Time |
Nick |
Message |
00:40 |
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00:41 |
AlienCat |
hello guys, this thing looks awesome! there is like 20 different minecraft clones being worked on but this project seems the most successful |
00:47 |
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00:51 |
AlienCat |
but it does not have mobs D: |
01:14 |
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01:27 |
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01:40 |
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01:42 |
serp |
AlienCat: there are mods to add mobs... |
01:44 |
progysm |
but is there mobs that add mods? |
01:44 |
AlienCat |
yeah I see that |
01:44 |
AlienCat |
will be intressting to see what happend in the future |
01:45 |
AlienCat |
for being so like minecraft it is actually different |
01:50 |
AlienCat |
from what I see the mob mod is quite laggy |
02:20 |
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05:56 |
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05:56 |
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05:58 |
AlienCat |
it seems minetest is quite popular right? |
06:00 |
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06:20 |
lumberJ |
heh, relative to what, AlienCat? :P |
06:20 |
lumberJ |
seriously though, it does have a decent sized active community, yes |
06:23 |
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06:25 |
AlienCat |
sounds great! I should try it out some time :) |
06:25 |
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06:28 |
lumberJ |
no time like the present |
06:33 |
AlienCat |
all mods are server side. hum, how does that work |
06:34 |
AlienCat |
like forexample the server have a new mob, then something must be downloaded to the client |
06:39 |
lumberJ |
the client side user won't need to download anything |
06:39 |
lumberJ |
unless they want to host the mod in their own single player game/server |
06:40 |
lumberJ |
its set up differently than minecraft, if that is what you are referring to |
06:44 |
AlienCat |
yea I know my I still wonder how it is possible |
06:44 |
AlienCat |
the client need to display the model of the mob implemented by the mod somehow |
06:50 |
lumberJ |
i can't speak to the technical details, as I am not very familiar with the C++ side of things, but I assume its broken down in a way that it can be sent to the client fairly efficiently |
06:51 |
lumberJ |
mobs does seem to be one of the weaker areas of minetest, probably related to this in some part. |
06:52 |
lumberJ |
but for me at least, i think it makes up for it in a lot of other ways |
06:52 |
lumberJ |
mobs have never been of that much interest to me though, to be fair |
07:03 |
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07:04 |
AlienCat |
so most of the minetest community oppose to the idea of mobs? |
07:05 |
lumberJ |
no, i wouldn't say that |
07:05 |
lumberJ |
just personally, i don't care for them much when I play |
07:05 |
lumberJ |
Lots of survival games have interesting mobs |
07:06 |
lumberJ |
and some of them are pretty decent |
07:08 |
lumberJ |
its just that the game engine itself doesn't handle the mobs, its all implemented in lua across various mods that aren't always compatible |
07:10 |
lumberJ |
but the plus side of that, is that you can have minetest games built to be very lightweight and perform very well even on old/low-power PCs |
07:11 |
lumberJ |
and on the other hand, the engine is flexible enough and lua, being relatively fast and easy to use, lets mod developers build up the game anyway they want |
07:22 |
AlienCat |
ahh I understand |
07:27 |
AlienCat |
so the game is depsite its apparence, not very like minecraft? |
07:28 |
lumberJ |
honestly, i haven't played minecraft, but no it doesn't aim to clone minecraft |
07:30 |
AlienCat |
that I can understand... |
07:38 |
AlienCat |
little sad in a way but not every game can be the same |
07:41 |
lumberJ |
sad, why? |
07:43 |
AlienCat |
in minecraft it had so many amazing mods in the days, if some could be recreated then the memories could live again. But such mods might or might not be rather ill fit for minetest |
07:45 |
lumberJ |
well minetest has a pretty vast selection of mods. some do clone mods of minecraft |
