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01:12 |
GreenDimond |
I uv-unwrapped the cube.obj that mt2obj uses, but that messed with the conversion from .mts to .obj, so any import is just a white cube. Any notion why or how I can get the cube to be unwrapped? |
01:13 |
GreenDimond |
(so that every cube in the obj is unwrapped) |
01:15 |
GreenDimond |
*any notion why this happens or how I can get the cube to be unwrapped? |
01:18 |
jas_ |
heroofthewinds updated caverealms! |
01:18 |
GreenDimond |
o rly??? |
01:18 |
jas_ |
i don't think it works in v7 still? |
01:19 |
jas_ |
i'm trying this subterrane but i think i have to add the caverealms stuff or something heh |
01:19 |
GreenDimond |
Fix mistake in falling_ice, replace constant_flame with fire:permanent_flame |
01:19 |
GreenDimond |
Thats all |
01:19 |
GreenDimond |
Just a PR merge |
01:25 |
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01:32 |
GreenDimond |
sfan5: Do you know if it's possible to uv unwrap the cubes when using mt2obj? |
01:45 |
calcul0n |
Natechip, you're so ugly :) |
01:45 |
calcul0n |
https://www.youtube.com/watch?v=Owg8cDOR7pY |
01:47 |
BakerPrime |
Natechip: you are not ugly. |
01:47 |
BakerPrime |
that's better :P |
01:48 |
Natechip |
Baker: im trolling a kid who thinks he can call ppl ugly |
01:55 |
jas_ |
https://youtu.be/rbZA3mklmyA |
01:55 |
jas_ |
!title |
01:55 |
MinetestBot |
jas_: minetest dcbl server subgame - YouTube |
01:56 |
Natechip |
calcul0n, BakerPrime: there was a player on my server who was calling players ugly, ended up calling me ugly. What do I do? Own him by doing /nick Ugly_natechip |
01:56 |
Natechip |
XD |
01:56 |
BakerPrime |
xD |
01:57 |
BakerPrime |
now, I think I've asked you this before, but what is your server again? (port/IP) |
01:58 |
BakerPrime |
natechip ^ |
01:58 |
calcul0n |
:) |
01:59 |
Natechip |
BakerPrime: MM-Survival minetestservers.ddns.net:48254 (P.S. thanks for letting me advertice my server in #minetest :D XD) |
01:59 |
Natechip |
advertise* |
02:07 |
BakerPrime |
OK, thanks. :) |
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06:50 |
hisforever |
is the round sun in a Mod? |
06:52 |
sy |
there's a texture pack with a round sun |
06:53 |
hisforever |
ty Sy where do I find it? |
06:53 |
sy |
check out a few texture packs on the forums |
06:54 |
sy |
one of them is bound to have a round sun |
06:54 |
hisforever |
ok will do |
06:55 |
sy |
you could always just find an image of the sun on google images and use that |
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07:17 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Lint fix on localplayer.h 618e0dd https://git.io/v7dLq (2017-08-15T07:15:04Z) |
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07:32 |
MinetestBot |
[git] nerzhul -> minetest/minetest: server.cpp: code modernization 342e933 https://git.io/v7dLA (2017-08-15T07:30:31Z) |
07:40 |
MinetestBot |
[git] nerzhul -> minetest/minetest: bab.cpp: code modernization 64c7a68 https://git.io/v7dtc (2017-08-15T07:39:58Z) |
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jas_ |
Im new to android and gotta figure out how to compile mt on tgis thing... Any hints or tips? |
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zyabin101 |
@jas_ https://github.com/minetest/minetest/blob/master/doc/README.android |
11:44 |
zyabin101 |
^ official docs from minetest repo on GitHub |
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13:09 |
paramat |
sfan5 could you consider unbanning garywhite/halt in this channel? he's allowed in the other channels so he ends up unsuitably posting in -dev (and he's here already under another name) |
13:09 |
sfan5 |
if you hadn't mentioned the fact that he's ban evading i would actually be inclined to unban him |
13:10 |
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13:12 |
