
18:05 |
GreenDimond |
I told you already ._. |
18:05 |
GreenDimond |
Part of MTG |
18:05 |
Wuzzy |
unmodified? |
18:06 |
GreenDimond |
no |
18:06 |
GreenDimond |
I had to modify it to work for big chests |
18:06 |
GreenDimond |
oh wait |
18:06 |
Wuzzy |
did you modify default.register_chest already or is it left untouched? |
18:06 |
GreenDimond |
I am looking at the wrong function *facepalm* |
18:06 |
Wuzzy |
not that it matters much |
18:06 |
Wuzzy |
line 105 nodes.lua |
18:07 |
GreenDimond |
I changed 8*4 to 9*6 :P |
18:07 |
Wuzzy |
there is a facepalm smiley: |
18:07 |
Wuzzy |
it goes like this |
18:07 |
Wuzzy |
m( |
18:07 |
GreenDimond |
hm.. |
18:07 |
GreenDimond |
I like *facepalm* better |
18:07 |
Wuzzy |
xD |
18:07 |
DS-minetest |
!c 8*4 |
18:07 |
MinetestBot |
32 |
18:07 |
DS-minetest |
!c 9*6 |
18:07 |
MinetestBot |
54 |
18:07 |
Wuzzy |
!c 7*4 |
18:07 |
MinetestBot |
28 |
18:08 |
GreenDimond |
Actually I changed 2 8*4's to 9*6's |
18:08 |
GreenDimond |
make that 3 |
18:08 |
Wuzzy |
do you understand the problem with this function now? |
18:08 |
GreenDimond |
but thats all minor edits |
18:08 |
DS-minetest |
!c 13*5 |
18:08 |
MinetestBot |
65 |
18:09 |
GreenDimond |
!c 1937/38576*475639+3757-32857/4*3 |
18:09 |
GreenDimond |
heh |
18:09 |
GreenDimond |
chew on that |
18:09 |
GreenDimond |
xD |
18:09 |
GreenDimond |
!c 9+10 |
18:09 |
GreenDimond |
o_O |
18:09 |
Wuzzy |
bc calculates this in way under 0.1s |
18:09 |
Wuzzy |
-20885 |
18:09 |
GreenDimond |
!c 1*3 |
18:10 |
GreenDimond |
I think I broke it |
18:10 |
Wuzzy |
haahahaha you killed MinetetBot |
18:10 |
GreenDimond |
*success* |
18:10 |
DS-minetest |
don't abuse MinetestBot :( |
18:10 |
DS-minetest |
hmm |
18:10 |
GreenDimond |
It was an accidental kill xD |
18:10 |
GreenDimond |
Wuzzy: Wat do? |
18:10 |
Wuzzy |
do you understand the problem with this function now? |
18:10 |
DS-minetest |
normally she doesn't do such big things |
18:11 |
GreenDimond |
Not really? |
18:11 |
Wuzzy |
for the third time |
18:11 |
GreenDimond |
You didn't say anything |
18:11 |
Wuzzy |
it overwrites your def values you feed into it |
18:11 |
GreenDimond |
oh yeah |
18:11 |
Wuzzy |
you feed a def into it |
18:11 |
GreenDimond |
Yep |
18:11 |
GreenDimond |
It overwrites on_construct and on_destruct I get it |
18:12 |
Wuzzy |
what you could do is to first check if def.on_construct is nil. if it is nil, allow it to overwrite. if it is not nil, do NOT let it overwrite |
18:12 |
Wuzzy |
repeat for all other def values |
18:12 |
GreenDimond |
Yeah |
18:12 |
GreenDimond |
all of them? |
18:12 |
GreenDimond |
alright |
18:12 |
Wuzzy |
it would be better i think |
18:13 |
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18:13 |
Wuzzy |
that way, you could feed it an empty table then it just gets default values |
18:13 |
Wuzzy |
not sure if it would work right now |
18:13 |
Wuzzy |
but the idea is that the overwrites become default values |
18:13 |
GreenDimond |
how do I check if the def is nil? if def.on_construct = nil then def.on_construct blablabla else def.onconstruct = {} |
18:13 |
Wuzzy |
well, at least perform the check for all values you actually feed into the function |
18:13 |
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18:13 |
GreenDimond |
no I did that way wrong |
18:14 |
Wuzzy |
x == nil |
18:14 |
Wuzzy |
thats all |
18:14 |
GreenDimond |
.? |
18:14 |
GreenDimond |
Just put a x == nil ? |
18:14 |
Wuzzy |
if x is nil, this evaluates to true |
18:14 |
GreenDimond |
what is x? |
18:14 |
Wuzzy |
if x is non-nil, it evaulates to true |
18:14 |
Wuzzy |
false* |
18:14 |
Wuzzy |
just a placeholder |
18:15 |
GreenDimond |
so x would be on_construct (or whatever def) |
18:15 |
Wuzzy |
ANYTHING == nil checks if ANYTHING equals nil |
18:15 |
GreenDimond |
So what if its not nil? |
18:16 |
Wuzzy |
I think you should really beef up your Lua basics. The == operator is very basic stuff |
18:16 |
Wuzzy |
false of course |
18:16 |
GreenDimond |
I know what == os |
18:16 |
GreenDimond |
*is |
18:16 |
GreenDimond |
I just didnt know if false was the correct thing to put |
18:16 |
GreenDimond |
I know lua basics |
18:16 |
GreenDimond |
just not the minetest api :/ |
18:16 |
Wuzzy |
well you should also know that nil is a first-class value |
18:16 |
GreenDimond |
yep |
18:16 |
Wuzzy |
like basically anything else |
18:16 |
Wuzzy |
and a check against nil is really just simple as that |
18:16 |
Wuzzy |
just an equality check |
18:17 |
Wuzzy |
this has nothing to do with Minetest |
18:17 |
GreenDimond |
so I have |
18:17 |
GreenDimond |
if on_construct = nil then def.on blablabla function here end else on_construct = false ..? |
18:17 |
Wuzzy |
if def.whatever == nil then --[[ DO OVERWRITE ]] else --[[ SET def.whatever ]] end |
18:17 |
GreenDimond |
oh def. |
18:18 |
Wuzzy |
i hope you get the idea |
18:18 |
GreenDimond |
alright |
18:18 |
Wuzzy |