07:46 |
AlienCat |
I wounder if version 1 would break most of the mods |
07:47 |
lumberJ |
version 0.5.0 is underway now. this has some breaking changes, but hasn't effect the mods too much. Most of the really good mods are pretty well maintained anyway. |
07:51 |
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07:52 |
AlienCat |
ah I understand :) |
07:52 |
AlienCat |
maybe it is more easier making mods too |
07:57 |
lumberJ |
Lua and the minetest api are pretty easy to get started with. |
07:57 |
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07:58 |
AlienCat |
I am really exited now :) |
08:03 |
AlienCat |
should not be so hyped about this x) |
08:04 |
lumberJ |
its pretty fun. i played for hours when i first started |
08:04 |
AlienCat |
I wanna try out modding x) |
08:05 |
lumberJ |
yeah, i mod a lot more than i play these days |
08:06 |
lumberJ |
AlienCat, Check this out: https://rubenwardy.com/minetest_modding_book/en/index.html |
08:07 |
lumberJ |
that's a good place to start |
08:07 |
AlienCat |
thanks, I will read it :) |
08:08 |
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08:32 |
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08:38 |
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08:38 |
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08:49 |
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09:07 |
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09:16 |
rubenwardy |
AlienCat: mobs will be added to Minetest Game at somepoint |
09:16 |
rubenwardy |
It's just a matter of getting a sufficient quality mod for that |
09:17 |
AlienCat |
nice |
09:17 |
AlienCat |
so yet the mods for mobs aren't that good? |
09:37 |
rubenwardy |
they tend to have bad animations, bad AI, and bad density |
09:37 |
rubenwardy |
probably an engine issue, partly |
09:40 |
Shara |
The mobs mods are certainly usable. Just not at the standard for being included officially. |
09:42 |
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09:45 |
AlienCat |
they did some kind of mob api |
09:48 |
Shara |
The one I've mostly used is https://github.com/tenplus1/mobs_redo |
09:50 |
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09:51 |
AlienCat |
it is the newest one |
09:52 |
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09:55 |
rubenwardy |
Good mobs need lots of different skills unfortunately |
09:56 |
rubenwardy |
Which is why it takes a lot of effort |
09:56 |
AlienCat |
I can imagine |
09:56 |
rubenwardy |
Mobs redo is pretty light and fairly good polish in that it doesn't crash |
09:56 |
rubenwardy |
However the mobs aren't believable |
09:57 |
Shara |
Well, I'm not sure if believable mobs is ever going to happen in this kind of game :P |
09:57 |
AlienCat |
why is that |
09:58 |
Shara |
Believable to me requires a bit more graphical polish than MT has :) |
09:59 |
rubenwardy |
Minecraft does it pretty well |
09:59 |
Shara |
From what I saw, I wouldn't call those believable either |
10:00 |
AlienCat |
if you mean realistic looking I can agree |
10:03 |
Shara |
With mobs redo, it's actually possible to get somethign fairly decent. You have to work for it though, and not be scared to dig into other less known mods to lift things from them. That's my experience anyway. |
10:03 |
lumberJ |
Alot of little kids seem to believe in herobrine |
10:03 |
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10:06 |
AlienCat |
herobrine in Minetest |
10:06 |
lumberJ |
no, in real life i think |
10:07 |
lumberJ |
:D |
10:08 |
AlienCat |
whould be a hell if it follow us here |
10:08 |
AlienCat |
thought I would see the end of it |
10:08 |
AlienCat |
Shara do you mean creating mods or just apply the existing mods? |
10:08 |
lumberJ |
i haven't seen any one mention it in a while, but also i haven't been on public servers lately. that maybe over now as a trend |
10:10 |
Shara |
AlienCat: I've been running mobs_redo on a server for... I guess about 18 months now. Instead of just using the main mobs mods that usually partner it, I went hunting for more interesting things, in one case even going as far as just taking a model from something and then writing most of the code for the mob myself. |
10:11 |
AlienCat |
did you publish it? :D |
10:11 |
