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IRC log for #minetest, 2018-04-13

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01:22 MinetestBot [git] paramat -> minetest/minetest_game: Add 'spawn' mod to spawn new players in suitable starting biomes  (#2… 0b025e6 https://git.io/vxppM (2018-04-13T01:21:43Z)
01:28 Markow Just an observation I'd like to share: Most of the time (so far)  when creating a new game on version 0.50 Dev on v7, it's snowy terrain. I must have created a new map about 10 times, and about 8/10 there was snowy terrain.
01:28 Markow At my spawn point that is.
01:31 paramat 4 out of the 12 biomes are snowy and they are quite large biomes
01:32 paramat i think partly it is a psychological thing, a player is more likely to notice the starting biome when it is unfriendly
01:33 paramat the unfriendly ones make a bigger impression :)
01:33 Markow ;)
01:33 paramat even i get that feeling too :)
01:34 paramat then another 3 biomes are deserts, so 7 out of 12 are unfriendly
01:34 Markow But physically, at spawn, I was standing in a snowy biome, in snow, surrounded by it, 80% of the time.
01:35 Markow Of course, it might only be unfortunate randomness hitting me.
01:36 paramat it must be
01:37 Markow I really like the dungeons, some are vast.
01:37 paramat as the 12 biomes are roughly equal size and spread evenly across the possible heat and humidity values
01:37 paramat but yes that happens to me too
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01:47 swift110 hey all
01:48 Markow Hi swift110
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03:25 DrFrankenstone Could I get write access to the wiki? Request here: https://forum.minetest.net/viewtopic.php?f=3&t=10473
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11:34 IcyDiamond is there absolutely no callbacks on a node when its placed in the world via mapgen
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12:58 IcyDiamond https://gateway.ipfs.io/ipfs/QmdqqqFD9SxUDFS2ayzxnC392LF7USizJ921Yrhm2SxEKg
12:58 IcyDiamond i made thing
13:05 Krock your video will now be forever in that mesh and use multiple MiB of space spread among hundreds of computers
13:06 Krock but the particle spawner effect looks nice
13:08 Krock > sees public server in the list, apparently runs on a RPI.
13:08 Krock > 80 users max allowed.
13:09 Krock believe_me-it_actually%20works.png
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13:17 IcyDiamond Lol
13:17 IcyDiamond Krock: eh not really, it's kept where it's needed
13:17 IcyDiamond XD
13:19 IcyDiamond And I added it with pin=false so every other node it's on besides mine will have it garbage collected when they do
13:19 IcyDiamond :p
13:24 IcyDiamond There isn't a callback on particle collision is there
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13:36 rubenwardy IcyDiamond: gennotify if it's a decoration
13:36 rubenwardy otherwise no
13:36 rubenwardy you'll have to use an LVM in a register_on_mapgenerate to find them
13:37 rubenwardy IcyDiamond: how are to making it go to the right position?
13:37 rubenwardy the particle video
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13:50 Topic for #minetest is now Welcome to the official Minetest channel  | Latest version: 0.4.16 (2017-06-03) | General, player, and  modder discussion is on-topic. If in doubt, post here | Responses may take a while, be patient | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | IRC logs: http://irc.minetest.net/minetest/
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14:40 IcyDiamond rubenwardy: I get the direction unit vector of the player
14:40 IcyDiamond Multiply it for the velocity and add it to pos for the right spawn point
14:40 IcyDiamond :P
14:41 rubenwardy oh nice
14:42 IcyDiamond Yeah it's cool
14:42 rubenwardy didn't know that the wield item was aligned with the direction when punching
14:42 rubenwardy although, hmmmm
14:42 IcyDiamond It's not
14:42 rubenwardy the reason I ask is because I want to implement a fishing mod
14:42 IcyDiamond I added to the pos
14:42 IcyDiamond 1.5 to the y
14:42 IcyDiamond Origin is at the feet
14:43 IcyDiamond Idk it aligns pretty well so I don't think I need to do anything else
14:44 rubenwardy issue is with a fishing mod the wire should be attached to the end of the wield item
14:44 rubenwardy and so it'll be impossible to animate with the wield item
14:44 rubenwardy so :'(
14:44 IcyDiamond :c
14:45 rubenwardy time for an engine wire API?