this was more like pseudocode :D |
18:18 |
GreenDimond |
I get everything except |
18:18 |
GreenDimond |
how do I set the def to whatever I define it as? |
18:18 |
Wuzzy |
the idea is, if the value is nil, this means you didnt feed it into the function. so you can set the "default" |
18:18 |
GreenDimond |
I know what it does! |
18:19 |
GreenDimond |
Geez! |
18:19 |
Wuzzy |
but if it is non-nil, it means you put it into the function call, so u use that instead |
18:19 |
GreenDimond |
:| |
18:19 |
Wuzzy |
what do u mean with that question |
18:19 |
GreenDimond |
else --[[ SET def.whatever ]] end |
18:19 |
GreenDimond |
do I set it as a table {} or what? |
18:19 |
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18:20 |
GreenDimond |
else def.on_construct == ... |
18:20 |
Wuzzy |
that would be def.on_construct = d.on_construct |
18:20 |
GreenDimond |
ah |
18:20 |
GreenDimond |
that makes sense |
18:20 |
Wuzzy |
because d is the original unchanged parameter. see header |
18:20 |
Wuzzy |
well. you could also go for the very simple solution. |
18:20 |
GreenDimond |
whats the difference? |
18:21 |
Wuzzy |
just nuke everything and just register the node directly |
18:21 |
GreenDimond |
nah |
18:21 |
GreenDimond |
welll |
18:21 |
GreenDimond |
hmmmm |
18:21 |
GreenDimond |
no |
18:21 |
Wuzzy |
ok |
18:21 |
GreenDimond |
because then I would have to figure out how to open the model |
18:21 |
Wuzzy |
ah, this is already in there |
18:22 |
Wuzzy |
I suggest you first just fix this for on_construct and test if it works |
18:22 |
GreenDimond |
thats what I am doing |
18:22 |
GreenDimond |
and failing |
18:22 |
Wuzzy |
post code |
18:23 |
Wuzzy |
if it works, start replacing the other on_ functions. at least those you need to define explicitly |
18:24 |
GreenDimond |
Wuzzy: https://gist.github.com/GreenXenith/bf05afd3e15a3374827782b3c682ec8f |
18:25 |
Wuzzy |
if def.on_construt == nil then |
18:25 |
Wuzzy |
typo |
18:25 |
GreenDimond |
oh |
18:25 |
Wuzzy |
thats why I don't like Lua much |
18:25 |
GreenDimond |
oh boy the chests connect now |
18:25 |
Wuzzy |
in other languages it won't even let you run the program |
18:25 |
Wuzzy |
with an obvious typo like this |
18:26 |
GreenDimond |
sheesh |
18:26 |
Wuzzy |
well i blame Lua, not you |
18:26 |
GreenDimond |
alright |
18:26 |
GreenDimond |
now for the other part |
18:26 |
GreenDimond |
how does one make chest open..? |
18:26 |
Wuzzy |
if its about animations, I'm out |
18:26 |
Wuzzy |
oops |
18:26 |
GreenDimond |
nope |
18:26 |
GreenDimond |
just switching models |
18:27 |
Wuzzy |
look what MTG does? |
18:27 |
GreenDimond |
Hrmmmmmmmm |
18:27 |
GreenDimond |
I think nuking the on_construct messed up the model switching |
18:27 |
Wuzzy |
i doubt it |
18:27 |
GreenDimond |
ohhh |
18:28 |
Wuzzy |
you are only replacing 4 lines and they just set meta stuff |
18:28 |
GreenDimond |
minetest.swap_node(pos, { |
18:28 |
GreenDimond |
name = "default:" .. name .. "_open", |
18:28 |
GreenDimond |
Its not named that I think |
18:28 |
Wuzzy |
sorry forget what I said |
18:28 |
GreenDimond |
thats in a def.on_rightclick |
18:28 |
GreenDimond |
oh |
18:28 |
GreenDimond |
first |
18:28 |
GreenDimond |
let me add that thing to the rest of the defs |
18:29 |
Wuzzy |
GreenDimond: about this replacing ting |
18:30 |
Wuzzy |
how often do you need default.register_chest? |
18:30 |
Wuzzy |
i mean what kind of other chests do u plan? |
18:30 |
GreenDimond |
I am not going to nuke the whole thing dude.. |
18:30 |
GreenDimond |
There are already 2 other kinds of chest |
18:30 |
Wuzzy |
you dont have to |
18:30 |
Wuzzy |
such as? |
18:30 |
GreenDimond |
I would think they should stay |
18:30 |
GreenDimond |
Just normal type chests |
18:30 |
Wuzzy |
such as???? |
18:30 |
GreenDimond |
a bamboo chest I think |
18:30 |
Wuzzy |
just dufferent skins? |
18:30 |
GreenDimond |
pretty much |
18:30 |
Wuzzy |
should they all be double chests? |
18:31 |
GreenDimond |
no |
18:31 |
GreenDimond |
no no nonono |
18:31 |
Wuzzy |
why not? |
18:31 |
GreenDimond |
because that wasnt in the contract |
18:31 |
GreenDimond |
and its not necessary |
18:31 |
GreenDimond |
but |
18:31 |
GreenDimond |
it would be cool |
18:31 |
GreenDimond |
I guess |
18:31 |
GreenDimond |
I can always ask |
18:31 |
Wuzzy |
so,, only the "normal" chest can be large, but the other ones not |
18:32 |
GreenDimond |
Well first off, I am not making a large locked chest. |
18:32 |
GreenDimond |
we already decided that |
18:32 |
Wuzzy |
why not? |
18:32 |
GreenDimond |
Because its way more work.. is it not? |
18:32 |
GreenDimond |
Unless you have some magical fancy way of doing it up your digital sleeve |
18:33 |
Wuzzy |
so there is no gameplay rationale whatsoever to not have large variants of the other type chests |
18:33 |
GreenDimond |
*sigh* |
18:33 |
GreenDimond |
Fine |
18:33 |
GreenDimond |
If it is not too much of a hassle |