Shara |
Or well, not only myself. There were a couple of us working on it. |
10:11 |
AlienCat |
oh |
10:12 |
Shara |
No, since it's very tailored for the server I run. |
10:12 |
rubenwardy |
I'm not talking about realistic looking |
10:12 |
rubenwardy |
But believable acting |
10:12 |
Shara |
But the models I used are from the dmobs mod (dragon and hydra/water-dragon) |
10:12 |
rubenwardy |
So grazing, running from predators |
10:12 |
rubenwardy |
Looking at players |
10:13 |
Shara |
rubenwardy: pretty sure they do run from predators |
10:13 |
rubenwardy |
I found the simple mobs basically just wonder around |
10:13 |
AlienCat |
pretty much the same in minecraft |
10:18 |
AlienCat |
I wonder if you could take models from old minecraft mods |
10:19 |
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10:35 |
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10:36 |
AlienCat |
oh minetest is base on irrlicht |
10:49 |
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12:58 |
andirc8000 |
can anyone please help me with my attempted mod code: https://hastebin.com/pivoquruno.sql ? |
12:58 |
andirc8000 |
when I override on_use it just doesn't get called at all. |
13:07 |
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13:14 |
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13:15 |
andirc8000 |
slightly more improved ver: https://hastebin.com/zosirigufa.sql |
13:16 |
andirc8000 |
... I don't see 'Debug: on_use() 1' in minetest log file at all |
13:16 |
andirc8000 |
... when I right-click/left-click multiple times... |
13:17 |
andirc8000 |
what am I doing wrong? |
13:18 |
andirc8000 |
what else could I try? |
13:31 |
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14:28 |
Entuland |
this looks easier to read, andirc8000 : https://hastebin.com/zosirigufa.lua :P |
14:29 |
Entuland |
unfortunately I'm a noob myself with minetest and lua, so not sure whether I could help |
14:30 |
Entuland |
(in the link above I just changed the extension to change the highlighting) |
14:31 |
sfan5 |
andirc8000: you can't use any of the register_* functions at runtime |
14:31 |
sfan5 |
besides, I don't think nodes even have on_use |
14:32 |
Entuland |
this is my question of yesterday: playing around with player:hud_add and player:hud_change - I succeeded adding a waypoint but for some reason player:hud_change(hud_id, "name", "new name") doesn't seem to have any effect (hud_id is the value returned by player:hud_add() of course) |
14:33 |
Entuland |
maybe I'm misunderstanding what hud_change is for |
14:34 |
andirc8000 |
sfan5: I'm trying to make a personal mod that will destroy a node with one click, and an existing mod: https://hastebin.com/veruyoyujo.lua destroys sometimes 2 nodes at once. I was recommended by lumberJ to use on_use() |
14:35 |
sfan5 |
you'd use a custom hand item for this |
14:35 |
lumberJ |
I said what? |
14:35 |
lumberJ |
:P |
14:36 |
andirc8000 |
<lumberJ> or if you are attaching this function to a tool you might use on_use: |
14:36 |
lumberJ |
my sugestion was to make a something like a custom tool that uses the on_use field to remove the node. on_use by its nature will only effect one node per click |
14:36 |
lumberJ |
i know, i'm just being silly |
14:36 |
andirc8000 |
lumberJ: ok. |
14:36 |
lumberJ |
basically the same as what sfan5 is suggesting :) |
14:42 |
lumberJ |
see this, andirc8000: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L5206 |
14:45 |
Entuland |
another question: is there any way to bring up the output in a live manner on windows instead of having to open the log file repeatedly? |
14:48 |
Entuland |
all right found it: minetest.exe --console |
15:00 |
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15:01 |
Entuland |
weird... seems like that call should work according to this: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4164 |
15:01 |
Entuland |
still, I can't see its effect :/ |
15:05 |
lumberJ |
Entuland. can you post some code? |
15:05 |
Entuland |
sure |
15:05 |
lumberJ |
sorry if you already posted it and i missed it |
15:06 |
Entuland |
no I didn't yet |
15:07 |
Entuland |
this is the relevant part: |
15:07 |
Entuland |
https://hastebin.com/tujeyumepi.lua |
15:07 |
Entuland |