14:45 rubenwardy XD
14:46 IcyDiamond XD
14:46 rubenwardy nah, time for coursework
14:46 IcyDiamond Lol
14:46 IcyDiamond I should start working on the space game engine idea I have
14:47 rubenwardy oo
14:47 IcyDiamond Probably never actually going to finish it
14:47 IcyDiamond XD
14:47 rubenwardy oh wait, not MT related I guess
14:47 rubenwardy :D
14:47 IcyDiamond Yeah
14:47 rubenwardy I'd like to see a space game with semi-realistic physics in MT
14:47 rubenwardy you'd need to change the engine however
14:47 IcyDiamond I want the modding to be a lot like minetest
14:47 rubenwardy it doesn't deal well with low gravities
14:48 rubenwardy shouldn't be too hard
14:48 rubenwardy right??!
14:48 IcyDiamond rubenwardy: there's spheretest
14:48 rubenwardy not the same
14:48 rubenwardy that's just a change in graphics
14:48 IcyDiamond That's about as far as anyone has gotten to space in minetest
14:48 rubenwardy won't work with multiple planets
14:48 IcyDiamond XD
14:48 rubenwardy is very buggy
14:48 rubenwardy would be better to have cube worlds
14:49 IcyDiamond Yeah and that's why I want to make an entire engine dedicated to voxel planets
14:49 IcyDiamond Probably won't be cubic cuz that's geometrically impossible
14:49 rubenwardy lol
14:49 rubenwardy correct :D
14:50 rubenwardy marching cubes?
14:50 IcyDiamond Yeah pretty much
14:50 rubenwardy always wanted to make my own game with those
14:50 IcyDiamond That's the idea
14:50 IcyDiamond At least then the distortion won't be noticeable
14:50 IcyDiamond At the edg
14:50 IcyDiamond Es
14:51 IcyDiamond I think I'll have different voxel chunk types
14:51 IcyDiamond One for planet worlds and other for ships and other floaty bits
14:51 IcyDiamond XD
14:53 IcyDiamond I'm thinking that the planet meshes should be heavily LODed as well
14:53 IcyDiamond For performance
14:54 rubenwardy nice
14:54 rubenwardy I'd love to see this done
14:54 IcyDiamond Me too
14:55 IcyDiamond I'm glad I have a friend with the brains for math
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14:55 IcyDiamond :D
14:55 IcyDiamond It'll be open source under gpl as well, so maybe it'll interest someone
14:55 em64t hi can someone change my nick to the forums thanks
14:56 IcyDiamond What
14:56 em64t my nick on*
14:58 rubenwardy em64t: ask celeron55
15:00 em64t he is not the only one that can do that
15:00 rubenwardy he *is* the only one that can do that
15:01 rubenwardy wait a sec
15:01 rubenwardy nevermind
15:01 rubenwardy please may you message me on the forums?
15:01 rubenwardy with your desired nick
15:01 em64t sure
15:02 rubenwardy https://forum.minetest.net/memberlist.php?mode=viewprofile&u=2051
15:02 rubenwardy if you can't PM, then send me a link to your profile
15:03 rubenwardy I need to check you own the account, so I'll then give you the ability to PM
15:03 em64t i sent a pm
15:04 rubenwardy done
15:04 rubenwardy TIL I can do that
15:07 em64t perfect, thanks
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15:11 IcyDiamond Lol
15:13 IcyDiamond I don't know what rendering engine to use for the space thing
15:14 IcyDiamond I'm too lazy to write everything from scratch
15:14 IcyDiamond XD
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15:18 IcyDiamond Someone here said irrlicht is not good to work with
15:19 rubenwardy I personally think it's OK for simple stuff
15:19 rubenwardy If I were to make a 3D game now, I'd use Urhe3D though
15:19 rubenwardy it's modern C++ and looks quite good
15:19 rubenwardy but idk how good it is for advanced graphics and stuff
15:20 IcyDiamond Urhe?
