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00:19 |
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01:31 |
philipbenr |
Looking for an official comment... https://forum.minetest.net/viewtopic.php?f=15&t=9116&start=75#p300876 |
01:39 |
riff-IRC |
Changing to SSL, please excuse connection drops |
01:41 |
riff-IRC |
WallChan fail, oopsie |
01:46 |
riff-IRC |
Switching to a friend's bouncer, expect double nicks and random drops |
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02:15 |
Megaf |
Hi |
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02:52 |
philipbenr |
Hi |
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04:50 |
GreenDimond |
how do I make a plantlike node rotateable? |
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04:57 |
dolphin__ |
http://minetest.org/ |
04:57 |
dolphin__ |
"One part that's true is that I'm filing for the MT trademarks." |
04:58 |
dolphin__ |
Is this a real threat or is ____ making it up? |
04:59 |
dolphin__ |
I heard this rumor before but this is the first time I have seen direct words to this effect. Site was updated today. |
05:00 |
GreenDimond |
That site needs to be taken down. |
05:01 |
GreenDimond |
The guy who made it has a couple thousand screws loose |
05:01 |
dolphin__ |
I could tell -_- >:| |
05:02 |
dolphin__ |
"This step was approved two years ago by Perttu Ahola." |
05:02 |
dolphin__ |
I assume this bit is not as it seems. |
05:03 |
GreenDimond |
Half the stuff on that site, if not all, is bullcrap. |
05:03 |
dolphin__ |
Probably true, but how's a trademark firm in another country going to know that? |
05:04 |
GreenDimond |
No idea |
05:06 |
GreenDimond |
But he lives in North Carolina, so not sure how that is another country :P |
05:07 |
dolphin__ |
he claims to be applying for a trademark in Australia |
05:07 |
dolphin__ |
and "at least four countries". |
05:08 |
dolphin__ |
And in the US too. So he claims. |
05:09 |
dolphin__ |
(ctrl+f works wonders on the page) |
05:22 |
GreenDimond |
Nvm, he lives in California. |
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14:20 |
jan6 |
hi, I want a very simple mod that just places a block on command, could you point me to the method/function/whatever to do this? I know how to make a chat command, but not how to place a block in the void... |
14:36 |
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17:00 |
deltasquared |
ok, daft question time, how are textures assigned to mesh faces when using the .obj file format |
17:01 |
deltasquared |
just looking at what this format does, and the texture coordinate part I get, but I'm wondering how I control which texture is used if I pass many different ones to tiles= in the node definition. |
17:08 |
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17:20 |
Billre |
jan6, if you have worldedit, you can use commands from it to place nodes. |
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18:10 |
jan6 |
apparently all IS dead here, and one has to somehow dig up a solution all by themselves... |
18:18 |
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18:24 |
Out`Of`Control |
jan6: did you try WorldEdit? |
18:25 |
jan6 |
sure, but one multipart rather big mod for placing like, one block? |
18:25 |
Out`Of`Control |
you can use only part of WE modpack |
18:26 |
Out`Of`Control |
without all GUI parts |
18:26 |
jan6 |
I never used the gui anyway |
18:26 |
Out`Of`Control |
same here |
18:27 |
jan6 |
and I think stripping WE down would be bigger hassle than making my own |
18:27 |
jan6 |
I think I may have found the function |
18:32 |
jan6 |
since I'm new to lua I had to think for a bit, but I believe I finally have all the parts, figuring out how to get only part of the parameters was the hardest...still some errors, but eh... |
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19:01 |
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19:02 |
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19:20 |
jan6 |
I managed to crash the whole game with my broken chat command, wow...Runtime error from mod '*builtin*' |
19:21 |
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19:23 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: core.rotate_node: Run callbacks like with any regular placed node (#6… f7733f4 https://git.io/vFFOQ (2017-11-21T19:21:52Z) |
19:24 |
rubenwardy |
jan6: |
19:24 |
rubenwardy |
jan6: I love how often #minetest leaks into #luia |
19:24 |
rubenwardy |
urgh |
19:24 |
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19:25 |
jan6 |