just messing with learning the stuff, I know there are mods doing similar things with bones already |
15:07 |
lumberJ |
cool, i'll take a look |
15:08 |
Entuland |
line 16 doesn't seem to have any effect |
15:08 |
Entuland |
the mod works as intended apart from that little detail |
15:12 |
Entuland |
cut down example that can be run in isolation (hopefully) https://hastebin.com/gezutotaji.lua |
15:13 |
lumberJ |
Entuland, do you mean to change the text on the screen? |
15:13 |
Entuland |
yep |
15:14 |
Entuland |
but I can't know the ID beforehand |
15:14 |
Entuland |
it's just to understand how the thing works, of course it's not necessary |
15:14 |
lumberJ |
according to api the valid HUD element types are: type of HUD element, can be either of "image", "text", "statbar","inventory". |
15:14 |
lumberJ |
and i believe the "text" field is the one you want to change |
15:14 |
Entuland |
text should be the suffix after the distance of the waypoint |
15:15 |
lumberJ |
i'm not even sure what the purpose of the "name" field is. I haven't used it :P |
15:15 |
Entuland |
and https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4164 is the same doc you pointed out just a few minutes ago |
15:15 |
Entuland |
"name" gets used only by the waypoint HUD, afaict |
15:15 |
Entuland |
there in the last link it mentions "name" as well |
15:15 |
Entuland |
even though somewhere else I read that it's deprecated |
15:16 |
Entuland |
here is where the API mentions "name" as a valid entry for hud_change() : https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4167 |
15:17 |
lumberJ |
i see, i haven't used that hud type before L1552 |
15:17 |
Entuland |
that's okay, just taking advantage now that there was someone around :P |
15:17 |
lumberJ |
is it displaying the name without the hudID? |
15:17 |
Entuland |
yep, "BONES" alone works fine (set in "name" with hud_add) |
15:18 |
Entuland |
it simply doesn't change it to "BONES (1)" afterwards on hud_change |
15:19 |
lumberJ |
do the () show? |
15:19 |
Entuland |
nope |
15:19 |
Entuland |
it stays as "BONES", but to be sure I'll change it completely and retest |
15:20 |
lumberJ |
are you just doing it this way to have the hudID? |
15:21 |
Entuland |
yep, confirmed no effect at all even with a completely different string there |
15:21 |
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15:21 |
Entuland |
well, it's not really a necessity, it's just something I stumbled on |
15:22 |
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15:22 |
Entuland |
I thought that if it worked I could have found a use for it, but maybe I just managed to find a glitch :P |
15:22 |
Entuland |
not a big deal, I've got plenty of other stuff to experiment on :) |
15:25 |
lumberJ |
i generally store the hud id in a table and retrieve it from there |
15:25 |
lumberJ |
not sure why its not calling the player:hud_change method though |
15:26 |
lumberJ |
are you sure you restarted server after adding that line? |
15:28 |
lumberJ |
i don't think that id value is a simple number or string or integer anyway |
15:30 |
Entuland |
yep, restarted the server, no effect |
15:30 |
Entuland |
it should be a simple integer though |
15:32 |
lumberJ |
will test something on one of my mods, giveme a sec |
15:34 |
Entuland |
found the culprit |
15:35 |
lumberJ |
no youre right it return integer |
15:35 |
Entuland |
the two calls work, just not there |
15:35 |
Entuland |
I moved them to another point and they work |
15:35 |
Entuland |
maybe I need to exit that function before I can call them |
15:35 |
lumberJ |
yeah, I was thinking that, but couldn't come up with a compelling reason why |
15:36 |
Entuland |
maybe the hud itself doesn't get updated until the function returns and as such it can't be updated in the same function |
15:36 |
lumberJ |
yeah, that makes sense |
15:36 |
Entuland |
just wildguessing |
15:37 |
lumberJ |
at any rate, its pretty rare you would need to add a hud and change it in the same function call |
15:37 |
Entuland |
yep it was an odd case |
15:37 |
Entuland |
all right, I'll take a mental note about that, thanks for the additional pair of eyes :) |
15:37 |
lumberJ |
sure |
15:43 |
lumberJ |
Entuland, you have coding experience in another language? |
15:48 |
Entuland |
yep |
15:48 |