18:33 |
Wuzzy |
well its your game, you decide |
18:33 |
GreenDimond |
actually it really isnt xD |
18:34 |
GreenDimond |
toby and D00Med own it xD |
18:34 |
GreenDimond |
Im just a contributer :P |
18:34 |
Wuzzy |
well if you already agreed on NOT having a large locked chest, just forget it |
18:34 |
GreenDimond |
personally, I think it would be nice to have big chests of all types, but I thought it would be difficult |
18:34 |
Wuzzy |
long story short, only "normal" chest is large |
18:35 |
GreenDimond |
If you know a way it isnt difficult to make all chests large, then I will make them all large |
18:35 |
GreenDimond |
but chests are the least of my todo list |
18:35 |
GreenDimond |
https://github.com/D00Med/farlands/issues/87#issuecomment-303241260 |
18:36 |
Wuzzy |
well lets not bother with this for now |
18:36 |
Wuzzy |
its more important to get chests to work in te first place |
18:36 |
GreenDimond |
I just need to get the chest model working |
18:37 |
GreenDimond |
Then when I am done with a good bulk of other stuff, I can try the other chests. |
18:38 |
Wuzzy |
but its definitely not out of reach for large chests of all types. you would want to move all the “large chest†code into default.register_chest. It's work, of course and I wouldn't do it until at least normal chests work perfectly |
18:38 |
Wuzzy |
it could be tricky if chests need different features, like locked v non-locked |
18:38 |
Wuzzy |
but as i said, lets focus on normal chest now |
18:38 |
GreenDimond |
yeah |
18:39 |
Wuzzy |
whats the problem with models? |
18:39 |
GreenDimond |
they dont open |
18:39 |
Wuzzy |
do you have models ready for the two "halves" ready? |
18:40 |
GreenDimond |
its just the default model |
18:40 |
GreenDimond |
thats all I need |
18:40 |
Wuzzy |
oh wait |
18:40 |
Wuzzy |
default model is alreay 1 wide, right? |
18:40 |
GreenDimond |
Heres the strange part |
18:40 |
Wuzzy |
but it may look strange in the middle |
18:40 |
GreenDimond |
I have a way to fix that |
18:40 |
GreenDimond |
leave that to me xD |
18:40 |
Wuzzy |
ok |
18:41 |
GreenDimond |
Heres the strange thing |
18:41 |
GreenDimond |
If I place a chest_left or chest_right (from giveme), they do use the model (can open/close). However, the default chest does not, and neither does a big chest. |
18:42 |
Wuzzy |
welll |
18:42 |
Wuzzy |
def.on_rightclick |
18:43 |
Wuzzy |
hmmm when i think about it |
18:43 |
GreenDimond |
oh yeah |
18:43 |
GreenDimond |
I was in the middle of adding that def thing when you asked that |
18:44 |
Wuzzy |
have you committed already? |
18:44 |
GreenDimond |
huh? |
18:44 |
GreenDimond |
I haven't changed the gist yet |
18:44 |
Wuzzy |
do you use version control? |
18:45 |
GreenDimond |
We are talking about GitHub right? |
18:45 |
Wuzzy |
no, Git |
18:45 |
GreenDimond |
Oh |
18:45 |
GreenDimond |
Um |
18:45 |
GreenDimond |
No idea |
18:45 |
Wuzzy |
then no |
18:45 |
GreenDimond |
'V1' isnt released yet? :P |
18:45 |
Wuzzy |
you just edit on the raw file then, right? |
18:45 |
Wuzzy |
ok |
18:45 |
GreenDimond |
I am editing my local copy |
18:46 |
GreenDimond |
OK I added the def stuff but it still dont work |
18:46 |
Wuzzy |
when i think about it... |
18:46 |
GreenDimond |
minetest.swap_node(pos, { |
18:46 |
GreenDimond |
name = "default:" .. name .. "_open", |
18:47 |
Wuzzy |
i dont know why we need all this implicity def.on_whatever setting in register_chest |
18:47 |
GreenDimond |
? |
18:47 |
Wuzzy |
since you already set all of this explicitly in the call |
18:47 |
Wuzzy |
if you just comment the section with all the def.on_whatever setting out... |
18:48 |
Wuzzy |
then you just keep the values fed into the functions because it was copied from d |
18:48 |
GreenDimond |
? |
18:48 |
GreenDimond |
what is that supposed to do? |
18:48 |
Wuzzy |
i suppose you want to always set on_construct explicitly |
18:48 |
GreenDimond |
I thought we were trying to get the chests to work? |
18:49 |
Wuzzy |
if you comment the entire section from if def.protected then to def.on_blast = function(pos) out your code should be very simplified |
18:50 |
Wuzzy |
its good to dump code which is never really run |
18:50 |
Wuzzy |
but just comment it out first, not delete it |
18:50 |
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18:51 |
GreenDimond |
ik ik |
18:51 |
Wuzzy |
you might want to keep the key functions |
18:51 |
Wuzzy |
on_key_use and on_skeleton_key_use |
18:52 |
GreenDimond |
ehm |
18:52 |
GreenDimond |
the locked chest broke |
18:52 |
GreenDimond |
because I commented out the locked part |
18:53 |
Wuzzy |
post code |
18:53 |
GreenDimond |
? |
18:53 |
Wuzzy |
oh crap |
18:53 |
Wuzzy |
you set nothing explicitly in chest_locked |
18:53 |
GreenDimond |
that is correct |
18:53 |
GreenDimond |
No need to |
18:53 |
Wuzzy |
this means you need the entire sectin inside the protected branch |
18:54 |
Wuzzy |