lamazoni |
hello, I m noob in minetest, sry if I m asking something wrong or not appropriate for this channel |
13:13 |
lamazoni |
I m interested by the teach mod https://github.com/sfan5/minetest-teaching |
13:13 |
lamazoni |
Is there any tutorial available in a 'user' perspective ? |
13:16 |
sfan5 |
there's this video that roughly shows how it works |
13:16 |
sfan5 |
https://kitsunemimi.pw/tmp/ph_GCppPdO5C.mp4 |
13:17 |
lamazoni |
hmm very interresting |
13:18 |
paramat |
hehe |
13:18 |
lamazoni |
thank a lot sfan5 I won't ask you far more in order to not annoy u |
13:18 |
sfan5 |
if you have further questions don't be afraid to ask |
13:19 |
lamazoni |
sure I will thk u |
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14:04 |
AlexYst |
Yay! A new community member. |
14:07 |
DI3HARD139 |
So I'm sure this is gonna be a dumb question but Google isn't being helpful today. How do you change the language in MT? Windows changed it to Japanese :/ |
14:08 |
DI3HARD139 |
nvm ignore that question |
14:08 |
AlexYst |
That's a good question. |
14:08 |
AlexYst |
DI3HARD139: How do you do it then? Is it in the settings menu? |
14:09 |
DI3HARD139 |
"language = en" in the minetest.conf for english. https://github.com/minetest/minetest/blob/master/minetest.conf.example#L1383 |
14:09 |
* AlexYst |
would look, but it seems Minetest was never installed on their new computer |
14:09 |
AlexYst |
DI3HARD139: Okay, sweet. That's easy. |
14:10 |
DI3HARD139 |
I had a feeling it was "language = " however I didn't know what the values were :P |
14:12 |
AlexYst |
Ah, yeah. Different software uses different language codes. |
14:12 |
AlexYst |
"en", "EN", "en_GB", "English", just to name a few ... |
14:15 |
DI3HARD139 |
exactly |
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14:33 |
AntumDeluge |
I'm having trouble setting hardware coloring on node using 'on_rightclick'. I've been looking at the following documents: |
14:33 |
AntumDeluge |
http://dev.minetest.net/minetest.register_node#on_rightclick |
14:33 |
AntumDeluge |
http://dev.minetest.net/NodeMetaRef |
14:34 |
AntumDeluge |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4344 |
14:34 |
AntumDeluge |
I've also been looking at "homedecor's" source. |
14:35 |
AntumDeluge |
I tried using "local meta = core.get_meta(pos); meta:set_string('color', color)", but that is not working. |
14:38 |
AntumDeluge |
https://gist.github.com/AntumDeluge/aeb56d1127488f430bea35444a7d3a3f |
14:43 |
AntumDeluge |
I'm guessing that "meta:set_string" isn't working because the node is not being updated. How do I update the node after setting the meta data? Or, is "core.get_meta" not what I want to call? |
14:49 |
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14:51 |
jas_ |
Try using minetest namespace instead of core, but I don't know how that differs. |
14:51 |
AntumDeluge |
It doesn't, as far as I understand. 'core' is an alias of 'minetest' namespace. |
14:54 |
jas_ |
I dunno even that namespace is the correct terminology |
14:55 |
jas_ |
Actually I admit I don't understand the question. |
14:57 |
AntumDeluge |
Nodes have the 'color' attribute which can be set to change their color. I think I've figured out how to set the 'color' attribute now. But I don't know how to update the node so that its realtime color is changed. |
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14:58 |
jas_ |
As soon as you update nodemetadata it's instantaneous |
14:58 |
jas_ |
I haven't tried this new coloring stuff yet. |
14:58 |
AntumDeluge |
I think I was wrong by trying to use metadata. |
15:00 |
AntumDeluge |
I updated the Gist to reflect what I've tried most recently: https://gist.github.com/AntumDeluge/aeb56d1127488f430bea35444a7d3a3f |
15:00 |
AntumDeluge |