Entuland |
C, C++, PHP, Javascript, longtime :) |
15:48 |
Entuland |
39yo here |
15:49 |
Entuland |
coding since 16yo or so |
15:49 |
Calinou |
I wasn't born when you started coding :D |
15:49 |
Entuland |
eheheh |
15:49 |
Calinou |
hi :) |
15:49 |
Entuland |
hi :) |
15:50 |
Entuland |
I started learning Lua a few years ago but got sidetracked, still have to get a decent grip |
15:51 |
Entuland |
off for errands, see you around, I will likely stick around a long time considering the project :P |
15:51 |
* Entuland |
waves |
15:59 |
ThomasMonroe |
:O Calinou, I though you were older than me! |
16:05 |
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16:10 |
Calinou |
ThomasMonroe: I turned 20 in March : |
16:10 |
Calinou |
:!p |
16:10 |
Calinou |
:p* |
16:19 |
lumberJ |
young whipper snappers |
16:20 |
lumberJ |
sounds like Entuland needs to put the cpp skills to use :D |
16:21 |
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16:31 |
andirc8000 |
oh, joy, found this in forums: https://forum.minetest.net/viewtopic.php?f=5&t=19835#p314932, then copied off some code from that guy .. eventually tried this: https://hastebin.com/uwabizufif.lua -- and now only one node is destroyed per click (not 2-3 like before). I believe that 'minetest.after(0.3, ...' makes the difference. |
16:34 |
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16:37 |
andirc8000 |
(I had a problem before that one-click in 'creative mode' inconsistently destroyed sporaidic amount of blocks sometimes 1 sometimes two sometimes more) |
16:38 |
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16:43 |
lumberJ |
andirc8000 i think you want minetest.is_protected(pos, pname) |
16:44 |
lumberJ |
it checks player name |
16:46 |
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16:50 |
Entuland |
lumberJ, you mean to mess with the code behind minetest? in such a case there would still be a long way to go :P |
16:50 |
lumberJ |
you'll learn fast i'm sure |
16:51 |
Entuland |
:) |
16:51 |
* Entuland |
blushes |
16:51 |
lumberJ |
lol. didn't mean to make you blush |
16:51 |
Entuland |
eheheh |
16:52 |
lumberJ |
anyways always good to have experienced programmers around. |
16:52 |
lumberJ |
i'm going to lunch, be back a bit later hopefully. |
16:53 |
Entuland |
enjoy! |
16:53 |
Entuland |
I'm messing with my modpack, small little changes to feel at home after 2K+ hours on creativerse :P |
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17:44 |
Entuland |
uhm... I'm implementing my twist of teleport pads. The only way I have found to get a form by right-clicking on my pad is using meta:set_string("formspec", formspec) but that implies storing the list of TPs there in that form (which works, right now) |
17:45 |
Entuland |
the problem is when a TP somewhere has its name changed... when I open the TP list from another pad, of course the form had no chance to get updated, so I need to close it and reopen it (cause I hooked the form update in on_receive_fields) |
17:45 |
Entuland |
any other approach I could use? |
17:46 |
Entuland |
I would call show_formspec but I couldn't find any hook to intercept the right-click on a node |
17:47 |
Entuland |
apart from that meta:set_string, that is |
17:49 |
Entuland |
off for dinner myself but I'll keep the chat open, laters |
17:50 |
Krock |
register_on_player_receive_fields (or so) will allow you to get the callbacks |
17:51 |
Entuland |
uhm... the problem is not getting the callback, the problem is that the only way to trigger the opening of a form by right-clicking on a node is storing the form itself on the node metas |
17:51 |
Entuland |
that's my problem |
17:51 |
Entuland |
I have one copy of the TP list in each pad right now |
17:51 |
Entuland |
and that makes them go out of sync the first time I open one if I changed the name of another pad |
17:52 |
Entuland |
rephrase: the only way I _have found_ to open a form by right clicking on a node |
17:53 |
Krock |
the travelnet mod has a similar problem, however it's also quite a while since it was written. since then we've got mod storage, which allows you to save data in a key/value database |
17:53 |
Entuland |
I am saving the list of TPs in the mod storage |
17:53 |
Krock |
