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Billre |
whats a good frontend to the maps.sqlite file? I've trying DB Browser for SQLite but it's very slow to load the file and I'm not seeing any data. |
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06:07 |
sovetskiy |
Please help me to find out how to change player's inventory size correcly. My code (https://pastebin.com/GpsrdqaG) is not working. |
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12:30 |
Guest_6755 |
how to make blocks with a slope? For example a road with a slope? |
12:37 |
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12:37 |
Guest_1199 |
how to make blocks with a slope? For example a road with a slope? (minetest) |
12:37 |
VanessaE |
Guest_1199: moreblocks mod |
12:37 |
VanessaE |
comes with a table saw that can cut many kinds of blocks into slopes et al. |
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13:25 |
deltasquared |
now I'm curious as to how the moreblocks mod achieves slopes, I would assume via meshes as AFAIK nodeboxes don't do continuous slopes |
13:27 |
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13:28 |
VanessaE |
correct. |
13:28 |
deltasquared |
I'm just sat here staring at the .obj file and trying to visualise it in 3D space |
13:29 |
deltasquared |
also quite frankly I don't get most of wavefront obj format directives, but the coordinates are fairly obvious |
13:30 |
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13:30 |
VanessaE |
I used to know the basics, enough to write a script to convert a glob of nodeboxes into a valid .obj model |
13:31 |
deltasquared |
I have a soft spot for any format I can write with a text editor. granted sometimes a modelling program makes it a lot easier to work with, but I like having that option |
13:31 |
paramat |
Guest_1199 please don't repeat a question so soon, it might take a few hours for someone to see and answer :] |
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15:07 |
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15:08 |
deltasquared |
haha, welp, calling set_attach() on an entity with a player object as it's parent fails hilariously |
15:08 |
deltasquared |
the entity's position updates as expected but it just doesn't render at all |
15:08 |
deltasquared |
it "re-appears" when detached, though. |
15:09 |
deltasquared |
in fact when it does so it goes through the teleport glide effect, seemingly from the last position it was in before being attached to a player |
15:10 |
deltasquared |
it doesn't matter too much to me in this particular case as I wasn't intending to attach things to players in particular, just interesting to observe |
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16:50 |
w_laenger |
!tell Player_2 Hello |
16:50 |
MinetestBot |
w_laenger: yeah, sure, whatever |
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17:52 |
deltasquared |
stupid question time, the docs doesn't appear to have a "none" visual type for entities, would there be a straightforward way to make an entity that has no rendering in the world? |
17:52 |
deltasquared |
the use case is an entity which changes the light level of the node it's in |
17:52 |
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17:53 |
deltasquared |
I figure perhaps an empty mesh, transparent sprite or transparent textured cube visual would do it |
17:53 |
* deltasquared |
decides to see what happens if none is specified |
17:57 |
Krock |
or set the scale to 0 |
17:59 |
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18:02 |
paramat |
would be useful, sometimes it's useful to attach a player to an invisible entity |
18:04 |
deltasquared |
well I'm going to see in a minute if MT crashes if I don't define it... in the meantime, might have missed it, but is there a mechanism to set initial armor groups from an entity def? (in particular immortal=1) |
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18:43 |
deltasquared |
huh, is it not sufficient to light up a node with paramtype="light" by setting it's param1 value, or does it also have to be registered as a light source... |
18:45 |
deltasquared |
... apparently so. shucks. |
18:46 |
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18:49 |
aidalgol |
Is a subgame just a bundle of mods, or is there something more to it? |
18:50 |
sfan5 |
pretty much just that |
18:55 |
deltasquared |
sfan5: you have to put modpack.txt there though right? |
18:56 |
Krock |
no. game.conf instead |
19:12 |
deltasquared |
lel, once again I can't texture for jack |
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20:04 |
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20:17 |
Billre |
I'm looking at map.sqlite file in sqliteman and the data blobs looks encrypted. I want to be able to search the data for instances of blocks - for example: locations of technic furnaces. I can't seem to do it this way. Is there another way? |
20:18 |
sfan5 |
they're just in serialized form, no encryption |
20:19 |
Billre |
This what part of it looks like: ýöÛo¿ýöÛoÿß÷ |
20:20 |
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20:21 |
Billre |
what do you mean by serialized? |
20:22 |
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20:22 |
sfan5 |
not in a human-readable format |
20:25 |
Fixer |
it might take a few days for someone to see and answer on irc, but usually nobody answers :D |
20:28 |
Billre |
Seems like I need to do the querying within minetest then. How would I do that? |
20:28 |
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20:30 |
Billre |
Fixer: I guess this where I need to be patient and wait a few days? :D |
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20:57 |
deltasquared |
woo, it works. I have a light source that follows me as I move around |
20:57 |
deltasquared |
now to find a way to make that happen when I wield a torch I guess |
20:59 |
deltasquared |