"node.color = color". The "color" attribute seems to be set, but visually, the node's color does not change. |
15:03 |
AntumDeluge |
Maybe I first need to retrieve the "ObjectRef", then call "ObjectRef:set_properties"? |
15:06 |
jas_ |
Oh ObjectRef is for entities only I believe. |
15:08 |
AntumDeluge |
Okay. |
15:08 |
jas_ |
Where's this coloring business in lua_api.txt? |
15:08 |
AntumDeluge |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L433 |
15:10 |
AntumDeluge |
So, I need to update the color of a node that has already been placed. |
15:10 |
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15:10 |
AntumDeluge |
Like color of beds from the homedecor mod can be changed using dyes. |
15:11 |
AntumDeluge |
And I'm using the 'unifieddyes' color palette like 'homedecor' does. |
15:17 |
AntumDeluge |
I updated the gist to show the whole 'register_node' call: https://gist.github.com/AntumDeluge/aeb56d1127488f430bea35444a7d3a3f |
15:21 |
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15:21 |
jas_ |
I cannot phone. Will try from pc ina bit. Goodluck to u |
15:22 |
AntumDeluge |
Thank you for trying to help jas_. |
15:29 |
AntumDeluge |
I think I've been going about this wrong as using unifieddyes allows using "left click" to change node coloring, not "right click". |
15:38 |
AntumDeluge |
Ah! Using "unifiedDyes", just needed to add "ud_param2_colorable=1" to "groups" when I registered the node. Now, left-clicking with a dye changes the node color. :) |
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15:45 |
Brackston |
AntumDeluge: Congrats |
15:45 |
AntumDeluge |
Thank you Brackston. And thanks to the 'unifieddyes' devs. :) |
15:46 |
AntumDeluge |
Oh, and the 'homedecor' devs, because looking at that code helped me. |
15:47 |
Brackston |
That's VanessaE...always helpful! |
15:48 |
AntumDeluge |
VanessaE seems to be a big-time contributor. |
15:51 |
Brackston |
Yes she is. And we are more colorful because of it! |
15:59 |
ThomasMonroe |
XD |
15:59 |
CalebDavis |
i am running player:set_clouds({color=0xffffff50}) when a player joins but it sets the cloid color to yellow why? |
15:59 |
CalebDavis |
cloud^ |
16:00 |
Dumbeldor |
CalebDavis: RGB :D |
16:00 |
CalebDavis |
XD its ARBG not RGBA |
16:01 |
Calinou |
ARGB is the bane of my existence |
16:01 |
Calinou |
#RGBARepresent |
16:01 |
* CalebDavis |
does a faceslap |
16:01 |
lamazoni |
Finally I m ok with the teaching mod, thk sfan5 to the vid tutorial (I was locked somewhere beetween giveme teaching:util_1 and where the f.. are the block ! |
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16:48 |
twoelk |
lamazoni: you may also like to study the <It’s Educational> section here: http://www.ocsmag.com/2016/04/04/mining-for-education/ |
16:54 |
lamazoni |
twoelk:yes indeed a good article, in fact started by the french version of this article. By now I'm trying to make a type of maze map. It,s far my nepheu. |
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18:11 |
AntumDeluge |
How do I check if a player can dig a node? I've tried 'node.can_dig(pos, differ', but apparently that is 'nil' if not manually set when node is registered. |
18:13 |
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18:15 |
AntumDeluge |
I want to test if the node is protected. Reason being is that I override 'node.on_dig' function to call 'core.remove_node', so I need to know if the node can be dug by the player before calling. |
18:17 |
AntumDeluge |
I'm guessing that protection info can be found in the nodes meta data. |
18:22 |
Krock |
minetest.is_protected(pos, name) |
18:22 |
Krock |
returns true/false, depending whether the position is not modifyable |
18:24 |
Krock |
^ AntumDeluge |
18:25 |
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18:32 |
MinetestBot |
[git] nerzhul -> minetest/minetest: Modernize client code (#6250) 9dd0f95 https://git.io/v7FRt (2017-08-15T18:30:30Z) |