with that you can access to a teleporter pad network by calling the getter function of that database |
17:54 |
Entuland |
the only workaround I see would be going through the various metas of the others pads and updating the list every time a pad gets created or renamed |
17:54 |
Krock |
the best way to keep it up to date is indeed show_formspec in combination with a table where you can store the palyer name and the node position |
17:54 |
Entuland |
yes that would have been my approach |
17:54 |
Krock |
so when you get a callback, it knows which list it should take |
17:54 |
Entuland |
but I can't intercept the right-click other than with saving the form in the node |
17:55 |
Entuland |
that's the central problem right now |
17:55 |
Krock |
uhm.. well? https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua#L2176-L2180 |
17:55 |
Entuland |
reading. Most likely I skipped over something :) |
17:55 |
Krock |
remove the "formspec" meta field if you're on 0.4.16 or lower because on_rightclick will not be called for those |
17:56 |
Entuland |
cool. That's the hook I was missing. I couldn't find it anywhere, thanks a lot Krock! |
17:56 |
Entuland |
this will immensely simplify the system :) |
17:56 |
Krock |
^.^ |
17:56 |
Krock |
!next |
17:56 |
MinetestBot |
Another satisfied customer. Next! |
17:57 |
Entuland |
ahahah |
17:57 |
Entuland |
I guess I should stop relying on the online docs and finger the code :P |
17:58 |
Krock |
the docs, lua_api.txt especially only document the API alone without giving examples. Here's a past-processed version with some examples: https://rubenwardy.com/minetest_modding_book/lua_api.html |
17:58 |
rubenwardy |
lol |
17:58 |
rubenwardy |
best thing about writing that book is the thanks |
17:58 |
rubenwardy |
worst thing is being constantly pinged XD |
17:58 |
Entuland |
heheheh |
17:58 |
Krock |
rubenwardy, change the domain |
17:58 |
rubenwardy |
lol |
17:59 |
rubenwardy |
:O |
17:59 |
Entuland |
glad to see you around ruben :P |
17:59 |
Entuland |
or simply change your handle here :P |
18:00 |
Entuland |
:) |
18:01 |
Entuland |
by the way the online docs did mention on_rightclick, I simply failed to see it cause it was in the secondary callbacks, silly me :/ |
18:07 |
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18:09 |
MinetestBot |
[git] rubenwardy -> minetest/minetest: Fix luajit include not being found 50c33d9 https://git.io/vpiTU (2018-05-08T18:06:55Z) |
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23:10 |
Ruslan1 |
Hello |
23:35 |
Entuland |
helloo Ruslan1 |
23:36 |
lumberJ |
back... |
23:36 |
lumberJ |
from the dead |
23:38 |
* Entuland |
watches lumberJ running for the bones box |
23:38 |
lumberJ |
dem bones |
23:38 |
lumberJ |
how'd you get into lua/minetest Entuland? |
23:39 |
Entuland |
you know what? I'm not really sure. Perhaps a dangling entry on the SERP looking for something related to MC a couple days ago |
23:40 |
serp |
WHAT? |
23:40 |
Entuland |
so far I'm really really happy with it |
23:40 |
Entuland |
ahahah |
23:40 |
Entuland |
sorry |
23:40 |
Entuland |
Search Engine Result Page |
23:40 |
serp |
:) |
23:40 |
Entuland |
I think I've completed my tpad mod |
23:40 |
lumberJ |
telepad? |
23:41 |
Entuland |
seems to be working great, also managed to test it in multiplayer (wouldn't have thought I could run two instances locally and test it, but it worked) |
23:41 |
Entuland |
yep a teleporting pad |
23:41 |
lumberJ |
yeah, it works. going to release the mod? |
23:41 |
Entuland |
sure thing, tomorrow after a bit of cleanup |
23:41 |
Entuland |
I'll drop it on github |
23:42 |
Entuland |
it's littered with debug statements :P |
23:42 |
lumberJ |
cool ping me and let me know, i'd like to test it |
23:42 |
Entuland |
sure thing |
23:42 |
lumberJ |
you should drop a post on the forum page as well under WIP mods |
23:42 |
Entuland |
I'll be glad to have the code reviewed to see if I'm doing things properly |
23:42 |
Entuland |
willdo |
23:42 |
lumberJ |
you should get some decent traffic that way |
23:43 |
Entuland |
all right, I'd better hit the mattress, almost 2AM in here, have fun everybody! |
23:43 |
* Entuland |
waves |
23:44 |
lumberJ |
later on |
23:49 |
Ruslan1 |
? |
23:56 |
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