Time |
Nick |
Message |
00:14 |
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01:01 |
blaise |
Sketch2: wtf man? |
01:01 |
Sketch2 |
yo |
01:02 |
blaise |
did you do that on purpose? |
01:02 |
Sketch2 |
toasting my map, nah man |
01:02 |
blaise |
wool is flamable..... |
01:02 |
Sketch2 |
I set the 'perm-fire' as a place-holder |
01:02 |
blaise |
ever seen the firestone mod? |
01:02 |
Sketch2 |
it was just meant to sit there 'till I had a proper info-model made |
01:03 |
blaise |
pretty sure you need 3 nodes of distance or it will spread |
01:03 |
Sketch2 |
never play w/ fire in MT |
01:04 |
Sketch2 |
guess so, didn't know it tho |
01:05 |
Sketch2 |
was swapping out tiles with ones that had the right texture |
01:05 |
Sketch2 |
so it looks a bit better |
01:05 |
Sketch2 |
but I had to pause and play the 'ol C64 ver to find out what colors each level is |
01:06 |
Sketch2 |
figured out most. enough to start on |
01:06 |
Sketch2 |
there's still half-a-doz to check. can do later |
01:07 |
blaise |
a friend of mine wants to import real geo data into a minetest map, depth and everything |
01:08 |
Sketch2 |
I'd imagine it's do-able |
01:08 |
blaise |
but he wants the scale to be 1 node for every 10cm instead of 1 node per 1 square meter |
01:08 |
blaise |
that's what I told him... |
01:08 |
Sketch2 |
it's just XYZ coords, with Y as up |
01:08 |
blaise |
yeah |
01:09 |
blaise |
but changing the scale tho... |
01:09 |
Sketch2 |
why scale it like that? |
01:09 |
blaise |
well, he said he needs more finer detail on ore and mineral deposits |
01:09 |
Sketch2 |
if anything, should go the other way |
01:10 |
blaise |
larger scale? |
01:10 |
blaise |
that would be worse |
01:10 |
Sketch2 |
yeah, justso you can see more of the world |
01:10 |
blaise |
I know if the scale was down to one node every square cm |
01:11 |
blaise |
it would be very close to what fps are |
01:11 |
blaise |
lol |
01:11 |
blaise |
Sketch2: I think he's wanting finer details |
01:11 |
Sketch2 |
well, how much of an area to cover? |
01:12 |
Sketch2 |
like a town? |
01:12 |
blaise |
the 1 cubic meter thing is a bit vauge for a geologist |
01:12 |
blaise |
he was saying about a square mile |
01:12 |
blaise |
not too large |
01:12 |
Sketch2 |
ok, yea maybe |
01:13 |
blaise |
I'm thinking it's very possible |
01:13 |
Sketch2 |
I was thinking an entire state whan you said it |
01:13 |
blaise |
not exactly sure what part of the sources he would have to modify because I'm not a coder really |
01:14 |
blaise |
oh, no... that could be rather insane.. hole state |
01:14 |
blaise |
whole state I mean |
01:14 |
blaise |
that's crazy |
01:17 |
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01:21 |
Sketch2 |
If I were to do it, I'd just straight write a map.sqlite |
01:21 |
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01:21 |
Sketch2 |
like look up the way MT write it out, then mimic it |
01:21 |
Sketch2 |
script it in Python perhaps- https://www.pythoncentral.io/introduction-to-sqlite-in-python/ |
01:21 |
MinetestBot |
[git] Ezhh -> minetest/minetest_game: Fireflies: Add dedicated mgv6 register_decoration c2001b3 https://git.io/vA6fm (2018-02-27T01:17:43Z) |
01:21 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Waterlily: Place as Y-offset simple decoration 63ebdfd https://git.io/vA6fY (2018-02-27T01:16:48Z) |
01:21 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Floatland biomes: Add forest, tune beach height 702070a https://git.io/vA6fO (2018-02-27T01:16:43Z) |
01:21 |
MinetestBot |
[git] SmallJoker -> minetest/minetest_game: Rename intersects_protection to is_area_protected 04a46d0 https://git.io/vA6f3 (2018-02-27T01:16:37Z) |
01:22 |
Sketch2 |
you might be able to figure out some of the structure with this- http://sqlitebrowser.org/ |
01:26 |
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01:27 |
Doyousketch2 |
You'd 'prolly have to wade through some of the code to get a better grasp of what's going on tho |
01:28 |
Sketch2 |
like metadata |
01:28 |
Sketch2 |
most of that can be left out |
01:29 |
Sketch2 |
use the absolute bare minimum. start small, by looking at tiny maps, singlenode |
01:55 |
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02:17 |
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02:26 |
GreenDimond |
I cant use any version of technic with any version of Minetest for some reason |
02:29 |
GreenDimond |
my world always crashes with either `attempt to index upvalue 'fs_helpers' (a nil value)` when I place a machine or something like `could not find callback 'handle_machine_upgrades'` |
02:30 |
GreenDimond |
excuse me, `attempt to call field 'handle_machine_upgrades' (a nil value)`* |
02:40 |
blaise |
that's very odd |
02:40 |
blaise |
I've never had any problems like that at all |
02:45 |
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02:59 |
GreenDimond |
huh. |
02:59 |
GreenDimond |
it was because I had an old version of pipeworks. |
03:29 |
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03:55 |
blaise |
lol |
03:55 |
blaise |
yes, you must always keep your mods updated |
03:55 |
blaise |
thank god for git |
04:23 |
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05:28 |