ok forget my out-commenting. this was silly |
18:54 |
GreenDimond |
k |
18:54 |
Wuzzy |
and show me the code then |
18:54 |
GreenDimond |
Just refresh the page? |
18:55 |
Wuzzy |
ok |
18:55 |
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18:56 |
Wuzzy |
oops |
18:56 |
Wuzzy |
else |
18:56 |
Wuzzy |
def.on_construct = d.on_construct |
18:56 |
Wuzzy |
end |
18:56 |
Wuzzy |
this else thing is actually nonsense |
18:56 |
Wuzzy |
it actually does nothing, really |
18:56 |
GreenDimond |
? |
18:56 |
Wuzzy |
because def.on_construct is ALREADY having this value |
18:56 |
Wuzzy |
because it was copied from d long ago |
18:56 |
GreenDimond |
I am so confuzzled |
18:56 |
GreenDimond |
wat do |
18:56 |
GreenDimond |
remove the else stuff? |
18:57 |
Wuzzy |
i show you what happens: |
18:57 |
Wuzzy |
def = table.copy(d) |
18:57 |
Wuzzy |
wait |
18:57 |
Wuzzy |
assume that def.on_construct is set |
18:57 |
BakerPrime |
wow, this channel is busy |
18:57 |
Wuzzy |
then function gets called |
18:57 |
Wuzzy |
def = table.copy(d) |
18:57 |
Wuzzy |
--lots of code later |
18:58 |
Wuzzy |
if def.on_construct then |
18:58 |
Wuzzy |
-- this part gets skipped |
18:58 |
Wuzzy |
else |
18:58 |
Wuzzy |
-- gets executed |
18:58 |
* BakerPrime |
was watching from another IRC. |
18:58 |
Wuzzy |
def.on_construct = d.on_construct |
18:58 |
Wuzzy |
end |
18:58 |
GreenDimond |
mhmm.. |
18:58 |
GreenDimond |
so.. |
18:58 |
GreenDimond |
now what? |
18:58 |
Wuzzy |
in other words the last statement is just like a = a |
18:58 |
Wuzzy |
so pointless |
18:59 |
GreenDimond |
ook |
18:59 |
GreenDimond |
so |
18:59 |
GreenDimond |
remove that part? |
18:59 |
Wuzzy |
yes |
18:59 |
Wuzzy |
for hte other 3 or 2, too of course |
18:59 |
Wuzzy |
they are pointless |
18:59 |
GreenDimond |
but leave the if def.bla = nil then |
18:59 |
Wuzzy |
YES |
18:59 |
BakerPrime |
Wuzzy: *the? |
19:02 |
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19:03 |
Wuzzy |
GreenDimond: now waht happens if you rightclick? formspec opens, chest doesn't? |
19:03 |
Wuzzy |
chest model* |
19:03 |
GreenDimond |
correct |
19:03 |
GreenDimond |
I am fighting with the locked chest formspec but I can deal with that later |
19:03 |
Wuzzy |
hmm i would now say look at what the debug menu says but you cant look cuz formspec |
19:04 |
GreenDimond |
theres a debug menu??? |
19:04 |
Wuzzy |
debug menu always tells you which node you point |
19:04 |
Wuzzy |
not really a menu |
19:04 |
Wuzzy |
just a screen |
19:04 |
Wuzzy |
F5 |
19:04 |
GreenDimond |
oh you mean F5? |
19:04 |
GreenDimond |
oh I can still see it |
19:04 |
Wuzzy |
right |
19:04 |
GreenDimond |
actually |
19:04 |
GreenDimond |
the formspec is too big xD |
19:04 |
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19:04 |
Wuzzy |
you must look what node name it shows |
19:04 |
GreenDimond |
but it doesnt change when I open it |
19:05 |
GreenDimond |
it shows default:chest_right |
19:05 |
Wuzzy |
if it still says default:chest then that s the problem |
19:05 |
GreenDimond |
even when I open it |
19:05 |
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19:05 |
Wuzzy |
ah, but it must be default:chest_right_open |
19:05 |
Wuzzy |
thats the problem |
19:05 |
GreenDimond |
doesn't it create it's own default:chest_right_open? |
19:05 |
GreenDimond |
scratch that it DOES make its on default:chest_right_open |
19:06 |
GreenDimond |
because I have one sitting right over here |
19:06 |
GreenDimond |
but I got that from giveme |
19:06 |
GreenDimond |
not on_construct |
19:06 |
Wuzzy |
so... |
19:06 |
Wuzzy |
if you have default:chest_right placed by giveme |
19:07 |
Wuzzy |
this "half" opens correctlY? |
19:07 |
Wuzzy |
cool |
19:07 |
GreenDimond |
correct |
19:07 |
GreenDimond |
BTW |
19:07 |
GreenDimond |
if we get this working |
19:07 |
Wuzzy |
what happens if you place both chest_right and chest_left manually? |
19:07 |
GreenDimond |
I can send you my code to add to MCL2 |
19:07 |
GreenDimond |
um |
19:07 |
GreenDimond |
it looks like a big chest |
19:07 |
GreenDimond |
but |
19:07 |
GreenDimond |
I have to test to see if the meta is shared |
19:07 |
GreenDimond |
I doubt it tho |
19:07 |
Wuzzy |
probably not |
19:07 |
Wuzzy |
just testing an idea |
19:07 |
GreenDimond |
oh |
19:08 |
GreenDimond |
inventory doesnt exist |
19:08 |
GreenDimond |
imagine that |
19:08 |
Wuzzy |
hmm where can I eownload the whole thing so I can test? its hard to test without anything to run? :D |
19:08 |
GreenDimond |
https://github.com/D00Med/farlands |
19:09 |
GreenDimond |
download that |
19:09 |
GreenDimond |
um |
19:09 |
GreenDimond |
well |
19:09 |
Wuzzy |
and I can apply your gist right on top of that? |
19:09 |
GreenDimond |
no |
19:09 |
GreenDimond |
its more complicated then that |
19:09 |
Wuzzy |
;-( |
19:09 |
GreenDimond |
erm |
19:09 |
GreenDimond |
hm |
19:09 |
GreenDimond |
let |
19:09 |
GreenDimond |
me |
19:09 |
GreenDimond |
