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00:09 |
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00:10 |
Gael-de-Sailly |
Hi |
00:10 |
Lord_Buckethead |
hi |
00:11 |
Gael-de-Sailly |
I think this should be moved to offtopic -> https://forum.minetest.net/viewtopic.php?f=3&t=19544 |
00:11 |
blaise |
this conversation? |
00:11 |
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00:11 |
blaise |
like, here? |
00:11 |
blaise |
in this irc channel? |
00:11 |
Gael-de-Sailly |
no |
00:12 |
Gael-de-Sailly |
the link |
00:12 |
sfan5 |
I almost accidentally moved it to trash... |
00:12 |
sfan5 |
Gael-de-Sailly: done |
00:12 |
Lord_Buckethead |
!title |
00:12 |
MinetestBot |
Lord_Buckethead: Login - Minetest Forums |
00:13 |
Gael-de-Sailly |
it's fairly interesting and funny but fits more with the kind of things that we say in offtopic |
00:14 |
blaise |
it all seems offtopic to me |
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swift110 |
hm |
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blaise |
indeed |
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03:57 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Doors: Avoid crash on nil player in 'can dig door' d5907d5 https://git.io/vNA1t (2018-02-03T03:54:03Z) |
03:57 |
MinetestBot |
[git] Ezhh -> minetest/minetest_game: Add fireflies mod 12f1703 https://git.io/vNA1q (2018-02-03T03:53:03Z) |
03:57 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Intersects_protection(): Remove from Minetest Game 8f85ca5 https://git.io/vNA1m (2018-02-03T03:46:13Z) |
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jluc |
Ces liens sont délivrées pour votre adresse dans l'optique de fournir plus questions . Ils ne signifient pas que nous approuvons les robots . Nous n'avons aucune frets pour le texte du ou des sites web dus . Votre utilisation de ce site Web et tout discussion attrapant d'une telle utilisation du site Web seront imposés aux règles d'Angleterre , d'Irlande du seine-saint-denis , d'Écosse et du Pays de Galles . |
08:30 |
jluc |
oups |
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09:15 |
fireglow |
Any serveradmins seeing weird clients from IP 109.74.204.217? |
09:15 |
fireglow |
just glitch themselves through walls and just seem to be there to bloat map size |
09:16 |
fireglow |
these are bots for sure |
09:18 |
fireglow |
if you want to see one of these in action: games.firc.de:30000 |
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11:39 |
juhdanad |
I had another idea: the node definition manager is implemented in three classes: INodeDefManager (read-only), IWritableNodeDefManager and CNodeDefManager (implementation in the cpp file) |
11:39 |
juhdanad |
So it is possible to convert them to one class: |
11:39 |
juhdanad |
*INodeDefManager -> const *NodeDefManager |
11:40 |
juhdanad |
*IWritableNodeDefManager -> *NodeDefManager |
11:40 |
juhdanad |
This way all virtual method calls can be eliminated. |
11:41 |
juhdanad |
Sorry, wrong channel. |
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12:45 |
derixithy |
Do the schematics for tree contain the id's for the blocks they use? If so how do i edit these? When i open it in blender it only show me a single block |
12:46 |
sfan5 |
you mean the .mts files? |
12:46 |
derixithy |
yes |
12:46 |
sfan5 |
you can't open those in Blender |
12:46 |
derixithy |
ah, where do i open them with? (using linux) |
12:48 |
sfan5 |
you'll need to ask paramat what he uses for editing these |
12:48 |
sfan5 |
he's not online right now though |
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12:50 |
derixithy |
Thanks |
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13:35 |
derixithy |
I got the trees working, found a mod to edit the schematics on the forum |
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13:53 |
MinetestBot |
w_laenger: Dec-15 18:29 UTC <Megaf> Nether is broken in latest minetest backport-0.4 |
13:53 |
MinetestBot |
w_laenger: Dec-15 18:29 UTC <Megaf> guide.lua:320: bad argument #1 to 'ipairs' (table expected, got string |
13:56 |
w_laenger |
MinetestBot, it's fixed already I think. |
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14:12 |
ProfanedMcBane |
Unsure if mod development is off topic here but I'm having some issues with having an action only occur for around 0.3 seconds~. Current setup I have using 'minetest.get_us_time()' seems to vary a ton, in some instances the action ends instantly. Is there any proper way to do this or have I just mucked up the logic? Thanks. |
14:13 |
sfan5 |
mod development is definitely not off-topic |
14:13 |
ProfanedMcBane |
Noice. |
