Time Nick Message 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 01:21 Sketch2 If I were to do it, I'd just straight write a map.sqlite 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 02[git] 04Ezhh -> 03minetest/minetest_game: Fireflies: Add dedicated mgv6 register_decoration 13c2001b3 https://git.io/vA6fm (152018-02-27T01:17:43Z) 01:21 MinetestBot 02[git] 04paramat -> 03minetest/minetest_game: Waterlily: Place as Y-offset simple decoration 1363ebdfd https://git.io/vA6fY (152018-02-27T01:16:48Z) 01:21 MinetestBot 02[git] 04paramat -> 03minetest/minetest_game: Floatland biomes: Add forest, tune beach height 13702070a https://git.io/vA6fO (152018-02-27T01:16:43Z) 01:21 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest_game: Rename intersects_protection to is_area_protected 1304a46d0 https://git.io/vA6f3 (152018-02-27T01:16:37Z) 01:22 Sketch2 you might be able to figure out some of the structure with this- http://sqlitebrowser.org/ 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 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 02:59 GreenDimond huh. 02:59 GreenDimond it was because I had an old version of pipeworks. 03:55 blaise lol 03:55 blaise yes, you must always keep your mods updated 03:55 blaise thank god for git 05:28 swift110 hey all 05:51 blaise swift110: hey there 07:46 swift110 hey blaise how are you 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 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 12:20 Sketch2 mornin' peeps 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 12:55 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. 13:11 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. 13:18 GamerPro999 hi 13:18 Sketch2 yo 13:26 GamerPro999 how are you 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. 13:32 AntumDeluge Wow, this IS strange. 13:32 Sketch2 lols, no kiddin' 19:46 MinetestBot 02[git] 04red-001 -> 03minetest/minetest: Fix liquid post effect colour behaviour in third person view 13e7f1611 https://git.io/vAiAF (152018-02-27T19:40:10Z) 19:46 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Place schematic (on vmanip): Enable use of 'place center' flags 13c610643 https://git.io/vAiAb (152018-02-27T19:39:05Z)