zip up my version and send that to ya |
19:09 |
GreenDimond |
less work for you |
19:10 |
Wuzzy |
well i only have to change nodes.lua then, right? |
19:10 |
GreenDimond |
erm |
19:10 |
GreenDimond |
I dont remember |
19:10 |
GreenDimond |
I know you need some textures too |
19:10 |
Wuzzy |
not really |
19:10 |
Wuzzy |
we test the model, not textrues |
19:11 |
GreenDimond |
Problem is I dont remember if I changed other code too |
19:11 |
Wuzzy |
we'll se. just gimme code. gimme gimme gimme |
19:11 |
Wuzzy |
xD |
19:11 |
GreenDimond |
so what I am sending you is a slightly outdated version of farlands with a snippet of my code (because I have a heap of other code that needs to get done in my copy) |
19:13 |
GreenDimond |
Wuzzy, http://www.filedropper.com/farlands |
19:15 |
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19:17 |
Wuzzy |
doesn't work when I overwrite nodes.lua |
19:17 |
GreenDimond |
dont overwrite anything |
19:17 |
GreenDimond |
thats the whole subgame |
19:17 |
GreenDimond |
:P |
19:18 |
GreenDimond |
stick it in yer "games" folder |
19:18 |
Wuzzy |
but i need to edit nodes.lua to track your edits, remember? |
19:18 |
GreenDimond |
nope |
19:19 |
GreenDimond |
that includes my edits |
19:19 |
GreenDimond |
that is my copy of farlands that I was working on |
19:19 |
GreenDimond |
Hence why I sent you a filedropper link instead of a GitHub link |
19:21 |
Wuzzy |
testing right now |
19:21 |
Wuzzy |
i can reproduce your problems |
19:21 |
Wuzzy |
weeeeird |
19:25 |
GreenDimond |
it doesnt have to get done today |
19:25 |
GreenDimond |
Question |
19:25 |
GreenDimond |
2 questions |
19:25 |
GreenDimond |
1st one is, for MCL2, are you going to make parrots tameable so they can sit on your shoulder like in MC? |
19:26 |
GreenDimond |
Also, has you seen my reply to your post on MCL2Plus? It was an idea for lighting the End, but I can tell you here if you rather. |
19:27 |
Wuzzy |
parrots, like all mobs,are WIP |
19:28 |
GreenDimond |
tru |
19:28 |
Wuzzy |
parrots are an 1.12 feature, so automatically lower priority |
19:28 |
Wuzzy |
i probably just disable spawning them until the behave at least semi-reasonable |
19:28 |
Wuzzy |
i dont really like parrots now |
19:28 |
Wuzzy |
they just float in mid-air with no animation. very weird |
19:29 |
GreenDimond |
sometimes yeah |
19:29 |
Wuzzy |
they are really just good for the feathers now |
19:29 |
Wuzzy |
might as well just make a spawn egg mob |
19:29 |
Wuzzy |
spawn rate is already intentionally low |
19:29 |
Wuzzy |
technically parrots are tamable already |
19:29 |
Wuzzy |
the tame variable is set, i believe |
19:29 |
Wuzzy |
but there is no difference in behaviour xD |
19:30 |
Wuzzy |
I did not readl the reply yet. busy with you now |
19:31 |
GreenDimond |
Well ill tell you now |
19:31 |
Wuzzy |
WAAAAAT |
19:31 |
Wuzzy |
i just learned that on_rightclick is not even called !!! |
19:31 |
Wuzzy |
for default:chest_right/left |
19:31 |
Wuzzy |
when those were created by placement of default:chest |
19:31 |
Wuzzy |
but it *is* called when placed by HAX |
19:31 |
Wuzzy |
W |
19:32 |
Wuzzy |
T |
19:32 |
Wuzzy |
F |
19:32 |
Wuzzy |
how is this even ...? |
19:32 |
GreenDimond |
Instead of generating air in the End, generate air that produces light level 15. |
19:32 |
Wuzzy |
nooooooo |
19:32 |
Wuzzy |
this is wrong on so many levels |
19:32 |
Wuzzy |
this messes up with everything |
19:33 |
Wuzzy |
i only want normal air, not crazy air |
19:33 |
Wuzzy |
also, nodes can no longer produe light level 15 |
19:33 |
GreenDimond |
well its just a suggestion :P |
19:33 |
Wuzzy |
that is reserved exclusively for sunlight |
19:33 |
GreenDimond |
ok then produce light_max |
19:33 |
Wuzzy |
max liight is 14 |
19:33 |
Wuzzy |
no, this is a terrible hack |
19:34 |
Wuzzy |
realms are *already* a hack. lets not add to it |
19:34 |
GreenDimond |
truuu |
19:34 |
Wuzzy |
long story short: Rejected! |
19:34 |
GreenDimond |
fine with meh xD |
19:34 |
Wuzzy |
but i am super confused now |
19:34 |
Wuzzy |
how on Earth can it be that the *same* freaking node gets on_rightclick called in one occasion |
19:34 |
Wuzzy |
but it is not called at all on a different occasion |
19:35 |
Wuzzy |
ok not the *same* node. same node type |
19:35 |
Wuzzy |
this should be impossible, right? |
19:35 |
GreenDimond |
I dont know thats why I ask for your help xD |
19:35 |
Wuzzy |
that would mean the node definitoion magically changed between nodes?! |
19:35 |
Wuzzy |
did you already know taht on_rightclick is not even called? |
19:35 |
GreenDimond |
I didnt know that xD |
19:36 |
Wuzzy |
but it makes no fucking sense |
19:36 |
GreenDimond |
I just knew that the model didnt switch xD |
19:37 |
Wuzzy |
maybe you found an engine bug... i need to look into this deep. because silly things like this should never happen |
19:37 |
Wuzzy |
the same on_rigtclick must be called no matter what |