swift110 |
hey all |
05:37 |
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05:51 |
blaise |
swift110: hey there |
06:04 |
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06:44 |
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07:21 |
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07:46 |
swift110 |
hey blaise how are you |
07:54 |
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08:47 |
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08:55 |
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09:26 |
blaise |
swift110: i'm well thanks, and yourself? |
09:58 |
blaise |
I'm kind of upset that we cant lay track with the digtron |
10:10 |
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10:51 |
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10:58 |
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11:01 |
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11:12 |
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11:26 |
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11:54 |
blaise |
mmm, having segmentation faults in the client |
11:54 |
blaise |
in both 0.4.16 and 0.4.17-backport-4.0 |
11:54 |
blaise |
that's not good |
12:01 |
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12:10 |
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12:20 |
Sketch2 |
mornin' peeps |
12:23 |
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12:26 |
riff-IRC |
mornin |
12:47 |
Sketch2 |
Is there a way to change a node texture without having to define an entirely new node? |
12:48 |
Sketch2 |
I feel like there is, but I can't recall |
12:50 |
NathanS21 |
you can override the texture of a node with a mod. |
12:51 |
Sketch2 |
oh, so just define a blank node during registration, and it'll let you swap it out later? |
12:51 |
Sketch2 |
If you do, is it a local color-change, or it is for all nodes of that type? |
12:52 |
NathanS21 |
no, you'd be changing every node |
12:52 |
NathanS21 |
it's not dynamic |
12:52 |
Sketch2 |
oh, eh. hmm, well then |
12:52 |
NathanS21 |
all of those nodes would be changed to the new texture |
12:54 |
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12:55 |
Sketch2 |
node-definitions are all server-side, so that change would be for all players then, huh? |
12:55 |
NathanS21 |
yes it would |
12:56 |
Sketch2 |
meh. trying to simplify color-changes, huhhh |
12:58 |
Sketch2 |
what's the node limit? a few thou, right? |
12:59 |
NathanS21 |
It's pretty high, I don't know the exact number, but I've used mods that add a few hundred nodes. |
13:03 |
Sketch2 |
k. it's gonna be 200-ish already, without doing the light's-out trick if ya clear a level |
13:05 |
Sketch2 |
or maybe... if textures can change, then can node light-levels be changed? |
13:07 |
Sketch2 |
maybe maybe. could light up ceiling tiles, then dim it when no enemies around |
13:07 |
NathanS21 |
I don't think light levels can be changed without actually changing the surrounding lighting. |
13:08 |
Sketch2 |
well yea, like ceiling lights would light up the walls and floor |
13:08 |
NathanS21 |
Though I guess you could make the nodes emit light. |
13:09 |
Sketch2 |
until they click off. there's like pressure switches that do it, right? |
13:09 |
NathanS21 |
Pressure switched and meselamps from the mesecons mod. |
13:10 |
Sketch2 |
yea. I could just tie it into an already running ABM, like the doors or elevators |
13:10 |
NathanS21 |
I'm not sure if the pressure switched register anything other than players though. |
13:10 |
Sketch2 |
oh. that could be |
13:10 |
NathanS21 |
I'm sure that could be changed though. |
13:10 |
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13:11 |
Sketch2 |
but mobs knows when there's less than a certain amount |
13:11 |
Sketch2 |
otherwise it wouldn't re-spawn |
13:11 |
Sketch2 |
could put it in there |
13:11 |
NathanS21 |
This is true. |
13:11 |
Sketch2 |
seems goofy, but ya know. do what'cha gotta do, lols |
13:13 |
Sketch2 |
that'll take some complicated logic, 'cuz each level has 3 mobs |
13:14 |
Sketch2 |
si it would need to test for each before clicking lights-out. things to think about |
13:16 |
Sketch2 |
if you set walkable = false then you can walk through node, right? |
13:17 |
NathanS21 |
I think so. |
13:17 |
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13:18 |
GamerPro999 |
hi |
13:18 |
Sketch2 |
yo |
13:26 |
GamerPro999 |
how are you |
13:29 |
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13:30 |
Sketch2 |
doin' OK. just say the strangest retweet- https://www.youtube.com/watch?v=agSiyG5wKck |
13:31 |
Sketch2 |
*saw. can't type, ever. |
13:31 |
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13:32 |
AntumDeluge |
Wow, this IS strange. |
13:32 |
Sketch2 |
lols, no kiddin' |
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19:46 |
MinetestBot |
[git] red-001 -> minetest/minetest: Fix liquid post effect colour behaviour in third person view e7f1611 https://git.io/vAiAF (2018-02-27T19:40:10Z) |
19:46 |
MinetestBot |
[git] paramat -> minetest/minetest: Place schematic (on vmanip): Enable use of 'place center' flags c610643 https://git.io/vAiAb (2018-02-27T19:39:05Z) |
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