18:36 |
AntumDeluge |
Thank you Krock, very helpful. :) |
18:37 |
Krock |
!next |
18:37 |
MinetestBot |
Another satisfied customer. Next! |
18:37 |
AntumDeluge |
lol |
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18:57 |
AntumDeluge |
Okay, I have one more hurdle I think. Then I should be good: |
18:57 |
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18:58 |
AntumDeluge |
I can test if a player's inventory can fit an item with "InvSpec:room_for_item('main', itemname)"... |
18:59 |
AntumDeluge |
Sorry, that should have been "InvSpec:room_for_item('main', stack)"... |
19:00 |
AntumDeluge |
But, I need to find out if there is room for two separate items. 'stack' works as a string. How do I list multiple items? And what if I need room for multiples of one item? |
19:01 |
AntumDeluge |
Example: I need to make sure there is room for 1 "default:dirt" & 2 "default:grass" |
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19:04 |
AntumDeluge |
Would it be something like "InvRef:room_for_item('main', 'default:dirt 1 default:grass 2')"? |
19:04 |
sfan5 |
no it can't do that |
19:05 |
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19:06 |
AntumDeluge |
Is there a way to test if multiple items can be added to the inventory? Or do I just have to add them 1 at a time & if one cannot fit, then backtrack? |
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19:09 |
AntumDeluge |
And I'm sorry. I was calling it "InvSpec" when it is "InvRef": http://dev.minetest.net/InvRef |
19:11 |
sfan5 |
if you absolutely want this you should perform the "add 1, then check next" with a copy of the inv |
19:13 |
AntumDeluge |
Okay, I think I can get by with that. Thank you sfan5. |
19:14 |
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19:21 |
AntumDeluge |
Is it a bug that 'core.unregister_item' does not remove nodes from 'core.registered_nodes'? |
19:21 |
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19:31 |
calcul0n |
AntumDeluge, are you doing this at init time ? it only works there |
19:31 |
calcul0n |
and did you set the mod which defines the item in your depends ? |
19:33 |
AntumDeluge |
Yes & yes. |
19:34 |
AntumDeluge |
In order to fully unregister a node, I have to call "core.unregister_item(itemname)" followed by "core.registered_nodes[itemname] = nil" |
19:34 |
calcul0n |
hmm, that's strange then, maybe it is redefined by some other mod ? |
19:34 |
AntumDeluge |
And, to be sure aliases are cleared, I call "core.registered_aliases[itemname] = nil" |
19:36 |
AntumDeluge |
No, it's not being redefined. I think that "core.unregister_items" only handles the "registered_items" table & not the "registered_nodes". I may be wrong though. |
19:36 |
AntumDeluge |
*"core.unregister_item"... not "items". |
19:38 |
calcul0n |
well, the doc says it "deletes the entry with key name from minetest.registered_items and from the associated item table according to its nature: minetest.registered_nodes[] etc" |
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22:33 |
zzombee_____ |
hello |
22:34 |
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22:35 |
zzombee_____ |
when i try to play local/lan server I cannot see the other player's item in their hand |
22:37 |
zzombee_____ |
thanks for any helpful response, I am patient and will be checking... also I have an issue with the mods I try, keep getting same error |
22:39 |
zzombee_____ |
ERROR[main]: mod "mobs_monster" has unsatisfied dependencies: "mobs" |
22:41 |
calcul0n |
zzombee_____, you need mods_redo to run mobs_monster |
22:41 |
zzombee_____ |
awesome, thanks calcul0n |
22:41 |
AntumDeluge |
*mobs_redo |
22:41 |
zzombee_____ |
how about mod "armor" has unsatisfied dependencies: "inventory_plus" |
22:42 |
calcul0n |