19:37 |
GreenDimond |
oh boy.. |
19:38 |
Wuzzy |
GreenDimond: sometimes it is very helpful to just sprinkle random debug output messages in your code. just to see where your code goes. |
19:38 |
KaadmY |
Well there's your problem, you're using on_rigtclick instead of on_rightclick |
19:38 |
GreenDimond |
... |
19:39 |
Wuzzy |
... |
19:39 |
KaadmY |
... |
19:39 |
GreenDimond |
where? |
19:39 |
KaadmY |
[12:37:27] <Wuzzy> the same on_rigtclick must be called no matter what |
19:39 |
Wuzzy |
nowhere. its not true |
19:39 |
Wuzzy |
on_rightclick* |
19:39 |
KaadmY |
:P |
19:39 |
GreenDimond |
gosh darn it KaadmY |
19:39 |
Wuzzy |
I wish we would have a REAL debugger but oh well. |
19:40 |
Wuzzy |
or is there a real debugger for lua , i just dont know it? |
19:40 |
Wuzzy |
i could debug minetest with gdb but i have no idea what to do with my Lua code... :( |
19:41 |
Wuzzy |
okay GreenDimond. I think I can't help you with your on_rightclick problem for now |
19:41 |
Wuzzy |
what I do instead now is researching on why the hell this is happening |
19:41 |
Wuzzy |
I try to reproduce this bug in different situations |
19:41 |
Wuzzy |
if it turns out it's a MT bug, I'll report it of course |
19:41 |
Wuzzy |
and of course I will notify u |
19:42 |
* KaadmY |
expects it's something really lame |
19:42 |
KaadmY |
Is on_rightclick overridden anywhere? |
19:42 |
Wuzzy |
yes |
19:42 |
Wuzzy |
well.. |
19:42 |
Wuzzy |
here is the situation |
19:42 |
Wuzzy |
I have one node bla:bli |
19:42 |
Wuzzy |
I place it on the ground |
19:42 |
Wuzzy |
it has on_rightlick defined. in the node def |
19:43 |
Wuzzy |
I have a debug message right at the start of that function |
19:43 |
Wuzzy |
i have placed this node two times |
19:43 |
Wuzzy |
the first time it is placed by hand |
19:43 |
Wuzzy |
directly |
19:43 |
Wuzzy |
the second time it is placed indirectly by swap_node or set_node |
19:43 |
Wuzzy |
now. |
19:44 |
Wuzzy |
It is reasonable to expect that BOTH nodes give you the debug mesage when rightclicked. right? |
19:44 |
Wuzzy |
the fact that those 2 nodes were placed differently should have no impact |
19:44 |
Wuzzy |
remember both nodes are of the same type bla:bli |
19:44 |
KaadmY |
Yeah |
19:44 |
Wuzzy |
but here we have a situation where the one nodes does NOT give debug output. |
19:44 |
Wuzzy |
thats the WTF moment |
19:45 |
Wuzzy |
and if its an overwrite problem like you suggest |
19:45 |
GreenDimond |
It might be because the on_construct did not take place |
19:45 |
Wuzzy |
then either both nodes should work or both nodes hsould be broken |
19:45 |
KaadmY |
Just `grep on_rightclick * -R` |
19:45 |
KaadmY |
See if ANYTHING uses on_rightclick that might have broken it |
19:46 |
Wuzzy |
i dont get it |
19:46 |
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19:46 |
Wuzzy |
i dont get the logic behind that one |
19:46 |
Wuzzy |
no matter how crazy u have overwritten on_rightclick |
19:46 |
Wuzzy |
then either both or none nodes should work |
19:48 |
Wuzzy |
and no, KaadmY. I don't find anything suspicious |
19:48 |
KaadmY |
Yeah |
19:48 |
Wuzzy |
I try to reproduce this bug in isolation |
19:49 |
Wuzzy |
ohh |
19:49 |
Wuzzy |
now i know what may be the problem |
19:49 |
Wuzzy |
if the node has a formspec attached to it. it kills on_rightclick. right? |
19:50 |
GreenDimond |
shouldnt |
19:51 |
KaadmY |
Hm |
19:54 |
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19:55 |
Wuzzy |
yep |
19:55 |
Wuzzy |
it definitely is the formspec |
19:55 |
Wuzzy |
stuuuupid |
19:56 |
Wuzzy |
if you set formspec via node metadata, on_rightclick is never called |
19:56 |
Wuzzy |
the difference between the nodes was indeed this |
19:56 |
Wuzzy |
the one had formspec metadata, the other one didn't |
19:56 |
Wuzzy |
this is annoying |
19:56 |
KaadmY |
Wow |
19:57 |
Wuzzy |
hmm I believe on_rightclick should be called anyways, right? |
19:57 |
Wuzzy |
even if that node got a formspec |
19:58 |
Wuzzy |
in this case, I was right. engine bug |
19:58 |
Wuzzy |
huh? not even in issue tracker yet... |
19:58 |
KaadmY |
Probably just (bad) intended behaviour |
20:00 |
Wuzzy |
GreenDimond: I think I know the solution to your model problem. As soon you place the chest next to another chest, the node gets the formspec metadata assigned |
20:01 |
Wuzzy |
ok this was not the solution yet |
20:01 |
Wuzzy |
the solution would be to *not* set the formspec via metadata. instead you open the formspec of the large chest "half" node in on_rightclick |
20:01 |
Wuzzy |
just like you do for the single chest |
20:02 |
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20:02 |
Wuzzy |
This is basically what I also did in mcl_chest |
20:02 |
GreenDimond |
? |
20:02 |
Wuzzy |
............. |
20:03 |
Wuzzy |
in on_construct of default:chest |
20:03 |
Wuzzy |
you set "formspec" metadata. |
20:03 |
GreenDimond |
erm |
20:03 |
Wuzzy |
