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IRC log for #minetest, 2018-02-27

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All times shown according to UTC.

Time Nick Message
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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
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01:21 Sketch2 If I were to do it, I'd just straight write a map.sqlite
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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/
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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
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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
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02:59 GreenDimond huh.
02:59 GreenDimond it was because I had an old version of pipeworks.
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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
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05:28 swift110 hey all
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05:51 blaise swift110: hey there
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07:46 swift110 hey blaise how are you
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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
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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
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12:20 Sketch2 mornin' peeps
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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
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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.
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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.
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13:18 GamerPro999 hi
13:18 Sketch2 yo
13:26 GamerPro999 how are you
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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.
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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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