well, looks like you need some inventory_plus mod, but i don't know this one |
22:42 |
AntumDeluge |
zzombee_____, https://forum.minetest.net/viewtopic.php?t=3100 |
22:43 |
zzombee_____ |
okay thats cool, thanks very much for the other info! |
22:44 |
zzombee_____ |
thanks AntumDeluge |
22:45 |
AntumDeluge |
zzombee_____, 3d_armor mod has wieldview, which should make it to where you can see items in other players' hands (https://forum.minetest.net/viewtopic.php?t=4654) |
22:47 |
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22:47 |
zzombee_____ |
that's great I am downloading them all now |
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22:48 |
zzombee_____ |
minetet is awesome, I have never played until I got it for my kid and we love it |
22:53 |
AntumDeluge |
If the inventory is too full to hold a node when dug, how do a "drop" it in place? Using "core.item_drop" works, but doesn't look right. |
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22:53 |
AntumDeluge |
Again, I am overriding setting the "on_dig" function in "register_node". |
22:54 |
AntumDeluge |
Setting "on_dig" seems to override the default behavior, & I have to tell it what to do if inventory is full. |
22:55 |
AntumDeluge |
Is there an inherited parent "on_dig" function that I can call? |
22:55 |
AntumDeluge |
Sorry, I'm not real experienced with Lua. |
22:56 |
calcul0n |
maybe you need minetest.handle_node_drops() ? |
22:56 |
AntumDeluge |
Oooh, I'll look at that. Thanks calcul0n. |
23:01 |
AntumDeluge |
Perfect! Thanks again calcul0n! :) |
23:01 |
zzombee_____ |
https://pastebin.com/EdRv1FxV |
23:02 |
zzombee_____ |
i am getting the above error when i run that inventory plus mod |
23:03 |
AntumDeluge |
zzombee_____, You are running an older version of the server... |
23:03 |
AntumDeluge |
You need to either download an older version of 'inventory_plus', or upgrade your Minetest to 0.4.16. |
23:03 |
zzombee_____ |
awesome! i never even thought of that but was starting to suspect... I installed via the repos |
23:03 |
AntumDeluge |
Are you using Ubuntu or Linux Mint? |
23:04 |
zzombee_____ |
I am using a ubuntu variant |
23:04 |
zzombee_____ |
DISTRIB_ID=Ubuntu |
23:04 |
zzombee_____ |
DISTRIB_RELEASE=16.04 |
23:04 |
zzombee_____ |
DISTRIB_CODENAME=xenial |
23:04 |
zzombee_____ |
DISTRIB_DESCRIPTION="Ubuntu 16.04.2 LTS" |
23:04 |
AntumDeluge |
Add the official Minetest PPA to your system: https://launchpad.net/~minetestdevs/+archive/ubuntu/stable |
23:04 |
AntumDeluge |
Then you can get up-to-date version of Minetest. |
23:05 |
zzombee_____ |
sweet, I am guessig I should apt-get remove minetestserver first? |
23:06 |
AntumDeluge |
I don't think you need to as the PPA version should upgrade/overwrite. But, it may be safe to remove it first. |
23:06 |
zzombee_____ |
okay cool, thanks so much AntumDeluge |
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23:07 |
ph3-der-loewe |
AntumDeluge: there is also can_dig. maybe that helps you. |
23:09 |
AntumDeluge |
I don't think 'can_dig' checks inventory space. |
23:10 |
ph3-der-loewe |
it can be used to do so. |
23:11 |
ph3-der-loewe |
I use it for checking if the inventory of a node is empty (otherwise digging is not allowed). |
23:11 |
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23:11 |
ph3-der-loewe |
but you could also check if the player's inventory is in a given state. |
23:11 |
AntumDeluge |
That was actually the functionality I was using originally. But I wanted it to act just like digging dirt or gravel, where if the inventory is full the item is dropped in-place. |
23:12 |
ph3-der-loewe |
ok. |
23:12 |
ph3-der-loewe |
:) |
23:12 |
AntumDeluge |
This is what I was able to come up with: https://gist.github.com/AntumDeluge/aeb56d1127488f430bea35444a7d3a3f |
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