this is not the way to do it, it breaks the on_rightclick function |
20:04 |
Wuzzy |
instead, you have to open the formspec in on_rightclick itself |
20:04 |
GreenDimond |
but the chests have to share metadata |
20:04 |
Wuzzy |
just look at mcl_chests to learn how I open the formspec |
20:04 |
GreenDimond |
I am using your method |
20:04 |
GreenDimond |
I think |
20:05 |
Wuzzy |
no, you don't. you set "formspec" metadata |
20:05 |
Wuzzy |
only this metadata is critical. the other metadata must of course sta |
20:05 |
Wuzzy |
stay* |
20:05 |
GreenDimond |
oh I think that's because I changed to using the default.register_chest |
20:05 |
Wuzzy |
no, this is not the reason |
20:06 |
GreenDimond |
alright what code do I change xD |
20:06 |
Wuzzy |
you do m:set_string("formspec", blablabla) |
20:06 |
Wuzzy |
this is the current (wrong) situation |
20:06 |
Wuzzy |
use minetest.open_formspec for ALL the 3 node pieces (single, left, right) |
20:06 |
Wuzzy |
really just look at mcl_chests |
20:07 |
Wuzzy |
note the lack of meta:set_string("formspec") for the chests |
20:07 |
Wuzzy |
I hope you can do this alone. you'Re on your own for the rest of the day. |
20:07 |
Wuzzy |
I have a bug to report |
20:08 |
GreenDimond |
I might just ask you tomorrow :P |
20:08 |
GreenDimond |
if I cant figure it out on my own |
20:09 |
Wuzzy |
How is the Farlands projects going, by the way? |
20:10 |
Wuzzy |
I admit I have never played it |
20:10 |
GreenDimond |
Not sure |
20:10 |
GreenDimond |
it seems its going well |
20:10 |
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20:10 |
GreenDimond |
I do a lot of other stuff |
20:10 |
GreenDimond |
so I dont keep up with everything |
20:10 |
Wuzzy |
it looks cool imo |
20:10 |
GreenDimond |
I think it is :P |
20:10 |
Wuzzy |
this game has on my todo list for long |
20:11 |
Wuzzy |
i like the corals |
20:11 |
tumeninodes |
Hay guys. Sorry to butt in just a quick question. GD, did you make a double open chest model? |
20:11 |
GreenDimond |
nope tumeninodes |
20:11 |
GreenDimond |
using the default |
20:11 |
GreenDimond |
dont need a large chest model |
20:11 |
Wuzzy |
i always like it when MC-like games add some sea life. most MC-like (including MC itself) have little to no sea life whatsoever. very sad |
20:11 |
tumeninodes |
For what you wish to do, you need a single dble wide model |
20:12 |
GreenDimond |
tumeninodes, not necessarily |
20:12 |
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20:12 |
tumeninodes |
how without dble? I'm curious now :P |
20:12 |
Wuzzy |
the MC open model is exactly 1 node wide |
20:12 |
Wuzzy |
MTG* |
20:13 |
GreenDimond |
if chest_right switches models, then switch the chest_left one too |
20:13 |
GreenDimond |
simple |
20:13 |
tumeninodes |
Wuzzy, the default |
20:13 |
Wuzzy |
why does it have to be a *single* model? |
20:13 |
GreenDimond |
are you asking tumeni? |
20:14 |
Wuzzy |
hmm beause of the vertices and faces, right? |
20:14 |
GreenDimond |
the model doesnt need to switch |
20:14 |
GreenDimond |
I mean |
20:14 |
Wuzzy |
you *could* also stick to the voxel ideology and split it in "half", one for each node |
20:14 |
GreenDimond |
It doesnt need a new model |
20:14 |
tumeninodes |
I'm just sayin' While the closed chest is fine to use the same original setup, a new dble size model should be required to open |
20:14 |
GreenDimond |
just detect the model switch |
20:14 |
GreenDimond |
no it doesnt need a new model |
20:15 |
GreenDimond |
if one chest opens, then open the one next to it too. 'tis simple. |
20:15 |
tumeninodes |
that is the thing GD, you want to switch to the new model for open, append the formspec to the new model |
20:15 |
tumeninodes |
seems to me using 2 models in this situation is twice the work |
20:16 |
tumeninodes |
Wuzzy, yes "because vertices and faces" |
20:16 |
Wuzzy |
:D |
20:17 |
Wuzzy |
i am quite sad to see nodeboxes slowly die |
20:17 |
Wuzzy |
in MTG not even stairs have nodeboxes |
20:17 |
tumeninodes |
nah they are not, look at my facade mod if you wanna see some hardcore nodeboxes :P |
20:18 |
GreenDimond |
hehe |
20:18 |
Wuzzy |
this is sad because nodeboxes are super easy to edit |
20:18 |
tumeninodes |
but they are hungry |
20:18 |
GreenDimond |
I prefer meshes :P |
20:18 |
Wuzzy |
i understand the need to reduce the number of faces, but why not optimize nodeboxes automatically? |
20:18 |
tumeninodes |
GD makes very nice meshes ;) |
20:18 |
GreenDimond |
indeed :D |
20:19 |
GreenDimond |
wait where have you seen my meshes? o_O |
20:19 |
Wuzzy |
thats why I keep nodeboxes whereever possible |
20:19 |
tumeninodes |
takes twice the work to optimize them automagically than simply start with a mesh |
20:19 |
Wuzzy |
not neccessarily |
20:19 |
tumeninodes |
I saw the chimes and gift boxes posted on HT |
20:19 |
GreenDimond |
oh you did? :D |
20:20 |
Wuzzy |
minetest really just needs to generate a mesh out of the nodebox definition *once* |