eh, yeah, basically the same thing, except they're not dead 20/7 |
19:25 |
rubenwardy |
lol |
19:25 |
rubenwardy |
this channel does have a lot of activity, just not so much doing the earlier parts of the week |
19:26 |
deltasquared |
hrm, why cannae entities just have arbitary XYZ rotation already |
19:26 |
rubenwardy |
jan6, set_node to set an individual node |
19:27 |
rubenwardy |
if you're modifying more than say 20 nodes at a time, you'll want to look into Lua Voxel Manipulators |
19:27 |
rubenwardy |
it's a very fast way of setting nodes |
19:27 |
rubenwardy |
WorldEdit uses it internally |
19:27 |
jan6 |
yes, I managed to dig that up already, now I have issues with it thinking I'm concentrating nil and string... |
19:27 |
deltasquared |
*concatenating. |
19:27 |
rubenwardy |
lol |
19:28 |
jan6 |
hm, haven't heard of that thing |
19:28 |
rubenwardy |
yeah, you have "asas " .. variable_which_is_nil |
19:28 |
rubenwardy |
you can't do anyvalue .. nil |
19:28 |
rubenwardy |
the line number will help :D |
19:29 |
jan6 |
it's supposed to parse the parameters to get the coords and block and stuff separated, works on standard lua, but dunno why's it broken on minetest... |
19:29 |
rubenwardy |
heh |
19:29 |
rubenwardy |
*huh |
19:29 |
rubenwardy |
source? |
19:29 |
sfan5 |
note that minetest uses lua 5.1 |
19:30 |
jan6 |
it's written FOR 5.1, according to the comment I removed, but thanks for reminding |
19:30 |
jan6 |
https://pastebin.com/2exYc6Mt |
19:31 |
rubenwardy |
minetest has string.split btw |
19:31 |
jan6 |
oh, much easier |
19:31 |
rubenwardy |
shtable doesn't return anything |
19:31 |
rubenwardy |
so returns nil |
19:31 |
rubenwardy |
that's the issue |
19:31 |
rubenwardy |
print() writes immediately to the logger |
19:32 |
rubenwardy |
it's not like echo in bash where it writes to the output and is received by the caller |
19:32 |
rubenwardy |
heh, or anything that writes to std out |
19:32 |
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19:32 |
jan6 |
yes, but nil is nil no matter the output |
19:32 |
rubenwardy |
return true, "You said " .. shtable(split(param,",")) .. "!" |
19:33 |
rubenwardy |
is the same as |
19:33 |
rubenwardy |
shtable(split(param,",")) |
19:33 |
rubenwardy |
return true, "You said " .. shtable(split(param,",")) .. "!" |
19:33 |
rubenwardy |
oops |
19:33 |
rubenwardy |
shtable(split(param,",")) |
19:33 |
rubenwardy |
return true, "You said " .. nil .. "!" |
19:33 |
rubenwardy |
because there's no return in shtable |
19:34 |
jan6 |
eh, as it's working I can try that, and also the string.split stuff |
19:36 |
deltasquared |
hmm, is there a way to add an extra method to a certain objectref so I can do something like (this is an entity supposed to behave like free-form rail links) objectref.get_next_link(), or would I have to associate it with an ID and look that up |
19:36 |
deltasquared |
(on that note, is there a way to know when an entity gets deactivated, else I'm going to end up with a leaking tracking table) |
19:36 |
rubenwardy |
deltasquared: not to an object ref |
19:36 |
rubenwardy |
you can't to a single lua entity either |
19:37 |
deltasquared |
I didnae think so given it's a lua userdata |
19:37 |
rubenwardy |
but you can add functions to existing luaentity definitions |
19:37 |
rubenwardy |
and store stuff in self |
19:37 |
deltasquared |
rubenwardy: true, but it needs to be "externally" invokable |
19:37 |
rubenwardy |
object:get_luaentity():get_next_link() |
19:38 |
deltasquared |
... derp. ok. *reads le docs more closely* |
19:38 |
rubenwardy |
if you can, put get_next_link() in the entity def |
19:38 |
deltasquared |
so, does get_luaentity return the same "self" object that the entities' own callbacks see? |
19:39 |
deltasquared |
as there isn't any documentation in the docs about what this method does exactly |
19:40 |
rubenwardy |
hmmm |
19:40 |
rubenwardy |
I'm not actually sure |
19:40 |
rubenwardy |
test it, I guess |
19:40 |
rubenwardy |
actually, I'm 80% sure it would |
19:40 |
Krock |
yes, it's the same self |
19:41 |
deltasquared |
I'll just test it on my lightentity thing I have locally |
19:41 |
deltasquared |
oh yeah, the performance of a moving light source was not as dire as I expected |
19:41 |
rubenwardy |
yeah, it doesn't make sense for it to return the def. It must be the self, with the definition as a parent |
19:45 |
deltasquared |
well that seems to work. so it'd be self:get_next_link() that I would set up within the entity on_activate |
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