15:20 IcyDiamond I can't find that on google
15:20 IcyDiamond Lol
15:21 rubenwardy I can never remember how to spell it
15:21 rubenwardy !g Urhe3D
15:21 IcyDiamond Hmm, maybe you mean Ogre
15:21 deltasquared rubenwardy: I'm not that well informed on the whole 3D thing but I am aware irrlicht hasn't been found to be all that efficient in practice... though I guess the way MT maybe uses it could be improved
15:21 deltasquared I mean like one scene node what
15:22 IcyDiamond I personally think ogre is pretty overkill but idk
15:22 IcyDiamond It took me a forever to even build it
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15:22 deltasquared personally I feel voxel games deserve an engine of their own, but I don't know if one exists - from scratch would be an absurdly huge undertaking
15:22 rubenwardy https://urho3d.github.io/   IcyDiamond
15:23 deltasquared it's not like other games, where like the terrain is fixed and can be optimised in certain ways ahead of time
15:23 IcyDiamond Hmm okay I haven't heard of that before
15:23 rubenwardy that's part of Minetest
15:23 deltasquared I guess you could apply a form of voxel LOD transition though...
15:24 IcyDiamond Cool a MIT licensed engine
15:25 deltasquared that urho thing does look cool, but I lack the knowledge to appreciate it properly I think
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15:26 deltasquared the problem I have, is that I don't have a sufficient appreciation of the kind of boilerplate that various "levels" of game engines help you avoid
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15:27 deltasquared I have ventured enough in openGL territory to know that from-scratch can be painfully verbose, but not enough to appreciate which kind of abstractions would be useful (say taking the pain out of configuring book-keeping like triangle arrays for rendering), and which would be "overkill"
15:28 deltasquared (side note, I'm not a fan of opengl's implicit state model, but can't be avoided with established drivers etc.)
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15:30 deltasquared openGL tinkering in general being one thing I guess I'll need exposure to when I have the time
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15:51 AndroBuilder_ Sokomine: hi did you check the error issue at you Minetest Trader Mod? ... would love to use this trader it's just not working on my server :(
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17:59 IcyDiamond btw the random number gens are documented wrong in lua_api
17:59 IcyDiamond next() takes userdata as the first argument
18:00 IcyDiamond apparently
18:00 IcyDiamond idk
18:01 Krock IcyDiamond, that's correct because you do this call  object:next()
18:01 IcyDiamond ohhh
18:01 IcyDiamond okay
18:01 Krock which is equivalent to object.next(object)
18:01 IcyDiamond alright
18:06 IcyDiamond tools/craftnodes should have an initialization callback as well
18:06 IcyDiamond like on_construct
18:06 IcyDiamond craftitems*
18:08 IcyDiamond at least i cant find anything that would allow me to set metadata when tool is created
18:09 IcyDiamond or given
18:09 Krock you mean.. on_craft?
18:10 Krock https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2872
18:10 Krock return a modified itemstack
18:10 IcyDiamond ehh
18:11 Krock !next
18:11 MinetestBot Another satisfied customer. Next!
18:12 IcyDiamond yeah thats only on craft, not when /give-n or taken from creative inv
18:13 IcyDiamond meh i guess i'll make it a requirement to use the tool to initialize it
18:13 IcyDiamond XD
18:13 Krock there are no callbacks for ItemStack("new:item") or anything like that. It would be a gigantic overhead
18:14 IcyDiamond yeah i guess you're right
18:14 IcyDiamond :P
18:14 Krock just make it fill in the right metadata when using it
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18:14 IcyDiamond ye
18:14 Krock otherwise you're also wasting disk space even when the tool was never used
18:14 IcyDiamond yeah indeed
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18:43 IcyDiamond is it possible to have colors in tooltip?
18:43 rubenwardy yes
18:44 rubenwardy mientest.colorize
18:44 IcyDiamond omg thats awesome
18:45 IcyDiamond :D
18:46 Krock you can colorize all text elements
18:46 rubenwardy I use it in my crafting mod: https://i.rubenwardy.com/eZR8Wd7s7Q.png
18:47 Krock some kind of tool enchanting/levelup mod also uses it already
18:47 IcyDiamond aww i really wish the font was monospaced XD
18:48 IcyDiamond https://i.lunasqu.ee/Screenshot_18-04-13-21:48:21.png i dont think i can align those
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18:54 IcyDiamond i dont even know what im doing tbh
18:54 IcyDiamond i have no plan
18:54 IcyDiamond XD
18:56 Krock tabulators?
18:56 IcyDiamond ?
18:57 deltasquared gg, I crashed a server by trying to see if a function was present using //lua by passing it to error()... causing the pcall handler to crash trying to concatenate a function
18:57 IcyDiamond lol
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19:08 Krock deltasquared, congratulations.
19:09 deltasquared Krock: all in a day's work <_<
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19:37 Out`Of`Control hi
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