20:20 |
Wuzzy |
then just re-use this one |
20:20 |
tumeninodes |
I have to run but, I really think you should try the single new model for dbl chests |
20:20 |
Wuzzy |
i find it hard to belive this has any impact on performance |
20:21 |
Wuzzy |
ok for chests a model makes sense esp open ones |
20:21 |
GreenDimond |
? |
20:21 |
tumeninodes |
but Wuzzy, after some time every little byte helps and becomes more precious |
20:21 |
Wuzzy |
tumeninodes: the only impact such an optimziation routine will have is the loading time where it generates the meshes ONCE. after it is done no further impact |
20:22 |
GreenDimond |
reusing the same mesh saves more performance than using 2 meshes |
20:22 |
GreenDimond |
*reusing the same mesh twice saves more performance than using a new mesh |
20:22 |
Wuzzy |
who talks about 2 meshes?! |
20:22 |
tumeninodes |
Wuzzy, I "think" some of it also has to do with a "polished" end product on the dev end |
20:23 |
tumeninodes |
I still love nodeboxes too... cuz /me sucks at blendy |
20:23 |
tumeninodes |
:D |
20:23 |
GreenDimond |
if I make a new mesh for the large chest thats another mesh to load |
20:23 |
Wuzzy |
well the big plus for nodeboxes is they are super easy to edit. if performance wins, then nodeboxes are going to die completely. which is sad |
20:23 |
GreenDimond |
its better to just use 2 of the already used mesh |
20:24 |
Wuzzy |
well i think i suggest this nodebox optimization by myself and look what the devs think |
20:24 |
Wuzzy |
because i dont want nodeboxes to die |
20:25 |
Wuzzy |
i think we can have ease-of-edit of node-boxes *without* sacrificing performance |
20:25 |
tumeninodes |
gonna take engine play to tweak |
20:26 |
Wuzzy |
also it seems especially silly to me that STAIRS are done as mesh instead of a nodebox. one of the simplest shapes EVER... still not a nodeboxes. xD |
20:26 |
GreenDimond |
I made the new corner stair meshes :P |
20:26 |
tumeninodes |
GD, a single open model for single chests / single model for dbl wide chests |
20:27 |
tumeninodes |
yes he did... Lets gettem! |
20:27 |
GreenDimond |
D: |
20:27 |
GreenDimond |
xD |
20:27 |
tumeninodes |
ok, serz gusta go guys.. ttyl (do the dble wide model) |
20:28 |
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20:34 |
GreenDimond |
Hey |
20:34 |
GreenDimond |
Hey Wuzzy |
20:34 |
GreenDimond |
want some cringgggggge? |
20:34 |
Wuzzy |
DO WANT |
20:34 |
GreenDimond |
https://forum.minetest.net/viewtopic.php?p=286597#p286597 |
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20:41 |
GreenDimond |
have you reported bug yet Wuzzy sir? :P |
20:42 |
Wuzzy |
TODO |
20:42 |
GreenDimond |
I SEE |
20:48 |
GreenDimond |
I am going to make a particle cannon |
20:48 |
GreenDimond |
(in blender) |
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20:55 |
Wuzzy |
GreenDimond: https://github.com/minetest/minetest/issues/6195 |
20:55 |
GreenDimond |
+1 |
20:59 |
GreenDimond |
EEVEE is awesome O_O |
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GreenDimond |
I cant wait for Blender 2.8... |
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22:15 |
Zehra |
Greetings all, |
22:15 |
Zehra |
I know this probably has been asked before, but I'll ask anyways. |
22:16 |
Zehra |
How would I throw snow in Minetest ? |
22:16 |
Zehra |
(In the sense of a snowball.) |
22:17 |
Zehra |
Or would this require a mod ? |
22:18 |
calcul0n |
i think there's a mod for this yes |
22:20 |
Zehra |
Ah okay. |
22:20 |
calcul0n |
https://github.com/Splizard/minetest-mod-snow |
22:20 |
calcul0n |
this is just the first google result, looks like there are some other ones |
22:23 |
Zehra |
calcul0n: Thank you. |
22:23 |
Zehra |
I think this will work perfectly. |
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23:08 |
swift110 |
hey all |
23:10 |
swift110 |
how are you bigfoot547 |
23:10 |
swift110 |
hey Zehra |
23:10 |
Zehra |
hi swift110 |
23:11 |
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23:13 |
Guest75304 |
Hey guys, i got a quick and hopefully easy question. I been using World Edit. But have dark places now. I ahve tried Fix lighting many times yet it don't do anything. Is there anything else I could try? |
23:13 |
swift110 |
how are you Zehra |
23:15 |
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23:19 |
Guest75304 |
Wait i think i got it. |
23:19 |
Guest75304 |
i had to update like 95 million blocks |
23:19 |
Zehra |
I'm doing alright swift110 |
23:20 |
Zehra |
Although I'm still somewhat of a newbie at Minetest. |
23:21 |
Guest75304 |
Well some of the dark places come right back when I walk over it... |
23:22 |
Guest75304 |
Is there anyway to view a preview of MTS files before placing them when importing them? |
23:22 |
rdococ |
eh? |
23:24 |
swift110 |
Not more of a newbie than i am zehra |
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