14:13 |
sfan5 |
can't you use minetest.after(0.3, ...) for this? |
14:13 |
ProfanedMcBane |
oh, that exists? |
14:13 |
ProfanedMcBane |
Sorry, bit new to it all. |
14:14 |
ProfanedMcBane |
Still getting through the API, I'll give it a go thanks. |
14:14 |
Krock |
minetest.after uses the globalstep callback, which does the time counting for you |
14:14 |
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14:14 |
w_laenger |
use it like that: https://pastebin.com/7ZMevaZM |
14:16 |
Krock |
w_laenger, depends on the use. that's a loop of a timed function call - may not be desired in all cases |
14:19 |
w_laenger |
You're right. |
14:20 |
ProfanedMcBane |
No worries, I get the idea. |
14:26 |
ProfanedMcBane |
Can someone give an example of minetest.after() that passes multiple parameters? |
14:30 |
Krock |
minetest.after(time, function(a1, a2, a3) end, value_a1, value_a2, value_a3) |
14:33 |
w_laenger |
I'm bisecting now, it's my first time. |
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14:38 |
ProfanedMcBane |
Didn't seem to agree with that. |
14:38 |
ProfanedMcBane |
What I have right now is 'minetest.after(1, doBoost, {playerName, false})' |
14:38 |
ProfanedMcBane |
which works until it fires, then it complains about being sent a list |
14:39 |
ProfanedMcBane |
table* |
14:40 |
w_laenger |
You are passing a table, try 'minetest.after(1, doBoost, playerName, false)' |
14:41 |
ProfanedMcBane |
would you look at that, it works. Was sure I did that already kek. |
14:41 |
ProfanedMcBane |
Thanks a ton. |
14:46 |
ProfanedMcBane |
Weird, actual time ingame seems to vary a ton still. |
14:47 |
w_laenger |
Maybe it's caused by lag. |
14:48 |
Krock |
you cannot rely on exact execution timing as servers have a fixed interval (by default 0.09s) for globalstep calls |
14:48 |
ProfanedMcBane |
ah it's all serverside |
14:48 |
Krock |
yes. you'd have to write client side mods if you want fast and very precise timings |
14:50 |
ProfanedMcBane |
Since it's just a dash move I can most likely replace it with a 'moveto()' with LoS checks. |
14:50 |
ProfanedMcBane |
Instead of the timed physics override i have now. |
14:54 |
Krock |
* move_to. setpos, moveto, setvelocity and alike are deprecated |
14:54 |
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14:55 |
ProfanedMcBane |
I thought there wasn't a setvelocity? |
14:55 |
ProfanedMcBane |
Anyway |
14:55 |
ProfanedMcBane |
What could I use? |
14:58 |
Krock |
the difference is the notation: set_velocity, set_acceleration, set_pos and so on |
14:58 |
Krock |
to be consistent with all other API calls |
14:59 |
ProfanedMcBane |
ah, pardon. Misread your original statment. |
14:59 |
ProfanedMcBane |
Thanks |
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15:44 |
ProfanedMcBane |
What's the 'continuous=false' for in move_to()? |
15:47 |
ProfanedMcBane |
And does set_velocity() actually do anything for players? |
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15:57 |
Krock |
continuous specifies whether the movement is complete when it reached that position |
15:57 |
Krock |
*is incomplete |
15:57 |
Krock |
it's used by clients to predict the next position |
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ProfanedMcBane |
aight thanks |
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ProfanedMcBane |
Aight thanks for the help guys, got it working apart from a few logic errors with my vector math. |
16:49 |
ProfanedMcBane |
But that's future me's problem. |
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17:31 |
tumeninodes |
!tell derixithy for mts schematic info see https://forum.minetest.net/viewtopic.php?p=250296#p250296 |
17:31 |
MinetestBot |
tumeninodes: I'll pass that on when derixithy is around |
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leo_rockway |
greetings |
20:06 |
leo_rockway |
DAE use Wayland? It's pretty much impossible to play with/without cursor lock... |
20:06 |
leo_rockway |
without cursor lock this happens: https://bugzilla.redhat.com/show_bug.cgi?id=1277165 |
20:06 |
leo_rockway |
with cursor lock, once the inventory screen pops up, it can't be navigated with the mouse. |
20:07 |
sfan5 |
wayland lacks this feature |
20:07 |
sfan5 |
not much you can do about it other than using Xorg instead |
20:08 |
leo_rockway |
it has cursor lock now, at least that's what a little pop up tells me once I open minetest. |
20:08 |
leo_rockway |
but it's an all or nothing kind of deal |
20:08 |
leo_rockway |
sfan5: I'll use Xorg for Minetest then. Wayland seems stable for all my other daily tasks. Thanks! |
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