so, I did a bit more investigation into the attach-to-player thing, it seems that the server-side entity updates correctly, but the GenericCAO that the client sees does not - so the entity (and it's nametag) remains stuck at where it was pre-attach |
20:59 |
deltasquared |
I dunno if this was something fixed in 0.5.0-dev |
21:00 |
deltasquared |
I know that it's updating server-side correctly in this instance as the entity in question is the one spawning this light source. |
21:00 |
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21:00 |
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21:01 |
deltasquared |
even weirder though, is that while the entity visually remains fixed in place, it is lit depending on it's real position according to entityref:get_pos() |
21:01 |
deltasquared |
I can only assume something is not getting synced correctly somewhere |
21:16 |
swift110 |
goodness I forgot to get a new mouse |
21:16 |
swift110 |
actually I would prefer to use a usb joystick with the game |
21:17 |
deltasquared |
swift110: are you mad!? |
21:17 |
deltasquared |
but muh muscle accuracy |
21:18 |
swift110 |
deltasquared, not mad |
21:18 |
swift110 |
lol |
21:20 |
deltasquared |
swift110: try playing with a console controller and get back to me ;) |
21:20 |
deltasquared |
(assuming there's some way to get MT to speak to one...) |
21:29 |
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21:36 |
aidalgol |
Is there a subgame that mostly plays itself? Like the Minecraft automation (machinery) mods taken to the extreme? |
21:36 |
rubenwardy |
technic is a good automation one |
21:36 |
aidalgol |
rubenwardy: For Minetest? |
21:36 |
rubenwardy |
yeah |
21:36 |
rubenwardy |
!mod technic |
21:36 |
MinetestBot |
rubenwardy: Technic [technic] by RealBadAngel - https://forum.minetest.net/viewtopic.php?t=2538 |
21:36 |
aidalgol |
cool! |
21:37 |
aidalgol |
I had trouble getting into Minecraft because there's no goal, and building got boring. And writing mods looked painful. Maybe I'll have more fun just writing mods for Minetest. :P |
21:38 |
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21:50 |
Fuchs |
we discussed this a bit at #live, minetest these days has advancements, |
21:50 |
Fuchs |
*minecraft, sorry |
21:50 |
Fuchs |
and they give you goals to reach, like mine stuff to go to the nether, go to the end, kill the dragon etc. |
21:50 |
Fuchs |
I think that might be something nice for minetest, too |
21:51 |
rubenwardy |
Fuchs, in #-hub we're currently talking about the default game should be |
21:51 |
Fuchs |
oh |
21:51 |
rubenwardy |
please repost that: D |
21:51 |
swift110 |
hmm |
21:51 |
rubenwardy |
it's good to have a third party opinion |
21:51 |
Fuchs |
rubenwardy: bah, just forward it, otherwise it's even one channel more I need to have an eye on :p |
21:52 |
swift110 |
rubenwardy, whats the link to the event you was at |
21:52 |
rubenwardy |
https://forum.minetest.net/viewtopic.php?f=3&t=18742 |
21:53 |
Fuchs |
(we are currently working on pictures, can only take a few more weeks *cough*) |
21:58 |
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22:03 |
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22:04 |
deltasquared |
next stupid question time, is there an easy mechanism to arrange for a callback when a player switches items? |
22:05 |
deltasquared |
the justification here is that I'd like to be able to detect when a player switches to a torch in their hand without needing to continously poll. |
22:07 |
deltasquared |
so it'd have to be something like: when a player switches to a torch or logs in holding one, trigger a "start" callback. when a player switches away, dies, or otherwise ceases to hold a torch (logout can be handled separately), trigger a "stop" callback |
22:08 |
deltasquared |
I mean I *could* implement it via globalstep but I'm concerned that'd be slightly ouch performance wise |
22:17 |
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23:24 |
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23:26 |
aidalgol |
Fuchs: On pictures? |
23:26 |
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23:26 |
Fuchs |
of the event |
23:26 |
aidalgol |
ah |
23:27 |
GreenDimond |
There a certain TenPlus1 here? |
23:27 |
aidalgol |
I thought you meant a photography mechanic in the game. |
23:27 |
GreenDimond |
Well, I dont see him so.. |
23:27 |
GreenDimond |
Jordach, you familiar with mob animations in Minetest (using mobs_redo api)? |
23:30 |
GreenDimond |
Is anyone here familiar with mob animations using mobs_redo? |
23:34 |
GreenDimond |
Well, I am having a problem where only the last mob placed actually has any animation. |
23:36 |
Jordach |
localise everything |
23:36 |
GreenDimond |
It also alternates between 2 of them |
23:37 |
GreenDimond |
after one restart its mob a, and another its mob b, but never c,d,etc.. |
23:37 |
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23:37 |
GreenDimond |
How do I localize a mob?.. |
23:38 |
Jordach |
GreenDimond, protip |
23:38 |
Jordach |
local entity = { defs here} |
23:38 |
Jordach |
then function entity:on_step(dtime) |
23:38 |
GreenDimond |
Does that work with mobs_redo though...? |
23:38 |
Jordach |
and entity:on_activate(staticdata, dtime_s) |
23:38 |
Jordach |
(as functions) |
23:39 |
Jordach |
then minetest.register_entity("mod:name", entity) |
23:39 |
Jordach |
that grants an easy way to make each entity local |
23:40 |
GreenDimond |
Doesnt sound like that will solve my problem |
23:40 |
Jordach |
i'm in the middle of writing something clever ;) |
23:40 |
GreenDimond |
looking at cow.lua in mobs_animal, there is nothing like that, yet they work fine. |
23:42 |
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23:43 |
GreenDimond |
I might have solved my own problem |
23:43 |
Jordach |
see |
23:44 |
Jordach |
keep testing and restarting |
23:44 |
GreenDimond |
Apparently mobs_redo doesnt like it when there is no walk/run start/end even though the velocity for both is 0 :P |
23:55 |
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